Etherlords 2 OOOOOOOO OOOOO OOOOOOOO OO OO OOOOO OOOO OO OOO OOOO OOOO OOO OO OO OO OO OO OO OO OO O OO O O OO O OO O O O OO OO OOOO OO OOOOOO OOOO OOOO OO OO OO OOOO OO OO O OO OO OO OO OO OO OO OO O OO OO OO OO O OO OO OO OO OO OO OO OO OO OO OO O OO O O OO O OO O O OO OO OO OOOOO OO OO OO OOOOO OO OO OOOOO OOO OO OO OOOO OOOO OO OO OOOOOOOO Etherlords 2 FAQWalkthrough, version 0.15. Author: Hedin2004 (hedin2004@yandex.ru). Date: 27 June 2005. Several years ago I bought Etherlords 2 disks. It was a great game, and I finished all campaigns of Etherlords 2. Then this game was forgotten. The time passed. Some days ago I visited "Etherlords 2" section in GameFAQs and found ... no full Walkthrough for Etherlord 2! I decided to improve the situation. I found the package with disks, blow off a dust from it, inslalled the game, and the fantasy story came to life again. Contents: 1. Version control. 2. Game basics. 2.1. The Universe and the World. 2.2. The World of Lords' races. 2.3. Gameplay. 2.4. Battles. 2.5. Strategy. 3. Walkthrough. 3.1. Storyline and notation. 3.2. Vitals walkthrough. 3.2.1. Synthets' invasion. 3.2.2. Life spring. 4. Character's attributes. 5. Skill list. 6. Specialization list. 7. Artifact list. 8. Charm list. 8.1. Synthets' charms. 8.2. Chaots' charms. 8.3. Vitals' charms. 8.4. Kinets' charms. 8.5. Pale charms. 9. Sorcery list. 9.1. Synthets' sorcery. 9.2. Chaots' sorcery. 9.3. Vitals' sorcery. 9.4. Kinets' sorcery. 9.5. Pale sorcery. 10. Creatures' attribute list. 11. Creature list. 11.1. Synthets' creatures. 11.2. Chaots' creatures. 11.3. Vitals' creatures. 11.4. Kinets' creatures. 11.5. Pale creatures. 11.6. Other creatures. 12. Shrine list. 13. Credits. 14. Conclusion. 15. Disclaimer. ******************************************************* 1. Version control. ******************************************************* Version 0.15. 27 June 2005. Updated Walkthrough, Charm list, Sorcery list, Creatures' attribute list, Creature list and Shrine list sections. Version 0.1. 20 June 2005. The Walkthrough is created. Added these chapters: Game basics, Walkthrough, Character's attributes, Skill list, Specialization list, Artifact list, Charm list, Sorcery list, Creatures' attribute list, Creature list, Shrine list, Credits and some necessary staff. ******************************************************* 2. Game basics. ******************************************************* ************************************************** 2.1. The Universe and the World. ************************************************** The tongues of flame, torrents of water, the vault of heaven and the stone crust, all creatures intelligent and stupid here everything is made of Ether. Everything springs from it returns to it after death. Ether knows no barriers. Ether is everywhere. And its flow is life itself the life of the Ether Universe. The main flow of Ether comes from the center of the Universe. It dazzles like the fresh snow this is why it is called White Ether. Those who can curb it will be granted great power. But very few manage to achieve that. White Ether only exists for a brief, elusive moment. Now and then, its full-flowing river splits into four currents. These currents are not as powerful, but they endure much longer. They are called Ether of Chaos, Ether of Motion, Ether of Vitality and Ether of Synthesis. The Ether of Chaos is scarlet like blood. The Ether of Motion is blue like skies. The Ether of Vitality is green like a freshly unfolded leaf. And the Ether of Synthesis is black like scorched stones. These Ethers form the basis of everything existing in this Universe. When the flow of the ethers is smooth and measured, they emit pure energy; but when their pace quickens, ether whirlwinds form and give birth to matter. With inexorable regularity the four multicolored flows of energy rush to join each other and become White Ether again. And where they mix their kaleidoscope of streams in a impetuous whirlwind, the World of the Lords begins. The World of the Lords - this is but one of the worlds in the Ether Universe. Intelligent inhabitants of the World of Lords know that the crust under their feet in reality is just an ether whirlwind, a clot of energy. Four celestial bodies travel over that world. The Red Sun, Blue Star, Green Planet and Black Moon, named long, long ago after the ethers whose energy they emit. They do not cause high and low tides and to change the cycle of day and night is not in their power. They spend eternity upon eternity hovering in space. But their wanderings are not idle. Time passes and a mysterious force lines up the stars in single file aimed at the center of the Universe, at the point where White Ether is created. And the time of change comes to the World of Lords... As soon as the planets combine, their energy flows into a single blinding beam that streaks to the center of the whirlwind. It then unfolds and starts moving backwards. The World of the Lords begins to change wondrously mountains turn into plains, troughs in the sea turn into dry land, previously unseen lands now appear in plain view and impregnable fortresses deteriorate into mirages. The inhabitants of the World of Lords must then rewrite their history and redraft their maps. But the magical essence of the world is also completely renewed at this time. Ether is a source of power and pure energy, sometimes referred to as magic. To the inhabitants of the World of Lords, this means the ability to change the direction and speed of ether flows. They are born with this ability using invisible currents of energy flows, they create armor, weapons and servants... Ether is the thread from which they weave their world. But new races appear on new lands, old spells lose their power and new ones emerge in the world. To survive, they have to learn magic anew. During brief periods of the Great Changes, they can neither be sure that their magic will create exactly what they want, or that they will see exactly what they hoped to see. Frequently something alien and unknown comes to light, and a new world forms in front of their eyes... Like any creature destined to go through a dawn, zenith and decline in life and then to return in another incarnation after death, the World of Lords emerges, reaches its full beauteous bloom and then dies, in order to be born anew in all its wonder. ************************************************** 2.2. The World of Lords' races. ************************************************** #1. The Synthets: The Race of the Ether of Synthesis. It is impossible to mistake a Synthet for anything else! The flows of the Ether of Synthesis are ill suited for living creatures to exist and develop in. Trying to adapt to these very unusual conditions, the Synthets reduced the living matter in their bodies to the minimum, and replaced the rest with machinery. Their color: black. Their strengths: they are incredibly enduring and how could it be otherwise; after all, there is so very little life left in them! Also, being the opposite of the Vitals, the Synthets can interact with non-living nature excellently: in the Ether of Synthesis, chemical reactions proceed at very high speed, while living creatures find it very hard to exist there. The Synthets are known for their cool, perfectly rational mind, superb order, and thorough planning of any action. Their weaknesses: the Synthets never managed to completely get rid of their original vulnerability they just work hard to support the balance of living and non-living elements in their bodies. Sometimes this balance gets disrupted, and in their unrestrained desire to become «mechanical perfection» the Synthets lose their common sense and turn into mindless destroyers. And even the best of machines do have occasional irreparable breakdowns. Being the Lord of Synthesis... be prepared for the fact that your subject will not believe in you at all. They can produce a huge number of proofs of your non-existence. But do not let this worry or confuse you: these vassals of yours will still do what you want. In case you have to address a Synthet directly, keep in mind that communicating with you would shock and startle him, like a short circuit or a puzzle which cannot be logically solved. This would put a great strain on his mind and exhaust all thought resources. #2. The Chaots: The Race of the Ether of Chaos. You will know the sons and daughters of Chaos by the scarlet sheen on their faces it is the reflection of irrepressible fires of war and blood shed in battles. The Chaots' faces seem to be carved from rough stone and their bodies are strong and sturdy. You would not call them graceful; mayhap stout would be a better word. Their color: red. Their strength: primarily physical. Other strengths include an unruly temper and... numbers. Their children mature early, and the men of arms take risks without a second thought for their own safety partly because they simply do not like to think, and partly because they never learned to value life because of their incredible fertility, so casualties do not scare them. In fact, very few things can frighten the Chaots at all after all, obstacles exist just to provide the fearless sons of Chaos an opportunity to sweep them out of their way. Their weaknesses: inability to control their instincts, which are very powerful and occasionally suppress the voice of reason. Being the Lord of Chaots... remember that you are an indisputable and authoritative seer whose ideas are not subject to discussion or criticism. You will not hear any prayers or see any rites or vigils: their way of serving you is to win fierce battles; they worship you by committing feats to attract your benevolent attention. And if they do win a battle, they feel certain that you will follow your subjects more closely and direct their thoughts and deeds with care. However, never ever address a vassal of yours directly: that would cause great confusion and humiliation in the mind of a simple Chaot! Others would think that he was so stupid, that the Lord had to explain his will personally, even if it were praise! They would never ask anything of you and never put any questions to you; any decision of yours, even a strange-seeming one, the Chaots would see as fair and sacred. They would die with your name on their lips, confident that the Lord had foreseen everything, even failure and the death of the Sapient always under his control. #3. The Vitals: The Race of Vitality. Born from the most fickle flow of ether, the Vitals sometimes look incredibly bizarre. Watching them, one understands just how multifarious life is. Their color: green. Their strengths: the Vitals' main strength is their ability to subtly feel other life and interact with it effortlessly. They also can thoroughly analyze the situation and plan many steps ahead. Their weaknesses: the main one is the fact that they value their own and other creatures' lives too highly. And their ambition is limited to the desire to reign over their private territory. Being the Lord of Vitality... you will be considered to be a quintessence of life, a supreme being whose incarnation they can see in any life form, even one of lower order. You will have to remember each of your subjects day and night; for if you forget about one for even a moment, it will die. And this will happen regardless of whether your subject failed to please you, or if your attention was distracted for a second. So the Vitals will quite logically constantly remind you of their presence! And they consider their own feelings and desires to be part of your will, the will of the Lord of Life. #4. The Kinets: The Race of the Ether of Motion. Like the ether that gave birth to them, they always aspire upwards. Their build is aesthetic and delicate, their bodies slender and their faces impassive. When you look at Kinets you may get the impression that they possess higher knowledge. But that is hardly the case; ultimate wisdom is nothing but a dream for these Sapient. Their color: blue. Their strengths: they are not actually immortal but they come really close to it (and that is why they value their lives so highly). But they value knowledge even more, and their craving to learn is extremely strong. «Knowledge is power» this is the first commandment of the Kinets. Their weaknesses: occasionally the temptation to acquire new knowledge is so strong that it overcomes their common sense. And then the far-sighted Kinets get caught in their own cunning traps... Being the Lord of Motion... you will become the Kinets' highest sage and ultimate teacher. But that will not stop them from engaging in philosophical discussions with you! Do not be afraid to admit that you were wrong such a gesture would only strengthen your authority in the eyes of a Kinet. However, this traditionally informal dialog between the Kinets and their Lord does not mean that they will ever take liberties with you. And although your decision may be the subject of discussion, it will never be challenged: no vassal of yours would ever doubt that the highest sage of the race knows what he is doing. ************************************************** 2.3. Gameplay. ************************************************** Etherlords 1 and 2 haven't equal games. Your hero travels in real time on map with the help of the mouse like in Dungeon Siege, and battles are turn based and card-based. Your character has an active pack of cards (it is like a spell book), which is used in battles. Each card is connected to a spell. When you use a card, the character casts a spell. Etherlords 2 is the most complex card game I've ever seen. There are 3 types of gameplay in Etherlords 2: campaign, duel and net play. Campaign game is like in a simple RPG: select a campaign and begin the game. Your character will investigate maps, gather resources and artifacts, talk to the other characters, learn new spells and fight with monsters and heroes, who stand on his/her way. During the gameplay your character will be gaining experience, learn new skills. He/she can exchange new spells for the resources. In Duel game you'll fight against heroes and creatures you can choose. You can also choose a pack of cards. The net play provides playing through the Local net or Internet. ************************************************** 2.4. Battles. ************************************************** Your objective during combats is to beat the opposition. Your only weapon in the world of Etherlords is magic, and your hero's army will consist of «monsters» creatures whom your heroes can summon using spells. Monsters can attack opposing heroes and repel their attacks, taking the damage intended for your hero. Part of the damage which your charges have not been able to absorb can affect your hero, and finally this may cause his death. Also, heroes can cast spells directly harming the opposing hero, and spells affecting the outcome of the combat in various ways. Combats in the game proceed step by step; i.e. the game time is divided into stretches traditionally called moves. At the beginning of each move your hero will have one or more spells randomly taken from his Book of Spells. During the move the hero can use one or more spells out of the available ones. Casting a spell, the hero spends a certain amount of magic energy; note that the total amount of energy available for one move is limited. At the beginning of the next move, one or more new spells from the hero's Book of Spells will be added to the spells remaining from the previous move (unused). Using magic, the hero can summon creatures, engage in sorcery, cast charms. The hero can only summon creatures intrinsic to his race. There are more than 120 monsters in the game, each of whom has a unique appearance. Each creature has two properties defining the strength of its attack and ability to withstand opposition's attacks or spells (attack and defence parameters). Also, most of the monsters have certain unique abilities. When a creature is summoned to battlefield, it will not be ready to attack or use its unique abilities during the current move. However, during the opposition's move it will be able to protect the hero who summoned it, by blocking attack of one of the opposing creatures or by using its unique ability. The creature will only be able to attack after its master's turn to make move comes. If while making his move the hero sent his creature to attack or used its unique ability, the creature will not be able to contribute any further until the next move by its master. This means that during the next opposition's move the creature which has just attacked cannot be used for protection. To the contrary, a creature which has been used for protection from enemy monster will be ready to fight immediately after its master has the move. During the opposition's move you'll have to choose one or more creatures out of those summoned by your hero to repel attack by one of the enemy monsters. If your hero does not have enough creatures to fight off all enemy attacks, the remaining enemy monsters will be able to harm your hero. If the defence parameter of the creature fighting off an enemy attack happens to be lower than the attack parameter of the offending monster, the defending creature will die, or, rather, go to so called «tomb». However, this does not mean that the creature is out of the game for good. Creatures in the tomb can affect the outcome of the combat and even come back. To ensure that the creature does not come back until the end of the combat, a special spell is needed. Charms are spells which work for a certain period of time. Charms allow hero to strengthen their creatures or to weaken enemy creatures. Thanks to these spells your hero can obtain different advantages for the whole time of combat, and even change the rules in his favour. However, charms can be dispelled by using unique abilities of certain creatures or special spells. Sorcery is casting spells which have immediate effect. They have huge number of uses: for example, with their help hero can destroy enemy creatures, cause damage to enemy hero, increase the amount of available magic energy and much, much more. With every move, the amount of magic energy available to the hero increases. The higher the hero's level, the more magic energy he gets at the beginning of each next move. Accordingly, the hero will be able to summon the strongest creatures, which usually demands a large amount of magic energy at earlier stages of combat. However, having stronger spells is not the only way to win. Your hero's success will depend on how well the spells in his magic book mix together. Correctly selected spells can seriously strengthen each other and ensure the most profitable and efficient combat tactics. Usually a hero can only summon those creatures that are related to their own race. There exist in Etherlords II spells that will be available to the heroes of any race, as well as heroes that can fight using magic from all four races. In the game there are over 120 monsters... ************************************************** 2.5. Strategy. ************************************************** Etherlords 2 is a rather hard game. This is simultaneously good and bad. Here are some strategies, which can help you to complete the game. #1. Strategies from the manual. While travelling on map talk to the NPC's once or even twice. This can help you through the game. If you don't do this, you can stuck. Explore and explore ... Maps are full of resources, spell shops, enemies, who can give you experience spells and items, NPC's, who can give you side missions. Always rotate the camera to explore objects, which are hard to see. Remember, that there are no unbeatable enemies in the game. Perform a good tactics, and you'll win. Your main goal in battles is to defeat a hero or a creature, which casts magic against you. But this doesn't mean, that you must only attack the main enemy. You must also pay attention to the enemy's creatures, who can damage your hero and defend the enemy. It is hard to win with the help of defence, so attack. You can be damaged by the enemy when your creatures are resting after an attack. But try to damage the enemy harder, than he damages you. Always use your advantages. For example, if the enemy has only land creatures, attack with flying creatures. Don't forget to choose your active pack of cards according to your character's specialization and skills. Don't forget about artifacts. They can really help in battles. Learn the skills, connected to the artifacts. The battle process depends on an active pack of cards. Very strong pack always beats weak pack. So when you select cards for your active card pack, remember these: - choose cards which supply each other (for example a creature can increase same tipe creatures' attributes while summoned); - there are "quick", "strong" and mixed pack of cards (quick can be used early in the battle, but has a small effectiveness; strong can seriously harm the opponent, but it takes some time to gather magic energy). Create your own tactics and use it against the enemy. #2. Strategies, I can add. If you are defeated, don't give up. Move away cards, which are useless against the opponent and replace them with the cards, that are effective against him/her/it. Then battle again. If you are low on health during the battle, don't give up too early. The character with 1 health point can do a lot I can say (if he/she is wisely controlled). When you get new spells, examine them and don't forget to refresh your active pack of cards if it is necessary. If you've received a card, which is more effective than the same type card in the active pack of cards and it costs the same, then replace the old one with the new one. Don't forget to select your character's specialization after receiving. If the enemy is strong, try to explore the part of map, gain experience, items, spells and battle again. ******************************************************* 3. Walkthrough. ******************************************************* ************************************************** 3.1. Storyline and notation. ************************************************** In the beginning you must select one of two storylines. --> Vitals --> Synthets -- Selection --| |--> --> Chaots --> Kinets -- Etherlords 2 is a 3D game and the camera can be freely rotated, so tell you about the directions in my Walkthrough section. The direction can be defined by the mini map. So, if you rotate camera until the arrow on the mini map will face strictly North, then the arrow will aim North, below it will be South, to the left will be West and to the right will be East. ************************************************** 3.2. Vitals walkthrough. ************************************************** Campaign description: "With the help of Nature magic the young Vitals heroine finds out that she will face not only the usual enemy. In the world of the ether a new enemy appeared, who puts it's existence in danger". ********************************************* 3.2.1. Synthets' invasion. ********************************************* Chapter description: "Eileen from the Rowan-tree clan has to find out, why the Synthets one more time invaded the Vitals territory". When the map is loaded, you'll see Eileen. She'll have a dialog with elders, without seeing them. On the northern border of Forest state, near the Blackthorn fortress there was a small battle with Synthets. From that time there wasn't any news from the Blackthorn fortress. The elders will send Eileen to find out what has happened. Then you'll see a small game movie, where Eileen travels North. When she is near the entrance to Blackthorn fortress, she'll talk to Nadan, the watchman. Nadan will send Eileen to T'enan, the commander of the fortress. Then the character will enter the fortress, and Nadan will close the gate. Then you'll take control over Eileen for a little while. There is nothing special to do here now, so just move forward and trigger the dialog with T'enan. Eileen will say that she can take care of the enemy. She asks T'enan to explain, why the battle lasts too long. T'enan will answer, that the real war began. A great army of Synthets attacked the fortress. The invasion has been hardly held. T'enan asks Eileen to look into the magical cup near eastern wall. Eileen will walk to the cup, look into it and see the scene. To the North-East of the Blackthorn fortress one of the Synthets' leader, "Omega-400E Devastator" hurry up his army to assault the fortress. The landing force will attack the fortress from the ship, but fail. Then the camera returns to Eileen. She'll ask T'enan what to do. He'll answer that he isn't afraid for the fortress, but then he'll remark, that Kilan the Fearless needs help. He holds back the enemy for 8 days alone. Then you'll take a true control over Eileen. Let us begin our adventure! Your basic active pack of cards: Thick forest x 2; Sharp claws x 3; Ether drop x 4; Spitting Fingus x 4; Tick warrior x 3. Eileen is level 1, her inventory is empty, and she hasn't any specialization. Talk to T'enan. Eileen will ask him about the teleports. T'enan will remark, that the shortest road to Kilan is through the teleport near the northern wall. He adds that to the South of the teleport's exit lives Rulana the Hermitess, a powerful sorceress, who can give you some useful spells. Dialogs with Lona, who guards the eastern enter, and with Nadan, who guards the southern entrance, are useless. If you look into the magical cup in the north-western part of the fortress, you'll see a battle scene with Kilan. Enter the teleport near the northern wall. Gather plant resource and travel North. Battle with the Spitting Fingus. ------------------------------ Spitting Fingus. 10 HP. Level 1. Specialization: Finguses' immortality. Pack of cards: Ether drop; Spitting Fingus; Sanitation. Enemy tactics: delay the battle, waiting for the ether disturbance, during which it can survive with the help of Sanitation. Tactics against this enemy: kill all enemy Finguses; attack with ticks and strengthen them with magic; try to defeat the enemy as fast as you can. Exp. reward: 20. Cards received: Mystic Hornet, Magic Hornet. ------------------------------ You can add received cards to your active pack of cards. The flying creatures will be useful. Gather 2 plant resources to the North-East and travel West. You'll come to the "cross-roads". To the North and to the South the resources are guarded, but the main way lies to the West. If you need experience, cards and resources, it is better to defeat the enemies to the North and to the South. But it is not necessary. If you want resources then I recommend you to defeat the Carnivorous Fingus to the North first, because he'll give you a good spell as a reward. ------------------------------ Carnivorous Fingus. 13 HP. Level 2. Specialization: Finguses' immortality. Pack of cards: Spitting Fingus; Carnivorous Fingus; Bless of the forest; Sharp claws; Thick forest. Enemy tactics: raise the attack of Carnivorous Finguses and then sacrifice them to kill your creatures or to damage your hero; delay the battle, waiting for the ether disturbance. Tactics against this enemy: attack it with the flying creatures, raising their attack; note that Carnivorous Finguses can kill your strengthened creature, so try to strengthen several flying creatures. Exp. reward: 25. Cards received: Dark forest, Sacrifice power. ------------------------------ After the battle exchange Thick forest for the Dark forest in your active pack of cards, because their ether cost is equal, but the Dark forest is 3 times more effective. Gather the plant resources and conquer the Garden of Mandragora. After that battle with the Treant Sapling to the South. ------------------------------ Treant Sapling. 10 HP. Level 1. Specialization: Vampire Treant. Pack of cards: Ether drop; Treant Sapling; Sharp claws; Thick forest. Enemy tactics: raise it's Treant Saplings' attack attribute and attack. Tactics against this enemy: use Dark forest as fast as you can; attack it with the flying creatures, raising their attributes; use finguses as a shield. Exp. reward: 20. Cards received: Sacrifice power, Mystic Hornet. ------------------------------ Gather the plant resources and conquer the Garden of Mandragora. Now you can travel West and battle with the Mech Worm. ------------------------------ Mech Worm. 13 HP. Level 2. Specialization: Creatures resurrection. Pack of cards: Mech Worm; Distorted upgrade; Reanimation; Enfeeblement; Breakage. Enemy tactics: raise it's Mech Worms' attack attribute and attack, paralyzing and weakening your guardians. Tactics against this enemy: use Dark forest as fast as you can; attack it with the flying creatures, raising their attributes; use finguses as a shield against strengthened worms and treants against the weak worms. Exp. reward: 25. Cards received: Ether harvest; Ether support. ------------------------------ Go to the Sacred place of knowledge and learn your first specialization - Free Casting. Don't forget to equip it in Inventory window. Gather the plant resource to the South. Travel South and talk to Rulana. She considers that the Life spring is the main aim of Synthets. The Life spring is in the center of Vital's territory. She asks to bring her 10 plants and 5 stones. Move to the North-West until you see the Life Protector shrine. Attack the Bee Warrior to the South-East of the Life Protector shrine. ------------------------------ Bee Warrior. 10 HP. Level 1. Specialization: Creatures resurrection. Pack of cards: Bee Warrior; Sharp claws; Sanitation. Enemy tactics: raise it's Bees' attack attribute and attack. Tactics against this enemy: use Dark forest as fast as you can; note, that you can only defend with the help of flying creatures. Exp. reward: 20. Cards received: Dark forest, Dissolution. ------------------------------ After the battle exchange Thick forest for the Dark forest in your active pack of cards. Take the stone resource, which was guarded by the Bee Warrior. Travel West and take another stone resource near the water. I recommend you to return to Rulana. Talk to her, tell her that you've got all the resources, and exchange them for several cards: Treant Sapling x 2; Treant x 2; Bless of the forest. Exchange Sharp claws for the Bless of the forest in your active pack of cards. Exchange ticks for the treants in your active pack of cards, because treants are much stronger (they regenerate). Return to the Life Protector shrine and battle with the Mini Hopper to the North-West of it. ------------------------------ Mini Hopper. 13 HP. Level 2. Specialization: Iron skin. Pack of cards: Mini Hopper; Distorted upgrade; Enfeeblement. Enemy tactics: raise it's Mini Hoppers' attack attribute and attack, paralyzing your guardians. Tactics against this enemy: use Dark forest as fast as you can; attack it with the flying creatures and treants. Exp. reward: 25. Cards received: Ether support; Dark forest; Ether harvest. ------------------------------ After the battle exchange Thick forest for the Dark forest in your active pack of cards (if you've got Thick forest in the active pack of cards). Search the monster's corpse for the Dissolution and Ether harvest. Collect 2 plant resources to the North-West and travel East. Before battling the Wall of illusion, collect 2 plant resources. When you are ready, battle the Wall of illusion. ------------------------------ Wall of illusion. 16 HP. Level 3. Specialization: Dazzling Illusion. Pack of cards: Wall of illusion; Enfeeblement; weakening gas. Enemy tactics: weaken your creatures and delay the battle, waiting for the ether disturbance. Tactics against this enemy: quickly use all the strengthen magic on 1 creature and kill all the enemy guardians. Then take care of the enemy. Exp. reward: 75. Cards received: Sacrifice power; Ether support. ------------------------------ Enter the fortress. Take plant and stone resources to the North. If you look into the magical cup in the fortress, you'll see a battle scene with Kilan. If you proceed to the East you'll face a hero, who can be named the boss of this chapter - Omega-400E "Demolition man". ------------------------------ Omega-400E "Demolition man". 18 HP. Level 3. Specialization: Physical resonance. Pack of cards: Mech Worm; Distorted upgrade; Mech Wurm; Paralyze; Mech Wyrm; Deprivation of power; Body exchange; Breakage. Enemy tactics: rase it's creatures' attack attribute and attack, paralyzing and weakening your guardians; delay the battle, waiting for the ether disturbance. Tactics against this enemy: use Dark forest as fast as you can; attack it with the flying creatures, raising their attributes; use treants as a shield; if the enemy uses weakening spell, counter with strengthen spell. Exp. reward: 75. Cards received: none. ------------------------------ After dealing with Omega-400E "Demolition man" go East and collect 3 plant resources and 1 stone resource to the North and to the South of the teleport. Use the teleport to travel to the Blackthorn fortress. Talk to T'enan. He'll give you these spells: Treant Sapling x 2; Old Treant x 2; Ancient Treant x 2. T'enan will tell you that Eileen can travel through the southern gate. Suddenly Rulana will appear. She'll you that a strange female woman is traveling South. So, you must hurry. You can equip some new cards if you want. To finish the chapter exit through the southern gate. ********************************************* 3.2.2. Life spring. ********************************************* Chapter description: "Eileen traces the way of Synthets to the Forbidden forest. There she must protect the Life spring from "Rusty" enemies and from unknown female warrior, who was met on the road". ******************************************************* 4. Character's attributes. ******************************************************* #1. Level - shows how strong and experienced is the character. #2. Health - shows how much damage a character must receive to perish. #3. Magic - shows how much magic energy remains. #4. Magic channels - show how much magic the character can spend during the current turn. #5. Specialization - character's current Specialization. ******************************************************* 5. Skill list. ******************************************************* #1. Artificer - allows use of artifacts several times in battle: 2 times (the beginner). #2. Channeling - delays ether disturbance for hero and precipitates it for the enemy: for 1 turn (the beginner). #3. Concentration - hero receives additional spell cards in battle: each 4 turns (the beginner). #4. Learning - hero receives more experience points: +15% exp (the beginner). #5. Luck - increases the chance of hero's specialization to work. #6. Regeneration - character's health during battle restores by 1 point: each 3 turns (the beginner). #7. Resources - your character can use a spell card more than once each combat: 2 times (the beginner). #8. Strength - increases health: +10% (the beginner). #9. Suppression - decreases the chance an enemy's specialization to work. ******************************************************* 6. Specialization list. ******************************************************* #1. Finguses' immortality - every fingus summoned by the character has a chance to regen when it's health drops to zero. #2. Vampire Treant - any treant under the hero's control after hitting the enemy hero has a chance to give the equal health to it's master. #3. Creatures resurrection - each combat round, there is a chance that a creature from the tomb will return to the hero's hand. #4. Free Casting - the character has a chance to cast a spell without paying it's magic cost. (additional cost isn't ignored). #5. Iron skin - the character has a chance to avoid any physical damage in battle. #6. Dazzling Illusion - each time an enemy creature is blocked by a wall of illusion under the character's control, there is chance that the blocked creature will be charmed with the "Enfeeblement". #7. Physical resonance - the character has a chance to deal 1 damage to every hero and enemy creature on the battlefield every time he is damaged by a physical attack. ******************************************************* 7. Artifact list. ******************************************************* Will be added. ******************************************************* 8. Charm list. ******************************************************* ************************************************** 8.1. Synthets' charms. ************************************************** #1. Distorted upgrade. #2. Enfeeblement. #3. Breakage. #4. Paralyze. #5. Deprivation of power. ************************************************** 8.2. Chaots' charms. ************************************************** ************************************************** 8.3. Vitals' charms. ************************************************** #1. Thick forest. #2. Sharp claws. #3. Sanitation. #4. Bless of the forest. #5. Dark forest. #6. Ether harvest. #7. Ether support. #8. Dissolution. ************************************************** 8.4. Kinets' charms. ************************************************** ************************************************** 8.5. Pale charms. ************************************************** ******************************************************* 9. Sorcery list. ******************************************************* ************************************************** 9.1. Synthets' sorcery. ************************************************** #1. Reanimation. #2. Body exchange. ************************************************** 9.2. Chaots' sorcery. ************************************************** ************************************************** 9.3. Vitals' sorcery. ************************************************** #1. Ether drop. #2. Sacrifice power. ************************************************** 9.4. Kinets' sorcery. ************************************************** ************************************************** 9.5. Pale sorcery. ************************************************** ******************************************************* 10. Creatures' attribute list. ******************************************************* #1. First strike - the possessor always strike first, when he faces the enemy creature on the battlefield and if the enemy creature hasn't the same attribute. #2. Huntress's shot - For the forced rest the possessor destroys the creature with attack equal or greater than 4. #3. Flying - the possessor can't be blocked by the land creatures. #4. Blood-thirsty - the possessor attacks until attack points are fully spended. #5. Tireless - the possessor can't be forced to rest by the enemy. #6. Agressive - you can't control this creature, and it always attacks the enemy hero. #7. Regeneration - when the possessor's health drops to 0, the is a chance of restoring all the health. The higher is the level of regeneration, the higher is the chance. If regeneration haven't worked, the possessor dies. #8. Ether defense - the possessor can't be aimed by the enemy spells and the enemy creatures' special attacks. ******************************************************* 11. Creature list. ******************************************************* ************************************************** 11.1. Synthets' creatures. ************************************************** #1. Female Necromancer. Stats: attack - 6, defense - 6 Half-woman, half-bird that strikingly resembles Death. She's always ready to turn her enemies to dust and has the special ability of bringing defeated beings of her own race back to life. Even after she is destroyed you can never be certain that she will not rise from the ashes the next moment. #2. Male Necromancer. Stats: attack - 8, defense - 8 This heartless creature tears the hearts out of living beings in desperate hope to replace it's own, but the new heart always refuses to beat in its dead breast. He is blind and deaf, but he feels other life around him and takes it without remorse. Defeating an Iron Warrior is extremely difficult and even mortal wounds will heal in a split second. If his master orders so, he can resurrect a dead servant and bring him back to the battlefield. #3. Mini Hopper. Stats: attack - 1, defense - 2 Hoppers were once collected for their beauty and carefree habits. The Synthets then modified them into awe-inspiring and dangerous beings. They now willingly serve their masters on the battlefield. The Mini Hopper, although not very powerful, is ready to rush into battle immediately after it is summoned. This vicious creature is known for knocking one spell from its enemy's hand with each attack. Mini Hopper will magically reappear after death if 3 or more creatures owned by its master have died since. #4. Mech Worm. Stats: attack - 1, defense - 1 Worms continuously moult, changing their appearance and armour shell as they grow. This worm is the weakest one of its class, but when its master summons a Mech Worm, it immediately rushes into battle and virtually nothing can stop this "killing machine". Only a mortal wound can slow down its thrust, but as long as the Mech Worm remains alive it only craves one thing: to pierce it's victim with its dreadful metal jaws. It can regenerate its mortal wounds completely if its master agrees to pay for it. #5. Cutter Man. Stats: attack - 7, defense - 4 This horrible creature is kin to Razor Man. Although not so strong, he too can rip protective enchantments off his enemy. These mechanized creatures engage in battle so passionately that when fatigue finally overcomes them it's almost like death. To make any of them raise their lethal weapons again, their master must offer up a sacrifice. #6. Wall of Distortion. Stats: attack - 0, defense - 8 Wall of Distortion has been punished for its past crimes: once it used to appear before wanderers' sight only to lead them away into nether world. Now it is doomed to serve as a ...peacemaker. She is capable of stopping even the most furious battle, but only by the cost of its dear life. #7. Mech Wurm. Stats: attack - 3, defense - 2 Unlike weaker but more aggressive Mech Worm, this creature would take its time before rushing into battle when summoned. But as soon as it overcomes its birth shock, it needs no order to dart into fight. Not even a mortal wound can stop its frenzy: revived, it will come to battle again, but for no less than three Ether drops. #8. Razor Man. Stats: attack - 11, defense - 8 This synthesized creature is the strongest one of the three carriers of an age-old secret. Long ago the White Lord, master of the Ether World, selected one representative from each race, the Kinets, Chaots and Vitals and inserted a magic stone into each of their bodies. The person who manages to assemble a necklace of these stones will control Ether World. This horrible creature will cut its enemies to pieces trying to find this treasure. Not many can withstand its attack, but if the opponent manages to survive, all spells cast against him will be immediately neutralised. This mechanized creature engages in battle so passionately that when fatigue finally overcomes it, it's almost like death. To make Razor Man raise its lethal weapon again, its master must offer up a sacrifice. #9. Iron Mechos. Stats: attack - 5, defense - 4 Death will come to any creature who dares blocking the way of Mechos: its bite is so poisonous that even the slightest scratch of his mighty jaws would be lethal. Not even this can satisfy his fury: with no regret he would step over the dead body of its victim to sting the enemy hero. #10. Bronze Mechos. Stats: attack - 5, defense - 3 Bronze Mechos has been developed after processing the remains of pre-historic proto-animal which had an improbably strong and mobile maxillary apparatus. After a number of modifications, this creature has developed poisonous glands in its orbital socket (apart from everything else). Accordingly, all wounds inflicted by Mechos to any enemy (except Walls) are fatal, though the effect of the wounds only becomes apparent at the end of the battle. #11. Phantasmal Wall. Stats: attack - 0, defense - 6 Advanced spectral barrier. Passivity typical for this class of creatures, in this particular case has not been confirmed by tests: comparison of indicators undertaken during experimentation revealed the hybrid's increased ability to fight. Using additional energy resources received from Master, it acquires ability to respond to enemies' attacks. Unfortunately, similar properties regarding damage resistance parameter have not been achieved. #12. Iron Mechozaurus. Stats: attack - 7, defense - 5 (Creature can't be affected by any spells or abilities) Iron Mechozaurus has been created after a number of experiments with the 427-SJ model, which is an immature specimen of a species unknown to science. Due to irreversible upgrades, instead of the flesh the body parts particularly vulnerable to cold are now covered with advanced insulating material. Later on all types of Mechozauruses developed ability to transfer energy from the attacked to Master. Besides, Iron Mechozaurus showed an extremely stiff resistance to magic: it cannot be affected by any magic spells or abilities of creatures or heroes. Unfortunately, we have not been able to overcome a serious deficiency of the model, due to which Mechozaurus retained the ability to parasitize on Master, thus regularly causing him harm. All efforts to discover the origins of the initial essence proved futile, but due to positive general development trend, it was decided to keep the working model as is and not make any changes in the memory zone or telescopic, balance and motor segments. #13. Mech Wyrm. Stats: attack - 5, defense - 4 Mech Wyrm is an advanced representative of the class of Worms, distinguished by increased attack and damage resistance parameters. A series of experiments undertaken in order to perfect the initial Mech Worm model yielded ambiguous results. Although the improved specimen showed increase of certain basic parameters and tended to preserve their most valuable ability to regenerate, they needed a considerably longer adaptation period after their summoning. With regard to this tendency it was decided to refrain from further experiments with the initial model. #14. Maxi Hopper. Stats: attack - 3, defense - 4 These creatures were once collected for their beauty and carefree habits. The Synthets then modified them into awe-inspiring and dangerous beings. They now willingly serve their masters on the battlefield. The improved model of Maxi Hopper is not only capable of rushing into battle immediately after it is summoned, but also to knock three spells out of its enemy's hand each time it attacks. This vicious creature would magically reappear after death if at least three creatures belonging to its master have died since. #15. Bronze Abomination. Stats: attack - 1, defense - 2 His formidable creation of Synthet's scientific thought is not only remarkable for its dreadful appearance. Seized by despair, the enemy watches this faultless soldier rise from the dead every time, no matter how hard it suffered in battle. Only one drop of Ether would suffice to bring it back as vigorous as ever. #16. Hopper. Stats: attack - 2, defense - 3 Woe to a hero misled by Hopper's seemingly playful and careless sight. It fiercely throws itself into action at its master's first call. It is also known for knocking two spells out of its enemy's hand with each strike. One unfriendly Hopper on the battlefield is a mishap, but two of them are a disaster. ************************************************** 11.2. Chaots' creatures. ************************************************** #1. Orc Warrior. Stats: attack - 4, defense - 2 Even a small break in the battle is like torture to a Fighter Orc, who lives for constant combat. By just appearing on the battlefield he can inspire his fellow Orcs to heroism and even after total exhaustion brother Orcs will get a second wind and rush into combat to crush the enemy. #2. Orc Guard. Stats: attack - 2, defense - 5 Guards believe that their solemn duty is to protect their master, which often causes them to look down upon their bloodthirsty brothers. There are times when the heat of battle can light flames of recklessness even in Guards, and then a battle cry of fellow Orcs will force them to rush into attack. #3. Orc Elder. Stats: attack - 6, defense - 4 Only an Orc who has won a thousand victories can become the Elder and only for him will the way to the Valley of the Dead open. The eldest Orc will be waiting for the winner in the dismal valley, to give him the Chief's Axe in exchange for battle trophies - an awesome weapon that never misses it's target. The mere presence of the Elder on the battlefield inspires the Orcs so much, they forget about fatigue and rush to meet the enemy with tremendous energy. #4. Kobold Warrior. Stats: attack - 2, defense - 1 The Chaots know that there are more attractive, wiser and stronger creatures than Kobold Warriors. But there are none braver! It would be difficult to fight battles without them. Their blood-curdling battle cries send chills down the spines of enemies and encourage fellow Kobolds to attack with renewed rage. #5. Kobold Elder. Stats: attack - 2, defense - 2 Elders do not rule the Kobolds for an indefinite time. When they are either killed in battle or quietly die of old age, The Kobolds will go on the first night to the dark Death Rock. The one who reaches the summit first - be it by force or by cunning - will be the Kobolds' new ruler. His power is the highest and all Kobolds must unquestioningly comply with any of the Elder's orders. #6. Kobold Guard. Stats: attack - 1, defense - 3 Dungeon creatures do not feel at ease in the world of light. They'd be glad to go back but they cannot abandon their master. They loyally guard their master's peace. And when danger comes, the Guard boldly goes to face the enemy. However it would be unwilling to attack unless supported by his fellow Kobolds. #7. Giant Bat. Stats: attack - 5, defense - 4 This flying bloodthirsty killer races in the dark like an arrow, secretly bringing death to all living creatures around. Everybody is afraid of the silent invisible sweep of its wings; however, its lightning-fast lethal bites are even more frightening, since they can weaken even the most full-bloodied and powerful creature. #8. Vampire Bat. Stats: attack - 6, defense - 6 The Vampire Bat always craves its enemy's blood and will seek it at any cost in order to pass its life-giving power to its master. #9. Stink Rat. Stats: attack - 1, defense - 1 Rats have become worthy servants of the Chaots. Although small, Stink Rat can become an irreplaceable spell in the hand of a beginner due to its very low cost. #10. Disease Rat. Stats: attack - 1, defense - 2 These shouldn't be treated lightly. Their sharp teeth are dangerous both to the living and the dead. If a rat wishes so, the servant of the enemy who had a misfortune of giving it a bad turn, would never come back from the land of the dead. #11. Ogre King. Stats: attack - 6, defense - 5 Nothing can withstand the Ogre King's onslaught, who crushes huge rocks and tall oak trees with the slightest of effort. He craves the total destruction of his enemies: he needs no rest after attack even if he has received most serious wounds. Even slaying the enemy beast will not satisfy his craving for blood. He would trample down his victim to deliver his mighty blow to its summoner. #12. Cyclops. Stats: attack - 9, defense - 9 There is only one thing that these one-eyed creatures fear, that they will not notice the cunning enemy who is capable of killing them. The Cyclops will wipe out everything in its path - be it living or dead. They crush their enemies with huge fists, or throw giant stones from a distance. They believe that when the world is empty enemies will have nowhere to hide. #13. Kobold Shaman. Stats: attack - 0, defense - 1 Kobold Shaman is born to lead troops in battle. As soon as it issues a call to Kobolds, brave warriors rush into combat. But if Shaman believes that to be insufficient, he summons magic. He knows how to call up spirits of the dead and direct their rage towards the enemy. Sorcery does not come easy to Shaman: after performing a miracle, he has to sit down and have a rest, to restore his magic powers. #14. Silicon Wall. Stats: attack - 0, defense - 7 All walls contain small amounts of silicon - a rock which is strong as steel. However, Silicon Walls are made exclusively of this matter. As soon as one of them appears on the battlefield, silicon particles in other friendly walls start to grow and arrange themselves into tough lattices. That's why all Chaots' walls become stronger and less vulnerable when a Silicon Wall is present nearby. ************************************************** 11.3. Vitals' creatures. ************************************************** #1. Bee Warrior. Stats: attack - 1, defense - 1 Bee Warrior comes to the world only to sting the enemies. It was one of the first forest creatures adopted by Vitals sorcerers, and they still honor this small insect as a faultless servant. #2. Bee Worker. Stats: attack - 1, defense - 2 Bee Warrior comes to the world only to sting the enemies. It was one of the first forest creatures adopted by Vitals sorcerers, and they still honor this small insect as a faultless servant. #3. Bee Queen. Stats: attack - 1, defense - 1 Bee Queen inspires its subjects to go into battle. She benevolently allows other bees to devote their feats to her, and gives the swarm a chance to attack the offender first; sometimes this decides the outcome of the battle. #4. Mother Bee. Stats: attack - 0, defense - 1 Nature itself protects the Mother Bee. The bee of all bees never touches dirty work. It's not concerned about protecting itself or getting food. It's the only one who can give birth to ever new warriors bees, increasing their number to infinity... #5. Spitting Fingus. Stats: attack - 0, defense - 2 Mysterious fruit of Flora and Fauna, it cleverly uses its dual nature in battle. Like a flower with roots in the earth, it cannot attack enemies on its own free will. But like an animal, it can answer a blow with a blow protecting itself. It gains the utmost power only with its last breath: if its master decides to sacrifice its life, this faithful servant would deprive an enemy of one life point before it dies. #6. Giant Fingus. Stats: attack - 2, defense - 7 Until the time comes, the master spares this creature and takes good care of it, accumulating its power. If a fully-grown Predatory Flower is sacrificed, it will cause any enemy creature as much damage with its last breath as if it was capable of attack. #7. Tree Snake. Stats: attack - 1, defense - 1 The snake which lives on trees packs a lot of rage. Every time it stings an enemy hero, its force grows. #8. Mystic Hornet. Stats: attack - 3, defense - 3 Even a small drop of their poison falling on the enemy would definitely kill him. Nobody is safe from this sad fate. Creatures of dungeons, beings who live high in the mountains, a stone wall or a spirit - everybody and everything will be eaten through by the caustic poison, every creature will be pierced by the sting of the flying killers. #9. Tick Worker. Stats: attack - 1, defense - 3 Ticks are small and look entirely harmless. But let the enemies have no false hopes: nobody is safe from these warriors! You can try to avoid death if you encounter an ordinary Warrior Tick. But if the warrior is helped by a Worker Tick it's going to be much tougher; after all, the worker's job is to inspire fellow ticks for a mortal combat and give them more strength. #10. Evileye. Stats: attack - 3, defense - 3 They say once upon a time beholder decided it can see everything, so it has been punished for that: now it must keep vigil all the time. It can move through any non-flying walls and destroy spells by a single blow. And another scary thing: beholders can hit enemies from afar. Though beholder's look is only lethal if the enemy's strength is near the end. But if a pack of beholders come together on the battlefield, they'll be able to overcome even fresh and strong opponents. #11. Mantis. Stats: attack - 4, defense - 4 Each staff blow weakens them so much, they must catch their breath. These cunning creatures of Ether of Vitality only need to take one hypnotic look to stop any of the enemy's servants. And the enemy creature can try as hard as it knows how - it will be unable to move, overcome by a wave of irresistible fatigue... #12. Mantis Scribe. Stats: attack - 5, defense - 5 They scrupulously keep records of glorious battles their master took part in. Nothing escapes their keen eye; all feats of the master will be described in detail, for the descendents' benefit. The Scribe serves the master so zealously, as soon as the mantis' pen touches the paper the "walls" protecting enemies from blows fell down. #13. Mantis Patriarchis. Stats: attack - 6, defense - 6 Enemies tremble when Mantis Patriarch comes to the battlefield! Not only can he take the enemy hero's strength to give it to his master. If a Vital wishes so, the oldest of mantises will never allow enemy creatures of the same kind to take part in battle, regardless of how numerous or strong they happen to be. #14. Evileye Warrior. Stats: attack - 5, defense - 3 The more creatures of its kind stand by his side, the more damage can the Evileye Warrior cause, the more powerful enemies it can destroy. The roots of its fury lie in the eternal rivalry of all-seeing creatures, whom Nature generously endowed with martial abilities and who are permanently fighting for the place in the sun. They serve a single Master, so they cannot fight each other and have to vent their rage on enemy creatures. #15. Carnivorous Fingus. Stats: attack - 0, defense - 6 Until the time comes, the master spares this creature and takes good care of it, accumulating its power. If a fully-grown Carnivorous Fingus is sacrificed, it will cause any enemy creature as much damage with its last breath as if it was capable of attack. #16. Treant Sapling. Stats: attack - 1, defense - 1 The oldest of the Vitals still remember the horrible battle when a great number of Treants found their deaths. And those who survived went to primeval forests, and for years nothing has been heard about them. But one day they returned to their masters. It's not so easy to deal with a Treant, even if it is only a Sapling. If the master wishes so, Treant Sapling can rise from the dead and get back to battle, to crush the enemies to the Vitals' glory. #17. Ancient Treant. Stats: attack - 4, defense - 4 Ancient Treants are more experienced and able than younger ones. If any of them kills the opponent creatures, he can strike the enemy hero himself. Treants are very enduring: only a tiny drop of ether can bring a mortally wounded Treant back to battle. #18. Grass Snake. Stats: attack - 1, defense - 1 Snakes are not believed to be the wisest and most cunning creatures for nothing. The one which hides in the grass knows that the best defence is offence, so it always strikes first. #19. Tick warrior. #20. Magic Hornet. #21. Treant. #22. Old Treant. ************************************************** 11.4. Kinets' creatures. ************************************************** #1. Green Dragon. Stats: attack - 7, defense - 8 Hey say that the Green Dragon's scales are made of emeralds. If the master allows the Green Dragon to rest, the Dragon will destroy even the strongest of the enemy hero's bodyguards. #2. Lamia Warlock. Stats: attack - 9, defense - 5 An unquenchable thirst for blood keeps the Lamia Warlock going. Even if she's unable to destroy the enemy, the Warlock will try to get at least an ounce of strength from him, and humbly bring it back to her master. #3. Aviak Elder. Stats: attack - 2, defense - 2 It has been established that presence of the Elder increases the fighting spirit and endurance of all Aviaks taking part in combat. #4. Lamia Warlord. Stats: attack - 7, defense - 8 It is well known that the gaze of the Lamia Warlord is hypnotic. She has the ability of stopping her opponent with her stare and gaining the first strike. If the creature sent by the enemy hero to deflect her blow would die, Lamia Warlord will deliver what is left from her strength to her victim's master. #5. Cleric Spirit. Stats: attack - 1, defense - 5 Cleric Spirit is the mentor of his Master's servants. His charms can make all Spirit Warriors stronger and more enduring. Not only has he power over living spirits, but also over those who have already crossed the border of the world of the dead. Only a small drop of ether will help him bring a Spirit Warrior back to life. #6. Wall of Breeze. Stats: attack - 0, defense - 6 For protection, the Kinet warrior calls a wispy flying Wall of Breeze. This creature is ideal for defence. However, despite the fact that it cannot attack enemies, high magic of Kinets can arm Wall of Breeze with lethal blades. #7. Aviak Scout. Stats: attack - 1, defense - 2 Aviak Scout is a good fighter and a reliable servant. Its main merit is that he can fly, and thus can only be stopped by creatures with similar ability. #8. Air Elemental. Stats: attack - 3, defense - 6 Air Elemental cannot be blocked during battle: its ice-cold breath paralyses the enemy creatures for a fraction of second, but this is enough for the Elemental to deliver his blow to their Master. And since it spends little energy for these attacks, Air Elemental needs no rest after the strike. #9. Lamia Monk. Stats: attack - 4, defense - 8 Lamias are difficult to predict, and not a lot is known about them. Currently the Learned Council does not have a clear explanation of why the Lamias often take the Kinets' side in battles. An unquestionable advantage of their loyalty to the Kinets is these creatures' aggressiveness towards other representatives of their kind who take the opposition's side. If they see another Lamia fighting for the enemy army, these half-women, half-snakes will swipe away everyone who happens to be between them and their rival. Lamia Monk is the least aggressive creature of their kind. The Kinets value her for her ability to make deals with the keepers of the kingdom of the dead. The priestess can bring back any of her lost sisters so that they are able to protect the master again. #10. Lamia Monk. Stats: attack - 7, defense - 7 Lamia Warrior is very aggressive. She knows no pity and will deal harshly with enemy servants in trying to get to the enemy hero. No other creature is capable of deflecting her blow if her master owns at least one more Lamia. #11. Blue Dragon. Stats: attack - 9, defense - 9 Long ago the Blue Dragon had the ability to give life and raise the dead. But he was then damned and sentenced to eternal exile among the clouds. He moves as swiftly as a thunderstorm, and nobody can escape him. His voice crushes his opponent like thunder. When he flaps his wings, all enemies above the ground suffer dangerous wounds. #12. Gibberling. Stats: attack - 3, defense - 1 Gibberlings are evil creatures that stop fighting only when they decide to. After resting they often need magical assistance in rising again. During combat a single Gibberling will be much less active than a pair or more of them. However once Gibberling rushes into battle, no creature or spell can block its way. #13. Aviak Assassin. Stats: attack - 2, defense - 1 For many generations the Kinets have been selecting Winged Warriors who displayed not only combat skills but a highly developed intellect as well. This long selection process has brought amazing results: certain representatives of this breed have unexpectedly acquired extremely useful abilities: No creature can stop an Aviak Assassin, only the opponent's "wall" is capable of blocking its way. #14. Black Dragon. Stats: attack - 8, defense - 9 His mighty spirit who dwells among the snow-covered mountain peaks has the power of life and death over residents of the valleys. He knows no equals in combat, but being accustomed to the vast, empty space of the skies, he pays little attention to those who fight by his side. If the Black Dragon is allowed to take rest instead of attacking, he will be able to destroy any resting creature indicated by his master. #15. Gibberling Instigator. Stats: attack - 3, defense - 1 Gibberling Instigators are known for their independence and carelessness. After his first attack, only a special spell can make him rise again. However, its small size gives him an invaluable advantage: nimble and swift, he will deliver his blow directly to the enemy hero, and there is no way to block his attack. #16. Aviak Marksman. Stats: attack - 2, defense - 1 Experts have noted a special ability in the Aviak Marksman as it can strike a precision blow to an opponent while the opponent is attacking. ************************************************** 11.5. Pale creatures. ************************************************** #1. Pale Revenant. This creature comes to play as an enchantment, that is it doesn't appear at once, it waits for a certain trigger. In this case, the trigger is a sorcery spell performed by any hero. Pale Redeemer arrives from an outerplane at the very moment the sorcery is cast. Its strength and toughness are determined by the sorcery basic casting cost. However, the creature doesn't participate in the combat after transition, neither it can be harmed. To accomplish its manifestation, you should throw away one of your own spells. You may get it back after a while. Pale Redeemer has a special ability which allows you to sacrifice it to take one random spell to your hand. #2. Pale Redeemer. In terms of abilities and manifestation Pale Redeemer resembles the previous creature. It has one distinctive feature though. Its strength and toughness are defined by ACTUAL casting cost of an ENEMY sorcery spell. Efficiency of some sorcery spells may be pumped up by additional ether. Therefore, the resultant casting cost gets rather high. Unlike Pale Revenant, Redeemer makes use of both basic and additional casting cost of a sorcery. As a result, he may become very strong and tough. For instance, 5/5 or 9/9. #3. Pale Avenger. Enchantment? Yes, it is. Strength and toughness of this warrior are equal to three, when triggered by sorcery from any source. Discard one spell to accomplish manifestation and sacrifice the creature if you are in need for a random spell. ************************************************** 11.6. Other creatures. ************************************************** #1. Huntress. Attributes: first strike; huntress's shot. #2. Maggot. Attributes: flying. #3. Konung. Attributes: blood-thirsty; first strike; tireless; agressive; regeneration (3); ether defense. ******************************************************* 12. Shrine list. ******************************************************* #1. MechWorm Generator. During battles it makes two Wurms of a dead Wyrm and one worm in place of a dead Wurm. #2. Toxic Wastes. It gives off a toxin that weakens everyone inside of it's radius - it can greatly shorten your fight against lower level creatures and other assorted bio creatures who more easily succumb to its effects. #3. Anomalous Gravity. It concentrates ether on flying creatures, holding them on the ground. It also weakens them by taking away 1 power and 1 strength! #4. Monument of Peace. The shrine strives to quell any hostilities, it needs tranquility. That's why every odd turn it casts a Timidity spell, making heroes pay one Ether for every attacking creature of their own. Moreover, it casts a Thirsty Creatures spell every even turn - that's when each friendly creature requires one ether at the beginning of its turn. #5. Temple of Frost Wind. The shrine is a shimmering crystal cage that holds a living blizzard within. The blizzard is always trying to break free from the binding spell and causes an Ice Storm every other turn during combat. The Storm rests all creatures and deprives heroes from relying too heavily on creature spells and their attacking force. #5. Aviak's Sacred Place. This shrine is an Aviak sculpture, a sacred place for these magnificent creatures. All Aviaks get agitated within it's aura. They receive +2 to strength and gain restless ability which makes them attack immediately after being summoned. #6. Treants Luck. All treants that are summoned with the shrine's aural radius received a +1 bonus to their strength as well as to their health. This sacred spot should be of great importance to us in the coming battles. #7. Tick Swarm. The area is crawling with the creatures which soon made sense as for each tick we summoned one additional tick-warrior appeared. There is however a negative affect also as all of the treants are weakened by one point in strength and health. #8. Life Protector. Whenever any creature is killed within a short distance of the shrine, the creatures of the hero who killed it are rested for a turn by a Glitter Dust spell. #9. Wolf shrine. When you are fighting either a Night or a Shadow wolf comes by your side, and they're downright bloodthirsty! It seems to happen about every second turn of yours, if you are within reach of the statue's aura, of course. #10. "Rat Holes". This shrine does wonders to rodents. They get all riled up, that is, they always strike first, and the enemy discards one spell if he's bitten. Besides, these here special rats don't hesitate when called, they go right in and attack at once. #11. Lightning shrine. It empowers all lightning spells and makes them twice as strong. ******************************************************* 13. Credits. ******************************************************* Special thanks to: - Mark Walker for the game manual, which I used to write this Walkthrough. - Etherlords web site for game basics information and for information about the creatures (http://www.etherlords.com). - Nival Interactive web site for game basics information (http://www.nival.com/etherlords2/). - Nival Interactive for creating this game. - www.gamefaqs.com for your existence. ******************************************************* 14. Conclusion. ******************************************************* This concludes my general FAQ for Etherlords II. I hoped my FAQ helped you to get through the game a little. If you have any questions, contributions, concerns, or comments, please, e-mail me at hedin2004@yandex.ru. If your contribution can make a difference on my FAQ, then I will update it with proper recognition to the author. ******************************************************* 15. Disclaimer. ******************************************************* This FAQ may not be placed on any web site or otherwise distributed publicly without my permission. Please, e-mail me if you want to host it (e-mail: hedin2004@yandex.ru). Copyright 2005 Oleg Lyskov