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Submitted by System on 09/03/2006, 09:50. Print file.
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===========================
-- 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


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| Hero Skill | Skill Upgrade Level |
-------------------------------------------------------------------------------
| Level 1 | Level 2 | Level 3 |
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Strength | Life + 10 % | Life + 20 % | Life + 30 % |
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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
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