THE DISCIPLES SERIES DISCIPLES ARTWORK MY LAND
THE NETD THE CAPITALS THE SCENARIOS D-ANIMATIONS D-CONCEPT ART ART BY ME
THE PROPHECY THE LANDS THE STORIES D-ARTWORK FAN-ARTWORK LADY PEACE
THE RACES THE MAGIC THE STRATEGY D-ARTWORK 2 FAN-ARTWORK 2 LAPUCE
D-CARDS FAN-ARTWORK 3 MEMBER OF...

THE RESOURCES
THE POTIONS
The magic Green Wings

The artifacts

Traveler

"With his seven leagues boots, he traveled to the end of the earth... to the end of the universe... now he is a falling star...."

The artifacts are items, often magical, that increase the abilities, the attributes and the stats of the leader when equipped. They are armors, blades or others items, that will make the difference between winning a battle or being crushed under the enemy power.

The leader will inflict 10% to 50% more damage in battle or receive 10% to 50% less damage in battle.

The leader will have 10% to 20% more initiative or chance during battle. Initiative means first attack and chance to hit means not loosing your attack on the turn of your unit. Those two attributes are often as important than strength.

A new type of artifacts can be found in Dark Prophecy; when used by the leader, these artifacts will poison, drain the life of the enemies or petrify them.

A leader must have the "Artifacts Lore Knowledge" attribute to use the artifacts. A Mage Leader will gain more from this specialization because his attack reaches all the units in the enemy party. The Warrior Lord starts with this ability.

A leader can only equip two artifacts, you must choose them carefully, they are part of your strategy if you want to survive.

Only the leader gains power when using artifacts. A Mage Leader will make a better use of the artifacts because his attack, based on magic spells, affects all enemies troops.

The magical boots add from 20% to 60% of the movement points of the leader. Some boots neutralize the penalties while traveling in forest or sailing at sea.

A leader must have the "Travel Lore Knowledge" to use the boots. The scouts start with this ability. At the beginning of the game or on small maps, the leaders of the Mountain Clans and the Undead Hordes will benefit more of this specialization since they start with a limited number of movement points.

The magical boots were not a feature of Disciples : Sacred Lands and had been added in Dark Prophecy because the fans were pointing the fact that were losing their units under the enemy long range spells while they were near a city or that they could not reach an enemy for only one or two points of movement missing. This was affecting the gameplay since the flying leaders of the Legions of the Damned and the Empire were traveling twice, in a single turn, as far as the leaders of the Clans and the Hordes that were traveling on foot.

Even if this new feature is appreciate by most of the fans, choose it only as a second option after the attributes that will get your troops some protection or attack abilities unless you are playing a large map or a map with a lot of water. Your leaders will get more movement points each time they gain experience and your on foot leaders will have soon a reasonable amount of movement points. Plus, you need to find or buy the, very expensive, boots of traveling, to use this ability! And, remember that in any case, low of high movement points, you are using half of them each time you stop for a battle, to buy something in a shop or to plant a rod. Having more points of navigation will not grant any extra on this and you still have to use spells to get back half or all your points in a single turn. If your strategy is based on fast attack or a prudent retreat, you will like the magical boots.

Top
SFI Stamp of Approval Valid XHTML 1.0! Valid CSS!