Disciples III: Renaissance Tactical Map Interview

An unnamed source at .dat chats with RPG Vault about the tactical map we'll be perusing in Disciples III: Renaissance.
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.


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.