Disciples 1: Sacred Lands - Undead Hordes

Mortis (Undead) walkthrough

Play as Warrior Lord for free healing.
Use Death Knight as main hero

  • Nosferatu Vampire deals too low damage.
  • Lich Queen is the only Elemental damage, but she is too vulnerable to thieves and attack spells.
  • Death Knight fly ability rocks:
    • Bypass neutral enemies to quickly seize map center.
    • Catch enemy heroes on sea.
    • Fast sea travel avoids damage spells.
For army, use 2 * Warriors and 1,2, or 3 Initiates.
Ghosts are useful against super strong neutral stacks, but those are no problem since you take the map.
Wyverns are too weak - thou if available on map start they can save some gold. 

Maps and list of potions are at this link:
https://przejdz-to.fandom.com/pl/wiki/Disciples:_Sacred_Lands/Przedmioty,_Potions#:~:text=Kampanie

Permanent potions are marked as "Na stałe".

Chapter 1 - The Awakening


First rounds:
  1. Take 2 Warriors and an Initiate.
    • Move west to Gallamyr
  2. There is an enemy hero around Venusia City
    • If you have luck, you will get him just after he cleans the defenders.
    • Ignore neutrals.
  3. ...
  4. Head North East towards Otzwall City.
    • Beware, the guardian stack is strong, you need some potions.
    • There are dwarf heroes behind him, switch your units to fresh one after battle.
Level goals need:
  • Buy a new Death Knight and rename him for easy recognition.
    • Level up to level 3.
      • Banner bearer.
      • Leadership.
  • High Father Potion, +10 health, Demon Lair at the center.
  • Banner of Speed, +10% initiative, in Elven Lost Temple near your capital.
  • Banner of Battle, +10% to hit chance, buy for 1000 gp at Malavians's Shop West Corner.
  • Helm of Purity - Sell for 600 GP.  Ruined Farm, north of Logun City

Chapter 2 -  Scepter of the Priest-King

First rounds:
  1. Take 2 Warriors Initiate and a ghost - the last would help initiate to survive.
    • Move west, south. Ignore neutrals and capture Oberron in the first turn.
  2. There is an enemy hero around, kill him.
  • Head West to Gunen, then north to Agar shop and then Siva City.
    • Wait a turn for full move before attacking Siva. Your boost potions would work twice in the same turn. Heal with healing potions before second attack.
  •  Uncover Werewolf stack to North-East.
    • This stack is tricky, frontline Werewolves are immune to weapons, backline ghosts are immune to your Initiates and paralyzes them.
    • Cast Ice storm 3 times at them before attacking.
  •   Buy Rod Bearer at Oberron - there is a gold mine south of it, free to take.
    • Another free gold mine is in the east corner, accessible after you beat the werewolves. 
Level goals need:
  • Level up to level 5.
    • Pathfinding.
    • Leadership.
  • High Father Potion, +10 health, Demon Lair at the center.
  • Banner of Protection, +10% armor, Lair south from capitol.
  • Banner of Speed, +10% initiative, from previous map.
  • Helm of Purity - Sell for 600 GP.  Ruined Farm, north of Logun City

Chapter 3 - The Desperate Stand

First rounds:
  1. You are immediately attacked. Try to flee from battle to save some of the units.
    1. OR.....
  1. Restart map by loading Debut Saga save file. You will get first round.
    • Death Knight at Aversen Port - There are 2 dwarf ships north from you. The left one is Rod Bearer, kill him. The other is Mage stack. He will target the city but would not make it this round.
    • East Rod Bearer - run south to the gold mine, move around it.
    • West Rod Bearer - visit Weygan Fort (city) to just speed up and run away east.
    • Main Hero - Get all items and equip banners. Take Drake and Templar. Buy one Initiate.
      •  Attack elf/centaur stack to the west and grab bag of gold.
  2. East Rod - move south, she wants to meet Main and give him items. Leave her 10 move points!
    • Main get items from East Rod and go to Maldiz the Alhemist.
      • Sell Helm of Purity, rod and Scroll (all non potion items).
      • Upgrade Initiates to Warlocks in capitol.
      • Move south around goblin and attack Ogre Lair - 250GP and Banner Of Resistance.
      • Replace wounded/dead Templar with Rod Bearer. Discard Dragon if it died.
    • East Rod - place Rod near Gold Mine - one filed away is still good.
    • West Rod - run east, around Rugen City. You should end on water behind it.
    • Aversen Knight - hide in Aversen. The dwarf would not attack you.
  3. Buy Thief Guild in capitol. 
    • Aversen Knight - There is a dwarf ship on the sea north from Aversen. It is a Mage dangerous to your Knight.
      • Buy 2 thieves who challenge him to a duel. You can no longer worry about them. They will take the long way back to their capitol to revive. 
      • Do the same with south Dwarf Mage. This one is weaker, and your knight can finish them.
      • There are still 2 ships heading Aversen Fort from the east. The Knight would take them one by one.
        • The Empire one is a Mage - thieves would work nice on him.
        • The Dwarf one has no mages or archers. Ghost would disable him during battle.
    • West Rod - move around Rugen city. And place Rod near a gold mine.
    • Main - Sell Banner of Speed.
      • Go back to capitol, switch to Warriors and Initiates/Warlock and move to retake Weygan Fort.
      • Upgrade to Templars rather than Zombies.
        • Spells will be constantly cast on you. Templars are immune to them. 
      • Take neutral Cities only if you need to heal.
      • Head directly to center city at sea isle. Regen.
  • Be careful not to claim too much land until you level up your Main and collect items for the next map.
    • Break rods after you plant them.
    • Do not take Patiala City - it covers much unusable land, with no mines or mana.
    • On the other side of the sea, on the human side.
      • Capture only Turania - at the Edge of dwarf territory.
      • From there attack the city of Verzy and then withdraw back to Turania.
      • This will depelt human side resources.
      • Try to flag mines and crystals at the area with Rods.
    • Similar with Dwarfs, capture only Hoggar - back to back with Turania.
      • Attack Crivell every other turn.
    • This way you do not claim too much land while keeping both parties at bay.
  • There are spell towers on the sea - Haste is most useful as it allows hiding in city after battles.
    • Send your thieves as soon as you can.
  • You may cover with shroud spells to avoid spell damage.
Level goals:
  • Level up to level 3.
    • Pathfinder.
    • Leadership.
  • Vithar's Ichor Potion, +10% damage, Abandoned Mansion near Empire Capitol.
  • Quicksilver Potion, +10% initiative, Lost Temple east from capitol.
  • High Father Potion, +10 health, Lava Island on west edge. You already have it from 1st map.
  • Banner Of Resistance, +20 initiative, Ogre Lair east of Capitol.
  • Banner of Protection, +10 armor, from previous map.
  • Royal Scepter - Sell for 500 GP.  Giant Lair, north of Rugen City.

Chapter 4 -   The High King's Retreat

First rounds:
  1. Start with two warriors and 2 ghosts. No cash for more.
    • Move counter-clockwise and capture Hotan in the first turn.
  2. Fly over water to the west and reach Zarenu's Shop.
    • Sell Scepter and some potions, so you can buy a secondary Death Knight.
    • Let the secondary collect scrolls around capitol to sell them later.
  • Your Main will move north then counter-clockwise around the map. Jumping from city to city till he meets Dwarves realm.
  • Secondary would need to level up around capitol. 
    • Use ghost for survivability. 
      • You may safely single unit stacks. Even attack krakens and serpents.
    • Clockwise path is hard. There are only 2 cities. One near capitol and the other occupied by clans.
      • Just wander around while leveling up.