In this update11
Full notes
Full Aethermancer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- Maps
- UI and audio
- Fixes
Aethermancer changes
Aethermancers!
The Full of Fusion Update is out now!
The Full of Fusion Update introduces a second player class to Aethermancer, comes with two new Champion monsters to test your skills and more!
Overview of the new Update
Alternative Player Classes: Once you have beaten Chernobog for the first time, you can switch your player class in Pilgrim's Rest
The"Aether Alchemist"player class lets you experiment with Monster Infusion
Two new alternative Champion monsters wait for you to challenge and tame them
Artifacts have received an epic upgrade
Your monsters'Worthiness levels are now unlimited
Monsters with Worthiness level V or higher appear in Pilgrim's Rest now
... and more! Check the full Patch Notes below
The Aether Alchemist - the new Player Class
Once you have beaten Chernobog for the first time, you can switch your player class in Pilgrim's Rest right before you start your next run.
The Aether Alchemist lets you perform Monster Infusion - with endless possibilities!
You can alter your monsters by replacing their Signature Traits, Types or Elements. Make sure to pay attention to the Corruption from Monster Infusion...
Read more details about the player class here: Player Class Deep Dive on Steam
Eidos & Eidolon and Dullahan - the two (or three?) new Champions
Eidos & Eidolon invite you to ponder the relationship between superficial appearances and the deeper truths hidden underneath. While Eidos buffs its allies, Eidolon is able to access the consumed buff stacks and bring them back from the afterlife. The pair functions as a heavily support-focused monster that is also able to unleash powerful attacks - quite a unique play style.
Signature Trait: Eidolon: Whenever a buff on another ally gets consumed, except for Redirect or Cooking: Stores a dormant copy of that buff on Eidolon, up to a limit of 7. Awaken can be used once this limit is reached.
Awaken: Costs Earth/Earth/Fire/Fire Aether. Awakens all of the dormant buffs on Eidos and then deals an attack to target enemy, immediately benefitting from the awakened buffs.
The newest monster in Aethermancer comes two in one! Eidos & Eidolon are the new Champion monster of Garden District.
Dullahan allows no rest for the wicked! Dullahan allows you to build up the perfect fortress to weather the storm - and then punish your opponents’ foolish attempts to attack you! A welcome addition for defensive Shield- and Tank-focused parties, but with some interactions with Affliction and Purge as well.
Signature Trait
Bane of the Living: Aura: Whenever damage is dealt to an ally’s Shield: Applies 1 Bane to the Attacker for every 3 damage.
On Action of an enemy
Applies 1 Bane to that enemy.Reapercan be used once an enemy has 13 or more Bane.
Reaper
Costs 1 Wild Aether and allows you to choose from one of three devastating Actions, which may easily turn the tide of combat.
Dullahan will await you in Forbidden Fortress as an alternative Champion!
Epic Artifacts
The artifacts you use in battle to help your monsters can now be Epic Artifacts.
Unlimited Worthiness
The Worthiness level bar of your monsters that was previously limited to Level V is now unlimited (and grants you Aether Crystals with every Worthiness level)! Show off your favorite monsters' Worthiness levels and how much you have played with them.
Also, your monsters now get special rewards for Worthiness Level IV and Level V:
Worthiness IV gives 1 Corruption Cleanse to your monster
Worthiness V gives +25% Maverick Chance on Level up and also you might want to check Pilgrim's Rest ...
The Early Access Roadmap
Have a look at our Early Access Roadmap:
We are already working on the next big biome "Alchemical Woods"! Stay tuned and read more details about what's to come this year here (Roadmap Post)
Also, to celebrate our first free major content update, Aethermancer is 20% off!
Patch Notes 0.6.0.20
New Content
Added the ‘Aether Alchemist’ class and Monster Infusion in Monster Shrine Menu
You unlock the Alchemist class by defeating Chernobog once. If you haven’t already done so
The Alchemist has 4 new class specific meta upgrades that can be unlocked at the Envoy
You can change classes by the mirror right to the run starting location in Pilgrims Rest
As the Alchemist you can change “modes” in the Shrine to Infusion. then select the monster you want to use and swap either a Signature Trait, Type or Element
The default class is now called ‘Aether Tamer’
The default bonus of the class is increasing the Aether Blitz damage by 1
the overall blitz damage for this class is still the same as before, while Alchemist deals only 1 poise damage
Some of the existing meta upgrades are now only for the Aether Tamer class (Death’s Safe, Anti Corruption Meal 1+2, Void Mastery)
Added a new meta upgrade for the Aether Tamer class: ‘Void Mastery”
Changes the elemental weakness of a blitzed / parried enemy into Neutral. (Champions and Deities are not affected.)
Added Eidos as alternative Champion encounter in Garden District!
Types: Force / Sidekick / Aether
Elements: Earth / Fire
Buff-focused monster with the ability to duplicate consumed buffs on other allies
Added Dullahan (Shield, Purge, Affliction) as alternative Champion encounter in Forbidden Fortress
Types: Shield / Purge / Affliction
Elements: Wild
Shield-focused monster with the ability to severely punish enemies for attacking your team
Worthiness 4, 5 and beyond
Worthiness 4 gives 1 Corruption Cleanse
Worthiness 5 gives +25% Maverick Chance on Level UP (base is 50%)
Worthiness is no longer capped afterwards! Sadly Worthiness you earnt at Worthiness 5 before this update was not tracked so you will start at Worthiness 5 with 0 additional Worthiness
Monsters with a worthiness of 5 or higher have a chance of appearing roaming Pilgrim’s Rest
Added ‘Epic Artifacts’ - instead of just upgrading the amount of charges for an artifact, you now get an upgraded version of it with enhanced effects.
New Action VFX (Cleansing Strike, Endure, Mist, Long Slash, Support, Restore, Leeching Strike, Tempering, Supersonic Strike, Foul Shield, Crystal Smash, Bolster, Nourish, Windswept Strike, Hardening, Molten Stabs, Deluge Strike, Smoke, Holy Breath, Hellfire Slash, Hollow Shield, Aether Reaper, Blood Reaper, Life Reaper, Fear Reaper, Chilling Shield, Glow, Seismic Healing, Awaken, Uplift)
New SFX for: several combat actions, Combat target arrows, Infusion ui confirm, Eidos attack animations, Dullahan attack animation, setting equipment
Volume slider for UI sounds in the settings
Small Changes and Improvements
The source for the extra hit of Critical Hybridization is now the attacking monster instead of the trait owner.
Some Combat Inspector Polish (You can now see Crit Chance & Dodge Chance and some other small things)
Added Alioth Story Event after defeating Chernobog for the first time
Slightly increased minimap reveal range
Naga’s Fearless trait no longer dodges enemy retaliate attacks (since it also doesn’t retaliate against them)
Renamed two perks for clarity:
Heal Generator → Heal Upkeep
Shield Generator → Shield Upkeep
Renamed some meta upgrades for UI reasons:
Void Tech Upgrade → Void Ambusher
Anti-Corruption Meal Upgrade (1 & 2) → Anti-Corruption Meals (1 & 2)
Renamed “Echo” starting action into “Noise”
Monster perks are now displayed in columns if a monster has more than 4, no longer going out of bounds
All “refuse”-options in event UIs are now small to better distinguish them from main choices (some were still large)
Temporary Power is handled as a separate Buff now with its own icon, but for trait effects it still counts as additional stacks of Power and triggers Power related trait effects.
Enemy critical hits are spread more evenly now, they can no longer randomly make all hits of an action be critical
Antidote Flask now heals 10 and cleanses 3 Debuffs from all allies
Some translations have been improved upon, especially Brazilian Portuguese
Balancing Changes (Monster)
Ravager
- Cursed Blood (Signature Trait)Required damage adjusted to 13 (from 10)
Enemy Champion Ravager: Damage +1 perk replaced with Crit Damage +1
- Enemy Champion RavagerAdjusted AI to only start using Ice Spears starting from turn 4 in combat (instead of turn 3)
Grimiore
3rd Perk reduced to Evasion +10% (from +15%)
Domovoy (shifted)
First starting action was changed to Fire Lance (from Fire Totem), since we changed the cost of the Totems
Sphinx (shifted)
Starting action order was changed, with Wind Lance now being 1st and Water Totem being 2nd (since Water Totem now costs more than Wind Lance)
Balancing Changes (Types)
Summon
Fire Totem’s cost increased to Fire/Fire/Fire (from Fire/Fire) and effect changed to: Generates Fire/Fire Aether and Shields attached monster for 1 x 7.
Old effect: Generates Fire Aether and heals and Shields attached monster for 1 x 4. (Same effect for all Totems, except generating different Aether).
Earth Totem’s cost increased to Earth/Earth/Earth (from Earth/Earth) and effect changed to: Generates Earth Aether, Shields attached monster for 1 x 7, and applies temporary Power to each ally.
Water Totem’s cost increased to Water/Water/Water (from Water/Water) and effect changed to: Generates Water Aether, Shields attached monster for 1 x 7, heals each ally for 1 x 10.
Wind Totem’s cost increased to Wind/Wind/Wind (from Wind/Wind) and effect changed to: Generates Wind Aether and Shields all allies for 1 x 8.
New regular Action
Lighting Lance - Fire / Fire / Wind: Summons Lightning Lance with 4 Essence on target ally.
Lightning Lance
Damage +1.
Action
1 x 6 Fire/Wind damage against target enemy and purges 1 enemy Aether.
New regular Action: Essence Eruption - Earth / Earth / Fire: Deals 3 x 5 damage to all enemies. Generates 1 Random Aether. Sacrifices a minion on self as an additional cost.
New Maverick Action added (Summon + Affliction): Ice Totem - Water / Water / Wind: Summons Ice Totem with 5 Essence on target ally.
Ice Totem
Debuff Damage +1.
Action
Shields attached monster for 1 x 6 and applies Bleed to each enemy.
- DissolveGenerated Random Aether increased to 7 (from 5).
- FortifyHealing increased to 2 x 3 (from 2 x 2), applied Essence increased to 3 (from 2).
All Lances are taken out of the pool of learnable actions (only available as starting actions for certain monsters now).
Terror
- Slasher (maverick action)Amount of Terror stacks consumed at end of turn adjusted to 90% (from 75%)
Regeneration
- Explosive Exhale (regular action)Damage per Regeneration stack reduced to 5 (from 6).
- Mud Fist (regular action)Damage per Regeneration stack reduced to 3 (from 4).
Weakness
We’re handing out the effect introduced by Deluge Strike (applying X more stacks of each debuff on the target) to a number of other Weakness Actions:
- Healing Dust (regular action)Weakness applied decreased to 2 (from 4), but now additionally has this effect: “Then applies 2 more stacks of each debuff on the target.”
- Pollen Shield (regular action)Weakness applied decreased to 1 (from 2), but now additionally has this effect: “Then applies 1 more stack of each debuff on them.”
- Sound Wave (regular action)Weakness applied decreased to 1 (from 2), but now additionally has this effect: “Then applies 1 more stack of each debuff on them.”
Pheromone Trap (maverick action): The Retaliate Attack now additionally has this effect: “Then applies 1 more stack of each debuff on the target.”
Bug Fixes
Fixed some rare game freezes and/or Combat being declared as a loss despite player still having monsters
Text for Eye of the Storm was changed to clarify that it only works with “damage dealt by allies” (instead of “damage dealt to enemies”), similar to Cursed Blood (the actual effect is unchanged)
Equipment can no longer roll the same affix multiple times
Fixed possibility for a wrong preview which actions get interrupted when you would stagger and purge actions at the same time
Fixed champion shifts sometimes not loading correctly
Fixed sometimes rare equipment having 3 affixes with the equipment boon
Fixed void blitzing a monster near secret rooms causing players to get stuck
Fixed receiving duplicate affix on rare equipment during Sir Tiberion's upgrade event
Fixed chernobog overworld flashes missing
Fixed the Inventory Menu not properly displaying the Description of some Items
Fixed Duplicate lifebars in some rare situations when a monster died
Fixed a bug where the Monster Soul had no Icon in the Merchant Menu
Fixed Subactions (Like Unleash Tome) not giving corruption in Chernobog Fights
Fixed Summon Actions giving to much Corruption in Chernobog Fights when they were Free Actions because of Quickened Summoning
Fixed Color Blind Text not being translated in some scenarios
Fixed a bug where you be willingly stuck in the Worthiness UI by spamming space
Fixed Equipments having to many or to little Affixes
Fixed Action Set Health Description
Fix Chernobog Corruption not disappearing when being removed through stuff like Decay
Fix not being able to inspect in Shrine if there is only one Monster
Fix Summon Soundbacks clogging up the Ram
And so much many more things that we forgot to write down here!
Fixed teleport to merchant going out of bounds in certain premade area
Fixed ‘New’ dialogue marker appearing in Myrne's extra perk event
Fixed dialogue options still selecting different options while in the bug report screen
Source
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