
Four races of wizards, adepts of four magical schools, collide in a brutal fight for world domination. Etherlords, an iconic strategy created by Nival, became a bestseller in the world and earned highest grades from critics.Etherlords is an exciting mix of turn-based strategy and fantasy trading card game.
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Languages: English*, Russian**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
HoMM meets MTG. It's pretty novel and if you like both of those things you'll like this game. A few misc things since this game has little documentation; There's a steam guide by mat that was able to get it running on W10 for me, with minimal crashing (the game autosaves after every turn so CTD only sets you back 5 minutes at most) There's no progression in the campaign, It's basically a series of "puzzle" maps. Half of the vitality campaign are timed missions, You can't stop and smell the roses you have to gun it for the enemy castles in those missions. Bring a backup hero with your main hero and have him grab the resources so your main can keep moving. Most of the enemies you face are rushdown decks, Having a few cheap walls will really help deal with them. In the mission "Avaiks Nest" Take the bottom path, You don't need to fight the guys guarding the right, Their stupidly OP and you'll have to save/load abuse to get good RNG to kill them if you try that way. You can press space to skip most battle animations, It really speeds up the game.
Классика. Но уже устаревшая. Повторю решение с зависанием из другого обзора. Нужно закомментировать или удалить строку "set __COMPAT_LAYER=WIN2000" в Run.cmd. Чтобы закомментировать строку необходимо добавить слово "rem" в начало строки.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i really liked this game for what it was, a turn-based monster summoning strategy game with an overworld map. but this game is just waaaaay too difficult, maybe the most ridiculously hard game i've ever played. all enemy heroes significantly outlevel you and if your placement isn't perfect each turn you'll just get nuked anyway. stylistically i did really enjoy this game but the gameplay is just way too hard for me
Crashy as it gets... at least the Steam version. Very unfortunate, as it is one of the classics.
Constant crashes unless you play without sound...
My playtime says 10 minutes, but I have played over 8 hours ( I've been running it from the .exe directly which Steam doesn't log for DRM Free games) I've bought the game out of nostalgia, and let me tell you, it was a big mistake. My idea of it was heavily embelished by the fact I had only berely tried it at the time. This game didn't aged well at all, and you can see it in the many issues, the smallest of which is the fact that you will constantly crash! (unless you launch it from the .exe after enabling "Win98 compatibility Mode", run it as administrator and DPI related settings) This game is 5% fun and 95% tedius repetition - the 5% is that moment at the beginning of a map where you're visiting the Alchemist and adding new spells to your deck, after which, the map is solved because you've likely bought something broken. For example, during my last map I bought an Enchantment that once casted, prevent enemies without flying to "untap" (allow me the MTG slang) for the rest of the combat, and 95% of the encounters in that map didn't had flyers. And I've seen this pattern in the other maps I've played as well - you buy few key cards at the start, and then you're left with griding a lot of slow combats in auto-pilot, because the AI doesn't know how to deal with these cards, for example in the previous case of the Enchantment, an opponent that can remove Enchantments is very rare. To make things worst, the AI is quite dumb. This is what the AI considers when deciding to attack during it's turn: ・Will the attack result in the opponent losing a creature if they block? ・Will my creature survive the attack? If the answe to both is YES, then the AI is guaranteed to attack you. Which is silly if you consider this common scenario: ・I have 30HP and two 2/1 creatures ・AI has 4HP and two 3/7 creatures The logic choice would be for the AI to not attack so that it can block and survive during the following turn, instead, what it actually does is go full kamikaze on you. ALWAYS. Which makes the time you spend playing this game feel like worthless mindless grind, a complete and utter waste of your time. Don't get me wrong, I can praise the fact they experimented with a 4X strategy game mixed with a card battler as early as 2001 and I wish we would get to see more of this unique formula nowadays, but beyond having had a good idea, the execution of it also being a product of that early time, leaves a lot to be desired. So if I could go back, I would recommend myself to stay away from it and just enjoy that nostalgic memory of it :)
Всем привет ! Я играю в эту игру первый раз и уже в шоке от того что такую игру сделали наши Русские , игра с филосовским и интересным сюжетом , не верится что это было сделано 2001 году , атмосфера шик и проста , музыка простая но атмосферная , механики сложные и тактика есть и стратегия , я не зря отдал деньги разработчикам , таких игр нету вообще , а если есть то это жалкие пародий , я конечно выпил , но даже в трезвом виде эта игра восторгает , а те кто пишет что игра фигня просто не настоящие геймеры , им подавай графику и сюжет , фансервис и того что хотят в 2023 , да графон устарел и звук , но если вы не тру геймер то вам не понять , я обязательно пройду обе части , в игре даже ещё вроде есть онлайн ..... вроде , ну я новичёк но всем советую если вы не молодой человек с замашками на топ , играйте в игры в которые хотите вернутся не смотря на время и что бы игра затрагивала что то в вас , главное мира вам братья и сёстры геймеры .
Etherlords, developed and published by Nival, is one of those rare strategy games that feels genuinely experimental, even years after its release. It attempts to fuse two complex systems—turn-based map strategy and collectible card-style combat—into a single cohesive experience. The result is a game that doesn’t always flow perfectly, but remains memorable for how boldly it blends its ideas. Rather than following a conventional formula, Etherlords builds its identity around this hybrid structure, asking players to think both like a strategist and a deck-builder at the same time. The game unfolds across two distinct layers. On the overworld map, you guide heroes across terrain, capture resources, and expand your influence in a way that will feel familiar to fans of classic turn-based strategy games. This layer introduces a sense of scale and progression, giving context to your actions and decisions. However, the real centerpiece emerges when battles begin, shifting the gameplay into a card-driven system where every move is dictated by the deck you’ve constructed. This transition between exploration and dueling is what defines the experience, creating a loop where preparation directly impacts performance. Combat is where Etherlords truly distinguishes itself. Each encounter plays out like a strategic card duel, where creatures, spells, and abilities must be used thoughtfully to outmaneuver your opponent. The system captures the tension and satisfaction of traditional card games, where timing, resource management, and synergy are crucial. Building an effective deck becomes just as important as executing it, and there’s a constant sense of refinement as you experiment with different combinations. Victories feel earned, especially when they come from carefully planned strategies rather than brute force. The presence of multiple factions adds another layer of depth, each offering its own unique approach to gameplay. These factions are built around different types of “ether,” influencing the kinds of cards, abilities, and tactics available. This encourages players to adapt their strategies depending on their chosen faction, and it adds meaningful replay value. Switching between factions can dramatically change how the game feels, as each one emphasizes different strengths and playstyles, from aggressive offense to more calculated control. Despite these strengths, the game’s structure is not without friction. The overworld segments, while conceptually important, can feel slower and less engaging compared to the intensity of the card battles. Managing resources and navigating the map occasionally interrupts the pacing, creating moments where the game feels drawn out. For players primarily interested in the duel mechanics, these sections may seem like obstacles rather than enhancements. The balance between the two systems doesn’t always feel perfectly aligned, and this can affect the overall flow. From a presentation standpoint, Etherlords carries the visual hallmarks of its era but retains a certain charm. The fully 3D battles, once a standout feature, still hold some appeal thanks to their distinct creature designs and clear visual feedback. While the interface and graphical fidelity show their age, the artistic direction helps maintain a cohesive identity. The world feels stylized rather than generic, which adds to its lasting impression. The campaign provides a structured way to experience the game’s systems, offering a series of missions that gradually introduce new challenges and mechanics. The narrative itself serves more as a backdrop than a driving force, focusing on the struggle for control over the mysterious ether. While it may not leave a strong narrative impact, it supports the gameplay without becoming intrusive. The real engagement comes from the evolving strategies and the satisfaction of mastering the game’s systems. Replayability is one of the game’s stronger aspects. With multiple factions, a wide range of cards, and different strategic approaches, there is plenty of room to experiment and refine your playstyle. Each new attempt can feel different depending on how you build your deck and approach encounters. However, the pacing issues and occasional repetition can limit how long players stay invested, particularly if they are not fully engaged with both halves of the game’s design. In the end, Etherlords stands out as a bold and creative experiment that doesn’t always achieve perfect balance but succeeds in offering something genuinely unique. Its combination of strategy and card-based combat creates a layered experience that rewards thoughtful play and experimentation. While some elements feel dated and the pacing can be uneven, the core ideas remain compelling, making it a worthwhile experience for players interested in strategy games that dare to do something different. Rating: 7/10
Очень старая и очень весомая пошаговая стратегия, со специфичным гейм плеем, идеальный способ отвлечься от таких ига как герои меча и магии и дисциплес, со схожей механикой. Боты конечно не особо умны, по этому советую играть против реальных игроков у которых есть опыт игры. В игре 4 рассы: чермет, крысиные бичи, чистолюбивые гибриды птиц и лесная плесень(синтеты, кинеты, виталы, хаоты). У каждой рассы свои приколы, преимущества, и минусы. Пошаговый геймпейл боя напоминает хартстоун, только 3D моделями на поле боя со специфичной озвучкой. Сама по себе игра очень красочная и с достаточно хорошей графикой для своих лет, и не требовательна в системках.
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