Disciples 3 resurrection how many missions




















Comparison to Disciples 2 which I loved? Any general feelings? LiquidOxygen80 LiquidOxygen80 Sorry, data for given user is currently unavailable. Yeah, I played Renaissance, which I thought was facetiously named; considering that the ball got dropped so hard on it, it should have been called Reneg.

They wiped out most of the races and removed most of the fun. Is it pretty? Is the artwork great still? But the voice acting was horrible, the implementation and UI got screwed up and it was just Stick to 2. Sadly Disciples 3 was built on the same game engine and design as Heros of Might and Magic V - as such it sapped a lot of hte original content from Disciples 2 and 1 that we were used to namely having more than one home city.

However that said Disciples 1 and 2 still had the same balance problem that 3 has; that of being a turn based strategy game, but where one is forced into the use of a single superparty for most missions esp in the campaign play. I actually think the 3rd has done more to try and break that pattern, however it still stands that your main hero needs to kill mostly everything on a very large map before you want to progress simply to get the exp for the levels.

And it also stands that if you lose your single super party chances are you've lost the game unless you're a mage and can magic out the opponents main party. As for the new title note I've never ever been a big fan of stand alone expansion packs - mostly cause they never add quite enough to make you want to buy them full price when you already own the core game you get the Undead Hoards and a long single campaign game for them.

You also get them and the other three armies humans, wood elves and demons in the skirmishing games. The game also addresses a lot of the balancing issues from the original and, from what I understand, its much earlier Russian release was met with a good report. I have read that the interface still remains unchanged in the new version. In the end unless I can find some reviews listing some big and good chances I'll probably be one to wait for Resurrection to appear on discount - the original didn't really get my attention too greatly aside from the art which is fantastic and pretty!

Posted July 01, Both Renaissance and Resurrection are buggy, and don't worth to buy or even download it. However, the renewed version, Reincarnation is quite good.

Most of the bugs are fixed, gampeplay balanced, voice, texts corrected. So Reincarnation is playable, and fun, although not as much as Disciples 2. Grargar Grargar Sorry, data for given user is currently unavailable.

Damned search feature. Come on GOG, fix that shit already and we'll have far less necro threads. Ganni Ganni Sorry, data for given user is currently unavailable.

Therefore, the revenge of the Fallen was primarily directed at men. Bethrezen, despite being held securely in his prison, managed to create another race. He gifted his new creations with not only his strength, of which he still had enough, but also his rage, his fury and all the pain of his soul, fatally wounded by the betrayal of all he held dear.

And so the demons came into Nevendaar, and their mission was to punish the ungrateful humans. Bethrezen's punishment, followed by the creation of the demons, initiated a new series of terrifying events in Nevendaar.

Not a single race, not a single one of the gods who had participated in the creation of this world would be spared. Everyone had to drink that cup of bitterness. The demons broke into the world, guided by their creator's rage and the desire for revenge.

Every life form was hated by them; everything they saw enraged them even more. They were determined to crush and destroy everything in their wake, and the fate of those who stood up against them was gruesome, to say the least. The first ones to stand against this horrible horde were the elves. Woods were dying in the fires, and the children of Gallean were forced to run for their lives.

They headed into the mountains, hoping that the dwarves would help them. But they were wrong. The children of Wotan saw the escaping elves as invaders; they thought that the elves were actually trying to raid their kingdom. Few managed to escape the insatiable flame — only to fall to the hammers and axes of the Mountain Clans warriors.

Soloniel and Gallean were enraged. They confronted Wotan, demanding that he punish his children for their cruelty. The elves were innocent; they sought only aid and protection. In the heat of quarrel, Wotan killed Gallean, tore out his heart and threw it into the sun. The fair goddess saw her beloved murdered right before her eyes, and was terrified to the bone.

She rushed after the still beating heart, hoping to retrieve it. But the sun's heat was too great, and even the gods were not allowed to reach for it.

Soloniel's fate was terrible. She feared for her beloved so much, that there was only one thing she cared for at that moment — save him no matter the price.

She did manage to grab the heart, but the pain of her burns was intolerable, and her beauty was gone forever. The worst part of all was that her sacrifice was in vain. The retrieval of Gallean's heart didn't help — he never woke up. The goddess suffered from great pain, and this pain combined with the loss of her beloved one drove her to madness. Soloniel's beauty — once the reflection of her pure soul - burned in the searing flame of the sun. Moments later, her soul itself was consumed by the dark flame of anguish.

The goddess — who was once so gentle and loving, who helped create this world with tender joy — transformed into her complete opposite. It would probably be correct to say that Soloniel died along with Gallean. Mortis, a new goddess, stepped into Nevendaar… and she looked no less terrible than she was corrupt from the inside. Six thousand years had passed since Bethrezen was exiled by the Celestial Lord.

It took the Fallen that long to find the breach in his prison. The Legions of the Damned broke loose and started the preparations for an unholy ritual, which was supposed to reincarnate the Fallen in a human body.

No one would have known the consequences if they succeeded, were it not for the divine revelation given to Memnor, the oldest and wisest Keeper of Knowledge of the Mountain Clans. His dream foretold great misfortune to all his kin. A council was held in the Griffin Peaks, and the sage spoke of his vision, sharing his knowledge with all dwarves: the end of the world was approaching.

A great battle is about to begin, which will destroy the world. Only the knowledge of the ancient runes, granted to the dwarves long ago by Wotan himself, could save the doomed people. But that knowledge was lost long ago, and the Keepers of Knowledge who could help to recover it had long passed. A handful of heroes departed for the land of Hael to seek the lost rune of wisdom.

They overcame countless perils and returned victorious. In the meantime, the demons had captured Nornden, a city of the distant northern seas. From the sacred Well of Destiny, they took the magical liquid metal Uru — it was meant to become a dagger, which was needed for the future ritual. Once the dagger was forged, Bethrezen told his subjects who had been chosen to become a new vessel for his soul — Uther, son of Emperor Demosthenes, heir to the throne.

That would have been a well-deserved revenge for the betrayal. The queen, who fell in love with the Lord of the Demons, and her son were abducted by demons and brought to the site of the ritual, a cursed mine of the Mountain Clans. But thanks to the Celestial Father, the dwarves and men became aware of the evil plan. The allied forces of the Empire and the Clans managed to disrupt the ritual and, with the newly recovered rune of wisdom, sealed the demons in their temple in the mountains.

But the taste of victory was bittersweet: neither the queen nor the heir returned to heartbroken Demosthenes. The queen died during the assault, killed by Imperial soldiers — for the succubus who possessed her soul had also altered her body.

The boy was never found. At the same time, the haze of insanity clouding the mind of reborn Mortis faded. For many centuries, she had been crying out the name of her lost husband into the Void to no avail.

Now her madness stepped aside, giving room to the recognition of her loss — and desire for revenge. Wotan refused to punish the dwarves who had killed the children of her beloved Gallean?

In that case, she would do it herself — restoring justice and taking vengeance on Wotan, who would be hurt a lot to see his people suffer. But even a goddess would find it hard to battle an entire race on her own, especially one patronized by another deity.

The bodiless Mortis needed an army — and she knew where to acquire it. Her target was the southern land of sorcerers, Alkmaar. Her choice was well thought over. Alkmaar's mages were mostly necromancers, and their customs were rather strange. They carefully preserved the remnants of their dead, which continued to exist as members of their families even after death.

Sorcerers of Alkmaar presented a great danger for Mortis — perhaps, they were the only ones capable of opposing her. The Bodiless Goddess sent a virulent plague on Alkmaar, and the poison of her breath was so powerful that even those who were long dead could not escape its decaying touch. The dead of Alkmaar, who had always been the advisors and protectors of the living, had turned against them. The religion of Alkmaar, which gave its people power over the dead, was their downfall.

In the end, only a lifeless desert remained in Alkmaar's place — and Mortis had an army of the living dead at her disposal. With the aid of this army, Mortis exacted her revenge. Countless warriors of the Mountain Clans fell in the battles with her undead horde; among them was the venerated dwarven king, Sturmir Stormhammer. The pain of loss and her love for Gallean didn't weaken any in the wounded heart of Mortis… but for the first time, she felt at peace.

She dismissed her army of the dead and turned away from this world, patiently waiting for the return of her beloved Gallean. With the aid of the Mountain Clans, the Empire defeated the demons, thus preventing Bethrezen's return. But the price of victory was terrible: the queen and the heir were both lost, which meant that internal wars and division would be inevitable once the monarch was dead.

The dwarves lost their beloved king, but were not defeated. They retreated deep into the mountains, into the underground city of Svatalfaheim. The Horde was dismissed, as Mortis felt her lust for revenge satisfied. But peace would not last for long in Nevendaar. A new misfortune loomed on the horizon: the battle foretold by Memnor.

The end of days was coming. Ten years passed, and the seals of Bethrezen's prison began to weaken. Attempts to reseal the breach failed, and a child emerged from the breach — Uther, the lost heir of the Empire, whose body was now the vessel for the Fallen's soul. The humans rejoiced, but they couldn't know that the boy's soul was poisoned. They saw the truth when Emperor Demosthenes fell at the hand of his own son — but it was too late, for now the Empire was left without a ruler.

Still, Bethrezen's plans were foiled, for the ritual was not carried out properly, and the Lord of the Demons had not subdued the boy completely. Uther's own hopes to rule the world after claiming the power of the Fallen would also not come true. When Mortis learned of the arrival of Bethrezen's vessel, she returned from her drowsiness, and the undead hordes arose again.

When he gets to the abandoned tavern, use diversion on the neutral stack guarding the path beyond. Turns 4 and beyond 1. Salaar to scout out the small area just past the thug stack for loot. Once the area is mapped out, head back to where the thief is to take out the abandoned tavern and the neutral stack.

The cutscene giving the main quest to destroy the Empire capital should trigger. Thief scouts out the new area. Say hi to one of the ghost brothers. Trigger the other secondary quest featuring the bickering ghosts. Use diversion on the plague wolf stack nearby since that's another zombie brother location. Salaar to clean up easy stacks in the vicinity using maw of doom and diversion. The big fight which is crucial for finishing the early phase is described below: Control point surrounded by three healing towers: Assuming players haven't been wasting time, they should discover that the control point only has a border guardian and two apprentices.

Use every available means to weaken the guardian before sending Salaar in to clear it. Use diversion and all of the spells and take out the border guardian. I lost just about everyone except two fighters but succeeded in claiming the control point. Once the fight is won, send Salaar's party back to the capital for resurrection if there aren't enough resurrect potions to bring back the casualties.

The thief needs to stay in the area. What I do is scout southward until I see the path with some ore. By this point the Empire's lead hero is going to be charging up towards the healing tower control point.

Use the thief to block the hero from attacking the thorn of blight. There should be enough death mana to blast the stack with drop of poison to finish off the almost dead party with the thief as the attacker. Use the healing aura to heal the thief after the fight is over. Wait for the Empire to send its second strongest hero and stack for a revenge mission. Rinse and repeat. After the third Empire hero is taken out, players won't have any problems with overpowered Empire heroes and units breathing down their necks.

Summary for lazy scrub players only interested in clearing the stage: 1. Grab nearest control point. Trigger all secondary quests near the capital. Head east. Win enough easy fights to get units to level 2. Take out the control point guardian surrounded by healing towers. Entrench level 5 thief near the guardian and store enough mana to take out the Empire's lead hero and units.

Originally posted by harleyquinrazer :. You only need maw of death for the first battles. The map itself is also VERY generous with the death mana drops. This coming from the same person who blamed his monitor for the inability to see the phases of the day on the turn number bar. Fairly rich. Only the first turns have a specific order to follow, everything else is really up to the player.

I say 19 because that's the turn I made it to the control point, it could easily be fifteen for anyone rushing it. The guide needs tweaking since I did it from memory off a few hours play. Looking for the last brother I missed somewhere it's not where the plague wolves are, they're guarding the hands. Finished mission 3. Didn't see the need to exploit the spell reset glitch since there's only so many buffs on the hordes spell roster and the key fights don't allow spell debuffs from the overland anyway.

Being passive on the campaigns works, which is just as well since using the random map faction AI on the campaigns would make the game impossible to finish for casual players.

Akella botched the first two games and went out of business before they could finish debugging this game beyond 1. A shame since the game is stable and bugs which really kill the campaign mode are limited to the rumoured final boss of the Hordes campaign.



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