Disciples 3 how many missions




















Publisher: Kalypso Media Digital. Franchise: Disciples. Share Embed. Read Critic Reviews. Add to Cart. Package info. View Community Hub. Building on the overwhelming successes of the first two games, Disciples III: Renaissance introduces a host of new features as well as the compelling gameplay that made the previous titles so popular.

Features: Three playable races - the Empire, the Legions of the Damned and the Elven Alliance fight for control of the fantasy world of Nevendar.

Each race features unique skills and styles. Beautiful 3D graphics — a new gameplay engine offers lush 3D worlds, a rarity in the tactical turn-based strategy genre. Become a hero — create a custom hero and lead a party into battle with a huge variety of creatures.

Equip your hero from a selection of more than weapons, spells and artifacts. Unique characters and classes — recruit party members to aid you in battle. Paladins, Mages, Healers and more feature distinct and visually stunning spells and powers. A vast world to explore missions spread across three campaigns take place in a vast fantasy world rendered in stunning detail.

Extensive single-player gameplay — over 70 hours of campaign play across 19 missions. Local multi-player gameplay. See all. Customer reviews. Overall Reviews:. Recent Reviews:. Review Type. All Positive Negative 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. There was a glimpse of hope to revive Gallean, for the spirits revealed to Mortis that the sacred blood of the demonic child had the power to do so. She was determined to achieve her goal no matter the price.

The servants of Mortis seized Uther and started preparations for the ritual of the resurrection. The mad and cruel goddess would stop for nothing, and even the elves fell prey to her wrath. The elven queen Taladriel was slain, and the forest folk lost all protection. Evil stepped under the canopy of the ancient woods, and there, surrounded by unspeakable abominations and horrors, Gallean was brought back to life.

Fear and loathing filled his heart as he saw what had happened to his beloved children. He realized that his beloved Soloniel was lost forever, and there was now nothing left in Mortis' heart but darkness and insanity. Gallean abandoned his reborn love, who never realized what she had become. As for the Clans… they were to fight many battles and suffer great losses, for this was their destiny.

Morok Skykeeper, who had succeeded Sturmir on the dwarven throne, also departed — yet he was not slain by ruthless enemies, but rather his own subjects. The old king lost his mind when the ancient rite of resurrection hadn't brought back his beloved son, who fell while trying to seal Bethrezen's prison. The elders couldn't make Morok listen to reason; no words would awaken his fatally damaged mind.

After Morok's death, Princess Yaata'Hally ascended the throne. Many grey-haired warriors doubted her ability to lead the Clans in these troubled times, but the young dwarven lady proved worthy of her ancestors. Old runes, thought to be lost forever, were rediscovered, the alliance with the Empire was restored and by her order, the dwarves performed a sacred rite, which allowed them to restore their link to Wotan and invigorated their deity.

But the grandest of battles was yet to come. Ragnarok was approaching, and the deities themselves fought in the heavens of Nevendaar for power and for their own lives. During that time, Wotan was unable to aid his children, and the invincible serpent by the name of Nidhogg, the spawn of the dark forces, came into their lands. Only true faith, courage and the aid of ancestral spirits allowed the dwarves to weaken the fearsome enemy.

When he was finally destroyed, the end of days had been staved off. The end of the world had been staved off, but there was still no peace in Nevendaar.

The Empire was ravaged by internal strife, which was inevitable, since Emperor Demosthenes died leaving no successor. Bethrezen was furious at his failure to break out of his prison, and so he prepared a plan to take vengeance on those who blocked his way to freedom. Mortis, who had done the impossible to bring her beloved back to life, was outraged by his betrayal and longed for revenge as well.

The Mountain Clans attempted to recover after all those battles — the price they had to pay for their victory was terrible indeed. The elves dreamed of peace, too. Gallean was very happy that his children were still alive, and so he sent Lacla'an, his messenger and avatar, to them. His destiny was to bring peace to the lands of Nevendaar and unite all its races, but that was fated to never happen. The prophet was slain by demons, who wanted to use his power in order to free their master, and this was the beginning of yet another chain of terrible events in Nevendaar.

The latter was deceived and used by the demons, yet he firmly believed that he was serving the celestial cause. He was the scourge of his own people, and many others as well. The dwarves and elves were also persecuted, and none could feel safe wherever the sinister shadow of the Inquisition loomed. Eventually, the fanatic was killed by Amry's warriors, and only in the last moments of his life did he realize whom he was really serving, and who the mastermind of all the terrible plans he had helped to implement was — himself being nothing more than the puppet of demons.

He was seized by great fear, but it was too late for him — the demons were already waiting for his soul on the other side, for Flamel had given it to them willingly. Bethrezen, seeing that there would be no way for him to regain reedom in the foreseeable future, decided to drown Nevendaar in blood. Having captured three grand elven cities, the sacred triad that guarded an extremely potent mana source, they used its power to unleash a terrible plague upon the people of Nevendaar.

The source of this corruption was the powerful demon Nebiros, who broke free from his dungeon. Amry and his warriors, with the help of Umbriel, managed to defeat the demon, and he was thrown back into Hell. The plague, which, according to Bethrezen's plan, should have destroyed the Empire, instead united it under the rule of two most deserving monarchs. King Amry and Queen Umbriel ascended the Empire's throne. But still the deeds of demons hurt the men severely.

A fragile alliance between men and elves was shattered. Using Crowly as their puppet, the demons framed Amry and accused him of slaying the prophet. The elves withdrew deep into the woods, bearing a grudge against men, and Lacla'an himself became Mortis' minister of vengeance on Gallean. She took his remains from the demons who had killed him, and resurrected him as a son of her own.

From that point on, there was no place in his heart for wisdom and light — only malice and hatred for all living things. The time had come to show Gallean his reborn son. And Mortis wouldn't waste effort to do it by herself, for it's always easier to make a cat's paw of someone else. So Mortis once again turned her eyes to the hated Mountain Clans. The plan matured when the barbarians, captured and tortured by the undead, revealed their sacred secret.

The northern warriors possessed special magic amulets, which granted them great powers. With these talismans, any of them could assume the form of a spirit wolf, which were considered by the Mountain Clans to be Wotan's messengers.

The pious dwarves rejoiced when they received a message from their beloved God — or so they thought. They began to hastily prepare a ritual, for they thought that it was Wotan's will. Little did they know that they would not hear the voice of Wotan in the end, for they were walking right into the trap set for them by the servants of Mortis, who had assumed the form of the spirit wolves.

The undead rushed into the sacred circle and killed many recently initiated Keepers of Knowledge. Dark Lacla'an finished the ritual and then called upon Gallean, his father. As the forest god heard his sacrilegious speech, he was infuriated.

His hate, unleashed upon the world, gave birth to the Beast of Gallean, the incarnation of the forest god's darker side. The undead had achieved their goal — for just one fleeting moment did proud Gallean feel the hatred that drove his rejected love, but it was enough for him to be changed forever.

Many of his own children, as well as the undead ones, fell at his hand. Two ancient races joined in death, brought upon them by the feud of their creators. Once Gallean came to his senses, he was terrified.

He abandoned the elves, fearing for their future and realizing that he wouldn't be able to protect them from himself. The hate that broke out in Gallean's heart drove him to madness.

Now, two personalities coexisted within him — a kind god of the woods and a furious wild beast. Shortly after that, there was a split of the elven race, and, like their god, the once united folk were divided. Noble elves, wise and calm, chose a path similar to that of men. They built cities, forged marvelous armor and were eager to ally with other friendly races of Nevendaar in their aspirations.

On the other hand, wild elves, furious and distrustful, preferred the quietness and peace of the deep thicket. They guarded their territories like fierce beasts, and anyone who dared to cross the borders of their realm was risking his life. Long had the forest folk not heard the voice of their God, who feared causing his children even more pain, but finally the silence was broken. Oracle Millu became the voice of Gallean. Still no working map editor, from which 13 maps Impossible put a alliance in a multiplayer game No "Highland clans" - although it is a very big job.

I think the community would be repaid to you in full. Release the patch for Windows 8. Does not work. Dear Publisher make patch and Mountain Clans Addon! I will buy it instantly!!!! Hey guys, I have played for a good few hours and I thought I share some points. Psychos thanks for the details very informative indeed.

I'm a big fan of D2 and also played D3 gold. My notes are based on playing on normal difficulty not sure others will have any effect. Few more notes: - When heroes level up they don't get attribute points any more to distribute. Only two skill points to spend in the tree. In one way I like this as keeps the game balanced but in others your main hero becomes noticeably weaker in later maps as you progress through the campaign.

You lack health and damage. Some special attacks slightly compensate but I find it still under powered. Maybe good equipment helps later, haven't played enough yet. This means having less leadership points and some units taking two slots it becomes much more important what you decide to take with you. This is a great change.

Low level node guards can be easily defeated why higher level ones will just kill you. Having low level troops and receiving damage plus 35 per turn means quick defeat. Plan carefully to attack such. The downside is sometimes they occupy important routes and you cannot go ahead without killing it first. May take lots of magic and two armies to take them out. I think thats about it for now.



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