From next week we’ll begin a series where we take a closer look at the unique mechanics and balance of each playable Aethermon. 

In order to better contextualise this upcoming series, we’ll first break down the differentiating properties of each Aethermon

Aethermon Ability:

These are passive abilities that players have access to as soon as players begin their adventure, ensuring each player’s experience of their aethermon is unique.

For example, the Nature Aethermon Eleafy, begins with the ability to restore 2 HP after battles. 

Aethermon Abilities scale in strength as the Aetherom grows to its next stage.

Friendship Ability*:

These abilities are similar to Aethermon Abilities, but are not immediately available to the player – they are instead unlocked via “friendship”. Friendship can be earned in a variety of ways such as completing quests or interacting with your Aethermon’s specific personality.

For example, the Sky Aethermon Cervistral can unlock its Friendship Ability Fly, allowing players to travel 1 distance further per turn.

* Note the friendship mechanic is currently under review and subject to heavy change (it currently requires a 2nd form of currency, therefore increasing the component cost and increasing player upkeep)

Signature Battle Moves:

These are an Aethermon’s most common battle moves, they exemplify the Aethermon’s unique mechanics. These Signature Battle Moves come in varying costs (1, 3, 5 and 7), with their power scaling accordingly. Players begin with 2 copies of the 1-cost signature battle move.

Signature Battle Moves are also upgradable. A player wishing to learn the 5-cost Signature Battle Move, could discard a 1-cost Signature Battle Move in order to reduce the cost of the 5-cost card to 4. This ensures players aren’t left at the end of the game with moves that are no longer effective in battle.

An example of a Signature Battle Move is the Fire Aethermon Sparkitty’s flamethrower moves – these moves do more damage than other Aethermon’s Signature Battle Moves, but require players to discard Battle Moves to activate. The 1-cost variant deals 5 damage but requires the player to discard an additional Battle Move.

2, 3 and 4 cost Aethermon Specific Battle Moves.

Supplementing the Signature Battle Moves, each Aethermon has 3 other class specific moves. These moves synergise or compliment the Aethermons other unique attributes.

Support Moves

Support moves are unlocked in chapter 2, these are powerful battle moves that are more effective in team battles.

For example the Thunder Aethermon Raivalp’s Support Move Accelerate sacrifices Raivalp’s turn but instead gives an ally an additional move, and makes that move (q)uick. This can be exceptionally useful for setting up defensive moves in large team battles.

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Looking forward to taking a deeper dive into our starter Aethermon next week!

Stay Inspired AetherRen.