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Disciples II: The Rise of the Elves - D2RotE: Lazy Mod v.1.05 - Game mod - Download

The file D2RotE: Lazy Mod v.1.05 is a modification for Disciples II: The Rise of the Elves, a(n) strategy game. Download for free.

file typeGame mod

file size2.4 MB

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last updateWednesday, July 7, 2021

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D2RotE: Lazy Mod to is a mod for Disciples II: Rise of the Elves, created by Lazybuttons.

FEATURES:<br>

ECONOMY CHANGES:

Faction capitals now generate 100 gold and 100 native mana every turn, up from 25 native mana. All gold mines and mana nods now also produce 100 of the resource per turn, up from 50. This is to allow a slightly faster paced expansion and gameplay in general, and also to make up for the increased cost of rod planter heroes.

Planting rods now costs 100 gold, down from 150.

Looting an enemy capital now always awards their spells.

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NEW SKILLS:

Diplomacy - (replaces Incorruptible) Hero becomes immune to enemy thieves, and also gains a 25% discount in stores. Level 6.

Power Attack - hero gains +50% damage at the cost of -15% accuracy. Level 9, all factions.

Logistics - hero gains both Forestwalk and Sailing. Replaces Forestwalk. Level 9 skill. All factions.

Vampirism - Undead Hordes only. Available from level 2 for all heroes. Converts 50% of damage dealt to the hero's health. This is of dubious use for the Nosferat hero, so probably don't take it on him. Works as intended on Death Knight and Lich Queen, however.

Mind Ward - same as other elemental wards. Available at level 3.

Mind Over Matter - hero gains immunity to Mind based attacks, at the cost of -25% maximum health. All factions, level 13.

Storm Mastery - Empire only. Hero gains immunity to Air and +20 armor, but loses -20% maximum health. Level 12.

Ice Mastery - Mountain Clans only. Hero gains immunity to Water-based attacks, +10 armor and +10% health. Level 12.

Earth Mastery - Elven Alliance only. Hero gains immunity to Earth-based attacks, +50 maximum health. Level 12.

Deathless Mastery - Undead Hordes only. Hero gains immunity to Weapon-based attacks, but loses -50% maximum health. Level 12.

Bethrezen's Blood - Demonic blood running through the hero's veins grants immunity to fire, increases max health by 25% and regeneration by 25%. Legions of the Damned only. Level 12.

Troll Blood. - replaces Natural Healing. Increases the leader's maximum HP by 100 and regenerates 25% of their hit points each day.

Pathfinding - now grants +25% movement points. (Up from +20%)

Advanced Pathfinding - now grants +30% movement points (Up from +25%)

Gargoyle Mutation - Legions of the Damned only. Level 15. +50 armor, -50% health, ward vs mind

Glory of the Highfather - Empire only. Level 15. +25% maximum health, +25% regeneration

Wotan's Rune of Battle - Mountain Clans only. Level 15. +25% initiative, +25% accuracy.

Stone Bones - Undead Hordes only. Level 15. +15 armor, +25% maximum health

Sinister Strike - Elven Alliance only. Level 15. +25% damage, +25% initiative

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ITEM CHANGES

ARTIFACTS:

Runestone - grants +10 armor and +10% maximum health to the leader

Holy Chalice - grants +15 armor, +15% max health, and +15% health regeneration per turn to the leader

Skull Bracers - grants +20 armor, +50 max health and Death Ward

Horn of Awareness - grants +25 armor, +50 max health and Weapon Ward

Etched Circlet - grants +35 armor, and allows the leader to lower enemy damage with attacks

Dwarven Bracers - grants +10% damage and +10% accuracy to the leader

Unholy Chalice - grants +15% bonus damage and a chance to inflict poison (30 points)

Ring of Strength - increases leader's damage by 20% and grants a chance to shatter enemy armor

Runic Blade - increases leader's damage by 25% and inflicts +50 additional damage

Mjolnir's Crown - boosts leader's damage by 35% and inflicts +75 additional damage

Ring of Ages - +40% damage, +25% initiative, and inflicts additional 100 damage

Bethrezen's Claw - +40% damage, +50% initiative, and inflicts a Blister (30 points)

Tiara of Purity - Grants Incorruptible and inflicts Frostbite (30 points)

Rusted Shackles - The leader may retreat instantly and lowers enemy initiative with their attacks

Unholy Dagger - grants 50% lifesteal and a bonus attack that functions like Drain Life Overflow, inflicting 100 points of damage and redistributing it among the wounded units

Infernal Blade - Increases the leader's damage by 25% and inflicts devastating blisters upon the enemy (50 points)

Thanatos Blade - Increases the leader's initiative by 25% and inflicts debilitating poison upon the enemy (50 points)

Skull of Ymir - Increases the leader's armor by 25 and inflicts a powerful frostbite effect (50 points)

Hag's Ring - Increases the leader's health by 25% and polymorphs their enemies into hideous imps

Lute of Charming - reduces shopkeeper prices by 25% and makes the leader Incorruptible.

BANNERS:

Banner of Health: - Now grants +50 maximum health, in addition to +15% regeneration per day.

BOOTS:

Boots of Speed - grants +25% movement points

Boots of Traveling - grants +50% movement points

Boots Seven Leagues - grants +75% movement points

Boots of the Elements - grants +25% movement points and Sailing

Elven Boots - grants +25% movement points and forestwalk.

TOMES:

Tomes of Fire, Water, Air, Earth and Thought no longer give Wards vs a corresponding damage type. Now they provide the hero carrying them with an immunity against chosen element.

Tome of Arcanum and Tome of Sorcery are now Tomes of Undeath and Invulnerability, respectively, providing characters carrying them with immunities to Death and Weapon.

Tome of War is unchanged, but the Weapon Master perk now increases experience gain by 33%, up from 25%.

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HERO CHANGES:

ROD PLANTERS:

All Rod Planter heroes now cost 500 gold to hire.

The cost of planting a rod has been reduced to 100 gold.

Archangel: Now heals all units in the party for 50 health, and cleanses any ill status effects. Healing increases by +10 per level, +5 per level after level 10.

Dwarf Champion: Now applies a +50% damage buff to the entire party for the duration of the battle, and cures any negative status effects.

Baroness: Has a new attack: Psychic Scream, that deals damage to the entire enemy party and has a chance to inflict petrification (Source: Mind)

Banshee: New attack: Banshee's Wail, deals damage to the enemy party, and has a chance to inflict paralysis.

Sage: Now heals all units in the party for 55 health, and bestows Earth Ward.

OTHER LEADERS:

- Heroes are now truly worthy of their name. No Orc can threaten a warrior hero now, and a scouting hero is more than a match for an Imperial Assassin.

- Damage and health increased for all heroes.

- Warrior and scout heroes now attack twice.

- Rod-Planters now have 3 leadership and have received overhauls to their attacks.

- Attack source for all heroes changed to Life, thanks to their brand new blessed and enchanted weapons.

- Leaders now can gain new skills all the way up to level 25.

- Pegasus Knight, Duke, Death Knight, King's Guard and Forest Liege now attack twice per turn.

- Counselor, Engineer, Ranger, Centaur Guardian now shoot twice per turn.

- Nosferat's attack is now typed as Drain Life Overflow, allowing him to heal allied units with stolen health. Damage increased. Initiative reduced to 40.

---------------

UNIT CHANGES:

CAPITAL GUARDIANS:

Capital Guardians are now significantly stronger, and more durable. Warded against all elements, initiative increased to 100, damage increased to 300. Each capital guardian received a secondary attack that deals damage over time and ignores armor: poison, blister, frostbite, etc.

EMPIRE:

Melee:

- The Knight upgrade line now has armor, which gets better with every upgrade. Late upgrades such as Paladin, Defender of Faith, and Holy Avenger have Weapon ward. Defender of Faith has a critical hit secondary attack that ignores armor, and Holy Avenger's accuracy is increased.

- The Angels have no armor, but deal higher damage, and their source of attack is Life, which can't be resisted by anyone.

- The Inquisitor line has no armor, but has immunity to Mind, and high initiative as well as low experience costs to upgrade.

Mage units:

Imperial mages as a whole have high damage output, but relatively lower health, compared to the other faction mages. White Wizard now has Air ward.

Elementalist is replaced by Mystic. Mystic deals Mind-based damage and lowers enemy damage.

Auxiliary units:

The Titan: a heavily-armored, heavy-hitting unit, now with a secondary Shatter attack, which breaks enemy armor. (Weapon source)

Archer units:

Relatively unchanged. Slight tweaks to HP/damage.

Healer units:

- The Empire's healers have always been the backbone of its military force, and now they're better than ever. From a lowly acolyte, to the esteemed hierophant, they've learned to heal twice as often, and now boast greater durability.

MOUNTAIN CLANS:

ALL:

- Mountain Clan units receive a slight increase to HP regeneration per turn.

MELEE UNITS:

- The melee fighter line now has armor. Venerable Warrior, Rune Master and Dwarf King received a boost to initiative (50, up from 40). Dwarven Kings and Venerable Warriors now also have a Critical Hit attack. Dwarf King upgrade building cost reduced to 3000, down from 4500.

- The Mountaineer and Flame Caster had their health, damage and initiative evened out, making them roughly equivalent in terms of damage output and durability. Initiative lowered to 30.

- The Hermit and Wolf Lord had their initiative decreased to 30. Hermit's experience requirement to level up has been slightly increased. Their health and damage has also been increased.

RANGED UNITS:

- Axe Thrower, Crossbowman and Forge Guardian received an initiative upgrade from 40 to 50.

- Crossbowman renamed to 'Crossbowdwarf' because reasons.

- Flame Caster has been altered to be more in line with the Mountaineer: lower initiative, higher damage output and health.

GIANTS:

- The Giants' line has received increased armor and much greater durability, as well as some changes to initiative. Tempest Giant and Elder One now have immunity to Air and 30 initiative (up from 20).

- Son of Ymir has 40 initiative (down from 50) and 30 armor. Yeah, yeah, he's still plenty strong, don't worry.

- Rock Giants now have immunity to petrification.

MAGE/SUPPORT UNITS:

- The mage units (Tenderfoot, Novice) now boost damage for the duration of the entire battle. Druidess and Archdruidess now can boost 2 units per turn as well as remove status effects.

- The Yeti is a pretty strong choice now, especially for fighter/ranger heroes.

LEGIONS OF THE DAMNED:

ALL:

All units have have greatly increased HP regeneration per turn. Lower tier units have around 20% per turn, higher tier units may have as much as 50% regeneration per turn.

MELEE UNITS:

- The Fiend has been beefed up, but now requires more experience to level up. Their poison has a higher chance of application and increases more quickly with levels.

- Legions' melee fighters have the highest damage output, but no armor. Anti-Paladins now have a poison secondary attack, and Infernal Knights have blister.

MAGE UNITS:

- Legion mage units deal a lot of damage and neglect armor. However, they have high HP and regeneration to compensate for it. Pandemonius has Fire Ward, and Modeus has Fire Immunity.

- Witch line now paralyzes units in addition to polymorphing them, as polymorph alone was far too unreliable.

- Doppelgangers regenerate more quickly than other units.

- Witches, Hags, Succubi and Incubi continue to improve their accuracy after level 10

DEMON/SUPPORT UNITS:

- Devil Line now has 50 initiative all the way.

- Moloch has a life-steal attack.

- Demon Lords have double attack with a secondary Shatter effect.

- Overlords have double attack with a secondary Blister effect.

- Abyssal Devils petrification has Earth source now

- Beast and Tiamath's initiative increased to 30.

GARGOYLES:

- Gargoyles now possess a ward against Earth.

UNDEAD HORDES:

All undead units except the incorporeal and dragon units now have armor. Amount increases with level. They feel no pain and their dead flesh grants them resistance to damage.

MELEE UNITS:

- Undead melee fighters now have armor. The Templar line has high initiative, much like the inquisitors, while the Zombie line has higher damage and durability.

- Fighter, Templar and Dark Lord now additionally possess a Death ward.

- Skeleton Champions now shatter enemy armor.

MAGE UNITS:

- All caster units except weapon-immune ones have armor.

- Initiate, Warlock, Necromancer, Lich and Archlich now have Earth as source of their attack. Lich has an Earth ward. Archlich has Earth immunity.

- Vampires and Elder Vampires both have Drain Life overflow.

- Death has 60 initiative.

- Wight has 60 initiative and a lifesteal attack in addition to level drain.

ARCHER/GHOST UNITS:

- Ghost, Specter and Shade continue to increase their accuracy past level 10.

SUPPORT/DRAGONS

- Wyvern and Doomdrake have Death wards.

- Dragon line damage increased. Initiative set to 30.

- Dracolich now has a primary lifesteal attack and a secondary Drain Level attack.

- Werewolf has an increased HP and damage and slightly reduced cost due to a number of ways around Weapon Immunity now.

ELVEN ALLIANCE

MELEE UNITS:

- Centaur Strider now has Critical Hit

- Centaur Savage's initiative set to 40

- Centaur Charger's armor increased.

ARCHER UNITS:

- All archers' initiative increased to 70 across the board.

- Stinger, Sentry and Warden no longer have slight difference in damage/damage over time.

- Bandit, Brigand and Marauder now have Critical Hit

MAGE/SUPPORT UNITS:

- Griffin and Skylord are gone. They are replaced by Ent Warrior and Ent Destroyer. Powerful melee unit that upgrades into a powerful AoE damage unit.

- Elf mages have increased initiative: 50, up from 45.

- Archon renamed to Elf Lord. HP and damage increased, damage source set to Earth. Upgrade building's cost slightly increased.

HEALER UNITS:

- Spiritess, Oracle and Grove Maiden now heal 2 units per turn. Due to engine limitation, Grove Maiden can only bestow Elemental Wards on the second unit she heals.

- Sylph now bestows Air and Water wards.

- Sun Dancer now bestows Fire and Earth wards.

NEUTRAL UNITS.

- Many neutral units and bosses have been changed as well, to make things more interesting. Bosses and mini-bosses should now pose a good bit of extra challenge.

INSTALLATION:

- Make sure to backup any files you replace first!

- Put 'Globals' folder in your Disciples 2: Rise of the Elves directory. Overwrite any files.

OPTIONAL: Replace Disciples.exe in your game's folder with the provided Disciples.exe. This is to fix the accuracy issue with mage heroes in RotE.

OPTIONAL: Put 'Campaign' folder in your game's folder to allow importing previously-used heroes into default sagas.

OPTIONAL: Put 'Interf' folder in your game's folder to change the attack source of 'Life' to 'Divine'.

(HOPEFULLY) COMPLETE LIST OF CHANGES:

  • Last update: Wednesday, July 7, 2021
  • Genre: Strategy
  • File size: 2.4 MB

Files for Disciples II: The Rise of the Elves

Name

Type

Size

Date

Total

7 days

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Disciples II: The Rise of the Elves - D2RotE: Lazy Mod v.1.05 mod 2.4 MB 7/7/2021 3.9K 12
Disciples II: The Rise of the Elves - New AI mod along with 1 custom map v.6072024 mod 182.6 KB 8/29/2024 43 9