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etherlord

Etherlords (Russian: Демиурги) is a fantasy turn-based strategy and card-dueling series for the PC, by Russian developer Nival Interactive. The first game was published November 12, 2001 by Fishtank Interactive. Prior to worldwide release it was released in Russia (November 9, 2001) as Demiurges (Russian: Демиурги). It was followed two years later by a sequel, Etherlords II, which was published in Europe by DreamCatcher Games and in North America by Strategy First. Nival has stated that a third game isn't out of the question, but so far nothing has been announced.

etherlord

The game features a card-based dueling system that borrows heavily from Magic: The Gathering. While the game can be played in a pure dueling mode, the major appeal of Etherlords stems from the scenario mode which utilizes a strategy/adventure map, similar to the one used in Heroes of Might and Magic. Nival later became the developer of HOMM 5.

etherlord

In Etherlords I, you may select between two campaigns: Kinet/Vital or Chaot/Synthet. Some of the maps are shared between the two campaigns, and you simply assume the role of whichever faction you selected. The final mission is one such mission. It also requires that you break with your allies and choose a single faction, and therefore a single avatar, to face the White Lord. The White Lord himself, being a master of all ether, uses spells from multiple schools. Notably he uses a deck that is heavy on Synthet spells, augmented by top picks from the other schools. Upon defeating the White Lord, the victor ascends and becomes the new White Lord.

etherlord

A much more significant change can be found in the scenario mode. Whereas Etherlords I uses a strictly turn-based strategy map in the style of Heroes of Might and Magic, Etherlords II uses a more character-oriented adventure map in the style of Shandalar, the minigame that Microprose created for its computer translation of Magic: The Gathering. As a result, the first game emphasizes strategic objectives like securing resources and territory, and using multiple heroes, while the second game eschews those elements in favor of making the player collect cards and manage their decks. The most notable effect of this change is that, aside from occasional time limits, the scenarios in Etherlords II do not feature active dangers—the player is free to explore as he wishes without threat of his infrastructure being destroyed. It is more about fighting through a linear path and taking on each monster in your way, and having to adjust your deck strategy against a series of different opponents.

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