Average Playtime: 1 hour

Etherlords II

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About

The saga continues! Etherlords II takes you back to the world of Ether and into a whole new realm of fantastic possibilities. Lead your hero on an unforgettable journey through lands filled with unsurpassed beauty and danger to unlock the ultimate mystery.

Etherlords II is an exciting mix of role-play and tactical turn-based combat in the best traditions of fantasy trading card games.

This version of the game supports co-op battles via Internet, including Round Table mode: round robin elimination tournament with random set of cards.Key Features
  • Five campaigns covering a magnificent fantasy world
  • Hundreds of spells and creatures combine to create nearly unlimited tactical possibilities
  • New monsters and magic that can be used by any of the four races
  • Enhance your Hero’s skills throughout each campaign with new spells, creatures and abilities.
  • Non-linear missions with multiple paths to completion
  • Thorough tutorial system to help you learn basic and advanced dueling tactics
  • 4 multiplayer modes. A dedicated master server that calculates and maintains your statistics and raitings
Platforms
Metascore
78
Release date
Developer
Nival Interactive
Publisher
Nival, Strategy First, Nival Interactive
Age rating
Not rated
Website
http://www.etherlords.com

System requirements for PC

Minimum:
  • OS: Windows
  • Processor: Pentium III 600 MHz
  • Memory: 128 MB RAM
  • Graphics: 3D-accelerator AGP with 16 Mb RAM
  • DirectX: Version 7.0
  • Storage: 2 GB available space
Recommended:
  • OS: Windows
  • Processor: Pentium III 1.0 GHz
  • Memory: 256 MB RAM
  • Graphics: 3D-accelerator AGP with 32 Mb RAM
  • DirectX: Version 7.0
  • Storage: 2 GB available space
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Last Modified: Sep 17, 2019

Where to buy

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Etherlords II reviews and comments

Translated by
Microsoft from Russian
You want to try the next collectible card game, but tired to consider the pictures with characteristics, and all movements, attacks and reading spells give to the imagination? If So, here is a very good attempt to render the classic MTG. Let it be simplified. Instead of lands-Ordinary mana. Even the style of the game through the appropriate colors is very similar: 1. Synthesis is black. Also played through the DEBAFA, various vile tricks, and many pluses are immediately found their minuses. Playing against them collide with the fact that their creatures are very hard to get rid of. I honestly do not understand the logic by which repair (revival) deals damage to the enemy hero. 2. Vitala-Green. On the Contrary, a bunch of bacas, both individual and mass. Yet Another race is not able to get such a large amount of mana in a short period of time, so crush the mass. If "The map will fall" already by 4-5 go can get a full army. The main weakness poorly cope with the removing of foreign char and weakening. 3. Haots-Red. Powerful attacking magic, and therefore maximum damage in the shortest possible time. The Creatures are simple, no frills. Tactics "to dry" more painful: opposite the dragon-incineration, a lot of monsters smaller-earthquake, the enemy closed and plays from defense-to give a comet. Minus is boring and straightforward. 4. Kineta-Blue. Master of the delay. The Creatures they have powerful, but expensive, and so they have to survive. Dropping spells from someone else's hand, stop the attack enemy armada with a simple fog, make pay extra air for everything. The Enemy caused a formidable monster and "hung" on him a lot of blessings-a cheap incarnation puts a cross on all the slops. Playing against them always seems to be a victory in your pocket until it can become too late. This is of course a very general description and everyone has a "quick" deck, everyone can play from defense (except Vitalov), etc.-but still very similar to the classic Magic the Gathering. There are no whites. Instead, it's a colorless that everyone can use. They have little Spells-mostly on fighting colorless creatures. Here They are no longer similar: cheap, half of them charodei, most of the game in the form of ghosts, and to go into the physical shell require sacrifice-for someone dead bodies, for other cards, charms, etc. Kill them too is not easy-when you lose health from the game not care Return to the primary form. All This is combined with a whole bunch of ways, but this is not a problem, the game of 2003, though now and restored servers, players there a little, mostly available single. Computer plays no matter, the winning situations often do not see, and something at all never uses-a little accustomed and chances he will not. Interest is supported by the company-where the complexity is created by the fact that you are constantly put in different "unfair" conditions. The Rest is a corridor with obstacles from one fight to another, with pumping and collecting cards. Is It worth wasting time now? Companies to pass once, to experiment with decks it is possible. Just keep in mind that the game has a common feature for most domestic projects-it is leisurely and requires a thorough approach, and therefore time requires a lot. Game moment: The Version here patched-Reaper "do not eat" bodyguards, the Knights have taken away vampirism, revival works much rarer, etc. So-How to pass the White Lord? It was not easy before, now he is quite angry. Maybe It seems or I forgot something, but playing on the average difficulty, through the synthetes, I do not see the "lumen": 1. Easily counteracts colorless, quick fix, of course, helps until he consumes a stock of spells, but time for catching with their copying char Missed. 2. The Tactic of breakout is impossible: a heap of free protective char, a lot of health + several complete restorations. 3. A Pile of dragons and walking horrors. Just killing yourself is more expensive-you get damage from repair. I Try to lure-so it looks like a huge stock of withdrawals char. I don't think it was like this before. 4. The Slow way of pulling the balance of forces on itself also does not work. Having Achieved the stalemate with the slow transition of the initiative in his hands came to the ethereal outrage at the same time with Lord. And this is at Level 3 control! 5. But in any case, everything rests on luck. I still achieved a couple of times the advantages and confidently began to win, so this Gad just, for all his huge supply of mana, Skoval fresh wind + erase-and all came. You can try to protect the specialization (rebirth or invulnerability), but may not work like mine. But his speciality, in my opinion, passes with 100% probability. Sometimes It looks like the script is hanging and the fresh wind it is dripping without erasing, but something too much to fig should coincide.
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