¦ The aim of this file is to provide you with general information on ¦
¦ Disciples 2 : Guardians of the Light in a clear and readable format. ¦
¦ I hope it serves you well !! - Mister Sinister ¦
Dedicated to my dear Friend Nick, Acolyte of the Iliad.
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Two Races
4. Tact & Diplomacy
5. Types of Items
6. Stats for Units
7. Rulers and Leaders
8. Comments on Units and Suggested Upgrade Routes
9. Tips and Tricks
¦ SECTION ONE ¦
Disciples 2 : Guardians of the Light is a turn-based strategy game where the
player picks one of two major races and battles across either a pre-defined
sequence of levels (the Sagas), one of a number of set individual missions
(the Quests), plays in a Custom Saga, or with other human in multi-player
Guardians of the Light is an official Expansion Pack for the Disciples 2 title.
It is a swords and sorcery type game, with a reasonably simple interface and
gentle learning curve, but which boasts hours and hours of gameplay, and is
quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written individual in-depth walkthroughs for the Sagas for the two main
races in this expansion pack - the Empire and the Mountain Clans, and both of
those can be found at http://www.gamefaqs.com.
Helpful comments and so on are always welcome, and I can be reached at
- Mister Sinister, 2004
¦ SECTION TWO ¦
As with any strategy game, troop management skills are FUNDAMENTAL to your
success. In order to become a good Guardians of the Light player, you will
need to learn which units function well together, which units complement each
other,and which units should definitely NEVER be placed together.
To that end, I have sub-divided this section of my FAQ into three parts :-
A) The World Map
C) City Management
=============================== THE WORLD MAP ================================
The World Map is where (not surprisingly) you move all your troops about. Each
unit is led by one of the creatures in it, and this creature represents the
entire unit's icon on the map. For example, a unit led by a werewolf will be
depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at
different speeds depending on which type of terrain you are crossing ... for
example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ...
but if you put flying units with non-flying units, you are once again (by and
large - there ARE a couple of exceptions) slowing down your troop movement
as the unit must move together, as one.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on
the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses
as you move your units about ... certain terrain cannot be traversed, and you
will have to find ways around it ... examples include waterfalls, whirlpools
and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be
hostile - some will give you sub-quests which you can complete to gain prizes
should you wish ... others will be territorial, and will either attack you on
sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral
cities, and various other structures dotted about the map, ALL of which can be
explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore,
whilst you have the luxury of time to think your moves through, as you would
in a chess game, poor troop movement can lead to units becoming isolated at
the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking
our earlier example of the unit being led by the Werewolf, this unit can
comprise the Werewolf that leads them, and up to FIVE other characters ... if
the leader dies, the unit will still be able to move, but will do so at a MUCH
slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull
shield will be displayed at the foot of the icon. This allows you at a glance
to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to
heal and/or resurrect those characters in the unit which have died. You can
either do this via magic, CHEATING (tut tut), at any of your Cities (provided
you have constructed a Temple in your Capital City), or using potions.
Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of
losing your Capital, and thus losing the level, in Disciples 2 each player's
Capital City is occupied by (not only a maximum of 11 "normal" troops but also)
an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to
protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't
be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you
will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in
the game who have set up shop on the various levels, and with whom you can
trade ... even if you can see no use for something you have picked up on a
level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are five-fold. You have gold (obviously), which
you use to buy upgrades for your cities, to recruit new troops, to bribe the
other players, and so on.
Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.
Both gold AND mana are generated at resources on the map, and these resources
can be bled off to give (effectively) unlimited resources to your race - I say
*effectively* unlimited as, whilst there is only a certain amount of each type
of energy that will be generated by each resource per turn, the supply from
which this is drawn is infinite - i.e. you will never deplete a gold or mana
resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to
your race by looking at the ground. Each turn, your race's terrain expands
from every city in every direction, and whenever it touches an unclaimed
resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way,
the game designers have very kindly provided each race with one type of unit
that can be recruited who's sole purposes is to "plant rods". Planting a rod
is a very simple process which allows you to stake a claim to a very small
parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
If you want to take control over the GOLD resource I have labelled in MY land,
you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for
the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat
aspect of the game !!
As I stated in the previous section, combat occurs when one of your units
enters a square on the map that is adjacent to a non-friendly unit (or,
conversely, when a non-friendly unit enters a square that is adjacent to one
of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square
in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is
attacking is highlighted at its feet in yellow, and the units you are
presently opting to attack is highlighted at its feet in red ... just point
the mouse at the unit you want to attack (or help, depending on your race),
and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX
characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
Combat basically looks like this :-
YOUR UNITS THEIR UNITS
¦ ¦ ¦ ¦ ¦
¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
¦ ¦ ¦ ¦ ¦
¦ 1 ¦ 1 ¦ 1 ¦ 1 ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
¦ ¦ ¦ ¦ ¦
¦ 2 ¦ 2 ¦ 2 ¦ 2 ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
¦ ¦ ¦ ¦ ¦
¦ 3 ¦ 3 ¦ 3 ¦ 3 ¦
¦ ¦ ¦ ¦ ¦
... geez ... I hope I haven't made that look more complicated than it needed
BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK
row, as they can attack at range ...
... hope that makes sense :">
You will see from the Stats section that each character has its own method of
With VERY rare exceptions, each character only has ONE way of attacking, so it
really is just a very simple point-and-click routine ... but the variety comes
in the sheer NUMBER of different creatures you can command and control, and
the fun-factor and beauty of their attack animations :">
The order in which characters attack in the combat screen is determined by
their initiative roll - each character has an initiative modifier, which
swings initiative in their favour, but there are occasional upsets - as in,
where a character with a higher initiative is pipped to the post by a
character with a lower initiative ...
There are a number of different combat OPTIONS ... these include allowing the
Computer to take over combat for you (although certainly on the easier
difficulties it doesn't always attack the units you probably would).
There is also the option to end combat immediately (i.e. automatically resolve
who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to
fight you - let's just see who WINS" moments (which you WILL have).
Further options include retreat, where you really wanna get out with your life
(but all attacking units get a free hit on units that are running away, so if
you DO run you'd better do it en masse), and Defend - an instruction to a
particular character to brace itself for an incoming attack.
The variety of options on the combat screen, coupled with the variety of units
and attacks they have IN TOTAL, makes for a lot of strategy in the combat
screen AS YOU WILL SEE ;)
Combat ends when either all six characters in your opponents unit are dead or
... there ... we've pretty much exhausted that section ... ONWARD !! =D
============================== CITY MANAGEMENT ===============================
This is VITAL to your success in Disciples 2.
Basically, when a creature levels up, it GENERALLY (although not always)
changes its appearance to become tougher ... harder ... MORE kick@ss ...
What your creature becomes when it levels up will depend on the buildings you
have erected in your Capital City.
For example, if you are playing the Empire, your bog-standard melee fighter
is the "Squire" character. In your Capital you can build one of two
different buildings that will alter the Squire's Upgrade Route. If you
construct Stable, your Squire will become a Knight when he levels up ...
if you choose instead to construct a Dungeon, your Squire will become a Witch
Both routes are mutually exclusive - this means that you cannot allow some of
your Squires to become Knights, and some to become Witch Hunters - it's all or
Fortunately, however, once you have completed a level, all the buildings in
your Capital City are wiped out, so on the start of the NEXT level you can
change the upgrade paths and, consequently, your units, should you wish.
Certain buildings do not affect the upgrade path of units ... these are the
Mage Tower (which is necessary in order for you to research spells), the
Thieves' Guild (which is required before you can recruit thieves, who can spy
on enemy players to reveal the characters garrisoned in Cities, etc.), and the
Temple (which you need before you can heal and/or resurrect creatures).
You can also conduct spell research in your capital, provided you have enough
mana to learn the spell in question, and it is picked from your list of
PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
You will also take over other cities, naturally ... these cities are NOT your
capital, however, and whilst the majority of the rules apply, there are
certain changes. FOR EXAMPLE, you cannot build buildings in your other cities
- this is because you only NEED one set, and for ease of administration those
are all located in the Capital. For example, once a Temple has been built in
your Capital, you can heal and resurrect characters in ALL your cities.
Each NON-CAPITAL city can "grow" as well ... there are five levels of growth,
and these affect the number of characters that can be housed in a city, the
rate at which your terrain sprouts forth from the city, the speed with which
characters that are in the city recover their Hit Points, and so on.
Each city can only grow ONCE per turn.
Finally, each city can house troops and hold items. On the party screen, you
will see two units of troops. On the left is a list of troops that are just
healing, etc., in the city.
To the right is a list of the troops which are garrisoned in the city ...
¦ SECTION THREE ¦
THE TWO RACES
The two races you can pick from are as follows :-
1) The Empire
2) The Mountain Clans
THE EMPIRE, led by 3 competing rulers, are portrayed at least at the OUTSET as
your bog-standard hero types, their units including Knights, Priests, Paladins,
Holy Avengers, and so on. As they mature, you realise that there is trouble in
Paradise, however ... and great turmoil and anger exists between the 3 rulers,
as each vies for overall control of the Empire. In spite of this, the Empire
remain one of the most basic and steadfast races in the game ... their main
bonus is that they boast more healing units than any other race, and this helps
prolong their lives during combat and otherwise ....
THE MOUNTAIN CLANS, ruled by Queen Yataa'Halli, are basically made up of
Dwarves and Giants. Their units include Warriors, Veterans, Hill Giants, Sons
of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but
suffer from VERY poor initiative ratings, which means that they generally take
damage in combat before they are able to dish it out. To make up for this, the
Mountain Clans are about the only race in the game who's upgrade paths cross-
over ... what I mean by this is that melee fighters can become multi-hitting
spellcasters and vice-versa, depending on the upgrade path chosen.
There are, of course, other "mini" races in the game, but you cannot play as
these ... they include the Marshdwellers, the Greenskins, the Barbarian
Tribes and the Occultists. They help add variety and spice to the game,
and to generally keep it interesting =)
¦ SECTION FOUR ¦
TACT & DIPLOMACY
Although not of PARAMOUNT importance - at least not on the easier difficulty
settings, is the notion of tact and diplomacy. You play against other races
... those races have rulers ... those rulers can be spoken to, and negotiated
The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a
secondary aspect of the game anyway, so it doesn't really DETRACT from it or
anything ... basically you have options for Diplomacy ... you can offer gold
to another player, you can offer to sell them a magic spell, you can propose
an alliance with them, or you can even break an existing alliance with them
and go to war with them ...
You will find that, as you attack another player's enemies, your popularity
with that player will naturally increase and, over time, the other players may
well offer to ally with you.
Alliances are NOT set in stone, however, so always make sure to watch your
back at all times ;)
When you are allied with another race you cannot attack their troops or
cities, or steal their resources unless the treaty is broken ... the treaty
can be broken at any time, but whilst it is in place, you too can feel
reasonably safe from attacks by that race ...
Similarly, you will find that your allies will, from time to time, attempt to
sell YOU spells and other niceities, and they will frown upon you if you do
not take them ... even though 99.9% of the time they inflate the price ;)
¦ SECTION FIVE ¦
TYPES OF ITEMS
There are LOADS of different types of items that you can pick up ... these
POTIONS Only good once, and can only affect one character for
SCROLLS Can only be used once, and only by a Magic User, but
any spell can wind up being picked up as a scroll, so
they are QUITE useful ;)
ORBS Only useable in combat, and only by a magic user - can
only be used once and then they disappear.
TALISMANS Can be used several times before they wear out, but
only once per combat session, and only in combat.
STAFFS Can be used like spells, and do not wear out ... no
use in combat, however.
ARTIFACTS Can be equipped by leaders (if they have the
corresponding skill), and can bolster their power or
give them new powers - VERY USEFUL !!
BANNERS Only one can be carried by your leader at a time (and
even then only if your leader has the corresponding
skill), but with effects like "Increase the damage of
all characters in your unit by 20%" they are NOT to
be sneezed at.
TOMES With VERY rare exception, tomes are exclusively used
as wards. You can only use one at a time but, whilst
holding it, you are warded against that type of attack
- e.g. Tome of Air = Air Ward
TRAVEL ITEMS Boots, basically ... they augment your movement points
and/or skills - e.g. Boots of the Elements mean that
you suffer no movement penalty whilst travelling over
water - WHICH IS GREAT !! =D
(I am sure there are more, but you can take these as a
¦ SECTION SIX ¦
¦ The aim of this part is to provide you with the stats for as many races ¦
¦ (hopefully all of them) as I could fine, and to present these stats in a ¦
¦ clear and readable format. Obviously in order to make it readable, space ¦
¦ is very important, and I have therefore had to abbreviate in certain areas ¦
¦ For your ease of reference, I have reproduced a key below, which I hope ¦
¦ will make sense - it's pretty obvious ;) - Mister Sinister ¦
In the event that I haven't had enough space to put a FULL text explanation of
what something means, I have abbreviated. Here is a list of the abbreviations
I have used throughout this document :-
% HIT = Percentage Chance to Hit
A = Air
ADJ = Adjacent only
Ai = Air
AR = Armour Rating
ATT = Attacks (methods of attacking)
Br = Breath (usually of Dragon's)
Brth = Breath (usually of Dragon's)
CHIEFTN = Chieftain [Barbarian Chieftn = Barbarian Chieftain]
Cur = Cure
D = Death
DAM = Damage inflicted
De = Death
De. = Death (usually "Death Touch")
Dm = Damage
Drn = Drain
E = Earth
Ea = Earth
F = Fire
Fi = Fire
Frstbt = Frostbite
HP = Hit Points
IMM = Immunities
In-B = Infernal Blade
INIT = Initiative
Li = Life
Low = Lower [Low Init = Lower Initiative]
Lvl = Level
Lwr = Lower [Lwr Dam = Lower Damage]
M = Mind
Mi = Mind
Overflw = Overflow (as in, Drain Life Overflow) ;)
P'lyse = Paralyse
Para = Paralyse
Pet = Petrify
Po = Poison
Poi = Poison
REA = Reach
Shr = Shower (as in, Ice Shower) ;)
Sp = Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe
SRC = Source of the Attack(s)
Swd = Sword
TAR = Targets
Tch = Touch (e.g. De. Tch = Death's Touch)
Un. = Undead [usually "Undead Blade" (Un.Blade)]
W = Water
Wa = Water
WARD = Warded Against
We = Weapon
Nb - if an attack type is listed in brackets it means the unit has TWO of this
The first decision you really have to make insofar as your RULER is concerned
is whether he (or she) is going to be a Fighter/Magic User/Thief ... this is
your RULER we are talking about - i.e. you.
If you choose to make your Ruler a FIGHTER, your units will heal a percentage
of their Hit Points at the end of each turn ... that's ... ALL your units ...
so that's quite a natty power. To counter this, there is an upper limit on
the level of spells you can research and cast.
If you choose to make your Ruler a MAGE LORD, your Capital City will
automatically have the Magic Tower constructed at the beginning of each level,
you will be able to research all spells at HALF their original cost, AND you
can (provided you have the mana) cast each spell TWICE per turn ... MAGE LORDS
ROCK MAN !! =D
If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City
will automatically have the Thieves' Guild constructed at the beginning of
each level, you will be able to make your cities grow at half the normal cost,
and your thieves will have LOADS more options available to them than the
thieves of a Fighter or Mage Lord. Options like changing the orders of your
opponents, so as to confuse them ... things like that :">
If you click on the portrait for your Ruler, you can change your Ruler's face
if you like.
From this screen you also pick the difficulty setting (and, if you are playing
in a Quest rather than a Saga, you can also import a previously exported hero
to assist you should you wish).
Switching now to your leaders ...
You have to have a leader that is already at at LEAST level 10 to IMPORT into
a saga in the Guardians of the Light Expansion Pack, and that leader will
only be able to gain experience during the THIRD level of the Expansion Pack,
and even then ONLY up to level 18.
Since I always play magic-users, mine are centered around a) keeping them
alive longer, and b) making the stronger ... other types of players will have
other preferences, obviously ;)
ALSO bear in mind that you can only take ONE leader with you to the next level,
so I would *STRONGLY* suggest that you focus on building on just ONE leader ...
just use the others as cannon-fodder and scouts basically ;)
The Elementalist being the only other option for these guys, and him only being
able to summon (which is no good if you are in a unit which is already maxed
out with 6 characters), I think this is a fairy decisive win for the White
Wizard (PLUS Gandalf - the ORIGINAL White Wizard - ROCKS !!) =D
R A N G E A T T A C K U N I T S
Archery Range --> Imperial Guild
Marksman --> Imperial Assassin
There's no other option !! But the Imperial Assassin ROCKS, which is faBOO :">
S U P P O R T U N I T S
Church --> Cathedral --> Basilica
Cleric --> Matriarch --> Prophetess
The choice here is a clear-cut one. The Priests heal more damage, but can only
heal one character at a time ... the Clerics heal less damage, but can heal ALL
your characters at the SAME time which makes the TOPS in my book :">
MY BEST EMPIRE UNIT COMPRISES :-
Archmage, Prophetess, White Wizard, 3 Holy Avengers
I LOVE using the Hermits !! These guys ROCK - they hit for six, are tough
enough to stand in your FRONT line, and lower their enemies initiatives with
successive strikes too !! GO HERMITS !! =D
M A G E U N I T S
Cottage --> Alchemy Tower
Novice --> Alchemist
Alchemists are KICK@SS dude ... even though their initiates are low, they feed
another unit an extra attack, so stick two of these on the back line with a
strong spellcaster and that spellcaster will be able to hit THREE TIMES PER
ROUND !! =D
R A N G E A T T A C K U N I T S
Shooting Range --> Engineer's Guild
Crossbowman --> Flame Caster
Flame Casters can hit for six and are warded against Fire Attacks, which
prolongs their life-expectancy against Legions' Units - a great freebie bonus
S U P P O R T U N I T S
Mountain Peek --> Cloud Keep --> Bifrost Bridge
Rock Giant --> Tempest Giant --> Elder One
I personally favour units which can hit for six as they can greatly weaken the
overall combat effectiveness of your opponent without really DOING anything
special ... that's why I have gone for the Tempest Giant and Elder One ... I
personally wouldn't use giants in combat, as I would prefer Alchemists and
Hermits, but there you go :">
¦ SECTION NINE ¦
TIPS AND TRICKS
Here are a couple of tricks that I have picked up ... I don't feel the need to
give credit to anybody for these, as I honestly came up with them myself !! It
MAY be that they are printed elsewhere - I really don't know ... (God how
bolschy eh !!)
HEAL YOUR TROOPS
If you are playing as the Empire, and you have destroyed all but one unit
in your opponent's army ... IF that unit does less damage when it attacks
than your healer would do when he/she heals, then have all your units
EXCEPT the healer defend, and tend to their wounds during combat ... then
slay the remaining unit when all your characters are back to 100%
health !! This trick works ESPECIALLY well if you are using a six-hit-
MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?
Whilst I have been reasonably criticised for mentioning this before, I
HONESTLY believe that, if you click the mouse at a certain point during
the computer opponent's attacking animation, you can increase their
chances of missing you. I might be talking UTTER cack, but I'll settle
for that ... if I'm onto something it would be remiss of me not to mention
¦ SECTION TEN ¦
This FAQ is dedicated entirely to my dear friend Nick, MOST DEFINITELY the
most polite and considerate young man I've ever met, who's education and
unfailing courtesy put my own to considerable shame.