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Disciples II: Rise of the Elves

Disciples II: Rise of the Elves

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Disciples II: Rise of the Elves plunges you into a dark fantasy world where you command armies, conquer territories, and uncover ancient secrets. This expansion introduces the Elven race, adding a new dimension to the strategic turn-based combat and empire management that defines the Disciples series. You'll guide your chosen faction through challenging campaigns, managing resources, leveling up heroes, and engaging in tactical battles against formidable foes.

This walkthrough covers the entirety of the Elven Saga campaign, guiding you through all eight missions, from 'The Sins of Our Fathers' to 'Korbach'. We'll help you navigate the treacherous paths, overcome difficult boss encounters, and achieve victory in this rich and rewarding expansion.

¦ I hope it serves you well !! - Mister Sinister ¦

Learn the ropes of Disciples II: Rise of the Elves! This guide breaks down world map movement, combat initiation, and city management to get you started.

Alright, let's get you up to speed on the basics of Disciples II: Rise of the Elves. Think of this as your friendly nudge into the world of turn-based strategy. You'll be picking one of the four races and battling your way through Sagas, Quests, or even custom games. It’s a classic swords-and-sorcery vibe with a surprisingly deep gameplay that’s super addictive – seriously, you’ve been warned!

I've got a full review elsewhere if you're curious, but for now, let's focus on getting you moving. This guide is split into three key areas: how to navigate the World Map, how combat works, and the basics of City Management.

The World Map

This is where you'll be moving your armies around. Each unit is represented by its leader on the map, so a unit led by a werewolf will look like a werewolf. Keep in mind that different terrains slow your units down – crossing water is way slower than moving through forests. Some units can fly, which is great for getting around faster, but if you pair them with non-flying units, the whole group moves at the slower pace. Combat kicks off when you move a unit next to an enemy. The map starts covered in a fog of war, which clears as you explore. Some areas, like waterfalls or mountains, are impassable, so you'll need to find a way around them. Not everyone you meet is hostile; some will offer side quests for rewards, while others are territorial and will attack or chase you. You'll also find cities belonging to other players or neutral ones, all ripe for exploring or conquering.

Remember, this is a turn-based game, so take your time to plan your moves. But don't get too comfortable – leaving units isolated at the end of a turn can make them easy targets. Always be aware of your surroundings!

Each unit can have up to six characters. If the leader dies, the unit can still move, but much slower, and a skull icon will appear on its map representation. Even if the leader is gone, as long as at least one character remains, you can heal or resurrect fallen members through magic, or by visiting one of your Cities (specifically, your Capital City, provided you've built a Temple there).

Your Capital City is your main base on the map. Unlike some other strategy games, losing your Capital here doesn't mean losing the whole level. Your Capital can house up to 11 'normal' troops, plus...

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Your go-to guide for Disciples II: Rise of the Elves! Learn about new units, spells, and the Elvish Alliance. We'll help you navigate the world of Disciples II.

Hey there! So you're diving into _Disciples II: Rise of the Elves_, huh? Awesome choice! This expansion really shakes things up by adding the Elvish Alliance as a whole new playable race. You'll get to command 33 unique Elvish units, master 24 new magic spells, and face off against some fresh neutral foes. It's a whole new layer to the _Disciples II_ experience, building on the foundation of _Disciples II: Dark Prophecy_ and _Gallean's Return_. If you're coming from _Disciples I: Sacred Lands_ or even looking ahead to _Disciples III: Renaissance_ and _Resurrection_, you'll find some familiar threads but a lot of new magic here. And for those playing _Disciples: Liberation_ later on, this is where a lot of the Elven lore really starts to blossom. Get ready for some serious elven power!

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Master combat tactics and city management in Disciples II: Rise of the Elves. Learn unit placement, attack types, combat options, and how city buildings affect unit upgrades and research.

This section covers the core mechanics of combat and city management in Disciples II: Rise of the Elves. Understanding these systems is vital for success.

Combat Basics:

Your six units are positioned on the left side of the combat screen, facing the opponent's six units on the right. Melee units should be placed in the FRONT row to attack adjacent enemies, while spellcasters, generally weaker, belong in the BACK row for ranged attacks.

Each character has a unique attack method and initiative modifier, which determines the order of attacks. While higher initiative generally means attacking sooner, upsets can occur. Combat options include letting the AI handle combat, resolving combat automatically, retreating (be aware of free hits from enemies), or using the Defend command for a specific unit.

Combat concludes when all enemy units are defeated or have fled.

City Management:

When a creature levels up, its appearance generally changes to become stronger, influenced by buildings in your Capital City. For example, an Undead Hordes 'Fighter' can become a Zombie (with Unholy Ground) or a Templar (with Evil Monastery). These upgrade paths are mutually exclusive per unit type and reset at the start of each new level, allowing for strategic changes.

Certain buildings serve specific functions: the Mage Tower for spell research, the Thieves' Guild for recruiting thieves (to spy on enemy garrisons), and the Temple for healing and resurrection. You can only research one spell and build one building per turn.

Non-capital cities cannot have buildings constructed but benefit from those built in the Capital. These cities can grow up to five levels, affecting housing capacity, terrain spread, and HP recovery rates. Each non-capital city can grow once per turn.

Cities can house troops and hold items. The party screen shows troops healing in the city on the left, and garrisoned troops on the right.

The Four Races:

The playable races are:

  • The Empire
  • The Mountain Clans
  • The Legions of the Damned
  • The Undead Horde

¦ off as your own. Thanks ! ¦

Walkthrough for 'The Necromancer's Spirit' mission in Disciples II: Rise of the Elves. Defeat Erhog the Dark, find the antidote, and learn about map directions and city troop notations.

Walkthrough
  1. 1
    The mission begins with Emperor Demosthene mourning his Queen and son, manipulated by Hubert de Layle. Erhog the Dark, a death cult leader, has taken over the barony of Ammennir, and her growing power threatens the Empire.
  2. 2
    Your objective is to defeat Erhog the Dark. As you approach her Temple in the south-eastern corner of the map, you'll learn that corrupt nobles, sent by her, failed to assassinate Emperor Demosthene but succeeded in poisoning him.
  3. 3
    You may find a Stone Ring guarded by an Ogre north of Gunner's Shop. Take this ring to the statue in the north-east, behind Athlok's Keep, to receive a Tome of Fire.
  4. 4
    Liberate the town of Tanscroul to gain the assistance of Wolfgar, a Ranger.
  5. 5
    Upon reaching Erhog's Temple, be cautious. She is resistant to fire, earth, air, and water, and uses a life-draining attack that heals her. Focus your attacks on her, as she is the most dangerous unit. She has low hit points and should be defeated quickly.
  6. 6
    After defeating Erhog, the antidote to the Emperor's poison will be found and automatically administered in the Capital.
Tips
  • Map Directions: North is up-right, South is down-left, West is up-left, East is down-right.
  • City Troops: Troops in [squared brackets] are inside the city proper (e.g., Myzrael). Troops not in brackets are waiting in the city (e.g., healing).
  • Garrisoned Troops: Computer opponents frequently change troops garrisoned in their cities.
  • Erhog's Temple: Erhog is warded against elemental magic and has a life-draining attack. Concentrate attacks on her.

Opponents: Legions of the Damned, Erhog the Dark.

Cities:

  • Neutral Cities: Milonia (2 Goblins, Goblin Archer), Argreban (Squire, Spearman, Archer), Tanscroul (Master Thug, Spearman, Thug), Jaignes Port (2 Peasants - may be taken by Legions).
  • Erhog's Temple: Demon, Erhog the Dark, Ghost, Zombie.

Buildings:

  • Ruined Tower: Contains Fighter, Zombie, Ghost. Grants 200 Gp and a Zombie Orb.
  • Old Fort: Contains 2 Imps. Grants 50 Gp and a Bronze Ring.
  • Athlok's Keep: Contains 2 Devils, Cultist. Grants 300 Gp and Boots of Speed.
  • Crumbled Temple: Contains Hill Giant. Grants 150 Gp and an Orb of Thunder.

Events:

  • Orc Trap: South of Milonia (Orc and 2 Goblins).
  • Ogre Lair: North of Gunner's Shop.

Items on the Ground: Treebark Potion, Potion of Speed, Life Potion, Silver Ring, Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing.

  • Items Retrieved from Enemies: Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of Protection.
  • Shops:
    • Gunner's Tower (Magic Shop): Sells Summon Roc (200 Gp), Blizzard (200 Gp).
    • Thurin's Shop (Merchant): Sells Life Potion x 4, Potion of Healing x 10, Potion of Restoration x 10.
  • Ending: Erhog is defeated, and the antidote is administered to Emperor Demosthene, who becomes more withdrawn.

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