This is the world of the Etherlords. Ether isthis world's most basic element, the source of all things.
White ether flows from the center of the universe, the symbol of this world and its greatness, the source
of its power. White ether is fickle and unstable, and its flow dissipates into four lesser types of ether to
form the infinite variety of nature. These four types of ether are Chaos, scarlet like blood; Motion, the
blue of the sky; Vitality, green like a fresh leaf; and Synthesis, black as scorched stones. Each plant
and animal owes its existence to these ethers. Ether is more simply known as…. magic.
In this world, there are four intelligent races: Chaots, Kinets, Vitals, and Synthets. Each race is adept
at using ethereal energy and each is primarily bound to one of the four lesser ethers. Some primitive
creatures also have inborn magic, but they cannot develop their powers or acquire new aptitudes
beyond their species’ inherent abilities.
One Etherlord rules each race with absolute authority. Life here passes in an unhurried way, following
the eternal flows of ether. Using these invisible currents, the Etherlords summon heroes to build their
castles, tame wild creatures, dig mines, create portals, and perfect their magical knowledge and skills.
As time marches on, the positions of the heavens slowly change. At last, there comes a moment when
the prime celestial bodies become fully aligned with the center of the Universe. Flows of White ether
suddenly rush toward the Earth and bring upon the Time of Changes. Now renewed in heroes' minds
are the ancient legends of the White Lord, the Master of White Ether living at the edge of the world in
the Temple of Time. During the Time of Changes, the old barriers no longer hold, and the road to the
Temple of Time once again opens. According to legend, the first Lord to enter the Temple of Time will
become the new White Lord, and the old Master will be banished to a far-distant and hostile world.
Thus ends the long-standing peace between the races. The Etherlords themselves do not enter the
battle – their sworn heroes fight in their stead. Following their lieges’ orders, the races’ heroes engage
in mortal combat, deriving strength from the influx of White ether. Those who are stronger and more
adept in its use claim victory. Races forge alliances but they are often no more solid than the blurred
border between light and shadow.
In the race to the Temple of Time, the Etherlords will require large stockpiles of natural and magical
resources to sustain their war campaigns. Yet here, Fate lays more obstacles in the path of the battling
heroes. The White ether flows have enraged wild animals. Evil spirits have risen from the grave; ghostly
beings materialize in the intersections of the ether flows. On roads and trails, near gardens, mines, and
towers, these creatures lurk waiting for unwary passers-by. Each creature is dangerous in its own
unique way; withstanding their bites, blows, and sorcerous powers is a daunting task. Not every hero
will risk such a conflict, but these monsters often guard resources or rare artifacts.
During this conflict, there is only one constant: heroes of any race always behave honorably. They never
deign to engage in physical combat. All battles are fought using only sorceries, enchantments, and
creatures the heroes summon up to assist them.
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The Four Races of the Etherlords
The Chaots, Race of the Ether of Chaos (red)
The children of Chaos are known by the scarlet sheen of their faces, which seem to be
carved of rough stone. Chaots rely on their sturdy, powerful bodies and physical strength.
Unruly by nature, few things cause Chaots any fear. All obstacles exist merely to be
swept out of their way. Chaots have learned to control the creatures as aggressive themselves, those
that live by force and go in packs – rats, wolves, Orcs, Kobolds. Fire, lightning, lava, and earthquakes
– these are the Chaots' natural elements.
The Kinets, Race of the Ether of Motion (blue)
The most intellectual race, the Kinets have impassive faces and delicate, slender frames.
While not immortal, they are long-lived and value life highly. Yet higher still do they value
knowledge. "Strength through knowledge” is the main Kinetic precept. They find allies
among the creatures who also desire freedom and knowledge, from winged Aviaks to powerful
elementals and Lamias. Kinets even control one of the most powerful creatures in the world of the
Etherlords, the mighty dragons. The Kinets' natural elements are water and wind, snowstorms and
floods.
The Vitals, Race of the Ether of Vitality (green)
The Vitals are attuned to nature. They feel and interact with life at a most subtle and basic
level. Using the magic of animals and plants like no other race, their enemies often believe
Nature herself takes the Vitals' side. The inhabitants of the forests, fields, and moors are
the Vitals' allies, from snakes and ticks to bees and mantises. Their prime element is the eternal cycle of
life and death.
The Synthets, Race of the Ether of Synthesis (black)
Synthets are visually unmistakable. Leaving a bare minimum of living matter, Synthets
replace most of their bodies with machinery, which gives them incredible endurance. They
control many mechanical creatures of this world, from simple mechanical worms and
Veloses to pitiless mechanical cutters. Synthets dissolve the barriers between living and dead matter,
reality and illusion, time and information.
* * *
Hail, Etherlord!
In this game, you are cast as one of the four Etherlords with an entire race at your command. Your
ultimate goal is to become the White Lord by being first to reach the Temple of Time. The path to the
Temple is filled with danger. Victory won't come easy – you must be prepared to fight. You must
complete a number of missions, each in a new territory and each more difficult than the last, in order to
reach your goal. Since each Lord derives his power from his Castle, you must protect your own while
destroying the Castles of your enemies. Each mission has a major objective; you will be briefed on this
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before each mission starts. Generally, missions involve exploring territory, accumulating resources,
developing magic, and destroying your enemies.
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What's included
User manual
Game CDs (2)
Box
Game Registration card
Etherlords T-shirt
System requirements
Minimal configuration:
Windows 98/ME/2000, DirectX 7.0 or higher
Pentium II 300 MHz
RAM 64 MB
AGP video-board with 3D accelerator, 8 MB onboard video RAM
Monitor supporting 800x600 dpi resolution
CD-ROM 4x
Sound card
Recommended configuration
Windows 98/ME/2000, DirectX 7.0 or higher
Pentium III 550 MHz
RAM 128 MB
AGP 4x video-board with 3D accelerator, 32 MB onboard video RAM
Monitor supporting 1024x768 dpi resolution
CD-ROM 32x
Sound card
At least 1.4 GB of free hard drive space are required to install the game. An additional 500 MB of free
space is recommended for saved games and the swap-file.
Installation
Insert CD 1 into the CD-ROM drive. The Autorun menu will show up on the screen.
Note: If your CD-ROM Autoplay feature is switched off on your computer, the Autorun menu will not
appear. In that case, run the Autorun.exe program from the CD 1 root directory.
To install the game, follow the instructions on your screen. The Autorun program will prompt you to
choose a directory to install the game (default destination directory is C:\Program Files\Nival
Interactive\Etherlords). After copying the game files, the program will check your DirectX version. If
your DirectX version is older than 7.0, Autorun will offer to update it (you can also choose to install
DirectX manually from the \DirectX directory on CD 2).
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The Etherlords program group will be created in the Start menu of your computer. It includes links to
launch the Etherlords game, read the “Readme” file containing the latest game information, to uninstall
the program, and to visit Etherlords online (www.etherlords.com ).
Uninstalling the game
To uninstall the game, choose Uninstall from the Etherlords program group in the Start menu.
Launching the game
After installation, start the game either by clicking on the Start button in the Autorun program menu or
by choosing the Etherlords program link from the Windows Start menu.
Game Rules – Basic Gameplay
This section describes main rules of the game pertaining to the campaign storyline and individual
missions. Duel mode and Multiplayer games are described later in separate chapters.
Etherlords gameplay is divided into a strategic mode and a tactical (combat) mode. The strategic mode
unfolds on the Territory Map whereas the tactical mode is played out on a separate Combat Screen. In
both modes, gameplay is turn-based.
The Territory Map:
Each mission opens with a brief description of your goals. You are then transferred to the Territory
map. The strategic part of the game occurs on this adventure screen, including exploring the terrain,
gathering resources, capturing structures, and shopping for spells and runes you’ll need for combat.
After giving orders to your heroes, you end your turn by clicking the hourglass icon in the lower righthand corner of the screen.
Each game turn on the Territory map corresponds to one day. During a single turn, you can hire new
heroes and make or dissolve alliances with other races. Through the use of special global spells, you
can erect forts, attack enemy castles, defend your own castle, and challenge enemies in direct combat.
Enemies are also displayed on the Territory map. Enemies can either be heroes controlled by a
competing race or neutral monsters living in the territory. Monsters usually guard access to various
resources. When your hero enters combat, a warning sounds and you enter the Combat Screen.
The Combat Screen:
The tactical part of the game consists of “one-on-one” combat with your hero fighting an enemy in the
battle arena. The two main combatants have no direct contact; instead, they cast various spells and
summon creatures to do the actual fighting.
During a combat round, each side takes turns casting spells, managing resources, and defending against
attacks. At the beginning of its attack phase, each side receives a random selection of spells from its
Spellbook. The characters then selects and casts spells, either to summon creatures, weaken the
enemy, or strengthen their own side. Summoned creatures are sent to attack the enemy spellcaster,
who attempts to block the attack with his own creatures during his defense phase. Combatants
alternate attack and defense phases until one or both sides have been destroyed.
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** Once combat begins, it cannot be interrupted without consequences. Saving a game is not possible
while in combat. Surrendering merely concedes defeat, and your hero will be lost.
If your hero is defeated in combat, he is destroyed, but the mission does not necessarily end. With
enough resources, you can summon new heroes in your Castle. Heroes can also be resurrected with
the proper spell.
Depending on specific mission goals, you accomplish a mission by destroying certain opposing heroes,
an enemy Castle, or completing other particular tasks.
Territory Map (Strategic Mode)
The Territory map is where all strategic events of a mission occur. Depending on the mission, heroes of
different races (controlled by the computer or by other players) may be present on the map at the same
time. At the beginning of each mission you'll usually control one or more heroes of the same race.
Sometimes you may be able to select your race; often it is pre-determined. You will play the same race
until the end of the mission. Heroes may have a Specialization giving them certain powers. Heroes can
acquire other Skills that you may select as they gain experience levels; this is discussed in more detail
under the “Heroes' Parameters” section.
In the single-player campaign game, your allies and enemies are pre-defined. In multiplayer games, you
can select the race you play and, in most missions, players can establish diplomatic relations with each
other (see “Multiplayer Game”).
Castle
The main structure on the map is the Castle; each player has only one Castle. Heroes begin their mission
here. Each Castle has a certain number of Structure Points and can be destroyed if it receives enough
damage from enemy attacks. If your Castle is destroyed, your mission ends in failure. Conversely, in
some missions, your primary goal will be to destroy an enemy Castle. In the Castle, you can also cast
certain global spells like summoning new heroes.
Resources
To support heroes and buy new spells and runes, you need resources. There are eight types of
resources found in the game. Seven of these resources will accumulate in your stockpile on a daily
basis. One resource type is non-accumulating; any unused amount disappears at the end of the day. At
the beginning of a mission, you receive small initial amounts of resources. Thereafter, you need to
search for and accumulate resources yourself. Gathered resources belong to the race as a whole;
individual heroes don’t own or carry resources.
Accumulative Resources: These are either plants or minerals. Plants grow in gardens, while minerals
must be extracted from mines. When you capture a garden or a mine, you begin receiving a certain
amount of that resource daily. Some resources you can freely pick up in various areas of the territory
map, but beware – access to these deposits is usually well guarded! You can also receive resources as
loot after winning a combat. Extracted and spent resources are measured in resource units.
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Plants (uncommon) Minerals (rare) Unique
Mandrake Root Bloody Ruby Frozen Flame
Black Lotus Poison Emerald Smoke Diamond Star Sapphire
You normally need great quantities of uncommon resources (plants), so one of your goals should be to
control as many gardens as you can and to develop them to increase their resource yield.
The demand for rare resources (minerals) depends on your race, since every race has its own preferred
mineral (see chart below). When accumulating resources, you should consider the preference of the
race you control.
Frozen Flame is a unique resource whose deposits and mines are very rare and well-guarded.
However, many uncommon and most rare spells will require this resource, as will upgrading your
buildings, so it is worth your while to seek out these sources.
The non-accumulative resource – Ether. Ether can be found in Ether sources. Heroes initially need
some amount of ether to create their Castle. As mentioned in the prologue, four types of ether exist and
each source is shown in a different color on the map. As a rule, each race creates its Castle near a
source of its preferred ether. Thus, ether of your own race’s type is fairly easy to find. You can also
seize and control another race’s preferred ether source, but the ether income you receive from doing so
will only be half of that received from an ether source of your own racial type. Seizure of an enemy’s
ether can significantly complicate his actions. Ether units are called “ether quanta.”
Ether Balance. Each game turn, you receive a fixed amount of ether from your Castle and any ether
sources you control. Most of your daily ether income is used to support your heroes. Hero upkeep
requires a certain amount of ether quanta daily, and ether consumption increases the higher the hero’s
level. Ether is also used to maintain ongoing global spells you have cast and to cast new global spells in
the Castle (See “Global Spells” for details). Any remaining ether can be used to regenerate your
Castle’s damage, if any. Any ether unused at the end of a game turn is lost; it does not accumulate like
your other resources.
If incoming ether amounts dwindle (e.g. in case you lose one of the sources), these support processes
slow down in reverse order. At first, Castle regeneration stops. Next, the casting of new global spell
slows or stops. Third, ongoing global spells stop as well. If ether resources drop even more, your
heroes won’t receive any experience but will still be able to act.
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Fortunately, the problems caused by lack of ether are reversible. Once you increase your ether
resources or reduce ether consumption (e.g., canceling a global spell or dismissing a hero), the
processes will begin functioning again.
Finally, White ether is not an ordinary resource. Heroes and enemies gain white ether through special
ether channels only during combat; there are no White ether sources found on the map.
Your most important strategic objectives are accumulating new resources, increasing resource
production by upgrading the structures where they are extracted, and capturing enemy resources. If
you successfully achieve these objectives, you will be much closer to victory.
The Appendices include a summary table of all resource types and their sources.
Structures
Besides the Castle, gardens, and mines owned by each race, the map shows many other structures.
Some of these can be captured and used by a single race, while others cannot be owned and all heroes
have free access to them.
The spells and runes necessary for combat can be bought in shops. Shops are any structure used for
trade purposes. Spells are sold in towers and labs, while runes are sold at portals. Small quantities of
runes can sometimes be found for free from gnome merchants or alchemists’ wagons. Towers mainly
sell summoning spells used to summon creatures during combat. Labs focus on other combat spells
with short- and long-term effects.
Some structures can improve heroes’ abilities. For example, teachers and masters can impart
additional experience or skills to a hero. Springs can temporarily extend a hero’s life or increase his
mobility. A gnome-artificer can recharge artifacts found by your heroes. Finally, an altar can increase
daily ether income, but only while the altar remains under your control. See the Appendices for the full
list of structures used in the game.
Mines, gardens, and other structures can be upgraded up to two levels. With each level, the structures’
parameters improve. Daily resource production in mines and gardens increases, new spells become
available in shops, and portals sell runes at lower prices. To upgrade structures you'll need to expend
resources; the higher the level of the structure, the higher the resource cost.
Another structure is the fort, a tower wherein a hero can be garrisoned. A fort has enough space to
accommodate only one hero. Forts provide a large enemy interception radius; any enemy passing
within a certain distance of your fort must fight your hero in order to pass by. By placing your forts
skillfully, an enemy will be unable to reach your structures or Castle unchallenged. Some forts may be
found empty on the map, waiting for you or your opponent to occupy them, while other forts can be
created by special global spells. Maintaining a fort you create with such a spell will cost a certain
amount of your daily ether supply. An enemy cannot capture forts you create yourself, but such forts
can be destroyed.
Spells, runes and artifacts
The only way to attack or defend yourself in the game is to cast spells. Each hero has his own
Spellbook containing 15 spells. These may be different spells or multiple copies of the same spell.
Early in the game, heroes will possess only primitive spells called cantrips; which require no special
components to cast. For stronger and more complex spells, special components called runes are
needed. Runes can be purchased at portals or, rarely, found at gnome merchants or alchemist wagons.
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Heroes can only purchase runes for spells that are in their Spellbook. The number of runes a hero can
purchase and carry depends on his Resource skill. If a hero doesn’t have this skill, he may only buy up
to 5 runes for any spell. The higher a hero’s Resource skill, the more runes he may have (See
“Appendices, Hero Skills” for more).
During each combat round, you will see a set of randomly selected spells from your hero’s Book
appear in his hand at the lower left-hand corner of the combat screen. Cantrips can be cast any number
of times, while more complex spells can only be cast if you have enough runes. Once a spell is cast, it
disappears from your hand for that round. When a hero has no remaining runes for a given spell, it will
no longer appear in his hand each round; instead, other cantrips will be randomly selected. Thus, to
keep a supply of your stronger spells available to your heroes during combat, you will need to replenish
your rune supply between combats.
Spells and runes can be bought at the various types of shops by expending various resources. The cost
and availability of spells depends on the type and level of the shop (See “Appendices, Structures”) and
the number of spells of that type which you already own. The Bargain skill allows a hero to buy spells
and runes at lower prices. Every shop has a “preferred” spell type that cannot be purchased elsewhere.
For example, towers specialize in summoning spells. Portals work the same way – each portal
specializes in runes for spells of a certain type. Runes for other types of spells will cost more.
The total number of spells in the Spellbook always remains 15, so when buying a spell, your hero must
exchange it for another one from his Book. If you buy several identical spells, each successive copy will
cost more. If you have several identical copies of a spell, the chances to receive that spell in your hand
during any give combat round are increased. On the other hand, you can save resources by using the
hero's Resources skill to buy more runes for one spell rather than purchase multiple copies of the same
spell. However, the probability of this spell appearing in your hand during combat does not increase
since it depends on the number of spells in the Spellbook. Part of your planning will be to decide how
to balance and “finance” multiple copies of spells versus multiple runes for each individual spell.
When buying runes, you can either purchase a set of runes needed for all spells or just certain runes for
individual spells, depending on how many resources you have. See the “Shops Interface” section for
more on shopping procedures.
Artifacts are unique objects found only on the Territory map. Any hero who finds an artifact can keep
it for his own use, pass it to another hero, or sell or swap it with another player (see the “Exchange
Interface” section). Artifacts are only used during combat. Furthermore, several combat rounds must
pass before an artifact can be used again in the same combat. The total number of times you can use an
artifact depends on the hero’s Artificer skill. Artifacts are initially found fully charged. Once
expended, they will slowly recharge over time or a Gnome-artificer can recharge them.
In addition to casting spells through individual heroes, you can cast global spells that work on the entire
Territory map. See below for more on global spells.
The Territory Map and the Game Turn – Moving around
On the territory map, you issue movement commands to your heroes. To move, left-click on a hero,
then left-click a location on the map. Be aware that heroes can cover only a certain distance during the
day, depending on their Mobility skill. Sometimes it might take several days (turns) to reach a remote
destination. A destination can either be just a point on the map or a specific object such as an enemy or
structure. If an object is selected as the destination, you are instructing the hero to complete a specific
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task there, e.g. attack an enemy hero or a monster, pick up resources, capture a structure, enter a shop,
learn from a Master, attack a Castle, etc.
Heroes can move to any specified point on the map provided they can see it and there are no
obstructions. Some portions of the map are not immediately visible (the "fog of war") but will become
revealed as the heroes explore the map. Heroes will always try to take the shortest route to a selected
destination, bypassing enemies when possible. Should you wish to fight an enemy on the way to your
eventual destination, you will need to direct your hero to the enemy first and enter combat before
proceeding onward. Heroes move farther along a road in a given turn than they do crossing the
countryside. Mountains, water reservoirs, forest, lava, some bushes, and all structures (except empty
forts) are considered impassable.
Once you have selected all your heroes and their destinations for a given turn, issue the End of Turn
command (by clicking the “hourglass” icon in the lower right-hand corner) to have your heroes execute
your orders. Heroes with more experience will move first. Once you have ended your turn, any
remaining ether from that turn is lost.
Before you end your turn, if you instructed a hero to attack an enemy but the enemy has since moved,
your hero will change his route and still try to move towards the enemy, providing he is still visible.
Otherwise, your hero will stay where he was and wait for your next command.
Enemies
Generally, your enemies are other players representing one or more Lords, depending on the mission.
The Lords of the hostile races order their heroes to attack you and capture your structures, prevent
your moving freely around the territory, and organize ether attacks on your Castle. In single-player
mission and campaign games, the computer controls your enemies. In multiplayer games, you fight one
or more human opponents. Remember, you will never actually face an enemy Lord but must instead
face the heroes he controls. To destroy the Lord himself, you must destroy his Castle. On most maps,
there are also neutral monsters to be overcome as well.
Area of interception. To attack an enemy, you must approach him. Every monster has its own
“interception area,” a space of variable width around the monster, which, if entered by a hero,
automatically triggers combat. Neither your own nor enemy heroes have interception areas; combat
between them can only be initiated by direct contact ordered by a Lord. However, a fort controlled by
a hero does have an interception area. Therefore, forts provide an effective means of controlling
territory since a hero cannot pass by an occupied enemy fort without triggering combat. Building
several forts around your Castle and important structures is an effective means of defense.
When combat begins, the game automatically switches to the tactical mode and the Combat Screen
appears. Confrontations with enemy heroes and neutral monsters on the Territory map happen in
essentially identical ways (see “Combat” and “Combat Screen” sections for more).
Diplomacy
In multiplayer games, players can enter into alliances with each other. In a campaign game, the game
script determines alliances. Any party can terminate alliances at any moment. Any changes in diplomatic
relations become effective on the next turn. Alliances exist exclusively between the two parties; your
relationships with your ally’s other allies and enemies don’t change. Similarly, your ally will not be
obliged to attack your enemies if they are currently not at war with each other.
All monsters are hostile to all players. There can be no alliances with monsters or alliances between
monsters themselves.
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There are four types of alliances:
Ethereal Truce Attacking the other party in ether or casting offensive global spells is not allowed.
Helpful global spells act for both parties.
Land Truce Attacking the other party’s heroes or structures is not allowed.
Shared Access to
Shops
Shared Field of Vision Territory and objects seen by one party’s heroes or structures are visible to the other
Parties can buy spells and runes in each other’s shops.
party too.
All alliances can be formed and terminated independently from each other. A party willing to make an
alliance sends a proposal to the other party. This happens during one game turn. The receiving party
may accept or deny the proposal or send a counter-proposal with a different offer.
Trade
In a multiplayer game, partners can send each other proposals to exchange resources, artifacts, or items
containing global spells. You can trade with any partner regardless of his current diplomatic status. In
the campaign game, the player can also swap or donate resources (for example, to help his allies).
Only accumulative resources (plants and minerals) can be exchanged; ether cannot be exchanged.
Resources can be only exchanged for other resources. Artifacts or global spells can be traded for other
such items or for resources, but you can only trade one artifact or global spell in a single transaction.
The price of resources or artifacts is completely negotiable. Both sides agree on the price and strike a
deal.
Similar to alliances, the party wanting to exchange resources sends a proposal to the other party. The
other party receives the proposal within the same game turn. The receiving party may accept or reject
the proposal or make a counter-proposal.
Combat (Tactical Mode)
The game switches to a tactical combat mode every time a hero enters a monster’s interception area or
is directly ordered to fight an enemy on the Territory map. Combat takes place in an arena representing
a section of the map. Throughout the fight, the combatants (heroes or monsters) stand at a distance
from each other and never make direct contact, using only their spells or summoned creatures to fight.
Combat ends when one or both rivals dies or surrenders. When combat starts, the time count on the
Territory map stops; combat takes place on that same game day. A variation of tactical combat that
happens according to the same rules but takes place in a special arena is “Ether combat.” It begins
with the casting of certain global spells and doesn’t involve any direct confrontation between heroes on
the Territory map (See “Global Spells” section for more).
Combat Phases
Combat proceeds in a turn-based fashion. There are two phases to each combat round: the attack
phase (when you cast spells and attack your enemy) and the defense phase. The phases alternate as
follows: your attack phase, the enemy’s defense phase, the enemy’s attack phase, then your defense
phase. The combat round then ends and the next round begins.
Who attacks first? The first attack belongs to the hero who started the combat. The hero who remains
on his own territory (terrain of "his" color) has the advantage over an enemy hero or
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B
†
E E
Enemy’s hand
Field
O
†
Your hand
B
B – Spell Book, ♣ – Creatures' graveyard, E – ether, O – out of play
monster that happens to be on "alien" terrain. If combat occurs between a hero and a monster belonging
to the same territory or if both are on “alien” territory, the monster has the advantage. If two heroes
start combat on either "home" or "alien" ground, the more experienced hero will have an advantage.
The combatant making the second move is compensated by receiving a sixth spell in his hand, while the
attacker always starts combat with only five spells.
As on the territory map, there are two parts to each combat phase: issuing commands and automatic
actions. During the first part of the attack phase, a hero can cast spells and give commands to
subordinate creatures (e.g. assigning targets). Each side can summon up to 10 creatures to the
battlefield. Some orders (e.g. Sacrifice) will be carried out immediately, while others (e.g. attacking an
enemy hero) can only be executed after the “End of Phase” command is issued and creatures start
acting independently.
Characters ’ parameters in a Combat
All characters including heroes, monsters, and summoned creatures have a parameter indicating their
health status: Life for heroes, Toughness for creatures. The value shows how much damage the
character can sustain before being destroyed. If health reaches zero, the character is killed. Some
heroes and creatures may naturally regenerate some health each turn; summoned creatures can only
regenerate if their owner possesses the necessary ether.
A second parameter called Power applies only to creatures. The Power value shows how many points
of damage the creature can inflict on an enemy within one combat phase.
Battlefield scheme and terms
To describe the game's combat process, we'll use certain terms usually applied to magic card games.
The game zone can be presented as follows (arrows show movement of spells, creatures and ether from
one area to another while the combat lasts; certain specific spells can trigger connections not shown on
the scheme).
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†
E E
B
Enemy’s hand
Field
O
†
Your hand
B
B – Spell Book, ♣ – Creatures' graveyard, E – ether, O – out of play
Spellbook: contains pages with spells; heroes always have 15 pages in their Book. Monsters usually
have fewer than 15 pages, and the number of runes they may use is also limited. Some stronger
monsters may have more than 15 spells. Cantrips can be cast any number of times. More complex
spells can be cast only when there are enough runes available. Combat participants open their Books to
a random page, so the spells they see in their hand during combat are selected randomly. You won't be
able to open pages and use spells you've already seen in a given combat until you have read the whole
Book. Then, if combat is still ongoing, you will open the book and begin reading again.
A Hand is a set of spells from the book available to you during the current combat round. During each
round before the attack phase, one or more randomly selected spells arrive in your hand from your
Book. If there are no runes left for a complex spell, cantrips of the same type will be substituted. When
a new spell arrives, the spells shift in the hand from left to right. When a spell is cast, it disappears. You
can use any of the spells in your hand during the attack phase. There are no restrictions on how long a
hand you can have throughout the attack phase. When the attack phase ends, all spells to the right of the
first 5 are dismissed. Thus, when the defense phase begins, there can be no more than 5 spells left in the
hand. Most spells cannot be cast during defense phase. "Dismissed" spells are unavailable until the end
of combat. Their runes, however, stay with the hero throughout the combat.
White Ether is used to cast spells from your hand. Ether comes each turn before the attack phase. The
number of incoming ether quanta varies depending on the number of ether channels. During combat,
ether flow may remain the same throughout or it may increase by 1 - 2 quanta a turn. This growth
depends on the heroes’ levels. There are spells that add or remove the ether channels and capture
some of the enemy’s ether. The number of ether quanta required to cast the spell is displayed on spells'
tool tips. The numbers may change according to the conditions declared before the combat (see below
for more). During the attack phase, spells in your hand that cost more ether quanta than you currently
have remaining are grayed out.
15
The Field is the arena where the hero, the enemy, and any summoned creatures are situated. This is
where all combat takes place.
Creatures that die on the battlefield are sent to the Graveyard. Creatures may rise from the dead,
either by special spells or their own abilities; they may then return to the field or be summoned again
from the hand. Creatures are located in the graveyard in the order they enter, i.e. recent arrivals are at
the top, while the “older” ones are pushed down toward the bottom. There are also spells which can
permanently remove creatures from the graveyard and send them into the “out of the game” field.
The Out of the Game field is where dismissed spells and removed creatures go. All objects in this field
remain unavailable until the end of the combat.
You can’t see the spells in your enemy’s hand; you can only see the number of spells, the amount of
ether, the number of ether channels, and the number of creatures in his graveyard. The same information
about you is available to the other players in a multiplayer game.
Beginning of combat
Additional combat conditions occur randomly that apply to both sides. For instance, more ether quanta
may be required to summon a creature, or every few turns each side will receive an additional spell.
These conditions are connected to positions of the stars in the sky; you'll be informed in advance while
playing on the Territory map. These astronomical events may last for several days, affecting any combat
occurring during that time.
At the beginning of combat, both sides receive 5 spells in their hand. The defender gets an additional
spell on his first turn. After that, spells come in the usual manner before each side’s attack phase.
Your initial attack phase – summoning creatures
The attack phase starts with the arrival of randomly selected spells from the Book. If the hero possesses
a special ability or Concentration skill, he will get an additional spell every few turns. A certain amount
of ether quanta arrives through ether channels together with the spells. Whether or not you can cast a
given spell in your hand depends on the number of ether quanta you possess; each spell requires a
different amount of ether quanta. One additional limitation: you cannot summon more than 10
creatures to the field, even if you have enough ether. Further summoning spells in your hand
will be grayed out. Some races have spells that can increase the ether quanta they receive in a combat
round.
You can cast any spell in your hand in any order until you use up all your ether. If there is no ether left,
you will have to end your attack phase. All new creatures will be placed on the starting line behind your
hero. Most creatures will not be ready to act immediately once summoned and must rest until the end of
that attack phase. There are a few creatures that do not need initial rest and can be given orders
immediately.
When casting certain spells, you don't have to specify a target; these spells are pre-designed for specific
targets only, like your own or enemy hero or all summoned creatures on one or both sides. Other spells
require that you choose the target. Please note that many spells including “strength” and “hunger” can
affect both your own and enemy creatures, so be careful about choosing a target for them –
strengthening an enemy creature doesn’t exactly help your cause!
When the attack phase begins, you can order your creatures to attack the enemy spellcaster. Not all
creatures are capable of attacking. Bodyguard creatures (walls) and some others can’t attack enemies.
Furthermore, your creatures can’t attack enemy creatures; you can only affect them by casting spells.
Creatures will fight one another only when being used to block an attack on the spellcaster (see
16
“Defense Phase” below). Some creatures may be temporarily unable to attack, including those resting
after being summoned or after acting in the previous phase, creatures you “sent to rest” in exchange for
some useful action, or creatures resting under the influence of enemy spells. Restless (a special ability)
creatures don’t require rest periods. Creatures possessing the Berserk ability will always attack, even
without your orders; it is impossible to bring them back.
Creatures that receive an “Attack” command move up to the line of attack near your hero and wait
there for the “End of Phase” command. You'll need to issue the “End of Phase” command manually by
clicking the lower right-hand corner icon. Until you have done so, you may cancel any of your attack
orders and return your creatures back to their initial positions.
Ending your attack phase, entering the enemy’s defense phase
After the End of Phase command, creatures summoned during this stage rise and become active, but
you'll be able to issue them commands only during your following defense phase. It is now the enemy’s
defense phase, where he defends himself and controls the game. You can’t make any moves until your
enemy finishes his defense phase and his following attack phase.
To defend his hero from your creatures’ attack, the enemy can use spells and creatures as blockers.
The enemy decides which creatures will act as defenders to block your creatures on the attack line and
in what order they will block you. You can’t interfere. After the enemy gives his “End Of Phase”
command, combat between your attacking creatures and the enemy hero’s defenders begins. Your
creatures will try to attack the enemy spellcaster, while his creatures will be blocking your strikes.
If there are no defenders, your creatures will damage the enemy hero directly using all their power, then
return to their positions to rest. The enemy hero can’t fight back himself, but if he has creatures to
defend him, they will absorb the damage. A blocker that receives damage equal to his toughness value
is destroyed and sent to the “graveyard.” If a blocker receives damage less than his toughness value, he
fights back against your creature and damages it using all of his remaining power. Depending on how
powerful the blocker is, your creature may be destroyed and removed to the “graveyard.” Some
defenders may possess the First Strike ability; if so, then your attacking creature will receive damage
f irst. If two creatures with First Strike ability meet, the attacker has the initiative and will strike first.
If a defender has the Regeneration ability, it will not die when defeated but will instead recover its
toughness. This costs the owner a certain amount of ether; if the owner doesn’t have enough ether, the
creature cannot regenerate and dies. If a defending creature uses Regeneration, it may not strike back
at the attacking creature in the same combat phase.
The enemy can assign several creatures to defend against your attacking creatures in a certain order. In
this case, the second defender receives only the damage leftover from the difference between your
attacker’s power and the first defender’s toughness, if any. If the first defender has enough toughness to
withstand your attack, the other defenders will receive no damage. Thus the attacking creature's power
will be divided between the defenders. Conversely, if several blockers strike a single attacking creature,
total damage against the attacker equals the sum of the individual damages caused by each defender.
Once the enemy’s defense phase is over, all creatures return to their starting points. Attackers will rest
there throughout the enemy’s subsequent attack phase and your defense phase. Defenders, on the other
hand, do not require rest. All surviving creatures have their toughness and power fully restored, with a
few minor exceptions.
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The enemy’s attack phase
When the enemy’s attack phase begins, he also receives new spells and ether quanta. The enemy may
then cast any spells he received and/or summon new creatures. Any creatures he orders to attack will
move to the original attack line. Control now returns to you for your defense phase.
Your defense phase
Attacks can be resisted in several ways. First, there are a few special spells available during the defense
phase, but you may not possess them, as they are rare. The most common defense technique is to use
creatures as blockers. You can specify which enemy creature attacks should be blocked. You can use
several blockers against one attacking creature, and they will block that attacker in the order you
specify. By setting defenders against an enemy creature, the attacker won’t be able to directly damage
your hero that turn unless it possesses the Trample ability – such creatures will cause hero damage
equal to their remaining power.
Choosing defenders and their battle order is very important. By planning your defense correctly, your
creatures will be able to repel, damage, and destroy attacking creatures and send them to the
Graveyard. There are certain limitations to defending. Flying creatures can be blocked only by other
flying creatures. Some creatures cannot be blocked at all. Any attacking creatures you failed to block
will damage your hero. After you have cast any available defensive spells and given orders to your
blocking creatures, you issue the “End of Phase” command.
Ending your defense phase
Once you click the “End of Phase” icon, the enemy attackers and your defenders begin to fight
automatically according to the commands they received. Surviving creatures return to their initial
positions and recover their toughness and power. The enemy attackers will rest throughout the following
attack and defense phases unless they possess the Restless ability. Your defenders do not need rest and
are combat-ready.
Your defenders may have Regeneration ability and will use it in combat if they receive damage equal to
or exceeding their toughness. Regeneration costs a certain amount of ether, so you may want not to
spend all your ether during your attack phase and reserve some for regeneration purposes during
defense.
One combat round is now completed. Your new attack phase begins and the cycle continues until one
or both spellcasters are defeated.
Ether disturbance
Prolonged combat and the constant inflow of white ether have an adverse effect on heroes. Starting
after a certain combat round (hero's level + 9), during each following round both sides’ combatants will
receive damage. While there is no way to prevent this effect entirely, it can be delayed if you have the
Channeling skill. This skill will delay the onset of damage to your hero by several rounds, while
causing such damage to occur earlier for your enemy.
End of combat
Combat ends when one or both combatants are destroyed.
If your hero is victorious, he will receive experience points that can be used to upgrade his level or
acquire new hero skills. After victory over monsters, you may also receive loot, usually in the form of
resources. The amount of experience and/or loot received depends on the defeated enemy’s level. If a
hero has the Learning and/or Looting skills, he will gain more experience and/or loot from a victory.
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If your hero is defeated, you will have to continue the game without him, unless you have the global
spell, “Resurrection.”
Global Spells
Aside from “ground combat,” the use of global spells is another route to victory. Your goal is to
destroy or weaken the enemy’s Castle by means of an “ether attack.” Castles have structure points.
When a Castle is attacked, it loses structure points as determined by the attacking hero’s level and his
ether attack skill. A Castle is destroyed when its structure points reach zero.
You can use global spells to attack an enemy’s Castle directly, to challenge your enemy to "ether combat" (a combat in a special “ethereal arena”), or to defend your Castle from the enemy’s ether
attack.
Ether combat differs from ground combat. In ether combat, heroes cannot die, experience points are
not assigned, and artifacts do not change hands. In order to meet in the ethereal arena, heroes do not
need to be located at the same point on the map. For ether combat to take place, the respective Lords
each call one hero to attack and defend the Castle in question.
Some global spells (e.g. “Wrath of the Dead”) may still work after Ether combat, depending on the
outcome.
Use of Global Spells
During a game turn on the Territory map, you can begin producing a global spell in your Castle (see the
Appendices for the list of global spells). When the global spell is ready, it becomes available for casting.
A certain amount of ether is needed to produce a global spell.
Instead of giving a hero a usual movement command, you can order him to start an ether attack on the
enemy’s Castle using a global spell. Conversely, when there is an ether attack on your Castle, you can
order your hero to defend it (producing the appropriate spell will not cost resources but will cost a few
ether). In fact, you may want to assign an "ether defender" to your Castle in advance. If a hero is in an
ether fortification, he has the advantage in “ether” combat.
Once the attacker and defender are appointed, “ether combat” starts and proceeds just like "ground
combat,” with heroes using their Spellbooks and runes in the usual manner. However, at the end of
combat, both heroes remain alive and return to their original positions.
If the Castle defender wins, nothing happens – he just resisted the attack successfully. (Please note that
a global spell cast earlier may affect the outcome). If the attacker wins, the defender’s Castle is
damaged according to the attacker’s power level and ether combat skill. Certain global spells cast on
an attacking hero before ether combat begins may augment the damage he does to the Castle if he is
victorious.
If a Castle loses all of its structure points, it is destroyed. Your Castle can regenerate structure points by
using any ether remaining at the end of a game turn (see “Resources, Ether Balance” for details).
19
Duel Mode
Duel is a separate game mode in which players perform no actions on the Territory map and can only
fight enemies "one-on-one" according to regular ground combat rules. This mode can be either singleplayer (versus computer-controlled enemies) or between two human players. There are no script lines
or missions in duel mode; heroes are prepared in advance and fight until victory is achieved. The sole
objective in duel mode is to defeat the enemy. A duel may consist of several rounds. Victory brings no
experience points or resources to the winner. Similarly, the loser doesn't lose anything (except pride).
There can be no diplomacy or trade between players in Duel mode.
Players can use heroes with preset parameters (including Level, Skills, Specialization, and sets of
Spells and Artifacts) or create their custom own sets of parameters. Creating such sets costs a certain
amount of resources. There are 5 resource levels in the game, and before the duel starts the player must
choose the level at which the game will take place. In a single-player Duel, you will be able to select
random parameter sets or create custom sets for both your own and enemy heroes. In a multiplayer
game, the Duel follows the same rules: players agree on the resource level and number of rounds and
then choose preset groups of parameters for their heroes.
Creating a set of parameters for a hero
First, you select your hero’s race and a level of resources (from 1 to 5) for creating hero's parameters.
Resources are used as "currency" to "pay" for any object a hero will have. Spells and runes can be
bought in the same manner as in shops on the Territory map. Artifacts, heroes' skills, levels and
specializations all have their own resource costs.
Spells for the Book are chosen from the full set available to the selected race. Just as in the strategic
game, the Book contains 15 spells. In addition to spells of Levels I-III, you can also choose “cantrips”
for free. The number of available runes for spells depends on the hero’s Resources skill; if the hero has
no such skill, he is limited to 5 runes. The number of artifacts you can take with you is unlimited and
depends exclusively on the amount of resources you are able and willing to pay for them. Acquiring
new skills or upgrading existing ones also costs a certain amount of resources.
Once created, a custom set of hero's parameters can be saved for later use in both single-player and
multiplayer duels.
Fighting a duel
The first turn belongs to the hero with the higher level. If there will be several rounds, heroes will
alternate taking the first attack phase. Other Duel rules are identical to the tactical combat rules
described above, except as follows:
• There are no random astrological events before the battle to influence the outcome;
• The winner receives no experience points or loot after the duel;
• Each bout begins with the initial set of runes and artifacts.
As in the campaign game, the only one way to interrupt the current duel is to surrender to your
opponent, automatically conceding defeat for that round.
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Main Menu
After the introductory movie, the first screen you will see is the Main Menu.
New game – starts a new game (duel,
campaign, or individual mission)
Load game – loads any previously saved
games
Options – sets various game options.
Quit – quits to Windows
Game Options (<Esc>-menu)
This screen contains two sections: General Options and Combat Options. You can call up the Game
Options screen at any time during the game by pressing the <Esc> key. If you are on the Territory
map, you'll see General Options first; from the Combat screen, Combat Options appear first.
There are two types of control tools:
Sliding bars allow you to adjust settings by dragging the slider either to the left (minimum value) or right
(maximum value). Check boxes allow you to set one of two values, “on” (þ) or “off”(¨). Click to set
the appropriate one.
All options are described in detail in “tool tips” – place the cursor over any option and right-click on it
to bring up additional information.
Please note that gamma-correction only works in full-screen mode.
21
The bottom part of the screen has a control bar with a number of buttons (from left to right):
General Options page
Exit to Windows Ends the game and return to Windows
Main Menu Switches to Main Menu
Save game Calls up the Save screen
Load game Calls up the Load screen
Info Calls up a window with information about the current mission
Combat options page
Surrender Surrenders to the enemy, stopping the current combat (available only
from the Combat screen)
General
Confirm Applies all changes and closes the screen
Cancel Cancels all changes and closes the screen
New Game
Clicking on "New Game" in the Main Menu brings up the following screen:
Duel – switches to Duel mode; only
tactical combats between heroes with
specified sets of parameters are possible
here. This is a good way to practice
tactical combat skills for campaign
missions.
Campaign – starts a campaign game.
Clicking this entry calls up a campaign
screen where you'll be able to select one of
two campaign paths by choosing one of
the sets of allied races. At the beginning of
each mission you'll be given an objective to
achieve.
Single Mission – opens access to a number of individual missions. You can select missions using such
criteria as objectives, races, difficulty level, number of opponents, and initial development level of the
sides.
Multiplayer – launches a multiplayer game. After selecting this option, you can either join an existing
multiplayer game or create a new game. See the Multiplayer Game section for more.
Back – returns to the main menu.
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Game Screens
All game screens can be divided into several groups:
• Service screens (Main Menu, New Game, Duel, Mission Selection Menu, etc.), allowing you to
begin, save, load, or modify an existing game;
• Territory map (strategic mode), where heroes explore the territory, collect resources, capture
structures, and make contact with opposition;
• Combat screen (tactical mode), where heroes fight with their opponents, either other heroes or
monsters;
• Hero screen, where you can see detailed hero properties and upgrade certain hero skills;
• Shops screens (Spell and Rune Shops), where you can buy spells and runes;
• Structures screens, allowing you to view structures' parameters and upgrade them;
• Global spells screen, allowing you to begin producing a selected spell or begin ether combat.
Duel
The Duel screen allows you to select heroes
using preset groups of parameters. You first
specify initial conditions in the top left section of
the screen: the Resource Level available to
heroes, number of Rounds, and the Arena
where the combat will take place. Two
windows below show pictures of the heroes and
names of created presets. You can edit the
heroes’ names and pictures instead of using the
defaults.
The window on the right allows you to select
presets from the list for both your own and
enemy heroes. Each entry in the list shows the
hero's race, resource level, and the name of the
resource set. Filter by Resource Level allows
you to display only the sets corresponding to the
resource level specified for heroes. Three
buttons below allow you to create a new set of
parameters, edit (or view) existing ones, or delete unwanted sets. You can edit or delete only the sets
you created; presets supplied with the game cannot be deleted or modified.
To start the duel, press þ; to return to the previous menu, press <<<.
Editing Duel presets
This screen allows you to create or edit
presets for the hero to be used in Duel
mode.
The hero's race and main parameters are
displayed in the top left-hand section of the
screen: Level and Life. The Artifacts bar
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displays all available artifacts. Specialization and Skills windows display the selected specialization
and skills for the hero. The grade of skill is indicated by the number of stars to the left of the skill name.
Right-click on a skill or specialization to call up detailed information. The Spells section at the bottom
displays 15 spell icons available in the hero's Spellbook. The icon in the top left corner shows the
spell's level, while the bottom right icon shows the number of runes bought for the spell (see the Hero's Window section below for more).
The center panel displays resources. Under the resource level field, there are three columns: one with
icons representing the resource types, a column showing the amount of each resource available, and a
column indicating the total resource cost of your purchases. The ï and ð buttons allow you to buy or
return items, including runes, artifacts, skills, and specialization. You cannot return spells; they can only
be exchanged to keep the total number in the Book at 15. You can buy various items or hero abilities
as long as you have enough resources; if you don't, the appropriate figure in the total cost column will be
highlighted in red, and you'll be unable to save this preset.
The right-hand panel allows you to select items you'd like to buy and include in the current set.
Artifacts, Runes, Spells, Skills, and Specialization buttons let you display their respective groups of
items. Prices for each item are shown in the column to the left.
To buy or return an item, click on it; it will be highlighted or frame-selected.
When putting together your Spellbook, please note that buying spells does not automatically buy the
appropriate runes – you'll have to buy the runes separately. If you buy multiple copies of the same spell,
each successive copy will cost more. Cantrips are free, and you may take any number of them.
The text field in the bottom section of the screen allows you to enter the name of your preset before
saving and using it. The þ button in the left bottom corner lets you save the newly created or edited
preset under the name you entered in the text field, while the Cancel button will bring you back to the
previous screen.
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Selecting missions
The Mission Selection screen allows you to
play a single mission on one of the maps
included with the Etherlords program. Each
map has its own objectives and conditions
that must be met to accomplish the mission.
You can select missions using various criteria.
The left panel of the screen lists available
missions. The first four buttons above allow
selecting maps by size, from smallest (on the
left) to largest. The fifth button calls up the
full mission list. The following information is
displayed for each map:
• Map size (from 1 to 4);
• Number of human players / total number of players on the map (on some maps, some players are
controlled by the computer);
• Icons of races present on this map;
• Map title;
• Conditions that must be met to accomplish the mission.
In the right panel of the screen, you can read a description of the mission and select one of 5 difficulty
levels (increasing from left to right). The bottom-right panel allows you to ally with one of the players,
select your flag, and review initial diplomatic status before starting the mission.
To start the selected mission, press the þ button; to return to the previous menu, press <<<.
Load game/save game
Here is where you save your current game or load a previously saved game. There are separate slots
for saving campaign or single-mission games.
In both screens, the left panel contains the list of games. The currently selected game is highlighted in
yellow. Each game in the list has the following information shown:
• Icons of races present in the current mission;
• Name of the game file;
• Date and time the game was saved
The right panel displays a thumbnail picture of the Territory map at the time the game was saved.
Current mission parameters are listed below: the name of the game file and player, the day and week (in
game time), and the number of players on the map. The player’s flag is also shown in the lower corner.
The control buttons at the bottom section of the screen are selected by left-clicking them:
• «Delete»: deletes the selected game;
• «Load» or «Save»: loads or saves the selected game;
• «Cancel»: cancels load/save and returns to the previous
menu.
Saving games
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To save a game, type its name in the text field at the bottom of the screen, then press the Save button.
You can use any letter, number, or symbol except <~> (tilde). You can overwrite existing saved games
(a warning message will be displayed).
Loading games
Select the appropriate game from the list, and then press the
Load button. Use the scroll bar at the right to scroll up and
down the list.
Quick Save/Quick Load
The QuickSave feature allows you to save the game in a special slot without calling up the Save Game
screen. QuickSave is only available on the Territory map. To QuickSave a game, press the <F5> key.
The game will be shown in the Save and Load Game screens as QuickSave. When you use QuickSave
repeatedly, each save overwrites the prior file. To load a quickly saved game (QuickLoad), press the
<F8> key (a warning message will be displayed).
Game cursors
The game cursors are context-sensitive: when placed over an object, the cursor indicates the default
action that will be performed if you left-click the mouse on that object. Right-clicking any interface
element displays a “tool tip” with appropriate information. These usually include the name and
properties of that game element. There are several types of cursors in the game:
Standard: selects a hero, creature, or an element of the game interface. On the Territory
map, it also selects the hero movement destination.
Attack (sword): appears over opponents; on the Territory map, you can click this cursor to
attack opponents or enemy Castles. On the Combat screen, this cursor indicates which
target you are choosing to attack or block.
Magic (flickering stars): on the Combat screen, this indicates a target upon which you can
cast the selected spell.
Take (hand): appears on the Territory map over resources or artifacts you can pick up or
over structures you can capture.
Unavailable: appears when you try to perform an action currently unavailable or
impossible on a given screen. For example, on the Territory map, this cursor appears over
unexplored or impassable areas, indicating your hero cannot move there.
Screen shift: appears near the border of the Territory map in "scrolling" mode or when the
camera shifts relative to the map. The shift will continue as long as you hold the cursor near
the screen border.
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The Territory Map
The Territory map is the main game screen, where heroes perform missions, collect resources, capture
structures, and make contact with the opposition. This screen is strategic, as opposed to the tactical
Combat screen. The Territory map consists of the game field itself, the resource panel at the bottom,
and the game panel on the right.
Game field (map)
The camera can be used to rotate and
zoom in and out of any visible portion
of the map (see "Camera Controls").
Regions not yet explored by your
heroes will be dimmed. Visible
regions show the terrain, trees,
structures, and other objects.
Opponents (both heroes and
monsters) will only be visible if they are
within Sight range of your heroes or
structures. With a "Shared Field Of
Vision" alliance, you'll also be able to
see the terrain and the opponents
visible to your allies.
Selecting objects and tool tip windows
When the cursor is left-clicked on an object (character, structure or item) on the Territory map, this
object will be selected with a rotating marker.
Right-clicking your mouse on most objects will display a “tool
tip” describing that object. For heroes, tool tips include their
name and portrait, name of the player controlling them, and
their basic parameters: Level, Life, and Sight.
For structures, tool tips include their picture, name, name of
current owner, and a description of the structure. Castle tips include the castle's structure points,
amount of ether it produces, and the name of the owner.
Controlling heroes
On the Territory map, the selected hero is highlighted with a bright circle. If you control several heroes,
one of them will always be selected. The selected hero's portrait is also highlighted on the game panel
to the right of the map. Once selected, all movement or attack commands on the Territory map will
apply to that hero. To select another hero, left-click on his portrait or directly on his character on the
map. You can also click the “Select Next Hero” button to cycle through your various heroes.
When you click on and object or a point on the map, the route to that point will be displayed by a
dotted line and the destination point marked with a cross. If one game turn is not sufficient for the hero
to reach the destination, the colored portion of the line shows how far he may go that turn, while the rest
of the path is shown in gray. If the destination you select is unavailable (e.g. impassable terrain,
unexplored territory, or a blocked route), no route there will be displayed.
27
If the destination selected is a structure or an opponent, an icon will appear on the hero's portrait on the
game panel, a castle for structures or crossed swords for enemies. Once you issue the "End of Turn"
command, the hero will go to the selected point and either capture or use the structure or start combat
with the opponent.
When selecting their route, heroes will try to avoid opposition if at all possible. If an opponent is
specified as the hero's target, the path will be adjusted accordingly if the target should move before the
hero makes contact. Monsters are aggressive by nature and always attack heroes who enter their area of interception. Enemy heroes, on the other hand, may or may not choose to attack your hero. In
any case, if your hero enters combat, he will not be able to move any farther on the map that turn. If the
hero wins the combat, he'll move on to the specified destination point the next day.
Before you issue the "End of Turn" command, you can reassign any hero’s selected target or destination
by clicking a new point on the map, or you can cancel the last command for any hero by right-clicking
their character or portrait.
Territory map – the resource panel
Below the game field, there is a bar showing the status of your resources. For each of the eight
resource types (shown by their icons), two numbers are shown: the top number is the amount of
resources you receive each day from all production sources, while the bottom number is the total
amount of that resource currently in your reserves.
Mandrake root Black lotus Blood ruby Poison emerald Star sapphire Smoke diamond Frozen flame Ether
Territory map – the game panel
The game panel in the right-hand section of the Territory map screen has three main sections: 6 control
buttons in a circle at the bottom, a center display panel, and the mini-map at the top. Below the circle
of control buttons, game time is displayed in days and weeks elapsed since the mission began.
Control Buttons
These buttons control the information shown in the display panel above. Available control buttons will
be highlighted with a bright frame when the cursor is over them. The control buttons have the following
functions (clockwise from the top):
• Display Heroes (crown)
• Display Global Spells (star)
• Game Options (gears)
• Diplomacy (dove)
• Display Structures (tower)
Each is discussed in more detail below.
The large hourglass icon in the center is the "End of Turn" button. After issuing commands to all your
heroes and completing any other actions for a given game day, you must click this button to advance to
the next turn.
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Display Heroes
In this mode, the display panel shows all the heroes you control. The picture of the
currently selected hero is highlighted. To select a hero, click on his portrait.
Double-clicking a hero's picture brings up a screen with more details about your
hero (see below).
Three buttons to the right of the portraits allow further control over heroes (listed
from top to bottom):
• Select the next available hero on the map
• Show all heroes currently in forts
• Move the selected hero from a fort onto the map
In the lower left-hand corner of each portrait, there may an icon indicating that the
hero has a mission:
• a castle icon indicates the hero’s destination is a structure;
• a crossed-swords icon indicates the hero has been ordered to attack an
opponent.
If a hero has gained enough experience to reach a new level, a special symbol (flickering “Glory
Wreath” icon) appears in the lower right-hand corner of the portrait.
Display Global Spells
This button brings up a number of new controls in the display panel that let you
quickly choose and manage your global spells (listed from the top):
• Display global spells affecting heroes
• Display global spells affecting Castles
• Display global spells affecting structures
• Display global spell rituals to be performed to obtain resources
• Display Global Spells Management
The first four buttons call up appropriate groups of global spells available in your
Castle; by clicking on an available spell’s icon, you can begin producing the global
spell (without additional ether; see below for more). Unavailable spells are shaded
gray.
The last button calls up the Global Spells Management screen (you can also do
so by double-clicking your Castle on the map).
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Global Spells Management
Select Castle: Click on any Castle to see
what global spells have been cast on it.
Available for selected player: This is the list
of global spells you can produce in your
Castle. Once a spell is selected, you'll see
the amount of resources necessary to
produce it below. Depending on your ether
income, the production process may last
more than one day.
You can also adjust the amount of ether to be
used for producing the spell by pressing the
(+) and (–) buttons. Using more than the
minimum required ether will make your spell
more "durable", i.e. harder to dispel by an
enemy. The more ether used for a spell, the
longer it takes to produce.
Finally, click the ¤ button to begin producing the chosen spell.
Currently in progress: Once global spell production begins, current progress is shown here, along with
an estimate of the time remaining until the spell is finished. Pressing the ý button here will stop spell
production, but any resources spent on the spell up to that point will be lost.
Once cast, global spells require ether each turn to keep them active.
Controlled by selected player: Shows all currently active global spells cast by the selected player.
“Upkeep” shows the amount of ether required to maintain these spells each turn. Pressing the v button
cancels your selected spell (spells cast by other players cannot be cancelled).
Affecting selected player: Shows all currently active global spells affecting the selected player.
“Protection” shows any extra ether you may have used to increase a spell’s durability.
Game Options
This calls up the Game Options screen (can also use <Esc>, see “Game Options” section).
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Diplomacy
This button calls up the diplomacy screen.
Here you can view and alter relations with
your partners in a multiplayer game. It also
allows you to trade resources, artifacts, and
global spells.
Relationships between the players are
shown on the left. Each line includes the
following information:
• Player’s name, flag, and race emblem
• Control icon (Human or computer)
• Icons for established alliances with that
player (see Diplomacy section)
• “X” button: breaks the alliance with this
player
The right-hand panel has four categories:
• Buttons to change the type of alliance
• Buttons to propose a trade deal (see “Trade” section of this manual)
• Status windows for alliance proposals sent and received
• Checkbox – if marked, this bans displaying all text messages from this player (by default, all
messages are displayed to all players)
Display Structures
This shows all structures under your control, sorted into the following groups (icons
from top to bottom):
• Mines, gardens, and ether sources
• Forts
• Portals (sell runes)
• Towers and labs (sell spells)
• Additional structures
After you select an icon on the bar, pictures of your structures in this group appear
at the left-hand section of the panel. To select a structure, click on its picture.
Clicking once on a structure’s picture centers the Territory map on that structure.
Double-clicking on a structure’s picture brings up that structure’s own window (see
"Shop Screens" and "Structure Screens" sections).
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Mini-map of the game field
In the top right corner of the game panel, a mini-map of the current
territory is displayed. The lighter rectangle represents the terrain visible
on-screen in relation to the rest of the map.
The mini-map does not change its orientation when the camera turns. A
dark triangle shows the current camera position. When the arrow points
straight up, the camera view is oriented due north, and the game field and
mini-map orientations coincide.
Clicking on a point on the mini-map will move the camera and center the
game field screen at that point; this is useful for viewing other portions of the overall map.
Camera management
When you start a mission, the camera is usually in its standard position. Its initial orientation may
depend on the location of your Castle entrance.
To shift the camera’s view, move the cursor to the screen border; the cursor will change to an arrow
pointing in the direction your view will shift. The view will continue to scroll as long as you hold the
cursor at the screen border. The camera can also be moved by using the arrow keys: <left>, <right>,
<up>, and <down>. When you select a hero in the game panel, the camera moves to center game field
on the selected hero.
You can also zoom in or out to see things from closer or farther away by using the mouse wheel (if
available) or with the <Page Up> and <Page Down> keys.
Rotating the camera allows you to further change the perspective from which you view your heroes and
the opposition. Press and hold the <Ctrl> key, then use the <left> and <right> arrow keys to rotate the
view.
The Game Options (<Esc>) screen allows you to adjust the sensitivity of the camera controls for both
the keyboard and mouse.
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Hero information screen
This screen appears when you doubleclick on a hero’s portrait in the game
panel. The top left corner shows the
portrait, and the basic parameter values
for Level, Life, and Sight. The upper
right corner shows the cost (in ether
quanta) to maintain this hero, his current
experience points, and the amount of
experience he needs to reach the next
level.
Artifacts: displays artifacts and found
items containing global spells. The
"Global spells" bar displays all active
spells cast on the hero. You can cancel
global spells on your heroes that you or
your allies have cast by pressing the v
button.
Specialization and skills: displays the hero’s Specialization (if any). Below this are listed any hero
skills and their current level (indicated by 1 to 3 stars next to the skill name).
Leveling Up: When your hero has gained enough experience for a new level, his portrait shows a
flashing “Golden Wreath” icon. On the Hero Information screen, the “Leveling Up” section will display
three icons representing 3 randomly selected skills – these may represent new skills or skills your hero
already has. Selecting a skill in the bar and pressing the “Upgrade” button to the right will either acquire
a new skill or upgrade an existing one.
Spells: The bottom part of the screen displays the hero’s Spellbook. There are 15 spells shown. The
top left-hand corner of the picture indicates the spell’s level and the bottom right corner shows the
number of runes available for this spell:
Marker Spell level How many times can be cast
(None) Cantrips (no runes needed) Unlimited
I Common spells
II Uncommon spells
III Rare spells
Depends on the number of
available runes, which depends on
hero’s Resources skill.
You can dismiss a hero from your service by clicking the face-shaped icon in the lower right-hand
corner (you will receive a confirmation prompt). The þ button closes the Hero Information screen.
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Exchange screen
On the Territory map, heroes can swap
artifacts, items containing global spells, or
global spell components. Heroes cannot
swap spells or runes.
To make an exchange, heroes must be
right next to one another on the map and
one of them must be selected. To bring up
the exchange screen, select one hero, then
press and hold the <Ctrl> key while
clicking on the second hero.
Select one hero’s item/artifact and drag it
to the other hero’s “Artifacts” bar.
Shop Screens
Spell Shop and Rune Shop screens have similar interfaces. The left side of the shop screen is similar to
the Hero Information screen. The right panel depends on the shop type and shows available spells or
runes, a column displaying the resource cost, another column displaying your total purchase amounts,
and buttons to confirm or cancel the transaction. The Bargain skill will reduce prices of spells and runes
bought in shops.
Buying spells
Buying spells exchanges spells in your Book for
other spells available in the shop. During a single
transaction, you can only buy (swap) one spell.
First, select the spell in your Book you wish to
replace, then select one of the spells on the Shop
bar on the right side of the screen. The left column
shows the price of the spell in resources. If you
don't have sufficient resources, the price will be
displayed in red. To buy the selected spell, press
the ï button. The price of your purchase will be
added to the total amount in the right-hand column.
You can continue buying more spells in the shop as long as you have enough resources. To cancel a
spell purchase, select it in the Book and press the ð button. Once you are finished shopping, confirm
all transactions and leave the shop by pressing the þ button.
Please note that when you buy several copies of the same spell, each successive copy will cost more.
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Buying runes
Runes are needed to cast any spell more complex
than a cantrip. The number of runes a hero can
carry for any given spell is 5, unless he has the
Resources skill. The left column of numbers
di splays the price of one rune for the spell
selected in the Book.
Below the price list are six buttons. The top row
of buttons allow you to buy one rune for the
selected spell, buy the maximum number of runes
for the selected spell, or buy all possible runes for
all spells. The bottom row allows you to return
one rune, all runes for the selected spell, or return
all runes for all spells to the shop.
When buying runes, the cost will be added to the
total price of your purchases displayed in the right-hand column. Like the Spell Shop, if you have
insufficient resources for a purchase, the price will be displayed in red. To confirm all transactions and
leave the Shop, press þ button.
Please note that the Rune Shop will not buy "extra" runes back from you; it only sells runes for the spells
you have. When you swap spells in Spell Shop, all unused runes you had for the swapped spell will be
lost.
Structures screens
The Structures screen will vary slightly, depending on the
structure type. Generally, it displays a picture of the structure,
its owner, and the type and amount of resources necessary to
upgrade the structure to the next level. If you don't have
sufficient resources, the price will be displayed in red. To
upgrade the structure, press the "Upgrade" button; results are
immediate.
Spell Shop structure screens can also display the currently
available range of goods (see picture at right), while Fort
screens display the hero inside and a button you can press to
move the hero out of the fort.
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Combat screen
The Combat screen is the other basic game screen. This is where combat between heroes and
opponents take place. Overall strategy occurs on the Territory map; combat tactics are performed on
the Combat screen. The Combat screen is similar for both ground combat and ether combat. The
main portion of the Combat screen shows the battlefield terrain and the positions of the combatants and
their summoned creatures; the bottom part of the screen displays the combat panel.
Note: Once in combat, you cannot save or restore the game. The only way to stop combat is to
surrender. Doing so concedes defeat and destroys your hero. To Surrender, press <Esc> to call up
the Options Screen and press the “Surrender” button.
Battlefield
Characters' positions
Opponents are separated by distance on the battlefield and will remain in these positions for the entire
battle. Creatures summoned by spells arrive behind their master and stay there until they receive
"attack" or "block" commands. Creatures who are resting are behind their master; flying creatures rest
on the ground. When ordered to “attack” or “block,” creatures move up to the “attack line,” level with
their master. Creatures who die during combat disappear from the battlefield and are sent to the
Graveyard (see "Game Rules" section of this manual).
Informational messages and characters' parameters
During combat, you'll see certain informational messages on the screen. Once you issue the End of
Phase command, the name of the new combat phase will be displayed in the center of the screen. At
the top of the screen, you'll see the names of spells as both heroes cast them. Spells have their own
visual effects. You can select which information and effects are displayed onscreen in the Combat
Opti ons screen.
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Above the opponents are displayed their Life ratings. Above creatures, two parameters are displayed
as follows: Power/Toughness. Damage to a hero’s Life is displayed in red flashing numbers as it
occurs. A damaged creature’s Toughness is displayed in red.
There may be additional icons displayed above heroes and creatures, indicating their properties, current
state of the creature (resting or active), the effect of cast spells (e.g. Air Link), and the order in which
the creatures will act in attack and defense phases, including the blockers' action sequence (See
Appendices: Creatures' Abilities).
Attacker's number
Berserk ability
Indicates which attacker is
being blocked
Lifetap ability
Creature cannot attack
Creature cannot rise
Poisonous ability
Discard ability
Disenchant abi lity
Elusive ability
First Strike ability
Flying creature
Commanding your creatures
Creature resting
Regeneration ability
Restless ability
Creature resting after
being summoned
Haste ability
Team attacker ability
Trample ability
Unblockable ability
To select a hero or creature, click on it. The selected character will be highlighted with a rotating
marker. To issue "attack" or "block" commands, select your creature and then click on an enemy hero
or creature. When the cursor is placed over a valid target, it changes to the “attack” cursor. Only the
enemy hero can be attacked, but all creatures attacking your hero can be targets for blocking.
To tell your creature to attack, double-click on it. If the creature has been sent to block an enemy
creature's attack, a shield with a number corresponding to the attacking creature's number will be
displayed. Your creature will move to the attack line. To cancel a command (prior to ending your
combat phase), click on the creature and it will return to its previous position.
When you block one enemy creature using several of your own, it can sometimes be important to set
the exact order in which they will block the attacker. Your creatures will block the opponent in the
order in which they moved to the attack line. If you need to change this order, call your creatures back
and then move them forward again in the desired order.
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To use a creature's special ability, select the creature, then click on the appropriate icon in the top row
of the combat panel (see below) when it is in “Enchantments” mode.
Camera management
The Combat screen has two options for camera management, automatic and manual. To switch
between these modes, use the Options screen (press <Esc>).
Automatic mode
In automatic mode, the camera will select the "best" perspectives during the combat to show the current
actions by the heroes and creatures. At the beginning of the combat, the camera is placed behind your
hero. You can choose one of four perspectives: two from the hero's side (<F1>, <F2>) and two from
the opponent's side (<F3>, <F4>). Switching views is sometimes useful in order to view creatures in
more detail or in selecting creatures when are there are many displayed onscreen.
Manual mode
By moving the camera manually, you can choose any perspective of the battlefield. To scroll the
camera, move the mouse cursor close to the screen borders or use the arrow keys. To zoom in/out,
use the mouse wheel or the <Page Up>/<Page Down> keys.
Combat panel
The combat panel located at the bottom of the Combat screen consists of four main parts (from left to
right): your hero’s parameters, two bars showing your Enchantments/Graveyard (above) and your Hand
(below), combat control buttons, and the enemy’s parameters.
Hero/Enemy parameters:
On the left and right sides of the combat panel, portraits of your hero and the enemy are displayed with
a number of parameters:
? Life
? Current number of ether quanta
? Current number of ether channels
† Graveyard: shows the number of creatures in the graveyard
∴Enchantments: shows the number of enchantments cast against the
character
4
Number of spells in hand
'
Number of artifacts
"Hand" and "Enchantments/Graveyard" bars
The upper bar can display either enchantments cast against the selected character or the creatures in the
character’s (hero or enemy) graveyard. You can switch views by clicking the Graveyard or
Enchantment icons (with their numbers) to the left of the bar.
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To view the contents of the graveyard, select your hero or the opponent on the battlefield and switch the
bar to this mode. When any creature is selected in graveyard mode, or if there are no Enchantments
cast against the selected character in Enchantments mode, the top bar disappears from the screen.
In Enchantments mode, the top bar shows both enchantments cast against the selected character and
any special abilities the character may possess. Right-click on an enchantment or ability to call up a tool
tip. Enchantments cast on the character are grayed out, but abilities/enchantments that that the character
can use will be highlighted. To use a character’s abilities, click on the appropriate icon and select a
target.
The lower bar is always present and represents your Hand and all the spells it contains. The figure in
the bottom right-hand corner of each spell shows how many runes there are left for that spell. To call
up a tool tip, right-click on a spell; the tip will include the name of the spell, the price in ether quanta,
and its function or effect. To switch the bar to artifacts mode, click the Artifact icon on the lower left
side of the bar. This bar shows only your hand and artifacts; the opponent's hand and artifacts are not
visible.
Combat control buttons
From left to right, these three buttons are: “All Attack,” “End of Phase,” and “Auto Combat.”
The "End Of Phase" button is similar to "End Of Turn" button in Territories screen. You must press it
when you have completed all necessary actions for the current combat phase.
The "Total Attack" button on the left lets you command all your creatures to attack the enemy at once
instead of issuing individual commands. This button is unavailable during the defense phase.
The "Auto Combat" button allows the computer to control your side of the combat. On the Combat
Options screen, you can set the computer to use only cantrips or to also use spells requiring runes
(default is no runes spent, cast cantrips only). In either case, we recommend using Auto Combat only in
obviously favorable situations to save the time needed to complete the combat. Computer-controlled
opponents never surrender. During automatic combat, a swords icon is displayed at the upper righthand corner; click on it to return to manual mode.
Information window
The small window located above or to the left of the combat control buttons
(depending on screen resolution) usually displays information on the current
combat phase or a tip, such as prompting you to set a target for a new spell.
If a spell you cast allows you to set its parameters (ether quanta used, Life
value, number of creatures in the graveyard, etc.), you can set the value in this window by pressing the
(+) and (–) buttons. Pressing the þ button confirms your selection and casts the spell.
Using spells and artifacts
Spells in hand available for casting are displayed in bright colors, unavailable ones are grayed out. A
spell is unavailable if you don't have enough ether to cast it or if there's no possible target. To cast a
spell, click on its icon. Depending on the spell's type and target, you might need to perform certain
additional actions:
• Spells affecting known targets or groups of targets do not demand additional instructions and act
immediately. E.g. "Healing" will always affect your hero, "Fire wave" affects all enemy creatures.
• If a spell affects a single creature, you must select the target. For example, the "Hunger" spell can
be used against one enemy creature, while "Strength" spell can only be used on one of your own
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creatures. When the cursor is placed over a valid target, it changes to the “magic” cursor. The spell
is cast immediately once you click a valid target.
• If the spell's description includes a variable parameter, you must set the value in the Information
Window to be used for casting the spell as described above.
Once cast, spells disappear from the hand. Any spell higher than a cantrip will expend the appropriate
rune(s).
You use artifacts in a similar way: switch the lower bar to the Artifacts mode by pressing the lower icon
to the left of the Hand bar. Artifacts use charges in the same manner that spells use runes. The
frequency with which an artifact can be used during a single combat depends on the hero’s Artificer
skill.
Dispelling enchantments
Players can cast enchantments on either their own or an enemy’s characters. These enchantments can
be helpful (e.g. Strength) or harmful (e.g. Envenom). Enchanted creatures will be marked at the end of
each turn – heroes and creatures with helpful enchantments will have a blue circle rotating around them,
while harmful enchantments are signified by red circles. Enchantments cast on heroes or your own
creatures can be dispelled in two ways. One method is to cast a spell of your own, such as “Lesser
Disenchant,” to dispel the harmful effect. Under some conditions, an enchantment may be dispelled by
expending Life and/or ether quanta (e.g. to remove the Synthet enchantment, “Immobilize,” from one of
your creatures). To do this, select the creature or hero and click on the enchantment's icon in
Enchantment mode.
Multiplayer games
General
Etherlords can be played in Duel mode via a LAN or the Internet; players can also connect to the
GameSpy master-server. Players can also play through a special GameSpy Arcade client program
bundled with the game. Please refer to the “How to Play Etherlords in GameSpy Arcade” section
below.
Support for multiplayer games on the territory map will be available soon as a special patch (with
supplemental manual). Currently, network games can be played by only two players: one of them will
set up a server on his computer, while the other will connect to the server as a client (see below for
details). When the two players agree to start the game, they establish a direct communication link and
other players will not be able to connect to them. Players will be able to send messages to each other
both while setting up the server and during gameplay; messages will be displayed in the upper section of
the screen or in the console window.
During a LAN game, servers are detected during broadcast request, and the list will be displayed in the
connection window. If a client wants to connect via the Internet, he must specify the IP-address of the
server; which will be saved for future game sessions. When you connect to the GameSpy master-server
(using either the built-in game screen or GameSpy Arcade), you enter the Etherlords title room, where
you can view existing game sessions, create your own game, or join an open session as a client. Players
can also chat with other visitors in the room.
LAN games are based on the TCP/IP network protocol. To play via the Internet, you must have an
Internet connection (= 19.2 Kmodem, cable/DSL, or a dedicated line). To launch your own server,
you’ll need direct Internet access (your IP-address must be available from the external network).
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Players will have to create heroes with preset parameters in advance; this information will be stored in
the players' computers. The player who set up the server chooses the game's resource level, number of
rounds, and arena. The Duel starts if both players agree on game conditions. Players choose their
heroes' parameters and portraits independently; you'll be able to see the enemy's picture only in the
Combat screen.
Connecting and launching the game
In the Multiplayer Game menu, select “TCP/IP Connection” or “GameSpy” mode.
In TCP/IP mode, you'll either have to start your own server (typing the name of the session) or connect
to one of the existing LAN sessions and type your "nickname.” After that you'll move to connection
window (its interface is similar to Etherlords title room's interface; see below for more). To connect to
a remote session via the Internet, you'll have to type the IP-address of the server; if it's active, it will
appear on the sessions list. You'll also see list of players' names and will be able to chat with them.
In GameSpy mode you'll be connecting to GameSpy master-server. First you'll have to type your
nickname. After the connection is established and the master-server list is downloaded, you'll move to
title room.
At the upper section of the screen
you'll see list of active sessions.
Each line includes the name of the
game, current number of players
and established resource level. In
the “Number of Players” column,
sessions you can join are displayed
in green, while games already
underway are displayed in white
(you cannot join them). At the
lower section on the right, you'll
see a list of players connected to
the master-server. You can
communicate with people not yet
playing by typing in the dialogue window on the left-hand side of the screen.
Press the “New Game” button to start a session and type in the session's name. The new session will
appear in the room's list. Press Join the Game button to connect to the selected session (you can only
connect to open sessions). After you found a partner, you'll move to the Duel launch screen.
How to Play Etherlords with GameSpy Arcade
You can play Etherlords online through GameSpy Arcade, which comes conveniently bundled with the
game. If you haven’t done so already, insert your Etherlords CD and install Arcade now. Then, to
play Etherlords online, just follow these simple instructions:
Launch GameSpy Arcade and go to the Etherlords Room: Click on the GameSpy Arcade link in
your Start Menu. When the software starts, you’ll see a list of games and more along the left-hand side.
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There’s plenty to do, but there’s time for that later: click on the Etherlords button on the left to enter the
Etherlords room.
Find or Start an Etherlords Server: Once you’re in the Etherlords room, you can meet and greet
other players, find open servers, or create your own server. The top half of the application lists all
available servers, including the number of people playing and your connection speed (measured by the
“ping” value; a lower ping value equals a faster connection).
Double-click on an open server of your choice to join a game. Don’t like any of the servers shown?
Click on the “Create Room” button to start your own server and wait for people to sign up. A clever
server name, such as “Taste my rusty hob-nailed boot!” usually attracts people.
Joining and Starting a game: Once you choose a server or start your own, you’ll be in a staging
room, in which you can “trash talk” with your fellow players and prepare for combat. When you’re
ready to play, click the “Ready” button at the top of the screen. When everyone in the room has
signaled their readiness, the host can then launch the game. Arcade will start the Etherlords program
and the carnage will begin!
Problems?
installing, registering, or using GameSpy Arcade in conjunction with If you have problems Etherlords,
consultour help pages online at http://www.gamespyarcade.com/help, or e-mail us by using the form
located at http://www.gamespyarcade.com/support/contact.shtml.
Gameplay
On the Duel screen, only the player who created the session can change the resource level, number of
rounds, or the arena. When both players agree (by pressing þ button), you move to the Combat screen
and the Duel begins.
Players can send text messages to each other; these are displayed in the upper section of the screen or
in the console window. The console window displays more lines and allows you to view the dialogue's
history, but hides part of the game screen. To switch to message mode, press <Enter>. Type your
m essage and press <Enter> again. You can switch your keyboard language according to your
operating system settings. Pressing the <~> key toggles the console window open or closed.
Exiting the game
Once all duel rounds are completed, you'll return to the Multiplayer Game Connection Screen. To exit
the game prior to completing the full duel, press <Esc> to call up the Game Options menu.
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Credits
Nival Interactive
Game Design Evgeny Ivanov, Dmitry Devishev, Alexander Mishulin, Oleg Glazounov,
Lead Programmer: Evgeny Ivanov
3D Engine Programming: Evgeny Ivanov, Yuri Blazhevich
Game System Programming: Sergey Zakharov, Evgeny Ivanov
AI Programming: Sergey Zakharov
Combat AI Programming: Dmitry Uvarkov, Sergey Zakharov
Interface Programming: Pavel Yablochkin
Special Effects Programming: Evgeny Ivanov, Pavel Yablochkin
Sound Programming: Evgeny Ivanov
Network Programming: Andrey Goulin, Sergey Zakharov, Alexander Smirnov
Editor and Tools Programming: Sergey Zakharov, Andrew Chernyshov, Pavel Epishin, Pavel Yablochkin
Installer and Autorun: Sergey Zakharov, Pavel Yablochkin
ELK Toolkit: Pavel Yablochkin
Additional Programming: Petr Vysotin
Lead Artist: Oleg Glazounov
Art Director: Nikolay Kozlov
Concept Artists: Vsevolod Martynenko, Victor Surkov, Nikolay Kozlov, Andrey Ushakov,
Tatiana Kovrigina
Interface Art and Design: Victor Surkov, Oleg Glazounov, Alexander Panov, Oleg Belaychook
3D Modelling: Oleg Glazounov, Alexei Borzykh, Andrew Chernyshov, Daniil Shipitsyn
3D Animation: Alexei Borzykh, Olga Baulina, Olga Novikova, Tatiana Kuznetsova, Julia
Naumova
2D Art and Textures: Victor Surkov, Nikolay Kozlov, Anna Nemkovich, Alexey Serkov, Maria
Alexander Panov, Ivan Troitsky
Special Effects: Oleg Glazounov, Alexei Borzykh, Andrew Chernyshov
FMV Graphics: Nikolay Kozlov, Alexander Korabelnikov, Daniil Shipitsyn
Additional Art: Sergey Kozlov, Ella Slepko, Alexander Danilov, Maxim Demin, Svetlana
Titova, Sofia Asonova, Eugenia Kalinovskaya
Script: Alexei Sviridov
Dialogues and Texts: Andrey Emelyanenko, Iaroslav Chebotarev, Alexei Sviridov, Alex
Dmitrevsky, Jeff Smeland
Messages: Alexander Mishulin, Andrey Emelyanenko
Mission Design: Alexander Mishulin, Sergey Kozlov, Arseny Adamov, Dmitry Nozhnin
In Etherlords, heroes and monsters are described by a number of numerical parameters that determine
their magical and combat abilities. A hero’s parameters often improve by successfully completing
various missions. Each hero has a unique Specialization and set of skills that he can acquire to become
even stronger. Your enemies also have certain unique abilities and properties.
Basic heroes' parameters
Heroes receive experience for completing missions and winning combat victories. The amount of
experience earned depends on the enemy's level and the hero's Learning skill. Another way to increase
experience is to spend time in the Training Camp on the Territory map, or to use Teachers and
Mentors. With enough experience, a hero’s level increases. The hero’s level is the main parameter that
determines his general ability to perform various tasks. Increasing levels of experience allow a hero to
acquire new skills, upgrade existing skills. Besides, higher levels increase the chance of a hero’s
specialization to work. Other important hero parameters are Life and Sight.
Parameter Description
Level A hero’s level determines his Life value and the speed at which the number of ether channels will
increase during combat. As a hero gains levels, he will have a chance to select a new skill or
upgrade an existing one.
Life Life is a measure of how much damage the hero can sustain. When heroes suffer damage, their
Life diminishes. If Life reaches zero, the hero dies.
Experience Experience is needed to increase a hero’s level. It also determines the order in which heroes
move around the Territory map and whowill strike first in combat (other conditions being
equal).
Sight Sight determines how far a hero can see to spot enemy heroes or monsters, making it easier to
select combat or avoid confrontation.
Other characters' parameters
Basic parameters of all heroes and monsters can be viewed as “tool tips” by right-clicking on the
character in the Territory map. Please note that enemies' Sight values are not shown.
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Heroes' specializations
Kobolds' Cunning Any Kobold under the hero's control has a chance to deal double damage with a successful melee attack
Orcs' Overrun Any Orc under the hero's control has a chance to strike hero after killing blockers (as if the Orc had
Trample effect)
Bats' Thievery Any Bat under hero's control has a chance to remove one spell from an enemy's hand with a successful
melee attack
Rats' Tenacity Every Rat summoned by the hero has a chance to regenerate when its toughness drops to zero or when it is
destroyed by a 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
Fighters' Guile Any Fighter under the hero's control has a chance to drain health from the enemy hero and pass this health
to its master (assumes successful melee attack against the enemy hero)
Cutters' Restlessness Any Cutter under the hero's control has a chance not to rest after attacking
Pteros' Purifyin g Strike A successful attack by Pteros against an enemy hero or creature results in the target's enchantments being
dispelled
Veloses-Twins The hero has a chance to summon two Velos using a single summon spell
Dazzling Illusion Each time an enemy creatur e is blocked by a Wall of Illusion under the hero's control, there is a chance
that the blocked creature will be enchanted by an "Enfeeblement" spell
Evil Eyes' Gaze Every time an Evil Eye under the 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
Hornets' Interception Any Hornet under hero's control has a chance to attack first, even if defending against a creature with
"First Strike" ability
Treants' Guile Any Treant under this hero's control has a chance to drain health from the enemy hero and pass this health
to its master (assumes successful melee attack against the enemy hero)
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
Finguses' Vitality Every Fingus summoned by the hero has a chance to regenerate when its toughness drops to zero when it is
destroyed by a spell
Halos-Twins The hero has a chance to summon two Halos with a single summon spell
Aviaks' Cunning Any Aviak under the hero's control has a chance to deal double damage with a successful melee attack
Gibberlings' Restlessness Any Gibberling under hero's control has a chance not to rest after attacking
Lamias' Thievery Any Lamia under the hero's control has a chance to remove one spell from the opponent's hand after
successfully hitting that opponent
Winds' Wrath Any Wall of Air under the hero's control has a chance to destroy a blocked creature with “Flying” ability at
the end of the 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
Fortunate Offering Every creature under the hero's control has a chance to survive its sacrifice to the "Cannibalism" spell
Discriminating
Lightning Every creature under the hero's control has a chance to avoid the effect of the "Ligh tning Storm" spell
Smoke Resistance Each combat round, every creature under the hero's control has a chance to avoid the effect of the
"Smoke" spell for one round
Greater Energize The hero has a chance to use the recycling part of "Energize" spell more t han once per turn
Quick Repair The hero has a chance to use the recycling part of "Repair Station" spell more than once per turn
Suffocation Resistance Each combat round, every creature under the hero's control has a chance to avoid the effect of the
"Suffocation Gas" spell for one round
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
Destructive Wipe When using the "Mindwipe" spell, the hero has a chance to not only discard all spells from enemy hand, but
also deal that enemy 1 damage for each discarded spell
Offering to Ether Every creature under this hero's control has a chance to survive its sacrifice to the “Ether Feeding” spell
Prolonged Blessing Each combat round, each "Bless" spell cast by the hero has a chance to act one additional round
Life Web The hero has a chance to double the health gained from an "Spiritual Web" spell's effect
Thorn Protection The hero has a chance to avoid or reduce damage received from the "Ether Thorns" spell
Discriminating Fury Every creature under hero's control has a chance to avoid the effect of the "Fury of Nature" spell
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 the target creature's power and toughness (rather than equal to creature's
toughness only)
Flood Resistance Each combat round, every creature under hero's control has a chance to avoid the effect of the "Flood"
spell for one round
Discriminating
Unsummoning
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
Every creature under the hero's control has a chance to avoid the effect of the "Greater Unsummoning"
spell
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Suicidal Hunger Every time the hero casts the "Hunger" spell, there is a chance to prevent use of the “Regeneration” ability
by the target creature
Expert Artificer The hero has a chance to use the artifact “free-of-charge” (without expending one of the artifact’s
charges)
Ironskin The hero has a chance to negate any melee damage he received in combat
Invulnerability The hero has a chance to negate any non-melee damage he received in combat
Dexterous Hands The hero has a chance to draw 1 additional spell at the beginning of his attack phase
Free Casting The hero has a chance to cast a spell without paying its ether cost (for a spell with variable casting cost,
only the initial cost is ignored)
Thrifty Casting The hero has a chance to cast a spell without expending its rune
Tenacious Hands The hero has a chance to cast a spell without removing the spell from his hand (the usual rune expenditure
still occurs)
Raise Dead Each combat round, there is a chance that a creature from the graveyard will return to the hero's hand
Rebirth The hero has a chance to return to life after being fatally wounded, but only with half of the maximum Life
value
Spell Translocation The hero has a chance to draw one more spell from the Spellbook each time he casts any spell
Physical Resonance The hero has a chance to deal 1 damage to enemy hero and all enemy creatures every time he is damaged
by a melee attack
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
Adhesive For every attempt to dispel the hero's enchantment, there is a chance that dispelling will fail
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
Dragon Skin The hero has a chance to negate any damage received in combat
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Heroes' skills
Heroes can gain various skills that give them extra abilities. Each skill has three gradations.
Hero Skill Description
Strength Increases Life
Mobility Increases Sight and speed of movement
Learning Hero earns more experience
Resources Hero can carry more than 5 runes for spells
Artificer Allows use of artifacts more than once during combat
Concentration Hero receives additional spells every few combat rounds
Regeneration Restores hero's health during combat
Bargain Lowers prices of spells and runes
Estates Reduces amount of ether for hero’s upkeep
Looting Increases the amount of loot hero receives after combat
Luck Increases the chance a hero's specialization will succeed
Suppression Decreases the chance an enemy's specialization will work
Ethereal attack Increases damage hero causes to enemy Castle (both during ether and ground attacks)
Ethereal defense On successfully defending his castle, hero inflicts damage on the enemy Castle in proportion to what his own
castle would have sustained if defeated
Channeling Postpones Ether Disturbance for hero and accelerates it for enemy
Skill Upgrade Level Hero Skill
* ** ***
Strength Life + 10% Life + 20% Life + 30%
Mobility Speed + 25% Speed + 50% Speed + 100%
Learning Experience + 25% Experience + 50% Experience + 100%
Resources Can carry up to 7 runes Up to 10 runes Up to 15 runes
Artificer 2 uses (probably of the same
artifact) per combat
Concentration Additional spell every 4 rounds Additional spell every 3 rounds Additional spell every 2 rounds
Regeneration +1 toughness every 3 rounds +1 toughness every 2 rounds +1 toughness every round
Bargain 20% discount 45% discount 70% discount
Estates Only 75% of ether needed to
maintain hero
Looting 50% more loot 125% more loot 200% more loot
Luck Slightly better chance Improved chance Much improved chance
Suppression Slightly worse chance Worse chance Much worse chance
Ethereal attack +1 damage +3 damage +5 damage
Ethereal defense 10% damage 25% damage 50% damage
Channeling +1 round for hero, -1 round for
enemy
4 uses (probably of the same
artifact) per combat
Only 50% of ether needed No ether needed
+2 rounds for hero, -2 rounds for
enemy
8 uses (probably of the same
artifact) per combat
+3 rounds for hero, -3 rounds for
enemy
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Creatures' abilities
Name of Ability Description
Cannot attack Creature cannot attack
Elusive Creature can be blocked only by walls
Zap Rest: deals 1 damage to target creature or hero
Team Attacker A creature with "Team Attack" ability can attack only if another creature of the same race is already attacking
Kobold's Battle
Spirit
Kobold’s Fortitude Rest: awakens all kobolds except Kobold Elders
Orc's Rage Power and toughness of all Orcs increase by 1, all Orcs gain Berserk ability (creature with “Berserk” ability
Flying Creatures with the "Flying" ability can be blocked only by other “Flying” creatures
Armor Toughness of all friendly walls increases by 1
Ghoul Rest, pay 1 ether: removes 1 creature from target hero's graveyard
Ravenous Ghoul Rest, pay X ether: removes X creatures from target hero's graveyard
First Strike A creature with the "First Strike" ability always strikes its opponent creature first, even if assigned to block
Berserk A creature with "Berserk" ability will always attack when possible
Restless A creature with the "Restless" ability does not require resting after attack
Strength of the Fire Pay X ether: power of this Wall of Lava increases by X until end of round
Flame twister At the end of the round, destroys any creature with “Flying” ability that received combat damage from Wall of
Ethereal Heat Pay X ether: toughness of this Wall of Inferno Flames increases by X until end of round
Taste of Blood Rest, pay 3 ether: drains X amount of life from enemy hero, where X is the number of friendly Bats
Rat's Brotherhood Rest, pay 2 ether: returns target Rat from controller's graveyard to controller's hand
Trample A creature with the "Trample" ability can directly deal damage to t he enemy hero equal to the creature's power
Living catapult Rest: deals 3 damage to target creature or hero
Orc's Endurance All Orcs gain Restless ability (creature with Restless ability does not rest after attack)
Orc's Ritual Rest: get 1 ether
Regeneration 1 (2,
3)
Shadows of Dead Pay 1 ether: toughness of creature with this ability becomes equal to 1+X, where X is the number of creatures
Fatalist If Velos is in play at the beginning of its controller's round, and if Velos receives no damage this round,
Raising from Dead At the end of round, if there are 3 or more creatures in graveyard above any Hopper, returns this Hopper into
Suggestion Pay 3 ether: power of this Phantasmal Wall increases by 2 until end of round
Haste A creature with the "Hast e" ability does not require rest after summoning. The creature may attack or use
Unblockable A creature with "Unblockable" ability can not be blocked
Discard 1 (2, 3) If a creature with the "Discard 1 (2,3)" ability deals damage to the enemy hero, the damaged hero discards 1
Poisonous If a creature with the "Poisonous" ability deals damage to a creature, the damaged creature is destroyed at the
Cannot get up A creature with the "Can't get up" ability will not awaken at the beginning of it's controller's round
Disenchant If a creature with the "Disenchant" ability deals damage to a creature or hero, all enchantments on damaged
Cannibalism Sacrifice creature: awakens creature with this ability
Lifetap If a creature with the "Lifetap" ability deals damage to the enemy hero, the creature's controller gains amount
Parasite 1 (2, 3) At the end of his or her round, the controller of Mechozaurus suffers 1 (2, 3) damage
Paralysis Sacrifices creature with this ability: Prevents all combat damage dealt this round
Piercing Gaze Rest, pay X ether: removes enchantment with casting cost X or less
Grey Necromancy Rest: returns target creature with casting cost 3 or less from graveyard to play
Black Necromancy Rest: returns target creature with casting cost 5 or less from graveyard to play
Aura of Death When Walking Horror enters or exits play, deals 6 damage to all creatures
Caustic Spores Sacrifice: deal 1 damage to target creature or hero
Bee's Rage Power of all bees increases by 1
Bee's Fury Power and toughness of all Bees increase by 1
Blood Enchantment Power and toughness of enchanted creat ure increase by 1
Summon Bee Rest, pay 2 ether: spawn Bee Warrior
Stinging Spores Sacrifice: deals X damage to target creature or hero, where X is the power of creature with this ability
Tick's Hunger Power and toughness of all Ticks increase by 1
Increases power of all Kobolds by 1
attacks opponent whenever possible)
Inferno Flames
remaining after fighting its blockers
If a creature with the "Regeneration 1 (2, 3)" ability is killed and its controller has 1 (2, 3) ether then the
creature's toughness will be fully restored
in graveyard of this creature's controller
destroys Velos
play
abilities the same round as it is summoned
(2,3) spell(s) from his or her hand
end of the current round
creature or hero are dest royed
of life equal to the damage dealt
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Tick's Voracity Toughness of all Ticks increases by 2
Debilitating Poison Power and toughness of enchanted creature are reduced by 1
Snake’s Venom Enchanted hero receives 1 damage at the beginning of his or her round
Summon Tick Rest, pay 4 ether: spawns T ick Warrior
Death Spores Rest: deals 1 damage to target creature or hero
Insidious Eye Rest: destroys target creature with toughness less or equal to amount of friendly Evil Eyes, regardless of damage
dealt to target creature so far
Fright Rest: forces target creature to rest
Fingus' Battle Spirit Power and toughness of all Fingus creatures increase by 1
Malicious Eye Rest: destroy target non-Wall creature with power less or equal to the number of friendly Evil Eyes
Fear Rest: forces all enemy Walls to rest
Violent Eye All Evil Eyes can not be blocked by Walls
Horror Rest: forces all enemy creatures of target’s race to rest
Ethereal Thief 2 (4,
6)
Flap of the Wing Rest: deals 1 damage t o target attacking creature
Aviak’s Battle Spirit Power and toughness of all Aviaks increase by 1
Silent Hail Rest: awakens all Warrior Spirits
Strength of the
Winds
Ethereal shield Rest, pay 2 ether: returns Spirit Warrior from owner's graveyard to play
Lamia’s Sisterhood Rest: returns target Lamia from controller's graveyard to his/her hand
Lamia’s magic Rest: owner draws 1 spell
Scorch Creature that received damage from Fire Elemental cannot use Regeneration ability until the next round
Spectral Curse Rest: all Warrior Spirits gain “Flying” ability until end of round
Deadly fatigue Rest: destroys target rested creature
Damnation of the
Sky
Wall Breaker Rest: destroys target Wall, target Wall cannot use “Regeneration” ability to counter this effect
Earthly Damnation Rest: deals 3 damage to all enemy creatures without “Flying” ability
Rest: steals up to 2 (4, 6) ether from enemy hero's ether pool
Pay X ether: power of this Wall of Wind increases by X until end of round
Rest: deals 3 damage to all enemy creatures with “Flying” ability
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List of Spells
Walls cannot attack. Flying. Pay X ether: power of this Wall of Lava increases
Chaots' creatures (P = power, T = toughness)
Class Ether Name P/T Description
Cantrip 1 Stink Rat 1/1
Common 1 Wall of Burning
Rock
Common 1 Kobold Shaman 0/1 Rest: deals 1 damage to target creature or hero
Common 2 Disease Rat 1/2 Rest, pay 1 ether: removes 1 creature from target hero's graveyard
Common 3 Orc Shaman 1/2 Rest: get 1 ether
Common 4 Plague Rat 3/4 Rest, pay X ether: removes X creatures from target hero's graveyard
Common 4 Rock Wall 0/10 Walls cannot attack
Common 6 Doom Rat 4/5 Rest, pay 2 ether: returns target Rat from controller's graveyard to controller's
Rare 1 Kobold Guard 1/3 Team Attacker
Rare 2 Kobold Elder 2/2 Rest: awakens all kobolds except Kobold Elders
Rare 3 Wall of Magma 2/5 Walls cannot attack. Flying
Rare 3 Bat 3/2 Flying
Rare 4 Orc Guard 2/5 Team attacker only. First strike
Rare 5 Wall of Lava 1/8
Rare 5 Giant Bat 5/4 Flying
Rare 6 Orc Elder 6/4 All Orcs gain Restless ability
Rare 7 Vampire Bat 6/6 Rest, pay 3 ether: drains X life from enemy hero, where X is the number of
Unique 1 Night Wolf 1/1 Can be blocked only by Walls
Unique 1 Kobold Warrior 1/1 Increases power of all Kobolds by 1
Unique 2 Silicon wall 0/6 Walls cannot attack. Toughness of all friendly walls increases by 1
Unique 5 Orc Warrior 4/2 First Strike. Power and toughness of all Orcs increase by 1, all Orcs gain
Unique 5 Shadow wolf 4/3 First Strike. Can be blocked only by walls
Unique 5 Grey Ogre 5/4 Restless
Unique 6 Wall of Inferno
Flames
Unique 7 Ogre King 6/5 Restless. Trample
Unique 9 Cyclops 9/9 Trample. Rest: deals 3 damage to target creature or hero
Chaots' enchantments
Class Eth Name Description
Cantrip 2 Lesser Strength Power and toughness of target creature increase by 1
Common 1 Burnout Recycling. Sacrifices creature, pay 1 ether: deals X damage to target creature or hero,
Common 2 Riot Enchanted creature can't regenerate. If creature destroyed, enchantment returns to the
Common 2 Crystal Ball All friendly creatures gain First Strike ability
Common 2 Anger Power of all friendly creatures increases by 1
Common 4 Barbed Souls For each creature destroyed, that creature's controller draws 1 spell
Rare 2 Ether Burn At the end of his round, hero suffers damage equal to the amount of ether which
Rare 3 Weaken Power and toughness of the enchanted creature are reduced by 4 (but not less than 1)
Rare 3 Defense Toughness of all friendly creatures increases by 3 and they cannot attack
Unique 2 Smoke All creatures are forced to rest
Unique 2 Strength Power of the enchanted creature increases by 4
Unique 2 Rain of Stones Recycling. Pay 2 ether: deals 2 damage to all enemy creatures
Unique 3 Fire Ball Recycling. Pay 1 ether: deals 2 damage to target creature or hero
Unique 4 Rage Power of all friendly creatures increases by 4 and toughness is reduced by 2
Unique 7 Ether Vortex Each ether channel produces 1 additional ether
Chaots' sorceries
1/3 Walls cannot attack
hand
by X until end of round
friendly Bats
Berserk ability
1/10 Walls cannot attack. Flying. At the end of round, destroys any creature with
“Flying” ability that received damage from Wall of Inferno Flames. Pay X
ether: toughness of this Wall of Inferno Flames increases by X until end of
round
where X is the sacrificed creature's power
caster's hand
remained in his ether pool
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Class Eth Name Description
Cantrip 1 Zap Deals 1 damage to target creature or hero
Cantrip 3 Fire Wave Deals 1 damage to all enemy creatures
Common 1 Polymorph Destroys target creature, caster's life becomes equal to destroyed creature's toughness.
This spell can be cast during block phase
Common 1 Winds of Flame Pay X ether: deals X damage to all creatures with Flying ability
Common 2 Earthquake Pay X ether: deals X damage to all creatures without Flying ability
Common 3 Burning Graves All heroes take 2 damage for each creature in their graveyard
Rare 1 Disintegrate Pay X ether: deals X damage to target creature, target creature cannot use the
Regeneration ability this round
Common 2 Whirling Ashes Sacrifice creature: remove target enchantment
Rare 2 Catastrophe Pay X ether: deals X damage to all heroes
Rare 2 Flame lick Pay X ether: destroys target enchantment with casting cost less than or equal to X
Rare 1 Geyser Gain 1 ether channel
Rare 3 Supernova Pay X ether: Deal X damage to all creatures
Rare 3 Cannibalism Sacrifice target friendly creature: sacrificed creature's controller gains life equal to
sacrificed creature's toughness
Rare 3 Lightning Storm Deals 3 damage to all creatures
Rare 3 Ether Breeze All heroes gain 2 ether channels
Rare 4 Annihilation Destroys all creatures, creatures deal damage equal to their power to the enemy
Rare 5 Rift Destroys target creature
Rare 4 Volcano Gain 3 ether channels
Rare 6 Ether Storm All heroes gain 4 ether channels
Unique 1 Ash storm All creatures cannot attack until end of round
Unique 1 Call Lightning Deals 3 damage to target creature
Unique 1 Comet Pay X ether: deals X damage to target creature or hero
Unique 2 Tremor Deals 2 damage to all enemy creatures
Unique 2 Ethereal Resonance Each time enchanted hero suffers damage, enemy hero suffers equal damage until end of
round.
Unique 4 Firestorm Pay X ether: deals X damage to all enemy creatures
Kinets' creatures (P = power, T = toughness)
Class Ether Name P/T Description
Cantrip 3 Aviak Scout 1/2 Flying
Common 1 Wall of Air 0/2 Walls cannot attack. Flying
Common 3 Aviak Assassin 2/1 Flying. Aviak Assassin can only be blocked by Walls
Common 3 Aviak Marksman 2/1 Flying. Rest: deals 1 damage to target attacking creature
Common 6 Aviak Elder 2/2 Flying. Power and toughness of all Aviaks increase by 1
Common 6 Lamia Monk 4/8 Rest: returns any Lamia from the controller's graveyard to his/her hand
Common 7 Wall of Force 0/12 Walls cannot attack. Flying
Common 7 Lamia Warrior 7/7 Trample.
Common 8 Lamia Warlord 8/7 Trample. First Strike. All Lamias have their casting cost reduced by 2, but no
less then 1
Common 9 Lamia Warlock 9/5 Rest: owner draws a spell
Rare 1 Gibberling 2/1 Unblockable. Creature does not awaken at the beginning of its controller's
round
Rare 2 Wall of Breeze 0/6 Walls cannot attack. Flying
Rare 2 Gibberling Instigator 3/1 Unblockable. Creature does not awaken at the beginning of its controller's
round
Rare 3 Gibberling Gang 4/1 Unblockable. Opponent randomly discards 1 spell after being hit by Gibberling
Gang. Creature does not get up at the beginning of its controller's attack phase
Rare 4 Warrior Spirit 3/1 First Strike. Lifetap. Berserk. Regeneration (2)
Rare 5 Shaman Spirit 2/4 Lifetap. The Toughness of all Warrior Spirits increases by 1. Rest: get up all
Warrior Spirits
Rare 5 Wall of Wind 0/9 Walls cannot attack. Flying. Pay X ether: power of this Wall of Wind
increases by X until end of round
Rare 6 Cleric Spirit 1/5 Lifetap. Power and Toughness of all Warrior Spirits increase by 1. Rest, pay 2
ether: returns Warrior Spirit from owner's graveyard to play
Rare 7 Wizard Spirit 3/2 Lifetap. Power of all Warrior Spirits is increased by 2. Rest: all Warrior Spirits
gain “Flying” ability until end of round
Unique 1 River Halo 0/1 Flying. Rest: Steals up to 2 ether from enemy hero's ether pool
Unique 3 Sea Halo 1/4 Flying. Rest: Steals up to 4 ether from enemy hero's ether pool
Unique 5 Swamp Halo 3/7 Flying. Rest: steal up to 6 ether from enemy hero's ether pool
Unique 7 Water Elemental 6/7 Restless. Disenchant
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Unique 7 Air Elemental 3/6 Restless. Unblockable
Unique 7 Earth Elemental 6/6 Restless. Trample
Unique 7 Fire Elemental 6/5 First Strike. Restless. Creature that received damage from Fire Elemental can
not use Regeneration ability until the next round
Unique 9 Red Dragon 9/8 Flying. Rest: deals 3 damage to all enemy creatures without Flying ability
Unique 9 Black Dragon 8/9 Flying. Rest: destroys target rested creature
Unique 9 Blue Dragon 8/8 Flying. Rest: deals 3 damage to all enemy creatures with “Flying” ability
Unique 9 Green Dragon 7/8 Flying. Rest: destroys target wall, it cannot use Regeneration ability to counter
this effect
Kinets' enchantments
Class Eth Name Description
Cantrip 1 Tough Skin Toughness of the enchanted creature increases by 1
Cantrip 1 Timidity For each creature assigned to attack, the owner must pay 1 ether
Cantrip 2 Strong Attack Power of the enchanted creature increases by 1
Common 2 Scale Skin Toughness of the enchanted creature increases by 2
Common 2 Spell Breaker Enchanted creature gains Disenchant ability
Common 2 Life Channel Controller of this enchantment gains 3 life each time any creature uses Regeneration
ability
Rare 1 Spirit of War Awakens target creature. Target creature gains Restless ability
Rare 1 Hostile Ambience All enemy creatures enter play in forced rest
Rare 2 Condensed Air All creatures with Flying ability are forced to rest
Rare 2 Flood All creatures without Flying ability are forced to rest
Rare 3 Shell Skin Toughness of the enchanted creature increases by 4
Rare 3 Might Power of the enchanted creature increases by 3
Rare 4 Earth Bonds All creatures of the same race as of the enchanted creature are forced to rest
Unique 2 Shield of Force Pay X ether: Toughness of the enchanted creature increases by X
Unique 2 Thirsty Creatures At the beginning of his attack phase, the hero must pay 1 ether for each friendly
creature
Unique 2 Air Link Creature gains Lifetap ability
Unique 3 Poison Breath Pay X ether: power of the enchanted creature increases by X
Unique 3 Water Link If the enchanted creature goes to the graveyard, it will return to play under command of
the owner of this enchantment, and the owner gains Life equal to the creature's
toughness when it goes to the graveyard
Unique 2 Stasis Heroes do not gain ether at the beginning of their round. The controller of this
enchantment must pay 2 ether at the beginning of each round to keep Stasis in play
Unique 5 Change of Command The controller of this enchantment gains control of the enchanted creature until the
creature is destroyed or until Change of Command is removed.
Kinets' sorceries
Class Eth Name Description
Cantrip 1 Lesser Unsummoning Returns target creature with casting cost 3 or less from play to its controller's hand
Common 1 Sclerosis All heroes discard 2 spells
Common 1 Forces of Balance If the caster's opponent has a greater number of ether channels, the caster gains 1 ether
channel
Common 2 Lesser Disenchant Remove target enchantment
Common 2 Curse Target hero discards 3 summon spells
Common 2 Fog Creatures deal no combat damage this round. This spell can be cast during the block
phase
Common 2 Malison Target hero discards 3 non-summon spells
Common 3 Amnesia All heroes discard all spells
Common 4 Hunger Target creature deals itself damage equal to its power
Rare 1 Unsummon Return target creature from play to its controller's hand
Rare 1 Renewal Both heroes discard all spells and then draw the same number of non-summon spells
Rare 1 Enforcements Both heroes discard all spells and then draw the same number of summon spells
Rare 1 Mind Blast Deals 3 damage to each hero for every spell in their hand over 5
Rare 2 Fury All enemy creatures gain Berserk ability until after their next attack
Rare 3 Fresh Wind Pay X ether: Target hero draws X spells
Rare 4 Feedback All damage received by the enchanted hero is redirected onto enemy hero until end of
round
Rare 4 Ice Storm Rests all enemy creatures except for walls
Rare 6 Ravaging Hunger All creatures deal themselves damage equal to their power
Unique 2 Greater
Unsummoning
Returns all creatures from play to their controller's hand
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Unique 2 Power of Balance If the caster has fewer ether channels than his opponent, the caster gains 2 ether
creature are added to the target creature's power and toughness until the end of the round.
channels
Unique 4 Greater Disenchant Removes all enchantments in play
Unique 7 Curse of Hunger Each enemy creature damages itself by X, where X is its power
Vitals' creatures (P = power, T = toughness)
Class Ether Name P/T Description
Cantrip 2 Spitting Fingus 0/2 Cannot attack. Sacrifice: deals 1 damage to target creature or hero
Cantrip 3 Tick Warrior 2/2
Common 2 Treant Sapling 1/1 Regeneration (1)
Common 2 Bee Warrior 1/1 Flying
Common 3 Treant 2/2 Regeneration (1)
Common 4 Great Treant 3/3 Regeneration (1)
Common 4 Magic Hornet 2/2 Flying. First Strike. At the end of the round, destroys any creature that
received damage from Magic Hornet
Common 6 Mystic Hornet 3/3 Flying. First Strike. At the end of the round, destroys any creature that
received damage from Mystic Hornet
Common 6 Ancient Treant 4/4 Trample. Regeneration (1)
Rare 1 Bee Worker 0/1 Flying. Power of all Bees increases by 1. Bee Worker dies after dealing any
damage to enemy hero
Rare 1 Grass Snake 1/1 First Strike. Each time Grass Snake deals any combat damage to enemy hero,
Grass Snake's power and toughness increase by 1
Rare 2 Tick Worker 0/2 Power and Toughness of all Ticks increase by 1
Rare 2 Carnivorous Fingus 0/6 Cannot attack. Sacrifice: deals X damage to target creature or hero, where X is
the power of this creature
Rare 3 Lake Snake 3/2 First Strike. Any creature struck by a Lake Snake has its power and toughness
permanently reduced by 1.
Rare 3 Mother Bee 0/1 Cannot attack. Flying. All Bees gain First Strike. All Bees gain Berserk until
after their controller's next attack phase when Mother Bee dies. Rest, pay 2
ether: spawn Bee Warrior
Rare 4 Giant Fungus 2/7 Cannot attack. Rest: deals 1 damage to target creature or hero
Rare 6 Gargantuan Fingus 3/9 Cannot attack. Power and toughness of all Fingus creatures increase by 1
Rare 6 Mantis 4/4 Lifetap. Rest: rests target creature
Rare 8 Mantis Scribe 5/5 Lifetap. Rest: rests all enemy Walls
Rare 9 Mantis Patriarch 6/6 Lifetap. Rest: rests all enemy creatures of the selected creature's race
Unique 1 Tree Snake 1/1 First Strike. Hero struck by Tree Snake is enchantedwith "Snake Venom" that
deals 1 damage to that hero at the end of each round
Unique 2 Swamp Snake 2/2 First Strike. Hero struck by Swamp Snake is enchanted with "Snake Venom"
that deals 1 damage to that hero at the end of each round
Unique 2 Tick Queen 0/1 Toughness of all Ticks increases by 2
Unique 2 Bee Queen 0/1 Flying. Power and toughness of all Bees increase by 1. Bee Queen dies after
dealing any amount of damage to enemy hero
Unique 4 Mother Tick 0/3 Cannot attack. All Ticks gain Restless ability. Rest, pay 4 ether: spawn Tick
Warrior
Unique 5 Evil Eye 3/3 Flying. Disenchant. Rest: destroys target creature with toughness less or equal
to number of friendly Evil Eyes regardless of damage dealt to this creature
Unique 7 Evil Eye Warrior 5/3 Flying. First Strike. Rest: destroys target non-Wall creature with power less or
equal to the number of friendly Evil Eyes
Unique 8 Evil Eye Mother 6/7 Flying. All Evil Eyes cannot be blocked by Walls
Vitals' enchantments
Class Eth Name Description
Cantrip 2 Sharp Claws Power of the enchanted creature increases by 2
Cantrip 2 Dense Forest ? reatures with power 1 or less cannot attack the controller of this enchantment
Common 1 Martyrdom Recycling. Pay 1 ether, sacrifice creature: the power and toughness of the sacrificed
Target creature also gains Trample until the end of the round
Common 2 Dark Forest ? reatures with power 2 or less cannot attack the controller of this enchantment
Common 2 Lesser Healing Recycling. Pay 1 ether: Gain 2 life
Common 2 Ether Harvest The controller of this enchantment adds 2 ether to his or her ether pool for each
summon spell cast by any player
Common 3 Dissolution Recycling. Pay 1 ether, sacrifice creature: gain X ether, where X is the sum of creature's
power and toughness
Common 3 Spirit of the Basilisk Creature gains “Poisonous” ability
54
Common 3 Thief Creature gains Discard (3) ability (opponent must discard 3 random spells from his hand
aft er being hit by creature with Discard (3) ability)
Common 3 Blessing of the
Woods
Rare 1 Spiritual Web Controller of this enchantment gains 2 life for every creature gone to the graveyard
Rare 4 Strength of Woods Power of all friendly creatures increases by 2
Rare 4 Dominance Power and toughness of all friendly creatures increase by 1
Rare 4 Endurance of the
Woods
Unique 2 Ancient Forest Creatures with power 3 or less cannot attack the controller of this enchantment
Unique 2 Haste All friendly creatures gain First Strike and Trample abilities
Unique 2 Ether Thorns Any hero suffers 1 damage for each 1 ether used
Unique 3 Enlightenment All heroes draw 1 additional spell at the beginning of their attack phase
Unique 3 Fatal Disease All enemy’s creatures cannot use Regeneration ability. These creatures do not regenerate
Unique 4 Vitality All friendly creatures gain Regeneration (2) ability
Unique 4 Envenoming Enchanted hero suffers 2 damage at the end of each round
Vitals' sorceries
Class Eth Name Description
Cantrip 1 Ether Drop Gains 2 ether
Common 1 Ether Feeding Sacrifice creature: gains 1 ether channel
Common 1 Ether Tap Gains 3 ether
Common 2 Weird Exchange Sacrifice creature: Destroys target creature. Controller of the destroyed creature gains X
Common 2 Force of Sacrifice Sacrifice creature: gains life equal to the sacrificed creature's toughness. Enemy hero
Common 3 Stone Ring Gains 1 ether channel
Common 4 Symbiosis Gains 2 life for each creature in play
Rare 1 Healing Pay X ether: Gain X life
Rare 2 Bless Power and toughness of the enchanted creature increases by 4 until end of round
Rare 2 Ether Trade Pay X life: gain X ether
Rare 2 Sacrificial Cleansing Sacrifice creature: Destroys target enchantment
Rare 2 Glitterdust Rests all enemy creatures except those with Restless ability
Rare 3 Cracking Ivies Destroys target wall
Rare 3 Hurricane Destroys target creature with “Flying” ability
Rare 4 Stone Circle Gains 2 ether channels
Unique 1 Ether Draw Gains 4 ether
Unique 4 Assault Until the end of the round, power and toughness of all friendly creatures increase by 2,
Unique 5 Twister Destroys target creature, deals X damage to the caster, where X is the power of the
Unique 6 Stone Henge Gain 3 ether channels
Unique 6 Fury of Nature Destroys all creatures, deals X damage to caster, where X is the number of creatures
Unique 7 Cleansing Removes all enchantments in play
Unique 9 Greater Healing Returns caster to full health
Synthets' creatures (P = power, T = toughness)
Class Ether Name P/T Description
Cantrip 1 Mech Worm 1/1 Berserk. This creature is unaffected by summoning sickness. Regeneration (3)
Common 1 Small Velos 3/1 If Small Velos is in play at the beginning of it's controller's turn, and if Small
Common 2 Big Velos 4/2 If Big Velos is in play at the beginning of it's controller's turn, and if Big Velos
Common 3 Mech Wurm 3/2 Berserk. Regeneration (3)
Common 4 Pteros 2/4 Flying. Rest, pay X ether: remove enchantment with casting cost X or less
Common 5 Bronze Mechos 5/3 At the end of combat, any non-Wall creature damaged by Bronze Mechos is
Common 5 Mech Wyrm 5/4 Berserk. Regeneration (3)
Common 6 Reinforced Pteros 3/6 Flying. Disenchant. Rest, pay X ether: remove enchantment with casting cost
Common 7 Iron Mechos 6/4 Trample. At the end of combat, any non-Wall creature damaged by Iron
Power and toughness of the enchanted creature increase by 2
Toughness of all friendly creatures increases by 2
damage at the end of turn
life, where X is the toughness of the destroyed creature
takes damage equal to sacrificed creature's power
and all friendly creatures gain Trample and Berserk abilities.
destroyed creature
destroyed
Velos receives no damage this turn, destroy Small Velos
receives no damage before the end of it's controller's turn, destroy Big Velos
destroyed
X or less
55
Mechos is destroyed
Mini Hopper is unaffected by summoning sickness. At the end of round if there
are 3 or more creatures in graveyard above Maxi Hopper, Maxi Hopper returns
ghness can not become less than
Common 9 Steel Mechos 8/6 Trample. At the end of combat, any non-Wall creature damaged by Steel
Mechos is destroyed
Rare 1 Wall of Illusion 0/2 Walls cannot attack. Pay 1 ether: Wall of Illusion's toughness becomes equal
to 1+X, where X is the number of creatures in the graveyard of the wall's
controller
Rare 3 Phantasmal Wall 0/6 Walls cannot attack. Pay 3 ether: power of this Phantasmal Wall increases by
2 until end of round
Rare 4 Wall of Distortion 0/8 Walls cannot attack. Sacrifice: Prevents all combat damage dealt this round
Rare 5 Bronze Mechozaurus 4/3 Trample. Lifetap. At the end of his or her round, the controller of Bronze
Mechozaurus suffers 1 damage. Br onze Mechozaurus can't be affected by any
spells or abilities
Rare 7 Iron Mechozaurus 6/4 Trample. Lifetap. At the end of his or her round, the controller of Iron
Mechozaurus suffers 2 damage. Iron Mechozaurus can't be affected by any
spells or abilities
Rare 9 Steel Mechozaurus 8/6 Trample. Lifetap. At the end of the round, the controller of Steel
Mechozaurus suffers 3 damage. Steel Mechozaurus can't be affected by any
spells or abilities
Unique 1 Bronze Abomination 1/2 Regeneration (1)
Unique 1 Mini Hopper 1/2
are 3 or more creatures in graveyard above Mini Hopper, Mini Hopper returns
into play
Unique 2 Hopper 2/3 Hopper is unaffected by summoning sickness. At the end of round if there are
3 or more creatures in graveyard above Hopper, Hopper returns into play
Unique 3 Iron Abomination 3/4 Regeneration (1)
Unique 4 Maxi Hopper 3/4 Maxi Hopper is unaffected by summoning sickness. The opponent randomly
discards 1 spell aft er being hit by Maxi Hopper. At the end of round, if there
into play
Unique 4 Wall of Daggers 2/5 Walls cannot attack. Flying. Regeneration (1)
Unique 4 Cutter Man 7/4 Disenchant. Cutter man will not awaken. Sacrifice creature to awaken Cutter
man
Unique 5 Steel Abomination 5/6 Regeneration (1), can't be targeted by spells or abilities
Unique 6 Sawer Man 9/6 Disenchant. Sawer Man will not awaken. Sacrifice creature to awaken Sawer
man
Unique 6 Female Fighter 6/6 First strike. Restless. Regeneration (2). Rest: return target creature with a
casting cost 3 or less from graveyard to play
Unique 8 Razor Man 11/8 Disenchant. Razor Man will not get up. Sacrifice creature to get up Razor Man.
Unique 8 Wall of Blades 6/9 Walls cannot attack. Flying. Regeneration (1)
Unique 8 Male Fighter 8/8 First strike. Restless. Regeneration (2). Rest: returns target creature with a
casting cost 5 or less from graveyard to play
Unique 9 Walking Horror 9/9 Trample. When Walking Horror enters or exits play deal 6 damage to all
creatures
Synthets' enchantments
Class Eth Name Description
Cantrip 2 Twisted
Enhancement
Cantrip 3 Failure Power of the enchanted creature is reduced by 2
Common 2 Drowsy Gas Power of all creatures drops by 1
Common 2 Immobilize Enchanted creature forced to rest. Creature controller may pay 2 life and 2 ether to
Common 3 Pain Link Each time enchanted creature suffers damage, creature's controller suffers equal damage
Common 3 Dwindle Toughness of the enchanted creature is reduced by 4 (tou
Common 4 Frenzy Gas Decreases toughness of all enemy creatures by 2 (toughness can not become less than 1)
Common 4 Disempower Power of the enchanted creature is reduced by 6
Common 4 Energize Recycling. Pay 1 ether: awakens target creature
Rare 1 Second Birth Recycling. Pay X ether: Return target creature with casting cost X or less from your
Rare 3 Suffocating Gas All heroes and creatures suffer 2 damage at the end of each round
Rare 2 Self Repair Enchanted creature gains Regeneration (1)
Rare 2 Cloak of Fear Enchanted creature becomes unblockable
Rare 2 Irritation Controller of the enchanted creature suffers 1 damage at the end of each round.
Power and toughness of enchanted creature increase by 2; at the end of each round,
power and toughness of enchanted creature is decreased by 1 permanently
awaken enchanted creature
1)
graveyard to play
Enchanted creature can't use abilities
56
Rare 3 Repair Station Recycling. Pay 1 ether: returns target creature from graveyard to hero's hand, deals 1
damage to enemy hero
Rare 3 Delusion Enchanted creature swaps power and toughness. All enchantments affecting power now
affect enchanted creature's toughness and vice versa
Rare 3 Depressing Gas Power of all creatures drops by 2
Rare 4 Madness Controller of the enchanted creature suffers 2 damage at the end of each round.
Enchanted creature can't use abilities
Unique 1 Weak Toxin Enchanted hero suffers 1 damage at the beginning of each round
Unique 2 Overload Power and toughness of enchanted creature increase by 5; at the end of each round,
power and toughness of enchanted creature drop by 2
Unique 2 Redirect Redirects all damage received by hero to the enchanted creature. This creature can't use
Regeneration ability
Unique 4 Data Attraction Controller of this enchantment draws 1 spell for every non-summoning spell cast
Unique 3 Revive Recycling. Rest, pay 2 ether and 2 life: returns target creature from your graveyard to
play
Unique 5 Strong Toxin Enchanted hero suffers 3 damage at the end of each round
Synthets' sorceries
Class Eth Name Description
Cantrip 1 Enfeeblement Rests target creature. Enchanted creature cannot get up at the beginning of its'
controller's round. Enchanted creature's controller may pay 3 ether to remove this
enchantment and awaken enchanted creature
Cantrip 2 Reanimate Returns last creature in your graveyard to your hand, deals 1 damage to the enemy hero
Common 1 Powertap Drains up to 5 points of ether from enemy hero
Common 1 Repair Returns target creature from your graveyard to your hand, deals 1 damage to enemy hero
Common 2 Data Impulse Draw 2 spells
Common 1 Broken Reality Removes all ether from target hero's ether pool and deals damage to that hero equal to
ether removed
Common 4 Noise Opponent discards 3 spells at random
Common 3 Body Exchange Sacrifices your target creature: returns target creature from your graveyard into play
Rare 3 Inconsistent Reality Destroy one of the enemy hero's ether channels
Rare 3 Energize All Awakens all friendly creatures. This spell can be cast during the block phase
Rare 3 Data Surge Draw 3 spells
Rare 4 Purify Removes target enchantment
Rare 4 Clone Creates a copy of the target creature currently in play, the copy is under caster’s control
Rare 5 Exile Removes target creature from play. Regeneration can not be used to counter this effect
Unique 2 Quick Fix Enchanted creature is brought from the graveyard into play. Power and toughness are
reduced by 1. If enchantment removed, creature returns to graveyard; if creature is
destroyed, the Quick Fix enchantment returns to its owner's hand
Unique 2 Tap Life Pay X ether: drain X life from enemy hero
Unique 2 Alpha Strike Cast only on a friendly creature. Enchanted creature gains Trample and First Strike
abilities, and its power is increased by X, where X is the creature's initial power, but its
toughness becomes 1. At the end of the combat round, the creature is destroyed (it
cannot use regeneration ability to counter this effect)
Unique 5 Steal Reality Steal 1 ether channel from the enemy hero
Unique 6 Mind Wipe Target hero discards all spells
57
Artifacts
Amulet of Ether Defense Enchanted creature cannot be targeted by spells or abilities
Amulet of Huntress Summons the Huntress: First Strike. Rest: Destroy target creature with power 4 or higher
Amulet of Purification Removes target enchantment
Amulet of Unity Each creature gains +1 power and toughness for every creature of the same race currently in play
Ring of Command Transfers control of the targeted enemy creature to the owner of the Ring of Command
Ring of Destruction Destroys target attacking creature. This creature cannot use “Regeneration” ability. This spell can be
used during block phase
Ring Of Healing Gain 7 life
Ring Of Paralysis Enchanted creature cannot get up. Pay 2 life and 2 ether to release enchanted creature
Rod of Colossus Deals 9 damage to target
Rod of Defense Toughness of all friendly creatur es increases by 3 until end of block phase. This ability can be used
only during block phase
Rod of Dominance Power and toughness of all friendly creatures increases by 1
Rod of Fire Destroys target creature
Rod of Insanity Controller of the enchanted creature is dealt 2 damage each round
Rod of Konung Summons Konung, a creature with Trample, First Strike, Restless, Berserk, Regeneration (3); cannot
be targeted by spells or abilities
Rod of Lightning Deals 3 damage to target creature or hero
Rod of Reflection All damage received by the enchanted hero is reflected back at the enemy hero until the end of turn
Rod of Resurrection Return target creature from graveyard to play
Scroll of Bless Power and toughness of the enchanted creature increase by 4 until end of round
Scroll of Dust All creatures cannot attack until their next round.
Scroll of Maggot Summons Maggot, a creature with “Flying” ability
Structures
Training heroes and improving their parameters:
Teacher Gives 50% of experience needed to achieve the next level
Master Gives a new skill or upgrades an existing one
Mentor Increases experience by a specified amount
Spring of Life Temporarily increases hero's Life
Spring of Mobility Temporarily increases hero's speed and Sight
Citadel of Healers Adds life to all your heroes while you control this structure
Citadel of Wanderers Increases Sight of your heroes while you control this structure
Obtaining/providing various items:
Altar Increases ether inflow while the altar remains under your control
Obelisk of Knowledge Gives a global spell
Ancient Obelisk Gives part of global spell
Warding stone Key
Rune stone Closed door, opens with key
Gnome-merchant Gives resources once a week
Gnome-alchemist Gives runes once a week (1 rune per spell)
Gnome-artificer Recharges artifacts
Prison Gives new hero
Merchant's Wagon Gives resources (1 time only)
Alchemist's Wagon Gives runes (1 time only, 3 runes per spell)
Observation Device Acts as a “camera” to show territory around an Observation Point
Observation Point Allows you to view the surrounding area as seen by Observation Devices
Training Camp Heroes can stay here and receive some experience per round
Dungeon/Labyrinth/Crypt Monsters appear here once a week
58
Resources
Name Source
Non-accumulative
Ether Ether sources (red, blue, green, black)
Unusual resources – plants
Mandrake root Mandrake garden
Black lotus Black lotus garden
Apprentice's Lab Common magic spells
Summoner's Hut Common summoning spells
Sorcerer's Lab Rare magic spells
Summoner's Tower Rare summoning spells
Wizard's Lab Unique magic spells
Summoner’s Guild Unique summoning spells
Stone Portal Runes for common spells
Granite Portal Runes for rare spells
Obsidian Portal Runes for unique spells
Global Spells
Common (colorless) global spells – available to all races
Disenchant Removes global enchantment
Disjunction Removes world enchantment
Resurrection Resurrects caster’s most recently deceased hero
Fire and Ice Ritual Produces 1 additional Frozen Flame per round
Recall Recalls your hero to the "summoning spot"
Defender of the Realm Assigns hero as a Castle defender while this spell is in effect
Warrior of the Realm Assigns hero to begin an ether attack on an enemy's Castle
Visions Shows active global spells currently being cast by enemy Lords
Remote Use You can use a shop from any distance. Select a hero, then select the desired shop
Summon Recruit Summons Hero of 1st level (of the corresponding race)
Summon Warrior Summons Hero of 3rd level (of the corresponding race)
Summon Veteran Summons Hero of 5th level (of the corresponding race)
Lesser Fortifications Creates temporal fortification of 1st level (for the corresponding race)
Greater Fortifications Creates temporal fortification of 2nd level (for the corresponding race)
Bastion Creates temporal fortification of 3rd level (for the corresponding race)
Chaots’ Global Spells
Blood Ritual Produces 5 additional Blood Rubies per round
Luck Gives hero a better chance for his specialization to work; does not work on hero with “Luck”skill
Lightning Wrath Every combat begins with "Call lightning" striking the enemy of any Chaot Hero
Meteor Deals 7 damage to target Castle
Chain Lightning Deals 4 damage to all enemy castles
Chaos Shield Shields your Castle, absorbing 3 points of damage with each attack on your Castle. For example, if
your enemy deals 6 points of damage to your Castle during a combat round, the Castle will only lose
3 structure points that round.
Wrath of the Dead The enchanted attacker deals 1 additional damage to the enemy Castle for each creature in the
defender’s graveyard (occurs at the end of battle, only occurs if defender loses the battle). Ether
59
Combat only
Castle Bane Enchanted hero deals 150% damage to the enemy Castle
Shock Resonance If enchanted Castle is damaged, this spell retaliates by damaging all enemy castles with equal
reciprocal damage
Clock of the Apocalypse Each game round damages all castles, increasing by 1 point of damage each round after the spell is
cast (e.g. first round, 1 damage point; second round, 2 damage points, etc.)
Kinets’ Global Spells
Star Ritual Produces 5 additional Star Sapphires per round
Concentration Gives additional spell every second combat round; does not work if the hero has Concentration skill
Hypnotism Every combat begins with "Hostile Ambience" already cast on any Kinet hero
Shield of Ice Shields your Castle, absorbing 5 points of damage with each attack on your Castle. For example, if
your enemy deals 6 points of damage to your Castle during a combat round, the Castle will only lose
1 structure point that round.
Ice Barriers All friendly Castles are shielded, absorbing 3 points of damage with each attack on them
Fresh Breeze Regeneration of your castle increases by 50%
Rush Reward If an ether combat is lost defending a castle, 10 - X additional damage is dealt to the castle, where X
is the round in which the defending hero lost the match (occurs at the end of battle). Ether combat
only
Retaliation If attacker loses a battle to a defender enchanted by this spell, the attacker loses 5 runes from each
slot in his or her Spellbook
Spell Blast Attempts to dispel a spell being cast by target Castle's owner; dispel cost is equal to the ether the
Castle has already usedin casting the spell.
Ether Leak Cost of all spells cast by target Castle's owner is increased by half the additional ether spent casting
this spell
Vitals’ Global Spells
Snake Ritual Produces 5 additional Poison Emeralds per game turn
Regeneration Gives hero regeneration of 1 point per combat round. Does not work if hero already has the
Regeneration skill
Gifts of the Forest A Tree Snake is summoned at the beginning of every combat to aid any Vital hero
Acid Vapors Deals 4 damage to target Castle
Breath of the Forest Heals 8 damage to your Castle
Boon of Nature Heals 4 damage to all friendly Castles
Blessing of the Forest If the enchanted attacking Vital hero wins ether combat, the defender’s Castle is dealt 1 additional
damage point for each 10 hit points the attacker left when he won the battle. Ether combat only
Enchanted Herbs Attacker steals X Mandrakes and Lotuses, where X =10*Damage dealt to enemy Castle
Decay Enchanted castle does not regenerate damage
Ether Calm Prevents all ethereal combat while the spell is in effect
Synthets’ Global Spells
Smoke Ritual Produces 5 additional Smoke Diamonds per round
Suppression Decreases the odds that an enchanted hero’s enemy’s specialization will work. Does not work on
enemy heroes with Suppression skill.
Channel Warp Every combat begins with "Inconsistent Reality" striking the enemy of any Synthet Hero
Restoration Heals 4 damage to your castle
Continuous Restoration Doubles regeneration of your Castle
Mass Restoration Regeneration rate of all friendly Castles increases by 50%
Biohazard If the enchanted attacking Synthet hero wins ether combat, he deals 1 additional damage point to
the attacker’s Castle for each of the defender’s creatures left in play at the end of the battle. Ether
combat only
Retribution If an attacker loses a battle to a defender enchanted by this spell, the attacker is killed
Erosion Enchanted Castle receives an additional 50% damage from attacks
Terminal discharge Pay X Castle structure points: deals X damage to target Castle
The last global spell on each race’s list is extremely strong and can only be obtained in a special way. To compile this spell, a hero
must collect 3 components scattered around the map.
60
Game Controls
Legend
Key combinations are shown as <1st key> + <2nd key>; to perform the operation, press and hold the first key and then press the
second one.
Mouse controls:
Symbols Description Action
<L_click> Left button click Clicks left button
<R_click> Right button click Clicks right button
<Dbl_click> Double click Double-clicks (left button)
Pressing and holding the right mouse button over an object always calls up a contextual tool tip window describing the object.
Camera controls
General commands
<Page Up> Zooms in
<Page Down> Zooms out
Territories screen
<up arrow> Moves camera forward
<down arrow> Moves camera backward
<left arrow> Moves camera to the left
<right arrow> Moves camera to the right
<Ctrl> + <left
arrow>
<Ctrl> + <right
arrow>
Combat Screen, automatic mode
<F1> Sets default camera position 1
<F2> Sets default camera position 2
<F3> Sets default camera position 3
<F4> Sets default camera position 4
Combat Screen, manual mode
<up arrow> Tilts camera down
<down arrow> Tilts camera up
<left arrow> Rounds camera left
<right arrow> Rounds camera right
Rotates camera to the left
Rotates camera to the right
Characters and game controls
General Commands
<L_click> Selects object on the screen; assigns target for selected hero
<Ctrl>+<E> Issues «End Of Turn» (Territory Map) or «End Of Phase» (Combat Screen) command
Territories Screen
<R_click> On selected hero: cancels command
<Ctrl> + <L_click> On unselected hero: calls up exchange screen to swap with selected hero (both heroes must stay next to
each other)
Combat Screen
<R_click> Cancel spellcasting until target is assigned
<Dbl_click> On a creature: sends to attack / recall (in attack phase)
<Spacebar> Skips playback of all actions until the end of the current phase
Miscellaneous
<Esc> Calls up Options screen
<F5> QuickSave
<F8> QuickLoad
~ (tilde) Calls up console window
61
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