Combat

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Current content is information obtained from the Closed Alpha. Spoilers ahead!

Fight ferocious Monsters and divine bosses in turn-based battles where every action has consequences. Adapt your strategy to each combat, consider your synergies, and plan the actions of your Monsters wisely.


-Steam page of Aethermancer

Combat is one of the core mechanics of Aethermancer, along with the exploration. The combat is turn-based, which means every monster will act separately, the ally first and then the enemies. It's up to the player to decide in which order the ally monsters will act. When they're all finished, the enemy monsters will act. There's also an optional turn, the Aethermancer's turn. However, the only thing they can do is use an artifact. If they don't use one, their turn is skipped.

Key atributes of the combat

A combat

Elements - Every monster has two elements. These determine which actions the monster can learn. There are some actions that combine two elements. The monster can also learn actions that include one of its elements. For example, Naga has Fire and Water elements, so it can learn actions that combine both of this elements or just one of them.

Types - Every monster has three to five of them. They tell exactly what roles the monster can take during combat, as well as influencing which skills it can learn. For instance, Wolpertinger has the Critical, Purge and Sidekick buffs, so these are the things it can do during combat. Knowing this allows more strategy.

Signature Traits - Every monster has one of them. Signature traits are passive skills exclusive to each monster, meaning no trait is shared by two or more monsters. Every monster starts the run with its signature trait. For example, Sphinx has the Cosmic Glory trait. This trait is exclusive to Sphinx and it starts run with it, without having to learn it. Some traits have "keywords", which determine when they are triggered. For example, "On Action", means it triggers when the monster acts during the combat. "Physical Retaliation" means it triggers when the monster gets hit etc.

Poise - In Aethermancer, elemental weakness is represented by the 'Poise' mechanic, which only affects enemy Monsters. Each Monster has a certain number of poise of their weakness. Each poise breaks when they receive damage matching the corresponding element or attack type. Once all poise are broken, the enemy is afflicted with 'Stagger', rendering it unable to take any actions during the current turn. For instance, an opposing Jotunn will always have a Fire Poise, and receiving Fire damage an X amount of times will cause it to Stagger (the amount of hits depends on the monster's level) .

Corruption - During combat, every time a monster gets hit without a shield, it will get corruption points. They reduce the amount of health the monster will have at the beggining of the next combat. For example, Orthrus has 35 HP by default. However, if it has 9 corruption points, it will start the next combat with only 26 HP. Corruption points accumulate and can only be removed by talking to some NPCs, getting some specific equipment, learning specific traits or getting specific boons.

Champion Monsters

Champion Monsters are stronger monsters you need to fight once per area. They were first revealed in a Youtube Shorts posted by Moi Rai Games, showing Dark Elder as one of those monsters. It is still unclear if they are randomly selected or are always the same.

Revealed Champion Monsters

  • Dark Elder - Dark Elder was revealed as a Champion Monster in the same Youtube Short that revealed and explained the Champions themselves. In this fight, it is able to summon minions.
Star Spawn as a Champion Monster in the Closed Alpha

Closed Alpha

In Aethermancer's Closed Alpha, there are two Champion Monsters.

  • Warden - Warden is the Champion fought at the end of the first area.
  • Star Spawn - Star Spawn is the Champion fought at the end of the second area, as well as being the final Champion Monster in the alpha.