------------------------------------------------------------------------------- =========================== --<> ETHERLORDS II <>-- Starter Guide =================== **NOTICE** This is the final version of this guide. The game is quite old and to tell you all frankly, i don't play it anymore and that is why i will not have any new things to show. But to all readers, if you have any ideas, tips, suggestions about this game, send it to me, it will be very much appreciated. If you do send anything to me, i'll see to it that it you'll be credited here and your submission posted. Thanks a lot. Created By: JumboLiLiT Date Created: Nov. 14, 2003 E-mail: choko_barako@yahoo.com Version 1.0 Disclaimer: This Faq/Guide was completely written by myself, JumboLiLiT. This was made mainly for personal use only. You are free to post this guide as long as no changes and modifications are applied to it. Version History: Version 0.5 --- Initial Release. Version 1.0 (Mar/04) --- Deck Submission update. Received a deck submission from djsgdhsgd. ______________________________________________________________________________ []--------------------------[] Table of Contents I. Introduction II. Class Descriptions III. Hero Skills IV. Specializations V. Artifacts VI. Tips VII. Card Combos VIII. Credits ______________________________________________________________________________ ==================== I. Introduction ==================== Wow, this is my first Faq. I just hope you can find something useful here to b a better Etherlords II player. I remember I was just surfing for some walkthroughs on Heroes of Myt & Magic when I ran into a review on Etherlords. I read it and thought i'll give it a try. Yes! just what i've been looking for, a turn-based strategy game that has plenty of depth and variety. I've played HOMM and Disciples II but this one offers something new yet familiar even to the most jaded TBS gamer. I've been playing this for sometime now yet i'm still not finished with the campaign. I've just started the second part which is on the Chaots and Kinets. (Chalk it up to too much Ragna..) I must warn you first, that this guide was made especially for the newbies in the game. I'll try to explain as much stuff as i can to help the novices. But i also made a card combo section that shows some decks that may interest some players.I'm planning on updating it the most and hopingfor some of your own responses and ideas. Just email me, and i will make sure that your combo will be shown here. Well, that's all and i hope you may find this guide worth reading. Thanks. ======================= II. Class Descriptions ======================= "Choose your own Poison." ------------------------<><> Vitals : The Green <><>--------------------------- Ahh.. the Vitals. That peaceful, nature-loving race. I guess it's obvious that this clan's theme is mostly about Mother Nature. Their creatures are pretty diverse and their enchantments are quite powerful. Vitals have very few spells that do direct damage to enemies. You must improvise on the execution of its other spells to compromise this especially when your enemy has lots of tough walls and critters just won't cut it. Mostly these types of spells has a "thorns" feel to it. It's either you must sacrifice a monster or life or some- thing like that. The trick is you should think ahead of your spells and estimate your chances. ------------------------<><> Kinets : The Blue <><>---------------------------- The Kinets sure do emit that kind of mysterious aura when I play them. They seem to be from some outer planes or seem to be of an unknown type of beings. Are they Angels? Well anyway, Kinets own really good sorcery spells and some powerful critters to match. Their sorcery spells can dish out interesting attacks and with the right combinations you sure can make your opponent go nuts thinking about your next move. ------------------------<><> Chaots : The Red <><>----------------------------- Destroy!Destroy! Hehehe, this seems to be the "feel" of this race. They are kinda like the bad guys in this game. Their monsters looks like they have been ripped off an RPG game: Rats, Bats, Orcs..etc. They're offensive yet at the same time defensive as seen on the variety of their walls. They sure can finish you off with their powerful sorceries: Comet, thunderstorm, lightning.. They're hard to beat even if they don't summon anything. ------------------------<><> Synthets: The Black <><>-------------------------- R2D2 may very well likely pick this race. I don't know, are they cyborgs or mutants? Androids maybe? Well, whatever they may be, this clan can sure do whoop ass fairly quickly bec. they have some critters that enables them to attack right after casting, or "no summoning sickness" in Magic:TG. I think for them it is usually about speed and power. They have a wide range of powerful critters, and using them with their sorceries, it can be pretty sick when it gets going. ______________________________________________________________________________ ==================== III. Hero Skills ==================== The following are the different kinds of skills a hero can aquire to help in battle. In the campaign mode, each level up of the hero entitles you to a skill of your choice. Strength.....................increases Life Learning..................... hero earns more experience Resources.................... hero can cast a spell more than once per combat Artificer.................... allows use of artifacts more than once in combat Concentration................ hero receives additional spells every few combat rounds Regeneration................. restores hero's health during combat Luck......................... increases the chance of hero's specialization to work Suppression.................. decreases the chance an enemy's specialization to work Channeling................... Postpones ether disturbance for hero and accelerates for enemy ------------------------------------------------------------------------------- | Hero Skill | Skill Upgrade Level | ------------------------------------------------------------------------------- | Level 1 | Level 2 | Level 3 | ------------------------------------------------------------------------------- Strength | Life + 10 % | Life + 20 % | Life + 30 % | ------------------------------------------------------------------------------- Learning | Experience = 25% | Experience = 50% | Experience = 100% | ------------------------------------------------------------------------------- Resources | Can cast a spell 2x | Can cast a spell 4x| can cast a spell 7x | ------------------------------------------------------------------------------- Artificer | 2 artfcts per cmbat | 4 artfcts per cmbt | 8 artfcts per cmbat | ------------------------------------------------------------------------------- Concentration| +1 spell evry 4 rnds| +1 spell evry 3 rnd| +1 spell evry 2 rnds| ------------------------------------------------------------------------------- Regeneration | +1 life evry 3 rnds | +1 life evry 3 rnds| +1 life evry 1 rnds | ------------------------------------------------------------------------------- Luck |Slightly btter chance| improved chance | much imprved chance | ------------------------------------------------------------------------------- Suppression |Slightly worse chnce | worse chance | much worse chance | ------------------------------------------------------------------------------- Channeling |Hero=+1 ; Enemy= 1 | Hero=+2 ; enemy= -2| Hero=+3; Enemy=-3 | ------------------------------------------------------------------------------- Well, Im going to include my Top 5 pick for these skills. Here they are: 1. Luck - of course! dishing out your specialty often really helps a lot. 2. Suppression - lower ur enemies' chance of activating his own specialty. 3. Concentration - an extra card every other round helps. 'nuff said. 4. Resources - determines no. of times u can cast the same spell in combat. 5. Artificer - if you have powerful artfcts, then get at least 1 level. _______________________________________________________________________________ ==================== IV. Specializations ==================== Kobold's Cunning - Any Kobold under the hero's control has a chance to deal double damage w/ a successful melee attack. Orc's Thievery - Any Orc under the hero's control has a chance to remove one spell from an enemy's hand after a successful melee attack. Rat's Tenacity - Every rat summoned by the hero has a chance to regenerate when it's toughness drops to zero. Stones' Wrath - Any Wall of Stone under the heor's control has a chance to destroy a blocked creature at the end of combat phase. Fighter's Guile - Any Fighter under hero's control has a chance to drain health from enemy hero and pass this health unto its master ( assumes successful melee attack against enemy hero) Bat's Guile - Any Bat under hero's control has a chance to drain health from the enemy hero and pass this health unto its master. (assumes successful melee attack vs. hero) Cutter's Restlessness - Any cutter under hero's control has a chance to ignore "rest" phase after attacking. Pteros' Purifying Strike- a successful attack by pteros against an enemy hero or creature results in the target's enchantment being displelled. Veloses-Twins - The hero has a chance to summon 2 velos using a single summon spell. Dazzling Illusion - Each time an enemy creature is blocked by a wall of illusion under the heros' control; there is chance that the blocked creaure will be enchanted w/ the "enfeeblement" Hornet's Interception - Any hornet under the hero's control has a chance to attack first even if defending against a creature with " First Strike" ability. Treant's Guile - any treant under the hero's control has a chance to drain the health from enemy hero and pass this health to its master (assumes successful attack against enemy hero) Snake's Venom - Each time a snake under this hero's control bites an enemy hero there is a chance that the enemy hero will be enchanted by the "envenoming spell". Finguses' Vitality - Every fingus summoned by the hero has a chance to regen when its toughness drops to zero. Halos' Twins - The hero has a chance to summon two halos' using a single spell Aviaks' Cunning - Any aviak under the hero's control has a chance to deal 2x damage w/ a successful melee attack. Gibbering's - Any gibbering under the hero's control has a chance not ot rest Restlessness after attacking. Lamias' Thievery - Any Lamia under the hero's control has a chance not ot rest after attacking. Winds' Wrath - Any wall of air under the hero's control has a chance to destroy a flying creature at the end of combat phase. Burn Relief - Hero has a chance to avoid or reduce damage received from the "Ether Burn" spell. Offering to Fire - Every creature under the hero's control has a chance to survive its sacrifice to the "Burnout" spell. Discrimination - Every creature under the hero's control has a chance to avoid Lightning the effect of the "Lightning Storm" spell. Smoke - Every combat round, every creature under the hero's control Resistance has a chance to avoid the effect of the "smoke" spell for one round. Greater - The hero has a chance to use the recycling part of "Energize" Energize spell more than once per turn. Quick Repair - The hero has chance to use the recycling part of "Repair Station" spell more than once per turn. Suffocation - Each combat round, every creature under the hero's control Resistance to avoid the effect of "Suffocation Gas" spell. Selective - When using the "purify" spell, the hero has a chance to not Purification only discard all spells from enemy hand, but also deal 1 damage for each discarded spell. Destructive Wipe - When using "Mindwipe" spell, hero has a chance not to only discard all spells but also deal 1 damage for each discarded spell. Offering to - Every creature under this heros' control has a chance to Ether survive its sacrifice to the "Spiritual Lock" spell. Prolonged - Each combat round, each "Bless" spell cast by the hero has a Blessing chance to act one additional round. Life Web - The hero has a chance to double the health gained from "Spiritual Web" spell. Thorn's - The hero has a chance to avoid or reduce damage received from Protection the "Ether Thorns" Spell. Discriminating - Every creature under the hero's control has a chance to avoid Fury the "Fury of Nature" spell. Enhanced - Every time the "WaterLink" Spell passes its health to hero, Waterlink there is a chance that the actual health passed will be equal to the sum of the target creature's power & toughness ( rather than equal to the toughness only) Flood Resistance - Each combat round, every creature under the hero's control has a chance to avoid the effect of the "flood" spell for one round. Discriminating - Every creature under the hero's control has a chance to Unsummoning avoid the effect of the "Greater Unsummoning" spell. Mind Blast - The hero has a chance to cast "Mind Blast" in such a way Protection that it will deal damage to enemy hero only. Suicidal Hunger - Every time the hero casts "Hunger" spell, there is a chance to prevent any regeneration ability by the target critter. Expert Artificer - The hero has chance to use the artifact "Free-of-charge" (w/o expending one of its charges) Iron Skin - The hero has a chance to negate any melee damage he received in combat. Invulnerability - The hero has a chance to negate any non-melee damage he received in combat. Dexterous Hands - The hero has a chance to draw 1 additional spell at the beginning of his attack phase. Free Casting - The hero has a chance to cast a spell w/o paying its ether cost. (For a spell with variable casting cost, only the initial cost is ignored) Thrifty Casting - The hero has a chance to cast a spell w/o expending its charge. Tenacious Hands - The hero has a chance to cast a spell w/removing the spell from his hands(usual charge expenditure still occurs) Raise Dead - Each combat round, there is a chance that a creature from the graveyard will return to the hero's hand. Rebirth - The hero has a chance to return to life after being fatally wounded, but with only half of the maximum life value. Spell Translocation - The hero has a chance to draw one more spell from the spellbook each time he casts any spell. Physical Resonance - The hero has a chance to deal 1 damage to every hero and all enemy creatures every time he is damaged by a melee attack. Magical Resonance - The hero has a chance to deal 1 damage to the enemy hero and all creatures very time he is damaged by a non-melee attack. Dragon Skin - The hero has a chance to negate any damage he received in combat (only monsters can obtain this ability) ( WHEW! THAT wAS QUITE A LIST!) Im also going to include my fave 3. Remember the following are just the specialties i use myself. Every specialty compliments a particular deck, so it is really up to you to figure w/c one to use. 1. Rebirth ... Yeah, this has got to be my Numero Uno, it's like having a big plus on your HP. Even Diamanda used this specialty. (-: 2. IronSkin ... A chance of negating a melee attack damage is really cool, especially when it's crunchtime. 3. Dexterous Hands ... An extra spell can really help you specially in the later part of the game. It may draw a particular spell that you badly need. _______________________________________________________________________________ ================ V. Artifacts ================ There are a few items in the game that you can equip and use during combat. These items are called "Artifacts" and they have different magical properties that could help you greatly in battle. Rod of Lightning______________________________________________________________ Deals 3 damage to target creature or hero Rod of Reflection_____________________________________________________________ All damage received by the enchanted hero is reflected back at the enemy hero at the end of combat round Rod of Ressurection___________________________________________________________ Return target creature from graveyard to hand Scroll of Bliss_______________________________________________________________ Power & Toughness of the enchanted creature increases by 4 until end of round Scroll of Dust________________________________________________________________ All creatures cannot attack until their next round Scroll of Maggot______________________________________________________________ Summon Maggot ( Flying ) Amulet of Ether Defense_______________________________________________________ Enchanted creature cannot be target by spells or abilities Amulet of Huntress____________________________________________________________ Summons the Huntress: First Strike. Rest:Destroy target creature with power 4 or higher Amulet of Purification________________________________________________________ Removes target enchantment Amulet of Unity_______________________________________________________________ Each creature gains +1 power and toughness for every creature of the same race currently in play Ring of Command_______________________________________________________________ Transfers control of the targeted enemy to owner of Ring of Command Ring of Destruction___________________________________________________________ Destroys target creature and nullifies Regen ability. This spell can be used during block phase Ring of Healing_______________________________________________________________ Gain 7 life Ring of Paralysis_____________________________________________________________ Enchanted creature cannot get up. Pay 2 life to release enchanted creat. Rod of Colossus_______________________________________________________________ Deals 9 damage to target Rod of Defense________________________________________________________________ Toughness of all friendly creatures increases by 3 until end of block phase. This ability can be used only during block phase. Rod of Dominance______________________________________________________________ Power and toughness of all friendly creatures increases by 1 Rod of Insanity_______________________________________________________________ Controller of the enchanted creature is dealt 2 damage each round Rod of Konung_________________________________________________________________ Summons Konung, a creature with Trample, First Strike, Restless, Berserk Regeneration (3); cannot be targeted by spells or abilities. And again, what are my Top 3 favorites? 1. Rod of Konung ........ Yes, eat 'em all alive! 2. Amulet of Ether Defense ..... Quite useful, specially if enemy likes casting negative enchantments on you. Of course you can use disenchant spells but prevention is better than cure.(-: 3. Ring of Destruction ......... Send his approaching creature to hell. Plus, this can be casted during block! _______________________________________________________________________________ ================ VI. TIPS ================ Well, as i have said earlier, this guide was created mainly for newbies. This section of the guide was made to give some few reminders and tips when playing. First, in every deck that your going to build, always make a theme. Don't just mix cards in there thinking that it will be fine. Nope. Powerful cards will not always guarantee you of victory. Remember to analyze what your strategy will be and from there start building your deck. Next, Visualize how the game will progress with your set of cards. You can have a better vision of the game if you imagine how your deck will fare during battle. As we all know in this game, there is a whole lot of possible card attack combinations during combat proper. So what i'm stressing here is understand every card you have, and how it will go with each other, w/c will maximize the variety of attacks that you can dish out. And finally, Timing plays a very important role in combat."Is this the perfect time to cast my freshwind + mindblast attack, or should i cast it later for higher damage? What if he discards all my spells?". Well, you can never tell, that is why it's exciting. You see, Timing for me is included in perfect execution of plan of attack that follows a certain strategy in your mind. It is like chess in a way, where you think ahead of the game, of how a move will affect the next. _______________________________________________________________________________ ================= VII. Card Combos ================= As i have said, i am no expert and that is why i can't guarantee you that these decks will win most of the time. There are a lot of possible combos out there, and a deck can be created to counter a specific deck. Therefore, a deck may win against one, but maybe not against another. I remember these are the ones i personally have used during my newbie days. Remember, it all goes down to your own style and strategy. ..Critter Assault..__________________ Ether Harvest/Ether Tap/Strength of Woods/Endurance of Woods/Hornets/ motherbee/Treants Comments: Im going for speed and quantity here. Just cast your Ether Harvest and then watch your ether pile up, allowing you to blow up spells from your hands quickly. ..Creatureless..___________________ Look for this one in the deck selection in duel mode. Comments: During my newbie days i thought one can't win if he does'nt have any monsters in deck. I was proved wrong by this one. It's style of attack is cool, relying mainly on its freshwind + mindblast, and some CoC. ..Spirit Assault..__________________ 1 Life Channel/1 Blast/2 less. disenchant/2 fresh wind/2 fog/1 Cleric Spirit/2 wizard spirit/3 warrior spirit/2 unsummon Comments: Wizards and Warriors kick ass together, not to mention they both have lifetap & regen abilities!(that's why i added Life Channel). A fairly fast deck to build, just summon them all when you can. Unsummon & disenchant provides good backup. I included Blast here if ever enemy uses that pale spelleater. NOTE: To anyone who wants to share their combos, please feel free to e-mail me. Give as much as you want, i will credit you here. Thanks. ------------------------------------------------------------------------------- MoGiBap's Death Clouds Deck race - synthets strong toxin - 4 wall of distortion - 4 mindwipe - 1 clone - 2 depressing gas - 2 data impulse - 3 specialization - destructive wipe skills: luck - 3 resources - 3 strength - 1 level - 11 _______________________________________________________________________________ ============== VIII. Credits ============== Thanks to: GameFaqs = #1 source of Faqs/Guides Nival Interactive = 2 thumbs up for this Game. To everybody in the Message Boards Kuya = salamat sa datung Deck Submissions by: MogiBap This Guide is dedicated to my Ragna addicted dudes: In pRO (Iris): Paulo = Ninong/danterminator Rey = PrieSt AsaGirI/nene romanova PB = Kuya Bigboy/chiz_wiz Ichan = wiz kid/borotski Jay-R = Santo FaFa Macky = Artemizh nosliw= _--@--_ Raffy = p@los Ron = MARIKAKAI Alpine= Laseng To all my classmates in BSEE III Batch 2001. AND OF COURSE TO YOU !!! (-: Copyright 2003 Amiel Pineda