Worthiness

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Current content is information obtained from the Closed Alpha. Spoilers ahead!
Worthiness screen showing Orthrus with max level

Worthiness is a game mechanic in Aethermancer. At the end of any combat, your monsters get a bit of worthiness points depending on what they did during the combat how good was their performance in the fight.

For example, dealing damage, healing HP, preventing damages with shields and defeating a Champion Monster are things that generate worthiness, each them having an own value. When getting enough worthiness, a monster will ascend a rank. For each level, they get a new perk, a small buff that can help them during combat, such as more life, more HP healed and more aether generated.

Additionally, the Cook can grant 300 Worthiness points to a monster in some of her events with a cost of adding 7 Corruption points to the chosen monster.

Categories

Category Worthiness Gained Acquisition
Worthiness Damage Dealt.png
Damage Dealt
1 per 10 damage dealt
  • Dealing damage through actions
  • Dealing damage through traits
  • Dealing damage through debuffs (e.g. Poison) applied by the monster
Worthiness Support Damage.png
Support Damage
1 per 5 damage supported
  • Helping other allies deal damage through traits
  • Helping other allies deal damage through buffs (e.g. Power) applied by the monster
  • Helping other allies deal damage through debuffs (e.g. Terror) applied by the monster
Worthiness Damage Healed.png
Damage Healed
1 per 3 damage healed
  • Healing damage through actions
  • Healing damage through traits
  • Healing damage through buffs (e.g. Regeneration) applied by the monster
Worthiness Damage Prevented.png
Damage Prevented
1 per 5 damage prevented
  • Preventing damage through Shields applied by the monster
  • Preventing damage through buffs (e.g. Dodge) applied by the monster
  • Preventing damage through debuffs (e.g. Weakness) applied by the monster
  • Preventing damage by redirecting attacks
Worthiness Actions Prevented.png
Actions Prevented
2 + x per prevented action, where x equals the biome tier
  • Preventing actions through Stagger
  • Preventing actions through purging enemy Aether
  • Preventing actions by killing an enemy monster
Worthiness Aether Generated.png
Aether Generated
x - 3, where x equals the amount of Aether generated (minimum 4)
  • Generating Aether through actions
  • Generating Aether through traits
  • Generating Aether passively each round
Worthiness Combat Duration.png
Combat Duration
10 if 1 or 2 rounds
7 if 3 rounds
4 if 4 rounds
2 if 5 rounds
  • Winning combat in a certain number of rounds
  • Being part of the team
Worthiness Boss Bonus.png
Boss Bonus
30