Disciples II: Dark Prophecy is the sequel to Disciples: Sacred Lands, a
turn-based strategy game that went largely unnoticed despite earning good
reviews and a loyal following of fans. Sequels to critically acclaimed
games usually generate high expectations, but don't always deliver on
them. We were able to get a hold of a preview copy of Disciples II and
from what we've seen so far, it just might be a worthy successor to Sacred
Lands.
Disciples II features the same four races as its predecessor, but each race
is now in a state of turmoil. The game takes place ten years after the
Great Wars, at a time when the Chosen One has emerged to bring both salvation
and destruction to the Sacred Lands. The Empire is in chaos since the loss
of the heir to its throne, and there is no sign of relief from the devastation
wrought on the land by the Great Wars. The Mountain Clans lost their High
King in the Great Wars, their tribes scattered and their lands in ruin.
The Undead Hordes are consumed with the search for divine blood so that their
mistress may revive her departed soulmate. Finally, the Legions of the
Damned have begun to plot their vengeance on their enemies now that they are
close to releasing their god from his earthly prison. Players will be able
to follow the story of the new war between these races from the perspective of
each individual race by playing the game's four campaigns. Once the player
finishes the campaigns, he/she will be able to continue to enjoy the game
through stand alone campaigns and multiplayer action over the internet.
Disciples II will also come with a campaign editor, so players can create and
share their own unique campaigns.
The two major assets of players are heroes and
cities. Heroes are used to create armies which can be moved around the
map. There are different classes of heroes, from warriors to mages, and
each has its own special attacks and maximum number of units that it can
command. Cities act as a source of recruitment for new heroes and for the 200+ units available in
the game. The player's starting city acts as their capital, which is a
special city that can be expanded to provide the player with unit and spell
upgrades. Cities also exert an area of influence over the map and any
resource sites which fall under this influence generate a fixed amount of
resources for the player each turn.
Players can also expand their influence through the use of rods. Rods
are special magical items that can only be placed by certain heroes. Once
placed, they slowly convert the land around them to the player's control.
This is the only way to capture resource sites that are distant from the
player's cities. Rods can even be placed in enemy territory, stealing
resource sites away for your exploitation. Should an enemy player place a
rod in your lands, the same heroes that can place rods can also be used to
remove enemy rods.
During a turn, players move their armies across the map to explore new
regions, conquer additional cities, and investigate mysterious ruins or treasure
troves. In addition to other players, the map is populated with armies of
thugs and monsters. Some of these remain stationary, guarding a treasure
that will be awarded to the player that can defeat them. Others wander the
map seeking to raise havoc and attack the player's armies.
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