Last Update: 7/18/07
Disciples III
The struggle between the gods endures since still, showing no respite even since the times of creation of Nevendaar. Ruling over the fate of mere mortals their disciples, eager to follow their deities’ biddings, are inevitably rewarded with death on the battlefield, pawns in the implacable and merciless thirst for revenge and bloodshed. As the gods’ hatred of each other grows so do the number of graves spreading everywhere in the land while truces are broken without the shadow of a regret. The world is corrupted by ways of foul plots and the gods are ready for the most unspeakable, willing to sacrifice their creation, their lives a mere accessory to their schemes. Alas, there was a time when they loved their creatures.
This time, three races clash anew – The Empire, the Legions of the Damned and the Elves. Each of them different in nature, agenda and by their unique units, characteristics, skills and tactics. They face off through interwoven campaigns of linked quests and a rich storyline, first with the Empire who leads our path to the inhospitable lands of the Legions to witness the endgame over Elven grounds.
This time, three races clash anew – The Empire, the Legions of the Damned and the Elves. Each of them different in nature, agenda and by their unique units, characteristics, skills and tactics. They face off through interwoven campaigns of linked quests and a rich storyline, first with the Empire who leads our path to the inhospitable lands of the Legions to witness the endgame over Elven grounds.
*The Empire.
Once a great Empire under the rule of wise leaders, the Empire has suffered much through the Great Wars that saw their lands devastated and that left its people weak and broken. The loss of their last great king, Demosthene, left the Empire without a righteous ruler and Emry and Ambrielle find it difficult to hold the Empire together, having been shamed by the Elves.
*The Legions of the Damned.
The Legions newly found source of power afforded by the mystic well saw their rage and hatred of all that live grow exponentially. Someone had betrayed Bethrezen but he would not be denied his freedom, his will, again. Soon he would walk the land again and retribution would come. Forth would be sent the minions of his hatred, the creatures that were issued of his curse upon the lands of his creation.
*The Elves.
The Elves have suffered much since Gallean’s return. The Elven Alliance that brought the Noble and the Wild Elves together in a campaign that fell down heavily on the Empire, taking precious lands and important cities away from them, was left weakened and on the verge of breaking by Gallean’s requests that are perceived as ravings by the Nobles and as righteous command by the Wild, even though their god has turned on them to reclaim the souls of the Dark Ones from the clutch of Mortis.
*Battles. Now In stunningly rendered 3D the battle system sees a major upgrade in this new Disciples game. Units can now move about the battlefield. An improved magic system also supports more action choices for the Leader units. The system remains simple enough to insure fast and furious action and quickly resolved conflicts but takes on this additional layer of possibilities that makes every decision count.
*Leaders. Leaders are entrusted the supervision of armies. They stem from four fundamental branches: The Mages who specialize in spells, the Warriors who use hand held weapons and lead the front line, the Scouts who use long range attacks and move quickly overland and the Thieves with their unique abilities that destabilize the opponents’ armies and can eventually infiltrate and spy upon enemy positions and who artfully use their short blades in combat.
*Magic Spells. The magic is imprinted in arcanes, artifacts and runes. Since days of old, magicians of opposing races have collected and saved these items for the power they contain in their symbolism. These arcanes embody the full power of Nevendaar’s essence. They will provide a certain advantage to those who know to use them with care and wisdom. The use of these spells requires the expenditure of mana, and the greater the power of the spell, the greater the expenditure. Therefore it is imperative that the wise mage use these with the foresight of his next moves and that of the moves of his opponents.
*Items. The great magic schools particular to all the races of Nevendaar have produced great master lore craftsmen who create many items and artifacts that can be acquired either at specialized shops or that must be wrestled from powerful guardians when those artifacts have been empowered with advanced and rare magic. From curative potions to scrolls, spheres and talismans, all that is valuable in combat is welcome gratefully by the troops.
Publisher: Strategy First & Akella






