Hey Just wanted to build a little FAQ for Etherlords
December 12, 2001
Mail at sirremy@edsamail.com.ph
This document Copyright 2001 Cedric Garalde

This FAQ is pretty broad just wanted to put anything of anything that 
might help sorry of its a little disorganized, this is my first FAQ. 
Well for those who don't know what etherlords is its pretty much a 
cross-bred of Heroes of Might and Magic and Magic the Gathering, which 
was done pretty well. I thank Fishtank interactive for combining the 
best of both worlds.

*Just finished the game on both evil sides, so my FAQ is probably bias, 
to the dark side. I love playing synthets, its fast and furious. I'm 
just starting again in playing a campaign on the good side of thing 
just to light up my visions a bit.

Table of Contents

I.	Hero Specialization's
II.	Hero Skills
III.	Artifact List
IV.	Think-tank
V.	Detailed Spell List(soon)
VI.	Strategy and stuff(soon)

I. Hero Specialization's


Artificer	
 Hero can use artifacts up to 2 times in combat. 
 Hero can use artifacts up to 4 times in combat.
 Hero can use artifacts up to 8 times in combat. 

Bargain
 Reduces the cost of spells and runes by 20%.
 Reduces the cost of spells and runes by 45%.                                   
Reduces the cost of spells and runes by 70%. 

Channeling
 Delay in Ether Disturbance for your hero is increased by 1 turn and 
reduced by 1 turn for your enemy. 
 Delay in Ether Disturbance for your hero is increased by 2 turn and 
reduced by 2 turn for your enemy. 
 Delay in Ether Disturbance for your hero is increased by 3 turn and 
reduced by 3 turn for your enemy. 

Concentration			
 Hero receives 1 additional spell every 4th turn in combat. 
 Hero receives 1 additional spell every 3rd turn in combat. 
 Hero receives 1 additional spell every 2nd turn in combat. 

Estates
 Reduces hero's upkeep by 25%. 
 Reduces hero's upkeep by 50%. 
 Reduces hero's upkeep by 100%

Ethereal Attack
 Increase damage dealt to the castle by this hero by 1. 
 Increase damage dealt to the castle by this hero by 3. 
 Increase damage dealt to the castle by this hero by 5.

Ethereal Defense
 If a defender with this skill wins ethereal combat, then the 
Attacker's castle will receive very small amount of damage. 
 If a defender with this skill wins ethereal combat, then the 
Attacker's castle will receive small amount of damage. 
 If a defender with this skill wins ethereal combat, then the 
Attacker's castle will receive some damage.

Learning
 Hero additionally receives 25% of Experience.
 Hero additionally receives 50% of Experience. 
 Hero additionally receives 100% of Experience.

Looting
 Loot from creatures increases by 50%. 
 Loot from creature's increases by 125%. 
 Loot from creature's increases by 200%.

Luck	
 slightly better chance for hero's specialization to work. 
 Seriously better chance for hero's specialization to work. 
 Much better chance for hero's specialization to work. 

Mobility
 Hero's movement increased by 25%. 
 Hero's movement increased by 50%. 
 Hero's movement increased by 100%. 

Regeneration
 Every 3rd turn in combat hero regenerates 1 point of health. 
 Every 2nd turn in combat hero regenerates 1 point of health. 
 Every turn in combat hero regenerates 1 point of health

Resources	
 Hero can carry up to 7 runes. 
 Hero can carry up to 10 runes. 
 Hero can carry up to 15 runes.

Strength
 Hero's life increased by 10%. 
 Hero's life increased by 20%. 
 Hero's life increased by 30%

Suppression	
 Slightly worse chance for enemy's specialization to work. 
 Seriously worse chance for enemy's specialization to work. 
 Much worse chance for enemy's specialization to work.

Specialization Rank

My top 5
1.Luck- is the best IMO, especially if you have a good skill
2.Suppression- anything that will avoid your enemy to use his 
specialization ranks right up there
3. Artificer- well I just want to have this especially whenever I have 
amulet of the huntress
4.Concentration- I don't want to have an empty hand heheheh!
5. Ethereal attack- I always take this( though its not in my main hero 
I always put EA in my gatherer)

The least 5
1. Regeneration- no use if you are going to die that's that, no need to 
slow it down hehehe!
2. Looting- never good in my whole campaign I never did use it once
3. Ethereal Defense- I never did engage on Ethereal combat so nuff 
said.
4. Estates- I should have probably rank this way up there
5. Strength- the life you get when you level up is just right


II. Hero Skills


Adhesive
 For every attempt to dispel the hero's enchantment there is a chance 
that dispelling will fail.

Aviaks' Cunning
 Any Aviak under the hero's control has a chance to deal double damage 
with a melee attack.

Bats' Thievery
 Any Bat under hero's control has a chance to remove one spell from an 
enemy's hand when it successfully hits that enemy.

Burn Relief
 Hero has a chance to avoid or reduce damage received from the "Ether 
Burn" spell.

Cutters' Restlessness
 Any Cutter under the hero's control has a chance not to rest after 
attack.

Dazzling Illusion
 Each time an enemy creature is blocked by Wall of Illusion under 
hero's control, there is a chance that the blocked creature will be 
enchanted by "enfeeblement" spell.

Destructive Wipe
 When using "Mindwipe" spell the hero has a chance not only to discard 
all spells from enemy hand, but also deal 1 damage for each discarded 
spell.

Dexterous Hands
 The hero has a chance to draw 1 additional spell at the beginning of 
his turn.

Discriminating Fury 
 Every creature under hero's control has a chance to avoid the effect 
of the "Fury of Nature" spell.

Discriminating Lightning
 Every creature under the hero's control has a chance to avoid the 
effect of the "Lightning Storm" spell.

Discriminating Unsummoning
 Every creature under the hero's control has a chance to avoid the 
effect of the "Greater Unsummoning" spell.
Dragon Skin
 The hero has a chance to negate any damage received in combat.

Enhanced Water Link
 Every time the "Water link" spell passes health to this hero, there is 
a chance that the actual health passed will be equal to the sum of 
creature's power and toughness (rather than equal to creature's 
toughness only).

Eternal Enchantments
 Every time a creature with enchantments controlled by this hero is 
destroyed, there is a chance that the enchantments will return to the 
hero's hand.

Evil Eyes' Gaze	
 Every time an Evil Eye under this hero's control takes part in a 
combat phase, there is a chance that Evil Eye's opponent will be 
destroyed before the combat actually begins.

Expert Artificer
 When using an artifact, the hero might not expend one of the item's 
charges.

Fighters' Guile
 Any Fighter under the hero's control has a chance to drain health 
after successful attack 	against enemy hero and pass this health 
to it's controller.

Finguses' Vitality
 Every Fingus summoned by the hero has a chance to regenerate when it's 
toughness drops below 	1 point (or if it is destroyed by a spell).

Flood Resistance
 Every turn, every creature under hero's control has a chance to avoid 
the effect of the "Flood" spell for one turn.

Fortunate Offering
 Every creature under the hero's control has a chance to survive it's 
sacrifice to the "Cannibalism" spell.

Free Casting
 The hero has a chance to cast a spell without paying it's ether cost 
(for a spell with variable casting cost, the initial cost is only 
ignored).

Gibberlings' Restlessness
 Any Gibberling under hero's control has a chance not to rest after 
attack.

Greater Energize
 The hero has a chance to use recycling part of "Energize" spell more 
than once per turn.

Halos' Twins
 The hero has a chance to summon two Halos with one summon spell.

Hornets' Interception
 Any Hornet under hero's control has a chance to attack first, even 
when defending against a creature with the "First Strike" ability.

Invulnerability
 The hero has a chance to negate any non-melee damage dealt to him in 
combat.

Ironskin
 The hero has a chance to negate any melee damage received in combat.

Kobolds' Cunning
 Any Kobold under the hero's control has a chance to deal double damage 
with a melee attack.

Lamias' Thievery
 Any Lamia under the hero's control has a chance to remove one spell 
from the opponent's hand after having successfully hit that opponent.

Life Web
 The hero has a chance to double the health gained from an "Spiritual 
Web" spell's effect.

Magical Resonance
 Hero has a chance to deal 1 damage to the enemy hero and all enemy 
creatures every time he is damaged by a non-melee attack.

Mind Blast Protection
 The hero has a chance to cast "Mind Blast" in such a way that it will 
deal damage to the enemy hero only.

Offering to Ether
 Every creature under this hero's control has a chance to survive it's 
sacrifice to the "Ether Feeding" spell.

Offering to Fire
 Every creature under the hero's control has a chance to survive it's 
sacrifice to the "Burnout" spell.

Orcs' Overrun
 Any Orc under the hero's control has a chance to do Trample effect 
damage in a melee attack.

Physical Resonance
 The hero has a chance to deal 1 damage to enemy hero and all enemy 
creatures every time he is 	damaged by a melee attack.

Prolonged Blessing
 Each turn each "Bless" spell cast by the hero has a chance to act one 
additional turn.

Pteros' Purifying Strike
 Successful attack by Pteros against an enemy hero or creature will 
result in the target's enchantments being dispelled.

Quick Repair
 The hero has a chance to use recycling part of "Repair Station" spell 
more than once per turn.

Raise Dead	
 Every time a creature with enchantments controlled by this hero is 
destroyed, there is a chance that the enchantments will return to the 
hero's hand.

Rats' Tenacity
 Every Rat summoned by the hero has a chance to regenerate when it's 
toughness drops below 1 point (or if it is destroyed by the spell).

Rebirth
 The hero has a chance to return to life after it was fatally wounded, 
but with only half of maximum life.

Selective Purification
 When using the "Purify" spell the hero has a chance to remove all 
enchantments from the target creature, instead of only the single 
target enchantment.

Smoke Resistance
 Every turn every creature under hero's control has a chance to avoid 
the effect of the "Smoke" spell for one turn.

Snakes' Venom
 Each time a Snake under this hero's control bites an enemy hero, there 
is a chance that the enemy hero will be enchanted by the "Envenoming" 
spell.

Spell Translocation	
 The hero has a chance to draw one more spell from the spell book each 
time he casts any spell.

Stones' Wrath
 Any Wall of Stone under the hero's control has a chance to destroy a 
blocked creature at the end of the combat phase.

Suffocation Resistance
 Every turn, every creature under hero's control has a chance to avoid 
the effect of "Suffocation Gas" spell for one turn.

Suicidal Hunger
 Every time the hero casts the "Hunger" spell, there is a chance to 
prevent use of regeneration ability to restore the target's life.

Tenacious Hands
 The hero has a chance to cast a spell without removing spell from his 
hand (but if the hero only has another rune for this spell).

Thorn Protection
 The hero has a chance to avoid or reduce damage received from the 
"Ether Thorns" spell.

Thrifty Casting
 The hero has a chance to cast a spell without expending it's rune.

Treants' Guile
 Any Treant under this hero's control has a chance to drain health 
after successful attack 	against enemy hero and pass that health 
to it's controller.

Velos' Twins
 The hero has a chance to summon two Velos using one summon spell.

Winds' Wrath 
 Any Wall of Air under hero's control has a chance to destroy a blocked 
creature with Flying ability at the end of the combat phase.

III. Artifact List
Legend: AT-Activation Time
        GBU-Gap Between usage
        RT-Recharge Time

Amulet of Ether Defense
 AT-2
 GBU-1
 RT-7
Enchantment: Ether Defense
 Enchanted creature can not be target of spells or abilities

Amulet of Purification
 AT-1
 GBU-1
 RT-2
Sorcery: Purification
 Remove target enchantment

Amulet of the Huntress

Amulet of Unity
 AT-5
 GBU-3
 RT-21
Enchantment: Unity
 Each creature gets +1/+1 for each other creature of the same race in 
play

Ring of Command
 AT-4
 GBU-3
 RT-1
Sorcery: Command
 Enchanted creature changes controller to the controller of this 
enchantment

Ring of Destruction

Ring Of Healing
 AT-4
 GBU-2
 GBU-7
Sorcery: Healing
 Pay X ether: Gain X life

Ring Of Paralyzation
 AT-2
 GBU-1
 RT-4
Enchantment: Paralyzation
 Enchanted creature gets "Cannot get up" ability. Enchanted creature 
gains ability to get up for 2 ether and 2 life of its' controller

Rod of Colossus

Rod of Defense

Rod of Dominance

Rod of Fire

Rod of Insanity

Rod of Konung

Rod of Lightning
 AT-3
 GBU-2
 RT-9
Sorcery: Lightning
 Deals 3 damage to all creatures

Rod of Reflection

Rod of Resurrection
Scroll of Bless
 AT-3
 GBU-1
 RT-5
Sorcery: Bless
 Power and toughness of the enchanted creature increase by 4 until end 
of turn

Scroll of Dust

Scroll of the Maggot
 AT-2
 GBU-3
 RT-7
Summoning: Maggot 3/3 Flying


IV.A little think-tank
 
*Like I said in the beginning I love dark cards in choosing what to put 
in your deck always consider why did you put that card there, and 
always go for specialization, always make a theme. Eg. Whats the 
purpose of getting Male fighter when you are making an ethereal burn 
card!

*In my Synthet ending campaign the type of deck that I used, was a 
steal reality/tap life combo with some walls for a little bit of 
defense. Just a little not if you're going to get a wall, a flying wall 
is probably best my favorite wall (wall of blades).

*Just like in HOMAM always have one main hero never make a balanced 
team, if you do you'll regret it in the end. Though in my experience, I 
always have two heroes more ifs need be one as always is the main hero, 
I always choose my main hero by his skill, While the other hero was 
pretty much a gatherer.

*In playing campaign mode, remember that enemy heroes just like you 
have runes, so if you are having a hard time defeating that hero, try 
making a couple of kamikaze hero just to dwindle his heavy cards, and 
attack him before he recharges.

 


