Etherlords FAQ V1.5 Date Made: December 12, 2001 Updated: December 14, 2001 If you have any comments, suggestions or any other additions you might want to add mail at sirremy@edsamail.com.ph This document Copyright 2001 Cedric Garalde *Just finished the game on both evil sides, so my FAQ is probably bias, to the dark side. I love playing synthets, it's fast and furious. I'm just starting again in playing a campaign on the good side of thing just to light up my visions a bit. -10/12/2001 Changes since V1.0 -I removed the spell list, I'm still thinking if I will put it. since its already in the duel option. -Added Races Section -Added Deck Building Section -Added Card Combos Section Table of Contents I. Introduction II. Races III. Hero Specialization IV. Hero Skills V. Artifact List VI. Think-tank VII. Deck Building VIII. Card Combos IX. Conclusion X. Disclaimer I. Introduction This FAQ is pretty broad just wanted to put anything of anything that might help sorry of its a little disorganized, this is my first FAQ. Well for those who don't know what etherlords is its pretty much a cross-bred of Heroes of Might and Magic and Magic the Gathering, which was done pretty well. I thank Fishtank interactive for combining the best of both worlds. This game is one of those games that rarely comes out, something so different yet so similar. II. Races As you probably know there are four races, so here they are; 1. Ether of Synthesis Probably the weirdest of all the races, Synthets are unlike any other creature you have seen. As suggested by they're names you'll probably thinking of cyborgs and androids? Well they are exactly what you think. Synthet deck in my opinion are offensive minded, having most of its creatures able to attack at the time of casting or no "summoning sickness" in MTG term. And also probably has the fastest deck you can build. 2. Ether of Chaos Chaos creatures are common to anyone who has played lots of fantasy RPG. Creatures ranging from orcs to bats, rats to kobolds. Chaos deck are more in the middle side of things but in my opinion is more of a defensive card, due to the diversity of its walls and its ability to damage anything without attacking. 3. Ether of Vitality Vitality creatures are the Mother Nature kind of creatures, from trees to bees and other insects that you can find. Vitals have the most diverse creatures in the game almost all of its creatures have special ability. And also point out those Vitals probably is the race that has no walls, though you might consider that the fingus creature type as walls. 4. Ether of Motion Kinets is as diverse as his ally the vitals. Just like the vitals, kinets creature oriented race, probably the most creature oriented race. III. Hero Specialization's Artificer Hero can use artifacts up to 2 times in combat. Hero can use artifacts up to 4 times in combat. Hero can use artifacts up to 8 times in combat. Bargain Reduces the cost of spells and runes by 20%. Reduces the cost of spells and runes by 45%. Reduces the cost of spells and runes by 70%. Channeling Delay in Ether Disturbance for your hero is increased by 1 turn and reduced by 1 turn for your enemy. Delay in Ether Disturbance for your hero is increased by 2 turn and reduced by 2 turn for your enemy. Delay in Ether Disturbance for your hero is increased by 3 turn and reduced by 3 turn for your enemy. Concentration Hero receives 1 additional spell every 4th turn in combat. Hero receives 1 additional spell every 3rd turn in combat. Hero receives 1 additional spell every 2nd turn in combat. Estates Reduces hero's upkeep by 25%. Reduces hero's upkeep by 50%. Reduces hero's upkeep by 100% Ethereal Attack Increase damage dealt to the castle by this hero by 1. Increase damage dealt to the castle by this hero by 3. Increase damage dealt to the castle by this hero by 5. Ethereal Defense If a defender with this skill wins ethereal combat, then the Attacker's castle will receive very small amount of damage. If a defender with this skill wins ethereal combat, then the Attacker's castle will receive small amount of damage. If a defender with this skill wins ethereal combat, then the Attacker's castle will receive some damage. Learning Hero additionally receives 25% of Experience. Hero additionally receives 50% of Experience. Hero additionally receives 100% of Experience. Looting Loot from creatures increases by 50%. Loot from creature's increases by 125%. Loot from creature's increases by 200%. Luck slightly better chance for hero's specialization to work. Seriously better chance for hero's specialization to work. Much better chance for hero's specialization to work. Mobility Hero's movement increased by 25%. Hero's movement increased by 50%. Hero's movement increased by 100%. Regeneration Every 3rd turn in combat hero regenerates 1 point of health. Every 2nd turn in combat hero regenerates 1 point of health. Every turn in combat hero regenerates 1 point of health Resources Hero can carry up to 7 runes. Hero can carry up to 10 runes. Hero can carry up to 15 runes. Strength Hero's life increased by 10%. Hero's life increased by 20%. Hero's life increased by 30% Suppression Slightly worse chance for enemy's specialization to work. Seriously worse chance for enemy's specialization to work. Much worse chance for enemy's specialization to work. Specialization Rank My top 5 1.Luck- is the best IMO, especially if you have a good skill 2.Suppression- anything that will avoid your enemy to use his specialization ranks right up there 3. Artificer- well I just want to have this especially whenever I have amulet of the huntress 4.Concentration- I don't want to have an empty hand heheheh! 5. Ethereal attack- I always take this( though its not in my main hero I always put EA in my gatherer) The least 5 1. Regeneration- no use if you are going to die that's that, no need to slow it down hehehe! 2. Looting- never good in my whole campaign I never did use it once 3. Ethereal Defense- I never did engage on Ethereal combat so nuff said. 4. Estates- I should have probably rank this way up there 5. Strength- the life you get when you level up is just right IV. Hero Skills Adhesive For every attempt to dispel the hero's enchantment there is a chance that dispelling will fail. Aviaks' Cunning Any Aviak under the hero's control has a chance to deal double damage with a melee attack. Bats' Thievery Any Bat under hero's control has a chance to remove one spell from an enemy's hand when it successfully hits that enemy. Burn Relief Hero has a chance to avoid or reduce damage received from the "Ether Burn" spell. Cutters' Restlessness Any Cutter under the hero's control has a chance not to rest after attack. Dazzling Illusion Each time an enemy creature is blocked by Wall of Illusion under hero's control, there is a chance that the blocked creature will be enchanted by "enfeeblement" spell. Destructive Wipe When using "Mindwipe" spell the hero has a chance not only to discard all spells from enemy hand, but also deal 1 damage for each discarded spell. Dexterous Hands The hero has a chance to draw 1 additional spell at the beginning of his turn. Discriminating Fury Every creature under hero's control has a chance to avoid the effect of the "Fury of Nature" spell. Discriminating Lightning Every creature under the hero's control has a chance to avoid the effect of the "Lightning Storm" spell. Discriminating Unsummoning Every creature under the hero's control has a chance to avoid the effect of the "Greater Unsummoning" spell. Dragon Skin The hero has a chance to negate any damage received in combat. Enhanced Water Link Every time the "Water link" spell passes health to this hero, there is a chance that the actual health passed will be equal to the sum of creature's power and toughness (rather than equal to creature's toughness only). Eternal Enchantments Every time a creature with enchantments controlled by this hero is destroyed, there is a chance that the enchantments will return to the hero's hand. Evil Eyes' Gaze Every time an Evil Eye under this hero's control takes part in a combat phase, there is a chance that Evil Eye's opponent will be destroyed before the combat actually begins. Expert Artificer When using an artifact, the hero might not expend one of the item's charges. Fighters' Guile Any Fighter under the hero's control has a chance to drain health after successful attack against enemy hero and pass this health to it's controller. Finguses' Vitality Every Fingus summoned by the hero has a chance to regenerate when it's toughness drops below 1 point (or if it is destroyed by a spell). Flood Resistance Every turn, every creature under hero's control has a chance to avoid the effect of the "Flood" spell for one turn. Fortunate Offering Every creature under the hero's control has a chance to survive it's sacrifice to the "Cannibalism" spell. Free Casting The hero has a chance to cast a spell without paying it's ether cost (for a spell with variable casting cost, the initial cost is only ignored). Gibberlings' Restlessness Any Gibberling under hero's control has a chance not to rest after attack. Greater Energize The hero has a chance to use recycling part of "Energize" spell more than once per turn. Halos' Twins The hero has a chance to summon two Halos with one summon spell. Hornets' Interception Any Hornet under hero's control has a chance to attack first, even when defending against a creature with the "First Strike" ability. Invulnerability The hero has a chance to negate any non-melee damage dealt to him in combat. Ironskin The hero has a chance to negate any melee damage received in combat. Kobolds' Cunning Any Kobold under the hero's control has a chance to deal double damage with a melee attack. Lamias' Thievery Any Lamia under the hero's control has a chance to remove one spell from the opponent's hand after having successfully hit that opponent. Life Web The hero has a chance to double the health gained from an "Spiritual Web" spell's effect. Magical Resonance Hero has a chance to deal 1 damage to the enemy hero and all enemy creatures every time he is damaged by a non-melee attack. Mind Blast Protection The hero has a chance to cast "Mind Blast" in such a way that it will deal damage to the enemy hero only. Offering to Ether Every creature under this hero's control has a chance to survive it's sacrifice to the "Ether Feeding" spell. Offering to Fire Every creature under the hero's control has a chance to survive it's sacrifice to the "Burnout" spell. Orcs' Overrun Any Orc under the hero's control has a chance to do Trample effect damage in a melee attack. Physical Resonance The hero has a chance to deal 1 damage to enemy hero and all enemy creatures every time he is damaged by a melee attack. Prolonged Blessing Each turn each "Bless" spell cast by the hero has a chance to act one additional turn. Pteros' Purifying Strike Successful attack by Pteros against an enemy hero or creature will result in the target's enchantments being dispelled. Quick Repair The hero has a chance to use recycling part of "Repair Station" spell more than once per turn. Raise Dead Every time a creature with enchantments controlled by this hero is destroyed, there is a chance that the enchantments will return to the hero's hand. Rats' Tenacity Every Rat summoned by the hero has a chance to regenerate when it's toughness drops below 1 point (or if it is destroyed by the spell). Rebirth The hero has a chance to return to life after it was fatally wounded, but with only half of maximum life. Selective Purification When using the "Purify" spell the hero has a chance to remove all enchantments from the target creature, instead of only the single target enchantment. Smoke Resistance Every turn every creature under hero's control has a chance to avoid the effect of the "Smoke" spell for one turn. Snakes' 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. Spell Translocation The hero has a chance to draw one more spell from the spell book each time he casts any spell. Stones' Wrath Any Wall of Stone under the hero's control has a chance to destroy a blocked creature at the end of the combat phase. Suffocation Resistance Every turn, every creature under hero's control has a chance to avoid the effect of "Suffocation Gas" spell for one turn. Suicidal Hunger Every time the hero casts the "Hunger" spell, there is a chance to prevent use of regeneration ability to restore the target's life. Tenacious Hands The hero has a chance to cast a spell without removing spell from his hand (but if the hero only has another rune for this spell). Thorn Protection The hero has a chance to avoid or reduce damage received from the "Ether Thorns" spell. Thrifty Casting The hero has a chance to cast a spell without expending it's rune. Treants' Guile Any Treant under this hero's control has a chance to drain health after successful attack against enemy hero and pass that health to it's controller. Velos' Twins The hero has a chance to summon two Velos using one summon spell. Winds' Wrath Any Wall of Air under hero's control has a chance to destroy a blocked creature with Flying ability at the end of the combat phase. V. Artifact List Legend: AT-Activation Time GBU-Gap Between usage RT-Recharge Time Amulet of Ether Defense AT-2 GBU-1 RT-7 Enchantment: Ether Defense Enchanted creature can not be target of spells or abilities Amulet of Purification AT-1 GBU-1 RT-2 Sorcery: Purification Remove target enchantment Amulet of the Huntress AT-3 GBU-3 RT-14 Summoning: Huntress 2/5 First Strike, Destroy Target creature with power 4 or higher Amulet of Unity AT-5 GBU-3 RT-21 Enchantment: Unity Each creature gets +1/+1 for each other creature of the same race in play Ring of Command AT-4 GBU-3 RT-1 Sorcery: Command Enchanted creature changes controller to the controller of this enchantment Ring of Destruction AT-3 GBU-1 RT-14 Sorcery: Destruction Destroy target creature that creature cannot use regeneration ability Ring Of Healing AT-4 GBU-2 GBU-7 Sorcery: Healing Pay X ether: Gain X life Ring Of Paralyzation AT-2 GBU-1 RT-4 Enchantment: Paralyzation Enchanted creature gets "Cannot get up" ability. Enchanted creature gains ability to get up for 2 ether and 2 life of its' controller Rod of Colossus AT-4 GBU-3 RT-28 Sorcery: Colossus Deals 9 damage to target creature or hero Rod of Defense Rod of Dominance Rod of Fire Rod of Insanity Rod of Konung AT-5 GBU-4 RT-28 Summoning: Konung 9/9 Trample, First Strike, Restless, Berserk, Regeneration (3), Cannot be the target of spells and abilities Rod of Lightning AT-3 GBU-2 RT-9 Sorcery: Lightning Deals 3 damage to all creatures Rod of Reflection Rod of Resurrection AT-3 GBU-2 RT-8 Sorcery: Resurrection Return target creature from graveyard to play Scroll of Bless AT-3 GBU-1 RT-5 Sorcery: Bless Power and toughness of the enchanted creature increase by 4 until end of turn Scroll of Dust AT-2 GBU-2 RT-3 Sorcery: Dust All creatures can not attack until their next turn. Scroll of the Maggot AT-2 GBU-3 RT-7 Summoning: Maggot 3/3 Flying VI.A little think-tank *Like I said in the beginning I love dark cards in choosing what to put in your deck always consider why did you put that card there, and always go for specialization, always make a theme. Eg. Whats the purpose of getting Male fighter when you are making an ethereal burn card! *In my Synthet ending campaign the type of deck that I used, was a steal reality/tap life combo with some walls for a little bit of defense. Just a little not if you're going to get a wall, a flying wall is probably best my favorite wall (wall of blades). *Just like in HOMAM always have one main hero never make a balanced team, if you do you'll regret it in the end. Though in my experience, I always have two heroes more ifs need be one as always is the main hero, I always choose my main hero by his skill, While the other hero was pretty much a gatherer. *In playing campaign mode, remember that enemy heroes just like you have runes, so if you are having a hard time defeating that hero, try making a couple of kamikaze hero just to dwindle his heavy cards, and attack him before he recharges. VII. Deck Building Well here we go the meat and potatoes of Etherlords, as you know in the duel options in Etherlords, you have the option to build your own deck. There are few options in building a deck; at first is the resource level. RL is the basis of your deck this will decide how diverse your card is, just think of resource level as some sort of handicap. As for me I like having it at the highest level, since I want the best of the spells. As you can see unlike in MTG you can't mix your race A card with race B card and vice-versa. So you really have to decide which race you really want. Also unlike MTG etherlords doesn't have mana cards, instead each hero increases his amount of ether channels turn by turn. So here are the other options in Deck building. Level of Character The level of your character is pretty important, cause this determines your starting health. A decent level of 9 and above is okay. Specialization As you can see each race has a different set of specialization, always match your specialization to the type of deck you are building. All race has some creature specialization, so if you ever build a deck based on that creature its always a must to get that skill. Skills In skill selection artificer, luck and suppression should always have at least two more if you can spare some resources. As for the others pick anything you want, just don't let it exceeds the level 1 mark. Artifacts Here is where it really differs from MTG, this time you artifacts are untouchable. Well here are some pretty good artifacts to always have around. Amulet of Ether Defense is always a must have for me, and sometimes I add amulet of the huntress and ring of purification. These three will always compliment what type of deck you have. As for the others it really depends on you deck. Spells There are 15 slots in a deck, so that's a pretty small selection, so keep your card selection very strict, it's always a good thing to make a theme for your deck. I can't really say much here cause there are lots of choices to be had first the type of your race place a really big part. So that's it. Runes Runes in my opinion should never exceed 5, in my experience I never run out of cards, or by the time I ran out I'm about to kill my enemy. VIII. Card Combos Unlike in MTG a card combo in Etherlords is probably the theme for your deck already, since there are only few slots for a spell. Creature specialty is always a good way to start. Steal Reality/Tap life This is the type of deck I made when I defeated the campaign, though this combo is pretty slow since the casting cost of steal reality is 5. Always compliment it with walls, as your creatures. The one weakness is a fast deck would surely massacre your deck. Ether Burn/+ Ether channel spells/Wall of lava and other pump-able spells This is dangerous deck, though the +ether channel spell will risk that you let out the enemies' powerhouses. But still you have your walls to protect you. Mind Blast/Fresh Wind/Feed Back/Greater Unsummoning This is a great combo especially if you have twins' specialization you just pump out halos and let him pour out his creatures when all four spell are in your hand unsummon, then feedback, fresh wind for extra killing and mind blast to do the damage. He will double damage both your excess and his. IX. CONCLUSION This concludes my FAQ for Etherlords. I hoped this helped you get through the game in some way. If you have any questions, comments, concerns, or contributions please send them to my e-mail address at sirremy@edsamail.com.ph Put 'Etherlords FAQ' as e-mail subject or your mail will be ignored or deleted. If I feel that your contribution would make a difference on this FAQ I will update it with proper recognition to the person who provided it. X. DISCLAIMER Myself, Cedric Garalde, wrote this FAQ. This FAQ is Copyright (c) 2001 Cedric Garalde. This FAQ may not be used for any promotional or profitable purposes. Only unchanged in its entirely, including this disclaimer, may this FAQ be posted on a website or homepage and you first must notify me (that means before doing it).