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    FAQ by DG Dobrev

    Version: 1.0 | Updated: 04/16/02 | Search Guide | Bookmark Guide

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    -            Disciples 2 - The Dark Prophecy FAQ                -
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                   =    Author: DG Dobrev             =
                   =    E-mail: iron_feather@mail.bg  =
                   =    Date: 15.04.2002              =
                   =    Version: 1.0                  =
                   ====================================
    
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    Part One. Introduction
    
    - A few words from the author:
    
    Hello!
    
    Believe it or not, I got Disciples just a week age and it already
    became my current favorite game. I completely forgot about Heroes
    of Might and Magic IV, Diablo II - Lord of Destruction and a few
    more well know games I was playing at that time.
    
    - A little FAQ :-)
    
    You might ask: What attracted me to this game?
    I'll answer: The graphics, the music and the gameplay. I'm a
    Might and Magic series fan from quite a time and though I have
    never used the turn-based fight mode, this game made me wish I
    had... I mean if the screen could blink for a sec and show up
    like the Disciple's fighting scene. This would be awesome!
    The second thing - most of the strategy games do not offer more
    than 2 or 3 different races, most likely with different potential
    meaning one is better than the other. This game had 4, one very
    different from another.
    
    You might ask: Which is your favorite race?
    I'll answer: The Mountain Clans... Although I have great
    preferences towards the Undead Hordes. I really like the
    Necromancy (since Heroes 2 and Diablo 2) and the Undeads are my
    second favorite race.
    
    You might ask: Why exactly the Mountain Clans?
    I'll answer: I played my first campaign with the Mountain Clans,
    not with the Empire. They were interesting to watch and develop,
    and had interesting units. I grew to love the Tenderfoot, who,
    upgraded either to Alchemist or Archdruidess was essential for
    the success of my games. Some of my friends swear to the Empire
    and defy the Clans, for they were weak. Well, I don't think so!
    
    - End of FAQ :-)
    
    - Some peronal information:
    
    This is the first time I give personal info :-) read if you wish,
    otherwise feel free to scroll down.
    
    Country: Bulgaria
    City: Warna (port city on the Black Sea)
    Age: 21
    Education: 3rd year in the Warna University of Economics
    Currently Studying: Tourism
    Initiative: I'm planning to make a game show on the TV... Wish me
    luck :-)
    
    -----------------------------------------------------------------
    Part Two: Heroes' Descriptions
    
    In Disciples, there are three types of party Leaders: Warriors
    (Warrior Lord), Magicians (Mage Lord) and Guildmasters. Another
    two types: the Champions and Thieves, cannot be picked up as a
    starting characters.
    
    - Base information:
    -->Warrior Lord: Units in party regenerate 15% of the lost HP
    each day, but magic research is limited to level 4.
    -->Mage Lord: He can research all spells (including level 5) and
    cast them twice a day. The Mage Lord starts with a Magic Tower
    already built in town.
    -->Guildmaster: The Thief class can perform more actions, all
    non-capital cities cost 50% less gold to grow, but spell
    research is limited to level 4.
    
    Now, I'll give more detailed info for each race:
    
    ----------
    The Empire
    ----------
    
    1. Warrior Lord - Pegassus Knight
    HP: 150 (+15/Level)
    Armor: 0
    Attack: Long Sword
    Chance to hit: 80% (+1/level)
    Damage: 50 (+10/level)
    Source: Weapon
    Initiative: 50
    Reach: Adjacent Units
    Targets: 1
    Leadership: 3
    Abilities: Artifact Lore
               Flying
    
    The Pegassus Knight is a noble fighter, whose wings carry him
    high above forests and seas.
    
    2. Mage Lord - Archmage
    HP: 65 (+10/level)
    Armor: 0
    Attack: Lightning
    Chance to hit: 80% (+1/level)
    Damage: 30 (+5/level)
    Source: Air
    Initiative: 40
    Reach: Any Unit
    Targets: 6
    Leadership: 3
    Abilities: Use Staffs and Scrolls
               Use Orbs
    
    Master of the arcane, an Archmage is the only Leader who can use
    staffs and scrolls.
    
    3. Guildmaster - Ranger
    HP: 90 (+10/level)
    Armor: 0
    Attack: Falcon Arrow
    Chance to hit: 80% (+1/level)
    Damage: 40 (+5/level)
    Source: Weapon
    Initiative: 60
    Reach: Any unit
    Targets: 1
    Leadership: 3
    Abilities: Use Travel Boots
    
    Travelling quickly troughout the realm, the Ranger is often sent
    on scouting missions by the king.
    
    4. Champion - Arch-Angel
    - Cannot be picked as a starting character!
    HP: 100 (+10/level)
    Armor: 0
    Attack: Healing
    Chance: 100%
    Heal: 40 (+5/level)
    Source: Life
    Initiative: 10
    Reach: Any unit
    Targets: 1
    Leadership: 1
    Abilities: Plant Rod
               Flying
    
    The Archangel claims land for the Empire by planting Rods. The
    ground surrounding the rod magically transforms into Empire soil.
    
    5. Thief
    - Cannot be picked as a starting character!
    - Must build a Guild to recruit him!
    HP: 100
    Armor: 0
    Attack: Daggers
    Chance: 80%
    Damage: 30
    Source: Weapon
    Initiative: 60
    Reach: Adjacent Units
    Targets: 1
    Leadership: 0
    Abilities: Spying
               Incite Riots
               Poison Enemy
    
    Thieves are adept at mischief, and can snek behind enemy lies to
    secure info, important to the Empire's cause.
    
    -----------------
    The Undead Hordes
    -----------------
    
    
    1. Warrior Lord - Death Knight
    HP: 150 (+15/Level)
    Armor: 0
    Immune: Death
    Attack: Undead Blade
    Chance to hit: 80% (+1/level)
    Damage: 50 (+10/level)
    Source: Weapon
    Initiative: 50
    Reach: Adjacent Units
    Targets: 1
    Leadership: 3
    Abilities: Artifact Lore
               Flying
    
    Death Knight's ferocityin battle is unmatched. His high
    leadership and flying abilities are his greatest assets.
    
    2. Mage Lord - Lich Queen
    HP: 65 (+10/level)
    Armor: 0
    Immune: Death
    Attack: Fire Storm
    Chance to hit: 80% (+1/level)
    Damage: 30 (+5/level)
    Source: Fire
    Initiative: 40
    Reach: Any Unit
    Targets: 6
    Leadership: 3
    Abilities: Use Staffs and Scrolls
               Use Orbs
    
    Female Necromancers live after death as the dreadful LIch Queens.
    Their unholy knowledge allows them to use staffs and scrolls.
    
    3. Guildmaster - Nosferat
    HP: 90 (+10/level)
    Armor: 0
    Immune: Death
    Attack: Drain Life
    Chance to hit: 80% (+1/level)
    Damage: 10 (+5/level)
    Source: Death
    Initiative: 60
    Reach: Any unit
    Targets: 6
    Leadership: 3
    Abilities: Use Travel Boots
    
    Nosferats drian life from their enemies in battle, weakening
    opponents whilefeeding their own evil souls.
    
    4. Champion - Banshee
    - Cannot be picked as a starting character!
    HP: 100 (+10/level)
    Armor: 0
    Attack: Paralyze
    Chance: 70%
    Damage: 0
    Source: Mind
    Initiative: 20
    Reach: Any unit
    Targets: 1
    Leadership: 1
    Abilities: Plant Rod
    
    Banshee plants rods on living soil to create from it a barren
    wasteland.
    
    5. Thief
    - Cannot be picked as a starting character!
    - Must build a Guild to recruit him!
    HP: 100
    Armor: 0
    Attack: Daggers
    Chance: 80%
    Damage: 30
    Source: Weapon
    Initiative: 60
    Reach: Adjacent Units
    Targets: 1
    Leadership: 0
    Abilities: Spying
               Incite Riots
               Poison Enemy
    
    A Thief is sent by the King to enemy cities. There he uses his
    craft to outwit the enemy.
    
    -------------------------
    The Legions of the Damned
    -------------------------
    
    
    1. Warrior Lord - Duke
    HP: 150 (+15/Level)
    Armor: 0
    Attack: Infernal Sword
    Chance to hit: 80% (+1/level)
    Damage: 50 (+10/level)
    Source: Weapon
    Initiative: 50
    Reach: Adjacent Units
    Targets: 1
    Leadership: 3
    Abilities: Artifact Lore
               Flying
    
    The Duke's watlike spirit leads demons into battle, sword in hand.
    
    2. Mage Lord - Archdevil
    HP: 65 (+10/level)
    Armor: 0
    Attack: Flame Burst
    Chance to hit: 80% (+1/level)
    Damage: 30 (+5/level)
    Source: Fire
    Initiative: 40
    Reach: Any Unit
    Targets: 6
    Leadership: 3
    Abilities: Use Staffs and Scrolls
               Use Orbs
               Flying
    
    The Archdevil is the master of the arcane; he has knowledge of
    staffs and scrolls.
    
    3. Guildmaster - Counselor
    HP: 90 (+10/level)
    Armor: 0
    Attack: Crossbow
    Chance to hit: 80% (+1/level)
    Damage: 40 (+5/level)
    Source: Weapon
    Initiative: 60
    Reach: Any unit
    Targets: 1
    Leadership: 3
    Abilities: Use Travel Boots
               Flying
    
    The Counselor leads the vanguard of the Legions. He travels at
    high speed troughout the lands.
    
    4. Champion - Baroness
    - Cannot be picked as a starting character!
    HP: 100 (+10/level)
    Armor: 0
    Attack: Fear
    Chance: 80%
    Damage: 0
    Source: Mind
    Initiative: 20
    Reach: Any unit
    Targets: 1
    Leadership: 1
    Abilities: Plant Rod
               Flying
    
    Under he Baroness' control the realm transforms to a fury
    wasteland.
    
    5. Thief
    - Cannot be picked as a starting character!
    - Must build a Guild to recruit him!
    HP: 100
    Armor: 0
    Attack: Daggers
    Chance: 80%
    Damage: 30
    Source: Weapon
    Initiative: 60
    Reach: Adjacent Units
    Targets: 1
    Leadership: 0
    Abilities: Spying
               Incite Riots
               Poison Enemy
    
    The Thief is valued for his skill in subterfuge.
    
    ------------------
    The Mountain Clans
    ------------------
    
    
    1. Warrior Lord - King's Guard
    HP: 225 (+15/Level)
    Armor: 0
    Attack: Battle Axe
    Chance to hit: 80% (+1/level)
    Damage: 60 (+10/level)
    Source: Weapon
    Initiative: 40
    Reach: Adjacent Units
    Targets: 1
    Leadership: 3
    Abilities: Artifact Lore
    
    As warlike leaders, the King's guard are sent to quell any danger
    that treatens the Dwarven Lands.
    
    2. Mage Lord - Loremaster
    HP: 95 (+10/level)
    Armor: 0
    Attack: Earth Fall
    Chance to hit: 80% (+1/level)
    Damage: 30 (+5/level)
    Source: Earth
    Initiative: 30
    Reach: Any Unit
    Targets: 6
    Leadership: 3
    Abilities: Use Staffs and Scrolls
               Use Orbs
    
    The Loremaster collects ancestral wisdom of Clans and has the
    ability to use staffs and scrolls.
    
    3. Guildmaster - Engineer
    HP: 135 (+10/level)
    Armor: 0
    Attack: Crossbow
    Chance to hit: 80% (+1/level)
    Damage: 40 (+5/level)
    Source: Weapon
    Initiative: 60
    Reach: Any unit
    Targets: 6
    Leadership: 3
    Abilities: Use Travel Boots
    
    Engineers travel far and wide, keeping the High King informed of
    happenings in the Dwarven Lands.
    
    4. Champion - Dwarf Champion
    - Cannot be picked as a starting character!
    HP: 150 (+10/level)
    Armor: 0
    Attack: Axe
    Chance: 80%
    Damage: 40 (+10/level)
    Source: Weapon
    Initiative: 30
    Reach: Adjacent units
    Targets: 1
    Leadership: 1
    Abilities: Plant Rod
    
    Chosen by Wotan to transform the land, the Dwarf Champion plants
    rods to expand high King's territory.
    
    5. Thief
    - Cannot be picked as a starting character!
    - Must build a Guild to recruit him!
    HP: 150
    Armor: 0
    Attack: Daggers
    Chance: 80%
    Damage: 40
    Source: Weapon
    Initiative: 50
    Reach: Adjacent Units
    Targets: 1
    Leadership: 0
    Abilities: Spying
               Incite Riots
               Poison Enemy
    
    The Thief has many tricks in his disposal that he employs to
    further High King's cause.
    
    ---
    These are the characters you may use in the game. You can start
    with either Warrior, Mage or Guildmaster, but as the game
    advances, you are free to pick another character. The game is
    really pleasurable with a Champion (who gains levels quickly and
    transforms land like crazy, collecting resources for you in the
    meantime), but is extremely hard to gain victory... Unless you can
    count on the spells you have and the resources you have stolen.
    ---
    
    ------------------------------------------------------------------
    Part Three: Skill descriptions
    
    There are 25 (on my account) skills in Disciples 2. I will quickly
    give the pros and cons for each skill.
    The ranks I give :-) are taken from military units... They are:
    Private, Sergeant, Lieutenant, Captain, Commodore, Admiral. I just
    wanted to skip the simple grade system... Not in my style :-)
    
    1. Use Staffs and Scrolls - this is a skill, only usable by Mage
    Lords. It is useful, since the staffs and scrolls you'll come upon
    contain useful spells.
    Rank: Admiral
    
    2. Artifact Lore - allows the Leader to use artifacts. If your
    chosen character doesn't have this skill, learn it right away!
    Rank: Admiral
    
    3. Banner Bearer - banners help in battle, either protecting or
    helping your party to deal higher damage. It is useful, but you
    may clearly go without it.
    Rank: Captain
    
    4. Pathfinding - increases leader's movement by 20%. You won't
    even feel it at early levels. However, it is useful for all units,
    that do not posess the "Flying" ability. I recommend to leave this
    skill alone and go for the Advanced Pathfinding.
    Rank: Private
    
    5. Leadership - allows to take one more unit with you. EXTREMELY
    useful.
    Rank: Admiral
    
    6. Travel Lore - Allows your leader to wear magical boots. These
    botts' attributes almost diminish the effect of Pathfinding (giving
    from 20 to 40% bonus, which means better than the skill itself)
    skill. Nice! If you combine this with Advanced Pathfinding you may
    go well over the 60 movement points line.
    Rank: Commodore
    
    7. Arcane Lore - Use Orbs in battle. It is very rare to find obrs
    that contain formidable "allies" inside and the fact that the
    effect is only during the battle made me hate this skill. However,
    if you feel underpowered, this thing may save your life.
    Rank: Sergeant
    
    8. Might - your leader does +25% more damage. Useful for all types
    of leaders, but especially for Warriors. Learn this skill as fast
    as you can. Magi will also appreciate this.
    Rank: Commodore
    
    9. Natural Armor - your leader absorbs 20% of the damage his
    receives. It is nice skill, but not that critical. I think it is
    very useful for low-HP characters, like the Mage. Other may well
    skip it.
    Rank: Captain
    
    10. (Advanced) Leadership - I put "advanced" into brackets, because
    you can learn this skill once again and have 5 people aiding you
    in your quest. Again, learn it right away.
    Rank: Admiral
    
    11. Advanced Pathfinding - increases movement by 25%. Useful if you
    don't have any good boots to boost you movement. Otherwise, there
    are better places to invest... However, if you want to travel
    quickly and tresspass the land like crazy, use the Pathfinding +
    Advanced Pathfinding + 40% Movement Bonus boots. This is almost
    double movement than your starting value.
    Rank: Lieutenant (maybe Captain)
    
    12. Arcane Power - I can the same about it as I said about the
    orbs, since good talismans are very rare to find. Your call on
    this one...
    Rank: Captain
    
    13. Weapon Master - all units in the Leader's party will gain +25%
    more exerience in battle. I love this skill! Having this, you can
    quickly raise your (and you men's) XP. Great at early stages and
    when fighting tough opponents. The bad thing about it is the fact
    that you may well go without it...
    Rank: Commodore
    
    14. Accuracy - gives +20% chance to hit the enemy ONLY to your
    leader. Hm, I never found great use of it, since you always get
    +1 chance per each level gained and... The maximum is 100%, so
    you get lower utility for it. But if you're tired of seeing the
    yellow flash and "Miss" line, I'm sure you'll choose this one...
    Rank: Sergeant
    
    15. Keen-sight - allows your leader to see further in the fog of
    war. I completely skipped this skill. I'd better save mana for
    spells like "True Sight", "Sybil's Vision" or "Daylight" to remove
    the fog than using such skill.
    Rank: Private
    
    16. Toughness - your leader gains +20% more HP. Great skill for all
    types of characters. More HP mean that you won't die after a few
    strikes. Magi should get this ASAP, since they start low on HP.
    Rank: Commodore
    
    17. Natural Healing - leader regains 15% of his HP each day. You
    may find this skill useful if you play the Mage or the Guildmaster.
    Otherwise, don't use it, since the Warriors have natural regeneration of 15%
    (afflicting the party in the same time!).
    Rank: Sergeant for Warriors/Captain if else!
    
    18. Incorruptible - incorruptible for Thieves. This skill is useful
    only if you play against human players! The AI doesn't do much use
    of the info...
    Rank: Lieutenant
    
    19. Water Ward - renders you immune to the first Water-based attack
    in battle. You decide if you are willing to invest in it.
    Rank: Captain
    
    20. Forestwalk - no moving penalty in forests. Useless, in my
    opinion.
    Rank: Private
    
    21. Earth Ward - renders you immune to the first Earth-based attack
    in battle. You decide if you are willing to invest in it. Earth
    spells are less common (not if you play against the Dwarf Mages!).
    Rank: Luietenant
    
    22. First Strike - you leader gains +50% initiative. EXTREMELY
    useful. No matter what kind of leader you are, you must have this
    skill! Nothing better than striking first in combat!
    Rank: Admiral
    
    23. Fire Ward - renders you immune to the first Fire-based attack
    in battle. You decide if you are willing to invest in it. Fire
    spells are common for the Legions, so if you play against them,
    you might reconsider its usefulness.
    Rank: Captain
    
    24. Air Ward - renders you immune to the first Air-based attack
    in battle. You decide if you are willing to invest in it.
    Rank: Lieutenant
    
    25. Arcane Knowledge - read and use tomes. You may find it useful,
    I din't since tomes are hard to find and almost all of them give
    protection from the first fire/air/water/earth based spell...
    Rank: Sergeant
    
    Well, that's all about the skills. You'll be able to learn mo more
    than 14-15 of them (in the best case, when you level up ONLY your
    character), so chose wisely.
    Just for comparison, I got a character up to 15th level just as a
    result of waiting and collecting money, which I invested in training.
    This was in the Mountain Clans campaign, so far I couldn't find a
    trainer in the Empire Campaign and just beginning the Undead Hordes, so... Be
    prepared to stay around the 10-12th level.
    
    ------------------------------------------------------------------
    Part Four: Choosing a Leader.
    
    There are three leaders available in the game: a Warrior, a Mage
    and a Guildmaster.
    
    THE WARRIOR - he is a pure fighter, can do the most damage of all,
    and has the most HP. For the Empire, the Undead Hordes and the
    Legions of the Damned, this type of leader can "Fly" (meaning that
    he is either able to fly by himself, or is riding a flying horse -
    for example - the Pegasus Knight). The Flying ability is extremely
    useful, since you will easily cross the map without taking forest
    and water crossing penalties.
    
    Tips about the Warrior:
    --> The following skills are essential for him: Leadership x2,
    Banner Bearer, Weapon Master, Might, First Strike, Travel Lore. The
    rest is up to you.
    --> To gain levels faster, you may consider starting a game with a
    Warrior and just a healer to replenish the lost HP. Thus you'll
    raise both character's level quickly. However, this tactic is
    almost impossible on the later levels, since the monsters get
    tougher and you'll need to raise your party's levels quickly and
    surely want them all in place right away.
    
    THE GUILDMASTER - he is a ranged attacker. His arrows are powerful
    and his movement points are very high. You may well consider
    starting a character like this than a Warrior. He is a bit low on
    HP and may easily die from a couple of ranged attacks. For most of
    the races he can't fly, so the movement is increased to compensate
    for this "inconvenience".
    The Guildmaster begins with a Guild already built in town. Also,
    he allows the Thief to perform more actions.
    
    Tips about the Guildmaster:
    --> The following skills are essential for him: Artifact Lore,
    Leadership x2, Might, Natural Armor, Weapon Master, Natural
    Healing, Toughness, Banner Bearer. You may add Advanced Pathfinding
    and another skills to this pool.
    --> The Guildmaster requires heavy backup from front-line fighters.
    To compensate for this, he is able to kill enemies with just a
    single shot. However, this is very nice, since you may have three
    really powerful party members in front (like 3 Holy Avengers).
    
    THE MAGE - this is the weakest of them all. Well... weakest if
    speaking about HP. Keep an eye on him all the time, since he easily
    loses all his HP with one or two strikes. BUT! Here comes the nice
    stuff :-) He is able to inflict enormous amounts of damage (for a
    spellcaster) to all six (probably) enemy units on the battlefield!
    My first game was started with a Mage and I never regretted that
    decision. You may easily compute: 30 damage at level 1 + 5 per each
    level gained. Check out yourself how much damage you'll be
    inflicting at level 10-12. NICE!
    Starts with a Magic Tower already built in town.
    
    Tips about the Mage:
    --> The following skills are essential for him: Artifact Lore,
    Leadership x2, Might, Natural Armor, Weapon Master, Natural
    Healing, Toughness. I also add Arcane Power (for tomes), Advanced
    Pathfinding, Travel Lore and a few other skills.
    --> If you decide to use orbs in battle, know this: useful orbs are
    really difficult to find. All orbs, which contain monsters, are
    used only for battle being. Using talismans is also useful, but the
    problems here are the same.
    --> If you choose a Mage, always keep a good healer in party and
    develop him as a pure single healer, nit a mass healer (for example:
    Priest ---> .... ---> Hierophant, not Cleric ---> Matriarch and
    such). You will need his healing to replenish you mage's HP quickly,
    or otherwise, he may easily die. This is not critical, but you'll
    lose his all-powerful damaging spells.
    --> having a mage is crucial! The Undeads can recruit Werewolves,
    which are physical immune (oops, this came from Diablo II, sorry),
    meaning no weapon will deal damage on them. Only magic. So, if you
    don't start a mage, be sure you have one already in your army.
    
    --------------------------------------------------------------------
    Part Five: The big question...
    
    DO YOU WANT TO VENTURE ALONE OR YOU'LL USE OTHER CHARACTERS?
    or
    VENTURING ALONE - PROS AND CONS
    
    Pros:
    1. You'll get more experience for your primary leader's party and,
    respectfully, for himself. This means you'll kill all monsters on
    the map and get their experience only for yourself.
    2. Using this strategy, you may well go over the 10th level. Egoism
    is somewhat good in this game... Use other leaders just for
    protection and support. They will gain levels by fighting solely the
    enemy.
    3. Gaining levels quickly means that if you play against a human
    opponent, you'll be more powerful for the first fight, if he is
    using the multiple-leaders strategy.
    
    Cons:
    1. You will create one Superman and lots of other lesser leaders.
    The lesser leaders stand almost no chance against leaders, developed
    using multiple-leaders strategy.
    2. Multiple-leaders strategy means that your cities will be better
    protected and is less common to fall in enemy hands. This means
    you'll keep all the resources around them for your personal use at
    all the time.
    3. A Superman-Leader will not be unbeatable! If he suffers 2+
    attacks from lesser leaders and then is hit by the strongest enemy
    leader, he will most likely lost the battle. This means you may as
    well lose this Superman-Leader and with his loss - lose the entire
    game too...
    
    THE DECISION:
    
    - First, it is a matter of personal preference.
    
    - Second, all of my friends, who play this game, including myself,
    work with the Superman-Leader strategy. At least against the AI in
    the game.
    
    - Third, you are not required to follow exactly the tips I gave you
    here. You may as well use your own strategy: it may prove to be even
    better!
    
    ---------------------------------------------------------------------
    Part Six. Unit descriptions.
    
    This part will be upgraded in the next version. I have a term project to write
    now, in University, so expect an upgrade in about two to four
    weeks. I apologize for this, but there's nothing I can do.
    
    ---------------------------------------------------------------------
    Part Seven. Campaign Walkthrough.
    
    This part will be upgraded last. I have quite a things to compile
    here. However, I am yet not sure whether it shall be consisting minor
    spoilers, or just give a complete walkthrough of tips for easier win.
    I suppose it shall be the first... yet, not very sure!
    
    If you have opinion on this, I would appreciate a mail or a post in the
    GameFAQs forums.
    
    ---------------------------------------------------------------------
    Part Eight. Final words.
    
    I want to thank Diyan, who game me this game. I got attracted to it
    really fast, and this FAQ is partly his ... say... "fault" :-)
    I want to thank all the people who posted in the Disciples 2 forum.
    Due to their interest, I noticed that there is a reason to write an
    FAQ about this game.
    
    WITH THIS FAQ I DON'T MEAN, THAT THERE SHOULD NO MORE FAQS ABOUT THIS
    GAME. EVERY OTHER POINT OF VIEW SHALL BE MUCH APPRECIATED, AND I'M
    SURE NOT ONLY BY ME.
    
    I WILL BE HAPPY TO RECEIVE MAILS, CONTAINING ADVICES ON THE FAQ AND
    IF *YOU* WANT, COOPERATION FOR A BETTER FAQ. ANY SUCH THIS WILL BE
    CREDDITED IN THE NEXT VERSION OF THE FAQ WHICH WILL COME TO LIFE
    VERY SOON.
    
    ---------------------------------------------------------------------
    15.04.2002
    by DG Dobrev
    

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