2009.2.28日更新视频:
.dat company interiers (200 MB, 20 min: 13 s) - DOWNLOAD
gameplay (399 MB, 32 min : 17 s ) - DOWNLOAD 1, DOWNLOAD 2
XVID, 720 x 404 px, password: d3.heroes-centrum.com
d3_lki_0209.flv (69.93MB, 416x240px,10 min:35s) - DOWNLOWD
2009.2.20日更新视频:
d3_demons_town.flv (8.34MB, 650x350px,55s) - DOWNLOAD
2009.2.14日更新视频:
d3_diary2.zip (189MB, 1280x720px, DivX5, 6min:11s) - DOWNLOAD
d3_diary2_short.zip (102MB, 1280x720px, DivX5, 1min:58s) - DOWNLOAD
2009.1.18日更新视频:
d3_portfoliox264_light.zip - DOWNLOAD (62,3 MB)
2008.11.22日更新视频:
Official trailer IV
2008.9.12日更新视频:(在线观看)
Disiples 3 Gameplay - Battles Video 1
Disiples 3 Gameplay - Video 2
2008.9.4日更新视频:
Elves Town(WMV 720P)
Elves Town(QuickTime)
2008.6.2日更新视频:
Original File(视频文件)
Subtittles(字幕文件)
Preview with embeded subtitles(嵌入式字幕)
在线观看:http://elveone.gametrailers.com/gamepad/index.php?action=viewblog&id=307204
 
2009年2月相关资料更新:
Choice of snapshots from the video:
At the beginning and end of over 50 min. videos are shown at the company premises. that, work on the game today, and sample old conceptartov:
  
1. gamedesignéri. dat, 2 testing, 3 optimization
     
4. character of the expansion, 5 Wallpapers, 6.-7. creation of a new website,
      7.-13. proposals for the main character Legions, 14 Haarhus after completion
Comments on snapshots:
Fig. 5 - hopefully some of the developers prepared wallpaper issue
Fig. 6 - the creation of animations in Flash websites, Fig. 7 - sample use of brushes Photoshopu smoke effects on volcanoes
Fig. 7.-13. above proposals Haarhusa worked 5-6 people who have a strong armor and stay moving
Previews of the game:
  
1. loading, 2.-3. screen story of the campaign
   
4. construction of the main people. combatants, 5 mag. tower
6. new interface for heroes and units, 7 interface skill
   
8. the position of the tower of k. we can buy in the mag. Paper magic
9.-11. first shown at the Animation Magic g. map and on the arena
“Akella” company and .dat is announcing the opening of new site “Disciples III: Renaissance"


With regards to the upcoming release we're pleased to announce opening of the new official "Disciples III: Renaissance" website. The renewed website features a book-like design, and we're planning to update this book regularly with new pages and chapters, keeping it in tact with what the community in interested in. The storyline, character and game world data, game mechanics and technology used in development - there is a whole dimension of things we're looking to share. And just like in any other great fantasy novel - lot of state-of-an-art drawings and sketches, as well as in-game screenshots.
"The main purpose of the new website is the proper presentation of game on the web, which it surely deserves", - said Dmitry Demyanovsky, the studio head the Disciples III: Renaissance project lead at .dat. "All the information, that was previously shattered all over the web, has been gathered on one, easy to use and great looking web resource. Our artists have put their very heart and soul into the creation of each element of the site and we hope the players will appreciate it at its true value".
From now on the site will be regularly updated not only with development news and screenshots but also with videos, and a highly-anticipated demo-version. Additional game content, for retail copy owners will also be available for download from the website.
Residents of the old website are not to worry - all the forum messages data will be saved, so you'll be able to continue your conversations with any issues.
  
  
  
Combat Interface

面板:
- inventory
- autocombat
- escape
- hexagonal grid
- defence
- zoom
- camera
- unit lifebars on/off
   
   
   
Disciples III: Renaissance Tactical Map Interview
February 06, 2009 - Enormous creatures of living stone, gargoyles are nearly impervious to ordinary bladed weapons. Accordingly, they strike fear into many enemies who know from experience their ability to wreak havoc. Like the rest of the Legion of the Damned, they thrive on fire mana. Its blazing essence is akin to their lifeblood, and they grow increasingly able to resist conflagrations as they gain in power. Elves favor nimbleness and speed over brute force. Unmatched with bow and arrows, they rain death upon their adversaries from afar. They reside in harmony with nature, which allows them to call upon allies such as ents and unicorns. Long-lived and wise, they are capable casters and healers. While not as mighty as it once was, the Empire still retains strong values. In particular, its knights are renowned for their courage against the forces of darkness.
In development at .dat, Disciples III: Renaissance will return us to the fantasy world of Nevandaar originally created by Strategy First. Combining strategy with RPG-like character and unit advancement, it will let you play as any of the named factions. Each will have its own campaign that intertwines with the others. No matter which side you control, your role will be that of a Lord, and your sacred mission will be to establish the supremacy of the god you follow. A major change this time is that the action will take place in 3D, with art direction in the rich style for which the property is known. We've naturally been keeping an eye on the project, and recently received the chance to question the studio about a vital gameplay element, the tactical map where much of the adventure takes place.
Includes six exclusive screenshots
Jonric: To begin with, what's important for our readers to know about Disciples III, the kind of game it will be, its distinctive features and how you're building on the pervious releases?
.dat: Disciples III is the third full game in the well-known turn-based strategy series featuring role-playing elements. In it, you will lead armies into battle, capture enemy territories, destroy their capitals, subdue neutral cities, and also be a part of the storyline - the fate of a gentle angel girl sent into this world for the sole purpose of destroying it will be in your hands.
The rod isn't actually a rod anymore. It's now a full-scale unit, an Earth Guard that can control its own squad, but cannot move or equip items. Regarding the unique features of Disciples III, it's worth mentioning that unlike many other games in this genre, the leaders are accompanied not by huge armies, but by small detachments in which each unit has specific skills and abilities. At the end of every victorious battle, if it has been won, they are all awarded experience points. Depending on the development path chosen by the player, units can to assume new forms and acquire further skills.
Another distinct feature of Disciples games is the conquest and control of resources by the means of terraforming. We would also like to note that the series was known for instant battles where the initial placement of units on the battlefield would often determine the outcome. After we introduced movement into the combat areas, it took a lot of effort to keep things balanced and dynamic - and we hope that we have succeeded in this.
In general, while working on Disciples III, we have tried our best not only to preserve the heritage of the earlier titles, but also to introduce novel gameplay elements that we're now ready to talk about in more detail than before.
Spell merchant
Jonric: How does the tactical map function, and why is it important? What activities and events take place on it, and how much of the total gameplay do they represent?
.dat: The strategic map plays a key role in Disciples III since the main part of gameplay takes place there. Traveling across it, you will find treasure chests, dungeons full of dangers and powerful monsters, and much more. You will be able to summon Earth Guardians in order to subjugate and protect territories. Most importantly though, you advance through the storyline during your travels on it, and many intrigues and unexpected events await you in your path.
While discovering new areas of Nevendaar, you will see many different types of terrain. Be it mountains or fissures, ancient ruins or cemeteries, they all look harmonize with the strategic maps, which vary from 48x48 to 96x96 hexes in size. Also, the appearance of a territory depends on which faction controls it.
Dwarf lands - evening
Jonric: What have you changed about the tactical map elements from the way it was in the previous games? How will this impact the overall play experience?
.dat: Indeed, this has changed significantly in Disciples III. The fact that the game is now 3D allowed us to pay more attention to details of all the visuals, including objects on the map. The result is a look that will leave no one unimpressed. We also have added such elements as a day / night cycle and weather effects.
Talking about the gameplay, the only major change is a revised concept for the rods, which have now become Earth guards that can be summoned in certain "guardian nodes". This has added a tactical touch on a strategic map. The rod isn't actually a rod anymore. It's now a full-scale unit, an Earth Guard that can control its own squad, but cannot move or equip items. Moreover, it can only be summoned at the guardian nodes, which can be done by any leader under your control.
Jonric: Since this does seem like quite a departure, how will this feature function now, and why do you feel this will represent a significant improvement for the players?
.dat: This decision suggested itself for quite a long time, and at the very start of developing Disciples III, we had a clear understanding of how these new units should work. In the previous games, one had to hire a special leader to place a rod or remove an enemy's. This unit was unable to do anything else, and eventually became a nuisance... which was the main reason why we decided to review the previous system.
There are also five types of neutral cities in Disciples III. They all look different and each provides a different type of bonus to its conqueror. Unlike capitals, they can be recaptured. In addition we'd like to say that these guards, like all other units in the game, can gain experience and upgrade to more powerful forms. There are three levels of them, each being more difficult to defeat in order to conquer the place of power.
We sure that such system will be more convenient for the players, and it will make the game more tactically intense, especially in PvP mode.
Rod
Jonric: Will the treasure chests you mentioned earlier hold artifacts like they did in the first two games? Will there be a large variety and different types? What are some interesting examples?
.dat: There are hundreds of artifacts in Disciples III. They can be found on the map in treasure chests, purchased from shops, and of course, received as rewards for completed quests. There are the following types: spheres, charms, rings, elixirs and runes... plus gems and jewelry, which can be sold to merchants for hefty prices.
The spheres are specific items with unique functionality - like combinations of equipment pieces and runes. They can only be used in arenas. The player must have the sphere on himself, and have learned the corresponding skill.
Charms and rings improve particular characteristics. The former usually enhance defense, and the latter improve attack. For example, the Beads of the Witch will augment resistance to magic. Elixirs usually have similar effects, but only temporarily; for example, one might enhance dexterity for three turns while another restores some vitality.
Runes can only be used on the battlefield. Their effects are quite similar to spells; the difference is that they affect one unit only, not an entire party. They disappear after use.
Jonric: How much of the terrain can be terramorphed? How is this accomplished, and how important is this element within the overall gameplay?
.dat: Earth guardians and capitals can both act as centers for the landscape changes. The entire visible surface on the map can be terramorphed, except that the spread of territories is limited by water barriers and impassable mountains. Aside from the player, enemy capitals and guardians are expanding their territories as well, and if two types of land share a common border, it will slowly shift towards the source of the weaker influence.
The alteration of the landscape is a unique feature of the Disciple series. As well as providing interesting visual effects, the terramorphing helps making the gameplay more diverse. Resources, mines and other similar points of interest are conquered in this manner.
Undead / dwarf border
Jonric: How will the day-night cycle that you're adding in Disciples III function on the tactical map? Will it actually affect anything or just be visual in nature?
.dat: Yes, there is now the day-night cycle, for the first time in the Disciple series. It will be visible not only on the global map, but in the combat arenas as well. The full cycle has four stages - morning, noon, evening and night, so it takes four turns.
Each period of the day provides particular types of leaders with specific bonuses, so if you play as an Imperial Thief, for example, it would be beneficial to fight at a particular time. This will also enhance tactical planning. You can attack your opponent when his army has no bonuses... or even better, has penalties.
Jonric: What are the main types of terrain we'll see as we travel around on the map? Are there flying units that aren't affected?
.dat: There are six types of landscape, each corresponding to a particular race in the world of Nevendaar.
Empire - lush green g流氓软件王s and tall leaf-bearing trees
Elven Alliance - red and gold autumn trees, a carpet of leaves on the ground
Legions of the Damned - red-hot lava, charred trees
Dwarves - snow-covered plains and winter trees
Undead - desiccated fissured soil, dead withered trees
Neutral territory - rocky soil with some green g流氓软件王s, bushes and trees
Although there are flying units in Disciple III, taking them over water and impassable mountains on the overland map is impossible.
Jonric: How will the player locate and then capture enemy capitals? Will there be other enemy towns? How about neutral ones?
.dat: The player will find cities while adventuring on the map. The capital is very easy to tell from the remaining towns; we tried our best to make them distinctive and really awesome. To capture one capital, the player will have to expend a lot of effort. Each is protected at least by a capital guardian, which is about as powerful as a decent party.
After a capital is captured, it's demolished. The player receives enemy resources, and the faction that was defeated loses the game as well. Capturing one, however, doesn't always make you the winner immediately, since there could be other foes still left.
There are also five types of neutral cities in Disciples III. They all look different and each provides a different type of bonus to its conqueror. Unlike capitals, they can be recaptured. They are not demolished; instead their owners change, and their bonuses are given the new ones. As before, they can be upgraded, after which they will generate resources and contain bigger garrisons.
Jonric: What kinds of enemies will the player encounter on the tactical map? Will they move around or be stationary? What are some interesting examples?
.dat: In Disciples III, the player will have both "script enemies" and neutral units as adversaries. At release, there will be three playable races - demons, humans and elves. In various missions, all of them will act as your main enemies.
To complement the skills that can only be used on the global map, there are now others that only function in arenas, where we have also raised the number of items that are available. Other known races, such as Greenskins, Dwarves and Undead, will be present, as well as neutral forces. Some of them will offer quests to the player; others will have to be fought...
In addition, there will be many varied monsters in the game, both familiar types from Disciples II, and completely new ones. They will stand on the map or hide in dens and dungeons.
As a general rule, the enemies don't move around, although we don't encourage provoking them by getting too close. The exceptions to this rule are certain characters that move around the map in accordance with the storyline.
Jonric: What other types of things will players be able to find as they follow the story or just explore the tactical map?
.dat: We did our best to make the map full of details and interesting places to visit, and we can confidently say that we have succeeded. The player will definitely not be bored while exploring. We have already mentioned the enemies and dangers that will await - aside from them, there will be abundant treasures, resources, sources of magic, merchant stores, monster dens, dungeons and also various objects that affect the abilities of leaders.
In addition, since we were trying to make Disciples III a game with atmosphere, there will also be many interesting events not directly related to the main storyline, but complementing it, thus amplifying the effect of participating.
Demon capital
Jonric: Is there more you'd like to tell us about the tactical map feature, or anything else you'd like to discuss at this time?
.dat: The development process is now at the final stage, and we hope that not too much longer into the year, everyone will see the results of our work.
We also would like to add a couple of words regarding the changes made in the combat arenas. First of all, the number of units that can participate in a battle was significantly increased. This certainly made them more impressive and massive; they look more epic now, if we may say so.
The most significant innovation, of course, is that the units no longer stand in place, but move around the battlefield as the player commands. We think this allows us to bring the tactical combat to an entirely new, higher level. We also introduced specific zones in combat arenas; they give specific bonuses to particular types of units, when they stand on them. For example, one will empower the spells of mages, another will enhance ranged strikes, a third would foot soldiers' attacks more powerful, and so on. And since movement is possible, we also placed obstacles.
The magic of runes can now be used on the battlefield. In the previous games, one could only employ spheres and elixirs.
We also increased the number of the leader's abilities significantly. To complement the skills that can only be used on the global map, there are now others that only function in arenas, where we have also raised the number of items that are available. Instead of just two pre-selected ones, the player can now access all runes and elixirs in the leader's backpack.
Thanks a lot to all who are interested in and waiting for Disciples III. We are making this game for you.
Tactical map troll unit
Fans of the series have been waiting for Disciples III: Renaissance to see, among other things, how the team at developer .dat will adapt the property into a 3D environment. While the proof of the pudding is in the eating, it's clear that considerable thought has gone into making the new game a worthy successor to both previous titles. We thank the studio and publisher Akella for this informative interview on the project's status and one of its key elements.
  
  
  
2009年1月相关资料更新:
三大职业

大法师:该职业能使角色每轮使用两次魔法,并且魔法的花费只有正常的50%。

战士:每轮可以获得15%的hitpoint加成,但不能学习五级魔法。

公会首领:无法学习五级魔法,但拥有偷窃技能,并且建筑物花费减少50%。
魔法

Mizrael的护甲

自然之怒

和平之歌

复仇火焰
主题

复活药剂: 恢复75%生命值
Nevendaa流氓软件王陆最贵重以及具有价值的药,可以恢复使用者生命。

龙血: + 3 耐力
特别出售绿龙血,据说服用者能获得一项激动人心的特殊能力。

毒保护护符: 毒抗性增加10%
此护符仅仅能增加拥有者的对于最强毒药的抗性,而非免疫其不中毒。

远视护符: 持有者视野增加
护符受到jastraba的血液影响,能使其佩戴者在大陆的视野增加。

火焰戒指: + 20 火属性
戒指由地狱中的Bethrezenovom火山喷发时的岩浆以及最强的火魔法所铸成。
  
  

手册下载:


PDF (light version) - DOWNLOAD (20,6 MB)
PDF (full version) - DOWNLOAD (40,6 MB)
    
    
12月相关资料更新:
   
11月相关资料更新:
   
   
   
   
   
   
10月相关资料更新:


9月相关资料更新:
Girl Hero - 2
When the Knight is traveling in Nevendaar under the orders of the Emperor, he will have the opportunity to accumulate not only experience, but important material values and the scars to prove it.
First and foremost he will need to acquire the best armor and weapons available.
A soldier should be reinforced with the Shell of the Four Winds at the very first opportunity. This is the legendary armor that allows for a warrior in battle to move with the speed of the wind. Unfortunately, the armor is unable to stop a really strong enemy attack. But still, its protective properties are much better than that of conventional infantry armor.
The light shoulder straps worn by the knight need to be replaced with heavy, reinforced ones. These reinforced straps are much stronger. However, they are not as convenient in battle as the lighter ones.
The Knights new pants are made with thick and heavy weaving. And of course, this makes for difficult and restricted movement. However, they provide good protection and, of course, protect the legs of the owner in battle significantly better than the simple leather pants.
If the knight has the opportunity, he can change his footwear to a stronger, steel covered boot that will be excellent for battle, and for walking and marching.
The gloves warn by the swordsmen are weak and will not hold up if struck. They should be replaced with the Eagles Claw whenever possible. Of course, to find these skilled glove makers is not an easy task, but definitely worth it, because, in addition to their reputation for protecting the hands, these gloves will also give the owner great power.
The Steel Helmet of Rage, despite the fact that it is not featuring a beaver, provides much more head protection than an ordinary soldier’s helmet. As for the lack of a beaver, this was done specifically to scary the enemies in combat. Seeing the face of a knight showing their anger would terrify the enemies so they would retreat before the battle began.
In addition to the armor, the weapons are worth mentioning also. An experienced officer can usually afford to buy one of the Blades of the Bloody Harvest. These swords, made of steel with a rare blood-red reflection, the secret of the manufacturing of these swords is known in the Empire to only one family. These double-edged swords easily cut through almost any armor, causing terrible wounds to the enemy.



New Screenshots






Girl Hero
When receiving the officers ranks, the beginner imperial commander gets their first set of armor. Usually, the armor is built rugged and reliable to protect its owner in battle. it was not designed for style or to look nice.
When heading to his first assignment, an officer puts on his chest armor. A simple, blatantly forged shell without any of the ornaments used by the warriors of the Empire.
The head of the knight is protected by a steel helmet detailed in the best tradition of the imperial masters. Such a helmet is given to each one who becomes an infantry soldier.
The warrior’s hands are protected with sabre steel covers, which impose almost no restrictions on hand movement and weigh very little. However, they can only protect from light strikes.
The shoulders are covered with lightweight shoulder straps allowing for free and easy mobility. Unfortunately, the same as with the hand covering, the strength of the armor is reduced for the sake of convenience and mobility.
Legs are placed in the soldier’s pants from leather tanning, so as not to lose speed in battle. But the legs are not very well protected against strikes made by infantry boots, which are made of leather with steel inserts that are used to make blows.
If the young knight wants to be better and wear beautiful things, he will have to take care of it himself. He will have to steal the armor in battle, claiming it as a reward for successfully performing the operation. Or, simply claim what he finds when roaming or patrolling the lands of Nevendaara.
The exception is personal weapons. Typically, the first sword a warrior receives will be produced on his own. Or, he will receive one as an inheritance. The family sword, symbolic of the honor and dignity of any knights Empire will pass from generation to generation, having been cared for, prayed with, and sworn upon.
It just so happens that the first sword does not always have the best characteristics because the master armors are constantly improving their skills. Sometimes a knight can acquire a better blade. In that case, the first sword is passed to the youngest family member. A son, brother, or nephew. Or, it’s stored as a shrine in the family castle.



Griffin



8月相关资料更新:
Angel(会员xzas1提供翻译)
When people are vehemently dedicated to the faith of the Highfather, and magically endowed with abilities from the moment of their birth, but choose the path of a warrior, not a priest or a magician, they become Angels.
当人们激烈地投身于Highfather的信仰时,并且在他们出生的一刻魔法般的被赋予能力,但却选择成为一个战士而不是法师或牧师,他们成了天使。
This hidden strength helps them to move quickly on their path, and they will soon receive the rank of knight. And then, win the honor of becoming an Imperial Knight. But by that time, they are usually no longer occupied by terrestrial life, so that very soon they leave this world and rise to the throne of God.
这隐藏的力量帮他们在路上快速移动,并且他们很快会获得骑士头衔。之后,赢得成为帝国骑士的荣誉。不过,在那时他们不再被陆地上的生命形式拘束,于是,他们离开这世界并飞升到上帝的王座。
However, in turbulent times, when the Empire needs every sword that is available, it happens sometimes that some of the angels time on the ground is delayed in order to help defend the right.
然而,在暴乱的时代,当帝国需要每把剑为其效命时,有时侯,为了保卫正义,一些天使在地面的时间被延长。
To support (and keep) them in the imperial service, a special chapel needs to be built in the capital, where a continuous prayer takes place as long as at least one of the angels is battling in Nevendaar for the Empire.
为了支持他们为帝国服务,需要在首都建个特殊的教堂,在那祈祷一直继续当还有一个天使在Nevendaar为帝国而战。
For those that were once knights in the smithy, in the territory of the chapel, the monk-smiths are manufacturing helmets and armour from the celestial (meteorite) iron that has received a special blessing.
因为这些原因骑士一度曾在铁匠铺里,在教堂的领地中,僧侣铁匠在用被上帝祝福过的天铁铸造武器。
Messengers of God are not required to carry any other earthly weapons, such as swords, spears, etc. All that remains for them in the past, is their human life.
上帝的信史不需带任何人造武器,诸如剑和矛。他们所有留在过去的是他们的凡人生命。
Henceforth, they were granted new and terrible weapons, such as the divine wrath of lightning. And there is no enemy who could resist this power.
自此以后,他们被授予新的并且致命的武器,诸如神圣闪电之怒。而且没一个敌人能抵抗这力量。
Comrades who had to fight shoulder to shoulder with the angels, tell that there is not a more beautiful or terrible spectacle than the dazzling white wings hovering over a battlefield. The opponents however, are usually unable to detect a thing.
据那些不得不与天使并肩战斗的人们透露,世上再没有什么比眩目的白色羽翼覆盖整个战场更加美丽和恐怖了,然而敌人通常什么都感受不到。


The Dryad
The Dryad is the elven mage leader. She is a wild spirit of the trees whose ability to use magic artefacts is bestowed by the nature itself. It is hard to believe what this fragile looking girl can do to help the Alliance so you should see it for yourselves:
Dryad是精灵法师的领导者。她是一个能利用大自然本身制造魔法幻象的野生树精灵,很难相信这是一个看上去很脆弱的女子能做到并以此帮助联盟,因此这需要玩家们自己用眼睛去证实这一切:



7月相关资料更新:
Overlord of the Legions
Overlord - one of the highest ranked demons in the hierachy of the Legions.
Overlord —— 恶魔军团中最高级别的存在。
Unlike the Empire and Elven support units the demonic ones cannot heal or revive their allies but they have sturdy armor and tremendous amount of hit points so these units can easily defend the weaker demons in their army.The Overlord is the only one that can rule over the unruly creatures of Hell but sometimes his strenght is required at the surface too.
不同于帝国和精灵族的兵种,Overlord并不能治愈和复活其盟友,但是它们拥有坚固的铠甲和强力的抗打击能力,使它们能很轻松的保护队伍中弱小的恶魔。Overlord是地狱中唯一能支配那些强力生物的存在,但是他的强大在某些时候也只是表面上的。



Disciples III: Elven Alliance Archon
Experienced fairies are watching closely the young girls in the forest villages. And the most capable ones are selected for training in the capital. Shortly after the students will have to choose to which they feel more inclined, combat or healing magic, or more likely some students will have to choose whether they are more inclined to build or to destroy.
经验丰富的精灵仙子们正密切地注视着在森林村庄的年轻女孩,其中有能力的一些人将被送往首都进行训练。此后不久,接受训练的学员将选择进修她们认为自己更擅长的技能,如战斗技能或者是治疗法术,或她们更有可能去选择的是自己擅长破坏或是重建。
Archon is a living embodiment of the elven magic - they are the most powerful wizards of elves.
The focus of the Archon force is a winged magic club. A magician never leaves his staff, not even for a moment, neither during the night nor the day. Every magician creates his own staff and does not exchange it for another throughout his entire life as he continues to improve it over the whole time.
执政官是对于精灵魔法的一个真实具现——他们是精灵中最强大的法师。
执政官的力量集中在一个翼形魔杖上。一个魔法师和他的法杖总是如影相随的,无论是在夜晚或是白昼。当一个魔法师制作了他的法杖后便永不更改并在自己的一生中都将不断对其进行改良。
Besides the winged club, each archon carries a special kind of armor that is vicious in its own special way. The armor, despite all of it’s lightness and elegance, reliably protects its owner from enemy attacks.
除了翼形魔杖,每个执政官都会身着一副独有的异形铠甲,而这种铠甲,无论是轻盈或是高雅,都能提供可靠的保护使其拥有者不受敌人的攻击!
All the battle mages of the Forest People are experimenting with the deadly forces of nature and are using their new found knowledge against their enemies. However, only the archons can wipe out entire enemy armies from the face of the earth by taking control of the storms and unleashing their power in furious attacks.
所有森林族的战斗法师都在研究大自然的一种致命的力量并运用新发现的知识来对抗他们的敌人。然而,只有执政官能够控制风暴并在疯狂的攻击中释放它们的力量将敌人从地面上消灭!color]
In a time of peace (or rather in the short periods between battles, because peaceful time in the land of Nevendaar will rarely occur), the archon assembly is taking place in the Supreme Council - a huge and wonderful light filled building, soaring high into the air above the elven capital. It is here that they train to maintain their skills at the right level, teach beginners, and decide which of the young wizards is worthy to replenish their ranks.
在一段时间的和平之后(或者确切的说是战争中的片刻间隙,因为Nevendaar大陆很少有和平的时间),执政官会议举行于Supreme Council——一个悬浮在精灵首都之上的巨大又令人惊奇的轻气型建筑。正是在这里,它们研究相适应的技术,教育初学者,以及决定哪一个年轻的巫师才是最值得培养的并以此补充它们的队伍!


Black Dragon
So, how big are the dragons in other TBS. In Heroes 3 they were pretty small. In 4... a little bit bigger. In Heroes 5... a little bit bigger again. In Disciples 2 they were quite big... well, in Disciples 3 they are freaking HUGE!
让我们看看在其它TBS中龙到底有多大。
在《英雄无敌3》中它们非常的小,《英雄无敌4》中则稍微大了一些,直到《英雄无敌5》中它们也只是再大了一点而已。在《圣战群英传2》中它们非常的大,而《圣战群英传3》中它们则是巨大无比的!
This is what we've got from .dat's forum about the black dragon:
这是我们从.dat官方论坛获得的关于黑龙的介绍:
The black dragon - one of the most powerful adversaries that you could meet in the land of Nevendaar.
黑龙——你能在Nevendaa流氓软件王陆所能遭遇到最强大的对手。
He is an enormous creature. A laying dragon is bigger than a hill. The head of a standing one is taller than the tallest tree and slightly hints to the wandering travellers that this thing might be dangerous. Well, no matter how you see it you should be wary. The black dragons are completely immune to fire and mind magic and the other elements also could not hurt them in an open fight. To win this fight the giant slayers must have real skill.
它非常的巨大,即便是躺着都如山一般。对于那些徘徊的旅行者来讲,黑龙那比参天大树还高的头以及轻微的摆动就是极度危险的了。那么,当你见到它时你必须时刻警惕以防不测!黑龙完全免疫火焰、心智类法术,而在正面战斗中元素类伤害对它们来说也是微乎其微!因此那些击败过黑龙的挑战者来讲,他们是具备真正技巧的勇士!
Fortunately the dragons always live alone. In fact it is hard for such a large predator to get by. Usually these creatures live in the lands of the undead and the neutral territories. However some of them dwell in the mountains. No matter where it is burned soil and molten rock mark the lair of the dragons - a remnant of his fiery breath.
万幸的是这些龙总是喜欢独自栖息的。事实上要遇见它们也并不容易。通常它们都是居住在荒无人烟的峡谷或者中立的领土的,不过一些黑龙也居住在山上。但是无论在哪里,假如出现了焦灼的土壤和熔化的岩石,那么就标志着这里有它们的巢穴,还有那些仍然残留于空气中炽热的呼吸!
In his lands the dragon would make a giant stone nest where the dragon hides his treasure. The jewelry there would have turned into golden slates and only powerful artifacts that could stand the dragon's breath would have kept their mould.
在龙的领地里它们通常会建造一个巨大的岩石洞穴来隐藏一些珍宝。但是在龙的呼吸下这些珠宝会变成黄金碎片,而此时还能保持原貌的物品即是那流传已久拥有强大力量的史前古器物!




Werewolf
The werewolves were a favorite undead unit for almost every undead player. Now they're back and they are uglier than ever! Well, that's why I like them in the first place...
狼人几乎对每一个不死的玩家来讲都是最爱。现在它们回来了,它们比以往任何时候都要丑陋!这就是为何将它放在在首位!
The werewolf had preserved his weapon immunity, he can hit a single target with 54 damage, has 15 percent armor and 170 health at level 1. Unfortunately he cannot cover a target from being hit by enemy's unit.
狼人免疫武器属性的攻击,1级的狼人能对单一目标造成54点伤害,并具有15点护甲(抵消15%伤害)和170生命值。遗憾的是狼人不能对我方的一个后排单位进行援护以此来阻挡来自敌人单位的伤害!



Demon hero Modeus
As the possessed grow in power and hatred, the demonic spirit overtakes their soul, granting them great force and shielding them from pain. Only the chosen ones will be given true power so they will be able to become a high ranking modeuses, the strongest of all demonic wizards.
因为交着于力量和憎恨之中得以成长,恶魔的精神力量得以超越他们自身的灵魂,给予他们强大的力量并使其免受痛苦的煎熬。只有那些被选中的人才会被授予真正的力量,使他们能够成为一个高级Modeuses ——最强大的恶魔术士!
Modeus is the highest level that can be reached by a magician that is a servant of Bethrezen. The more powerful the magician, the closer he is to his cursed master. The face of the modeus is always hidden under a mask. His soul was burned by fire from an abyss that consumed all of his old feelings and memories. The flame of the modeus, the source of which is a fiery Hell itself, brings death to its enemies. A death that is impossible to escape or hide from.
Modeus是Bethrezen的仆人中作为一个术士能达到的最高级别,一个术士越为强大,他的力量将越接近
他邪恶的主人。Modeus的面容总是被隐藏在面具之下,他的灵魂经过来自深渊之火的焚烧后,便完全的断绝了旧时的情感和记忆。Modeus的火焰即是源于地狱本身的炽热,继而给它的敌人带来死亡--死亡将无法逃避或躲藏。
To summon a modeus, admirers of Bethrezen build shrines and conduct heinous rituals coating the altars with the blood of the sacrificed. If the ritual is conducted properly, and enough miserable victims have died, the portal on the ground of the sanctuary opens. Through this portal, a monster comes to the land of Nevandaar from the Abyss: a beak-faced modeus.
为了召唤Modeus,Bethrezen的信徒则要建造神祠并举行仪式进行血祭才行。当仪式进行到适当之时,并且拥有了足够的献祭者后,召唤的入口则会打开,而此时一个拥有鸟嘴脸型的怪物就会从深渊来到Nevandaar大陆,这就是Modeus。
Modeus ingests all negative emotions including anger, envy, fear and hatred. He uses the souls of the unfortunate victims as delicacies, burning them in the fire essence that is replacing the soul of modeus itself. Those few who were lucky enough to survive after a terrible fire storm sent by modeus, testify that the earth can not stand the damned offspring, and he is slowly levitating above the surface, spreading waves of horror around.
Modeus囊括了愤怒、极度、憎恨在内的所有负面情感。它将那些献祭者的灵魂当作美味佳肴,并用本原的地狱之火来灼烧以此将其纳入自身的一部分。在Modeus发出可怕的火焰风暴后侥幸生还的幸存者们,亲自证实了那些被毁坏的地面不仅无法恢复,还慢慢的向四周扩散出恐怖的气息!

Disciples III: Renaissance Peek #2


It isn't difficult at all for even a newly arrived traveler to see abundant indications that the Empire isn't experiencing the best of times right now. Indeed, the realm has declined significantly from its former glory. A war generally known as The Elven Uprising was the direct cause. The forces of the Elven Union were triumphant. They conquered the people and seized a number of territories, which effectively dismembered the human state into divided parts. The outskirts of the main city were virtually cut off from civilization, and before long, the area turned into a haven for bandits, renegades and other undesirables.
要了解帝国的现状并非难事,甚至任何一个新来旅行者都能从看到的诸多迹象表明,帝国处在一个不好的时代。事实上相对于从前的辉煌,战争过后的帝国已经是一落千丈了。那场战争被称为是精灵起义的直接原因。精灵联盟的力量胜利了。他们战胜了人类,并占领了一定数量的领土,从而有效地将人类国家分裂成很多部分。一些主要城市的郊区事实上已经隔绝了文明,不久之前,该地区彻底成为土匪,叛徒和其他不受欢迎的人的避风港。
The current ruler, Meredor, is attempting to restore the power that the Empire once had. However, this is certainly not an easy task. Among other obstacles, he has found that his ability to exercise control over the remote provinces is significantly hindered because the envoys he sends quite often simply disappear during their travels, never to be seen again.

In addition to this problem, the population is growing progressively more restless, excited by the increasingly abundant rumors that a prophet is coming. Not surprisingly, the level of tension in this situation is set to become even greater when the events of Disciples III begin to unfold.
The hero of imperial campaign, Lambert, is the captain of the Imperial Guard. He is an old soldier who knows no other way of life, and who is unfamiliar with the words of love. His selflessly dedication to the realm means he does not need titles and awards; indeed, he has devoted his entire life to serving the Empire while asking nothing in return. His motivation is not gold and riches. Rather, it primarily founded upon his freedom of choice.
He is an excellent commander, and in his relationships with subordinates, he does not ask more from them than he requires of himself. For instance, when he finds it necessary to insist upon discipline, he always demonstrates a very high standard himself. When he demands courage in battle from his soldiers, he is the one who leads them against the enemy.

Initially, Lambert is of the belief that the highest possible honor he can attain is simply his service to the Empire and its army. However, the realization gradually comes to him that there may be more to life than this straightforward, rather limited view. Slowly but surely, he discovers a new devotion to what he learns is the highest cause, serving the people around him.
Perhaps inevitably, this newly acquired understanding leads him to a time when he has to disobey an order. Lambert starts to assist Innoel in her mission, and even arrives at the previously unthinkable decision that it's necessary to confront the Inquisition.
But a considerable surprise lies in store for him. He is taken aback when the envoy of the God, who, according to his beliefs and expectations, should be very close to the ideal figure typically envisioned within the Empire, inexplicably starts behaving very strangely by showing completely inappropriate behaviors such as brutality and lack of compassion...

Lambert, however, still cares about Innoel. As a result, he saves her from the nefarious clutches of the Inquisition, and then protects her, literally until the end. Perhaps he even begins to doubt that this creature was actually sent from above. He finds himself trying to understand what's truly going on in the Empire, and even seeks to find her again after she is lost to him.
When he finally does become aware of the reality of his situation and begins to understand everything that is happening around him, he concludes that his true mission is not only to protect the Empire, but all of Nevendaar.
Disciples 3: Renaissance Peek#1
Legions of the Damned Heraldica
When they were given the assignment to create the game emblem for the Legions of the Damned, our artists were able to show their imaginations in full. The high degree of freedom they were afforded came from the fact that no one knows what the rules of the demons' heraldic traditions are, and even whether they have any.
Finally, a ribbon with the faction's name written in fire is located under the emblem. In keeping with tradition, it's bound with the tails of the dragons, which are seated on the debris from the lava.
However, we decided that it would be reasonable to follow the most common conventions. As a result, we incorporated some demonic elements into a traditional composition. So in our escutcheon, there are a few familiar elements. These include a shield, a ribbon with a motto indicating the title and the race of the hero, and at the top of the design, a helmet-like part with binding metal horns that may seem similar to something we might associate with Vikings.

Our central element, of course, is a shield with the symbol of a black wild boar's head devouring the red sun. It may be somewhat difficult to determine what the basis color is. Perhaps it's a dirty gold or silver... or a smoky shade of the latter. Furthermore, it's marked with a number of fissures and veins. Whatever the case may be, we felt that the color of the field symbolized metal, which means that placing the animal's head on this type of background is consistent with heraldic tradition.

The overall grim tone is meant to be symbolic, and is heightened by the use of broken lines, sharp angles and thorns. None of these could be more appropriate to symbolize the highly malicious and destructive nature of the Legions of the Damned.
Now we will explain in detail why we felt a coat of arms with boars' heads devouring the sun would be appropriate for a faction of demons.
Of course, the choice of this particular creature wasn't one that came about just by accident or chance. In the heraldic tradition, the boar's head symbolized unbridled rage and aggressive force. As well, in a number of religions, the animal is regarded as a symbol of tyranny. By the way, the head is not always depicted in full. However, in those instances when only this portion is drawn, it is always colored black, and only shown in profile.
The sun usually is depicted as a golden human face surrounded by its own shining glare. And, when there's no such radiance coming from it, the meaning attached is that there has been an eclipse. If, as in our case, the color is not gold, then it is called he shadow of the sun.
You can also see we put two imposing lava dragons holding the Legions of the Damned shield. They are chained to it, and although they very much want to free themselves by chewing off their shackles, they are unable to do so and thus cannot escape. In our design, they are meant to represent a vicious, unbridled force that, if not contained, has the potential to destroy the entire world of Nevendaar.

In addition to this, the chain has always meant slavery. And, in our case, it is also a reminder of Tiamatu who is shackled to the throne of Bethrezen. When the Lord of the Damned wants to accomplish something really terrible and destructive, he will release the captive monster from its bonds.
Another element is the solidified blocks of lava that are floating in the melted magma. They were used as to provide a foundation for the shield.
Finally, a ribbon with the faction's name written in fire is located under the emblem. In keeping with tradition, it's bound with the tails of the dragons, which are seated on the debris from the lava.

[ 本帖最后由 1027227 于 2009-3-3 14:52 编辑 ] |