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Disciples 2 Guardian of the Light Tips & Tricks

Tags: Disciples 2 Guardian of the Light Game Guides, Disciples 2 Guardian of the Light Hints, Disciples 2 Guardian of the Light Walkthrough

Disciples 2 - Guardian of the Light


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                     g u a r d i a n   o f   t h e   l i g h t

==============================================================================
 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
     10.     Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                SECTION ONE                                 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                   OVERVIEW

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 
mode.

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 
shadowpath@hotmail.com

                                                       - Mister Sinister, 2004

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                SECTION TWO                                 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

BASIC CONTROLS

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
            B)   Combat
            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. :-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                                                          
                                                                          
                                                                          
                                                                          
                                                                          
    YOUR                                       MY                         
                                                                          
           LAND                                        LAND               
                                                                          
                                                                          
                                                           ======       
                                                            GOLD        
                                                           ======       
                                                                          
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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 !!


=================================== COMBAT ===================================

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 
to be.

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 
attacking.

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 
have fled.

... 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 
Hunter.

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 
nothing ...

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 
available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER 
TURN.

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 
with ...

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 
include :-

POTIONS                  Only good once, and can only affect one character for 
                         one turn.
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 
                         smattering)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 SECTION SIX                                 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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==============================================================================
 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   
==============================================================================


KEY :-

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
attack

==============================================================================

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==============================================================================

                             THE UNITS OF THE EMPIRE

                        LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

MYZRAEL      900 50+40 -    -    Holy Wrath       95  250   Life  90  Any  6
PEGASUS
   KNIGHT    150  0   -     -    Long Sword       80   50   Wea   50  Adj  1
RANGER        90  0   -     -    Falcon Arrow     80   40   Wea   60  Any  1
ARCHMAGE      65  0   -     -    Lightning        80   30   Air   40  Any  6
ARCHANGEL    100  0   -     -    Healing         100   40   Life  10  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                           SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ACOLYTE       50  0   -     -    Heal            100   20   Life  10  Any  1
ANGEL        225  0   -     -    Holy Lance       80  125   Wea   50  Adj  1
APPRENTICE    35  0   -     -    Lightning        80   15   Air   40  Any  6
ARCHER        45  0   -     -    Arrow            80   25   Wea   60  Any  1
CLERIC        75  0   -     -    Healing         100   20   Life  10  Any  6
DEFENDER
    OF FAITH 225 30   -     -    Sword            80  125   Wea   70  Adj  1
ELEMENTALIST  95  0   -     Air  Summon          100    0   Air   40  Any  1
GRAND
 INQUISITOR  210  0  Mind   Fire Holy Mace        80  100   Wea   50  Adj  1
HIEROPHANT   125  0   -     -    Heal/Revive  100/100 120   Li/Li 10  Any  1
HOLY AVENGER 250  0   -     -    2 x Long Sword   80   75   Wea   50  Adj  1
IMPERIAL
    ASSASSIN 135  0   -     -    Dagger/Poison  85/75  60   We/De 60  Any  1
IMPERIAL
    KNIGHT   200  0   -     -    Lance            80   75   Wea   50  Adj  1
IMPERIAL
    PRIEST   100  0   -     -    Healing         100   80   Life  10  Any  1
INQUISITOR   180  0 Mind    -    Mace             80   75   Wea   50  Adj  1
KNIGHT       150  0   -     -    Sword            80   50   Wea   50  Adj  1
MAGE          65  0   -     -    Lightning        80   30   Air   40  Any  6
MARKSMAN      90  0   -     -    Arrow            85   40   Wea   60  Any  1
MATRIARCH    100  0   -     -    Heal/Cure     100/100 40   Li/Li 10  Any  6
PALADIN      175 30   -     -    Long Sword       80  100   Wea   50  Adj  1
PRIEST        75  0   -     -    Healing         100   40   Life  10  Any  1
PROPHETESS   125  0   -     -    Heal/Cure     100/100 70   Li/Li 10  Any  6
SQUIRE       100  0   -     -    Sword            80   25   Wea   50  Adj  1
TITAN        250  0   -     -    Smash            80   60   Wea   50  Adj  1
WHITE WIZARD 125  0   -     -    Lightning        80   60   Air   40  Any  6
WITCH-HUNTER 140  0 Mind    -    Sword            80   50   Wea   50  Adj  1
WIZARD        95  0   -     -    Lightning        80   45   Air   40  Any  6

==============================================================================

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                            THE UNITS OF THE UNDEAD HORDES

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHGAN       
DEATH KNIGHT 150  0 Death   -    Undead Blade     80   50   Wea   50  Adj  1
NOSFERAT      90  0 Death   -    Drain Life       80   10   Dea   50  Any  6
LICH QUEEN    65  0 Death   -    Fire Storm       80   30   Fire  40  Any  6
BANSHEE      100  0 Death   -    Paralyze         70    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                       SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ARCHLICH     170  0 Death   -    Plague           80   90   Dea   40  Any  6
DARK LORD    200  0   -  F,W,A,E Undead Blade     80   75   Wea   50  Adj  1
DEATH        125  0 Wea,De  -    Death Touch/Poi 80/50 100  De/De 60  Any  1
DEATHDRAGON  375  0 Death   -    Breath           80   55   Dea   35  Any  6
DOOMDRAKE    300  0   -     -    Breath           80   40   Dea   35  Any  6
DRACOLICH    525  0 Death   -    Pestilence Br    80   75   Dea   35  Any  6
DREADWYRM    450  0 Death   -    Plague Br/Poi   80/40 65   De/De 35  Any  6
ELDER VAMP   210  0 Death   -    Drain Li Overflw 80   60   Dea   40  Any  6
FIGHTER      120  0   -     -    Sword            80   25   Wea   50  Adj  1
GHOST         45  0 Death   -    Paralyze         65    0   Mind  20  Any  1
INITIATE      45  0   -     -    Pestilence       80   15   Dea   40  Any  6
LICH         140  0 Death   -    Plague           80   70   Dea   40  Any  6
NECROMANCER  105  0   -   Death  Pestilence       80   45   Dea   40  Any  6
PHANTOM WARR 320  0 Death   -    Un.Blade/Para   80/50 125  We,Mn 50  Adj  1
SHADE        135  0 Death   -    Paralyse         50    0   Mind  20  Any  6
SKELETON
    CHAMPION 270  0 Death   -    Long Sword       80   100  Wea   50  Adj  1
SKELETON
    WARRIOR  220  0 Death   -    Long Sword       80   75   Wea   50  Adj  1
SPECTER       90  0 Death   -    Paralyse         70    0   Mind  20  Any  1
TEMPLAR      160  0   -  F,W,A,E Lance            80   50   Wea   50  Adj  1
VAMPIRE      185  0 Death   -    Drain Life       80   50   Dea   40  Any  6
WARLOCK       75  0   -     -    Pestilence       80   30   Dea   40  Any  6
WEREWOLF     100  0 Weapon  -    Slash            80   40   Wea   50  Adj  1
WIGHT        105  0 We,De   -    De.Tch/Drn Lvl 80/80  75   De/De 50  Any  1
WRAITH        75  0 We,De   -    Pestilence       80   60   Dea   60  Any  1
WYVERN       225  0   -     -    Breath           80   25   Dea   35  Any  6
ZOMBIE       170  0 Death   -    Slash            80   50   Wea   50  Adj  1

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==============================================================================

                        THE UNITS OF THE LEGIONS OF THE DAMNED

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHKAEL
DUKE         150  0   -     -    Infernal Sword   80   50   Wea   50  Adj  1
COUNSELOR     90  0   -     -    Crossbow         80   40   Wea   60  Any  1
ARCH-DEVIL    65  0   -     -    Flame Burst      80   30   Fire  40  Any  6
BARONESS     100  0   -     -    Fear             80    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                             SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ANTI-PALADIN 220  0   -     -    Battle Axe       80   75   Wea   50  Adj  1
ABYSSAL
     DEMON   600  0   -     -    In-B/Pet       80/40 140   We/Mn 40  Adj  1
BEAST        420  0   -     -    Slash            80   70   Wea   20  Any  6
BERZERKER    170  0   -     -    Battle Axe       80   50   Wea   50  Adj  1
CULTIST       45  0   -     -    Fire Rain        80   15   Fire  40  Any  6
DEMON        270  0   -     -    Slash            80   80   Wea   35  Adj  1
DEMONOLOGIST 105  0   -     -    Fire Rain        80   45   Fire  40  Any  6
DEMON LORD   470  0   -     -    Axe              80  140   Wea   40  Adj  1
DEVIL        170  0   -     -    Slash            80   50   Wea   35  Adj  1
DOPPLEGANGER 120  0   -     -    Morph/Slash      80   30   Wea   80  Adj  1
FIEND        250  0   -     -    Slash/Poison   80/40  60   We/De 50  Adj  1
GARGOYLE      90 40 Poison Mind  Rock Shards      80   40   Wea   60  Any  1
HAG          115  0   -     -    Polymorph        80    0   Mind  20  Any  1
INCUBUS      135  0   -     -    Petrify          65    0   Earth 20  Any  6
INFERNAL
     KNIGHT  270  0   -     -    Infernal Sword   80  100   Wea   50  Adj  1
MARBLE
    GARGOYLE 150 60 Poison Mind  Rock Shards      80   65   Wea   60  Any  1
MODEUS       170  0   -    Fire  Fire Storm       80   75   Fire  40  Any  6
MOLOCH       370  0   -     -    Slash            80  110   Wea   35  Adj  1
ONYX
    GARGOYLE 170 65 Poison Mind  Onyx Shards      80   85   Wea   60  Any  1
OVERLORD     570  0   -     -    Infernal Blade   80  170   Wea   40  Adj  1
PANDEMONEUS  135  0   -     -    Fire Storm       80   60   Fire  40  Any  6
POSSESSED    120  0   -     -    Short Sword      80   25   Wea   50  Adj  1
SORCEROR      75  0   -     -    Fire Rain        80   30   Fire  40  Any  6
SUCCUBUS     145  0   -     -    Polymorph        40    0   Mind  20  Any  6
TIAMATH      495  0   -     -    Slash/Lwr Dam  80/80 100   We/Mn 20  Any  6
WITCH         75  0   -     -    Polymorph        80    0   Mind  20  Any  1


==============================================================================

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==============================================================================

                          THE UNITS OF THE MOUNTAIN CLANS

                         LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

VITHAR       900 50+40 -    -    Vithar's Thunder 95  250   Life  90  Any  6
KING'S GUARD 225  0   -     -    Battle Axe       80   60   Wea   40  Adj  1
ENGINEER     135  0   -     -    Crossbow         80   40   Wea   50  Any  1
LOREMASTER    95  0   -     -    Earth Fall       80   30   Earth 30  Any  6
DWARF
    CHAMPION 150  0   -     -    Axe              80   40   Wea   30  Adj  1
THIEF        150  0   -     -    Daggers          80   40   Wea   50  Adj  1

                          SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ALCHEMIST    120  0   -     -    Give Attack     100    0   Life  10  Any  1
ARCHDRUIDESS 150  0   -     -    Boost Dmg/Cur 100/100 +100 Li/Li 70  Any  1
AXE THROWER   65  0   -     -    Throwing Axe     80   25   Wea   40  Any  1
CROSSBOWMAN  110  0   -     -    Crossbow         80   40   Wea   40  Any  1
DRUIDESS     120  0   -     -    Boost Dmg/Cur 100/100 +75  Li/Li 70  Any  1
DWARF        150  0   -     -    Warhammer        80   30   Wea   40  Adj  1
DWARF KING   250 30   -   Mi,Wa  Great Mace       80  100   Wea   20  Adj  1
ELDER ONE    400  0   -     -    Lightning        80   80   Air   20  Any  6
FLAME CASTER 130  0   -   Fire   Flame Burst      80   35   Fire  40  Any  6
FORGE
    GUARDIAN 155  0   -     -    Crossbow         80   70   Wea   40  Any  1
HERMIT       250  0   -     -    Ice Shr/Lw Int 80/33  55   Wa/Wa 40  Any  6
HILL GIANT   210  0   -     -    Tree Sp          80   60   Earth 30  Adj  1
ICE GIANT    400  0  Water  -    Ice Shard        80  120   Water 30  Adj  1
MOUNTAINEER  225  0   -     -    Ice Shards       80   30   Water 40  Any  6
NOVICE        90  0   -     -    Boost Damage    100   +50  Life  70  Any  1
ROCK GIANT   310  0   -     -    Punch            80   90   Earth 30  Adj  1
RUNE MASTER  300  0   -     -    2 x Axe          80   65   Wea   40  Adj  1
SON OF YMIR  500  0  Water  -    Ice Swd/Frstbt 80/85 150   Wa/Wa 50  Adj  1
TEMPEST
      GIANT  350  0   -     -    Call Lightning   80   50   Air   20  Any  6
TENDERFOOT    60  0   -     -    Boost Damage    100   +25  Life  70  Any  1
VENERABLE
     WARRIOR 275  0   -     -    Great Axe        80  100   Wea   40  Adj  1
VETERAN      250  0   -     -    Warhammer        80   80   Wea   40  Adj  1
WARRIOR      200  0   -     -    Warhammer        80   55   Wean  40  Adj  1
WOLF LORD    225  0   -     -    Morph/Frost Brth 80   40   Water 40  Any  6
YETI         230  0   -   Water  Ice Breath       80   30   Water 40  Any  6

==============================================================================

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==============================================================================

                                 THE NEUTRAL UNITS

                         LEADER UNITS (Party Leaders, etc.)

[PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH 
DWELLERS, ETC.]

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

AIR ELEMENTL 100  0  Air    -    Slash            80    30  Air   40  Any  1
BARBARIAN
     CHIEFTN 275  0   -     -    Great Claws      80   100  Wea   40  Adj  1
BARBARIAN
     WARRIOR 250  0   -     -    Axe              80    80  Wea   40  Adj  1
BLACK DRAGON 800  0  Death  -    Acid Breath      75    125 Death 40  Any  6
BLUE DRAGON  700  0  Water  -    Steam Breath     75    100 Water 40  Any  6
BROWN BEAR   270  0   -     -    Claw             80    60  Wea   65  Adj  1
CENTAUR      140  0   -     -    Arrow            80    40  Wea   60  Any  1
CENTAUR
   LANCER    225  0   -     -    Lance            84    89  Wea   55  Adj  1
ELF LORD     195  0   -    Air   Lightning        80    50  Air   50  Any  6
ELF RANGER    45  0   -     -    Arrow            80    25  Wea   65  Any  1
FAT IMP      100  0   -     -    Slash            70    30  Wea   50  Adj  1
FOREST ELF   100  0   -     -    Spear            80    40  Wea   65  Adj  1
GIANT BLACK
      SPIDER 370  0   -     -    Pincer/Paralyse 80/90 120  We/De 35  Adj  1
GIANT SPIDER 420  0   -     -    Pincer/Paralyse 80/80 130  We/Mi 35  Adj  1
GOBLIN        50  0   -     -    Spear            80    15  Wea   30  Adj  1
GOBLIN ARCHER 40  0   -     -    Arrow            80    15  Wea   50  Any  1
GOLEM        150 50  Ea,Po  -    Earthquake       80    70  Earth 70  Any  6
GREEN DRAGON 600  0  Fire   -    Fire Breath      75    60  Fire  40  Any  6
IMP           50  0   -     -    Tail Whip        80    20  Wea   30  Adj  1
KRAKEN       350  0   -     -    Tentacle         80   120  Wea   40  Adj  1
LIVING
     ARMOUR  175  0  Mi,Po  -    Great Sword      80    65  Wea   55  Adj  1
LIZARD MAN   200  0   -     -    Swords           80    75  Wea   50  Adj  1
MAN AT ARMS   95  0   -     -    Axe              80    25  Wea   50  Adj  1
MASTER THUG  110  0   -     -    Shrt Sw/P'lyse 80/80   35  We/De 75  Adj  1
MEDUSA       115  0   -     -    Petrify          60     0  Earth 20  Any  6
MERMAID       75  0   -     -    Maelstrm,P'lyse 60/50  20  Wa/Mi 20  Any  6
MERMAN       140  0   -     -    Trident          80    40  Wea   50  Adj  1
OCCULTIST     75  0   -     -    Summon           100    0  Death 40  Any  1
OGRE         300  0   -     -    Giant Club       80   130  Wea   20  Adj  1
ORACLE ELF   125  0   -    Air   Healing          100   60  Life  10  Any  6
ORC          200  0   -     -    Axe              80    55  Wea   40  Adj  1
ORC CHAMPION 220 20   -     -    Flail            80    80  Wea   40  Adj  1
ORC KING     295 30   -     -    Mace             80   115  Wea   55  Adj  1
PEASANT       40  0   -     -    Pitchfork        75    15  Wea   30  Adj  1
POLAR BEAR   300  0   -   Water  Claw             80    80  Wea   70  Adj  1
PRIMITIVE
     GIANT   310  0   -     -    Giant Mace       80   100  Wea   30  Adj  1
RED DRAGON   800  0  Fire   -    Fire Breath      75   125  Fire  40  Any  6
SEA SERPENT  400  0   -     -    Bite             80   125  Wea   70  Adj  1
SKELETON     100  0  Death  -    Bone             80    40  Wea   60  Adj  1
SPEARMAN     140  0   -     -    Spear            80    50  Wea   50  Adj  1
SPIRIT WOLF  200  0   -     -    Spirit Howl      90    50  Air   40  Any  6
THUG          65  0   -     -    Daggers          80    25  Wea   65  Adj  1
TROLL        350  0   -     -    Slash            80   120  Wea   40  Adj  1
VALKYRIE     250  0   -     -    Ice Storm        80    55  Water 60  Any  6
WHITE DRAGON 700  0  Air    -    Vapor Breath     75   100  Air   40  Any  6
WOLF         180  0   -     -    Bite             80    55  Wea   50  Adj  1

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==============================================================================

                                  UNIQUE UNITS

                 HP  AR   IMM  WARD   ATT         % HIT  DAM  SRC  INIT REA TAR


Captain
 Fellweather    300   0    -    -     Spear         89   176  Wea   50  Adj  1
Count Flamel 
     Crowley   1000 40+30 Mind Fire   Infernal Mace 90   175  Wea   65  Adj  1
                                      Poison        90    50  Dea   65  Adj  1
Gelma'ar        195   0    -   Air    Lightning     80    50  Air   50  Any  6
Millu            42   0    -   Air    Healing      100   -60  Life  10  Any  6
Nebiros        2600  30   Mind DFWAE  Halberd       90   300  Wea   60  Any  6
                                      Paralyse      60     0  Mind  60  Any  6

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               SECTION SEVEN                                
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

RULERS AND LEADERS

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 ;)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               SECTION EIGHT                                
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

A VERY brief section with my comments on units I really like and which upgrade 
paths I choose whilst I am playing :-

[NOTE:  Where I say "hit for six" I mean hit all the units in your opponent's 
team at once]

==============================================================================

THE EMPIRE

F I G H T E R   U N I T S

Stable --> Imperial Stable --> Shrine  --> Holy Statue
Knight --> Imperial Knight --> Paladin --> Holy Avenger

Nothing worthy of comment here ... I don't like the Inquisitors because I hate 
their taste in headwear !! :">

M A G E   U N I T S

Library --> Tower  --> Arcane Tower
Mage    --> Wizard --> White Wizard

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


==============================================================================

THE MOUNTAIN CLANS

F I G H T E R   U N I T S

Brewery --> Outpost     --> Snow Den
Warrior --> Mountaineer --> Hermit

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 :">

MY BEST MOUNTAIN CLANS UNIT COMPRISES :-

                      Loremaster, 2 Alchemists, 3 Hermits

==============================================================================


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                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-
     healer ;)

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
     it :">

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                SECTION TEN                                 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

CREDITS

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.

Thanks for being my friend Nick :)

                                                       - Mister Sinister, 2004

==============================================================================

                                                   Copyright David Booth, 2004

==============================================================================
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