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Introduction
System Requirements
Minimum Configuration:
Recommended Configuration:
3
3
3
3
Installing the Game
Storyline
The Empire
The Mountain Clans
The Legions of the Damned
The Undead Hordes
3
4
4
5
6
7
Main Menu
The Single Player Menu
Pre-War Preparations
The Lord Selection Screen
8
8
8
8
The Story Begins
The Adventure Interface
Map/Resources
Objective
Options
Display Flags
Cast Spell
Diplomacy Screen
Capital City
Plant Rod
Exchange Between Parties
Guard
End Turn
Continue Move
Use Staff or Scroll
Select Next Leader
10
12
13
13
13
14
14
15
16
16
16
16
16
16
16
17
The Capital City
City Defenses
17
19
Exploring the Land
Paperdoll
Movement and Terrain Type
Resources
Transforming the Land
Planting and Removing Rods
The Game Landscape
Other Areas of Interest
20
20
22
22
22
23
23
25
Combat
The Thief
Aftermath
25
26
27
Experience
Building Structures
Leader Advancement
Multiplayer
Hotseat
The Multiplayer Menu
Host
Join Quest
Load Quest
27
28
30
31
31
31
31
32
32
Appendix 1: Units Descriptions
Appendix 2: Units Statistics
The Empire
The Mountain Clans
The Legions of the Damned
The Undead Hordes
33
38
38
42
47
51
Appendix 3: Upgrades Descriptions
Hot Keys
Credits
Troubleshooting and Technical Support
LICENSE AGREEMENT AND LIMITED WARRANTY
57
58
59
61
62
Disciples II : Dark Prophecy
is a turn-based strategy game in which you guide the role of one
of four races struggling for survival and dominance of your war-torn world. You will create
armies to conquer and control territory, hire powerful Mages and Warriors, develop your
fledgling cities, and lead your race to glory. Using a careful balance of diplomacy, resource
management, magic, and military might, you will strive to etch your name in the long and
bloody history of Nevendaar.
Minimum Configuration:
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Windows 95/98/2000/XP
Pentium II 233 MHz
32 Mb RAM
200 Mb hard disk space
DirectX 7.1
16-bit sound card
CD-ROM drive quad speed or more
Video Card with 8Mb RAM
Windows 95/98/2000/XP
Pentium II 300 MHz
64 Mb RAM
400 Mb hard disk space
DirectX 7.1
16-bit sound card
CD-ROM drive quad speed or more
Video Card with 16Mb RAM
Recommended Configuration:
Follow these steps to install
Disciples II: Dark Prophecy
:
1. Launch Windows '95, '98, 2000 or XP.
2. Insert the
Disciples II: Dark Prophecy
CD in your CD-ROM drive.
3. The installation program should appear onscreen automatically. If it doesn't, double-click
on the setup program on the CD-ROM.
4. Choose the right configuration for your system and click OK. The higher the installation
level, the more space the game will take up on your hard disk. However, you’ll enjoy
quicker load times.
5. When installation is complete, click Play. Next, select
Disciples II: Dark Prophecy
in the
Windows Start Menu to launch the game.
“The gates of Hell have been sealed, and the four races have staggered, bloody but
victorious, to their respective homes. They are greeted by ruins, for the war has savaged
the land.”
The History of Nevendaar
The little that is known of the terrible calamities of Nevendaar comes down to us in the
writings of a poor but literate monk named Illuthen. His History and Songs, believed to be
written during the period just prior to the events chronicled in Disciples II: Dark Prophecy,
are the only surviving history of this period. From his words, we have been able to assemble
a vivid picture of that dark age.
An entire generation has been raised without knowledge of the Empire’s Golden Age, when
their ancestors lived peacefully alongside the Mountain Clans, and there was harmony in
every far-flung corner of the land. The Golden Age reached back long into the past, but for
this generation, fed on fear, and lulled to an anxious sleep by the dire prophecies of the
Elders, it is a mythical time.
“The accursed angel, riding his fiery steed, will curse the land, and the poisoned soil
shall harvest beasts and demons.”
For this generation, these words mark the beginning of the Empire’s history. Everything
before is a fantasy. Shortly after the Elders pronounced that the time of the prophecy was
nigh, an infernal rift ripped through the length of the Empire. The “beasts and demons” of
the prophecy poured forth. The Great Wars had begun. No strategies or tactics, no heroes,
no glorious tales of battle have come down to us. Perhaps there were none. As the survivors
tell it, it was only be sheer force of the Soul and Arm that the Empire succeeded in sealing
the gate to Hell.
Now, ten long years have passed. Famine and plague ravage the once fastidiously tilled lands of
the Empire. While the young people fashion new scabbards for their gleaming swords, the Elders
merely look skyward, to the Highfather. Surely he would never allow such horrors to once again
plague his favored land? But this favored land is now torn apart by internal strife. Petty nobles
and brigand lords have established their own empires. Thousands of years in the making, the
once proud and united Empire is but a distant memory. The King, having lost his consort and
only son during the wars, languishes in self-imposed isolation in his castle’s highest tower.
What did the Highfather demand of his subjects? Blood, it seemed. For it is in these dire times
that the unholy enemies of the Empire struck anew…
Living quietly atop the highest peaks of Nevendaar, the Mountain Clans had always kept to
themselves. Not out of malice or ill-will. It was simply their nature not to meddle in the affairs
of men. But with the discovery of new iron mines south of Timoric, the production of
Dwarven crafts drastically increased. Supply must meet demand, and the lowland people
demanded the quality of iron goods that only the Dwarves could produce. And the pride of
the Dwarves would not allow the world to be deprived of their magnificent craftsmanship.
And then Memnor, that oldest and wisest of Dwarves, had a dream that boded ill for all of the
Mountain Clans. The word went out, carried along the cold thin air of the Dwarven heights,
that Memnor himself would announce his prophecy from the summit of the Griffin Heights.
The mines stopped production, and the loud clanging of hammer and anvil was replaced by
the weak but commanding voice of Memnor. Pale and trembling, his voice traveled easily over
the cold thin mountain air. He spoke of the Ragnarok: the great destruction. The end of the
world was coming, said Memnor. These words, so calmly spoken, would have created a
frenzy of laughter among the skeptical Dwarves had any but Memnor uttered them. But there
was only dreadful hush. Even the icy winds – those gusts that strike pride in the hearts of
Dwarves – fell silent.
The salvation of the Mountain Clans resided in the knowledge of the runes, said Memnor. But
all knew that the knowledge of the runes had been long-forgotten, and the scholars who
might interpret them lay buried in their icy tombs…
From the abode of the dead they came forth – nameless, faceless, merciless horrors. Hastily
assembled bands of heroes ventured into Hela’s forsaken realm in search of the Runes of
Wisdom. What they encountered there no mortal can say; but what they discovered upon their
return has already been carved in stone that future generations will never forget. The
shambling corpse-men of the fleshless goddess Mortis had marched upon the Dwarven
heights. Their once proud kingdom now lay barren and scorched before their sullen eyes.
Valkyries saddled on their winged steeds descended from Wotan’s domain in search of the
fallen. This was the Wolf-Age, for in these dire times gods were created and heroes were
made; and the carrion wolves fed upon the weak. The King himself was slain, and with him
many of his most courageous warriors.
Despairing but not defeated, the Mountain Clans moved deep into the underground city of
Svatalfaheim. Here, it is said, they patiently wait for their fallen warriors to return.
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