A simple metric to estimate the value of Battle Cards each time your Aethermon grows.

The Battle and Progression System used in Aethermon: Adventure (and Aethermon: Ascent) is designed to reproduce the experience of battling in JRPGs – albeit much easier to track, given that you AetherRen will be tracking it, rather than a computer.

 

To that end there are a few strategies we’ve taken to simplify the overhead on AetherRen. For example, almost all the battle cards are marked with a ‘Star/Heart Value’:

 

  • Star Value is indicative of how powerful a move is. Cards have one to five stars. A two-star move is stronger than a one-star move, etc.
  • Heart Value is directly inversely proportional to Star Value, and indicates how much additional HP an Aethermon gains when it learns this move. Cards have zero to four hearts.

 

Cards’ Star/Heart Value always totals five: if a card has one star, it also has four hearts; if a card has five stars, it has zero hearts.

 

This makes for an easy reference point for AetherRen to quickly ascertain stronger and weaker Battle Cards, and if you find yourself agonising over which of your choices will best benefit your strategy in the long run, it can help cut through the indecision.

 

Additionally, this works as something of a balancing mechanism. Obviously five-star moves are powerful at any point in the game, but an AetherRen choosing a five-star move too early will have to contend with the tradeoff that their Aethermon may be too weak to survive a battle long enough to pull that move off and vanquish its foe.

 

Conversely, even weaker one-star moves come with the advantage that your Aethermon gains some additional health, so that if you have been struggling to survive battles you can cover your weakness, even past the early game.