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Steam News10 September 20259mo ago

Combat - Ground

This post will go over the combat for ground units (when you’re not piloting an mecha azar).

Full notes

Full Elohim Eternal II: Son of Man update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions4 changes0 removals
  • Balance
  • Gameplay
changedHitting an enemy weakness will give the player a chance to do extra damage through a simple quick-time event, similar to the Playstation classic Legend of Dragoon or the more recent Expedition 33. You can do double the damage to the enemy with this system. The player has a variety of options during combat. The player can use their consumables, like a scanner to scan enemy weaknesses (which do not cost a turn to do so). The player can also defend and reload their aether weapons (guns).
changedThe player will have use of one kinetic weapon (like a sword or dagger), two aether weapons (which cost aether points), and a heavy weapon. Players can mix and match different weapon types to fit their play style as well as cover the weaknesses.
changedPlayers have Health Points (HP), Aether Points (AP), and Tech Points (TP). Health Points determines survivability (at zero HP and it's game over). All characters start off with only 3 Aether Points, but this can be increased with some accessories. Tech Points accumulate through battle and are needed to use heavy weapons.
changedAt the end of battle, Health and Aether Points are fully recovered, encouraging the player to use everything in their arsenal.

Elohim Eternal II: Son of Man changes

changedHitting an enemy weakness will give the player a chance to do extra damage through a simple quick-time event, similar to the Playstation classic Legend of Dragoon or the more recent Expedition 33. You can do double the damage to the enemy with this system. The player has a variety of options during combat. The player can use their consumables, like a scanner to scan enemy weaknesses (which do not cost a turn to do so). The player can also defend and reload their aether weapons (guns).
changedThe player will have use of one kinetic weapon (like a sword or dagger), two aether weapons (which cost aether points), and a heavy weapon. Players can mix and match different weapon types to fit their play style as well as cover the weaknesses.
changedPlayers have Health Points (HP), Aether Points (AP), and Tech Points (TP). Health Points determines survivability (at zero HP and it's game over). All characters start off with only 3 Aether Points, but this can be increased with some accessories. Tech Points accumulate through battle and are needed to use heavy weapons.
changedAt the end of battle, Health and Aether Points are fully recovered, encouraging the player to use everything in their arsenal.

This post will go over the combat for ground units (when you’re not piloting an mecha azar).

Elohim Eternal II: Son of Man’s combat system is inspired by Shin Megami Tensei with the player needing to take advantage of enemy weaknesses.

Unlike the seven elements in Elohim Eternal: The Babel Code, there are four elements: Flare, Crystal, Nightfall, and Spark. Enemies can be weak to any one of these elements. As well, there are also physical weaknesses that enemies can be weak against, including Axe, Sword, Claw, Spear, Dagger, Whip and Staff. There’s also skills that are strong against archon-specific enemies and only archon-specific enemies.

Hitting an enemy weakness will give the player a chance to do extra damage through a simple quick-time event, similar to the Playstation classic Legend of Dragoon or the more recent Expedition 33. You can do double the damage to the enemy with this system. The player has a variety of options during combat. The player can use their consumables, like a scanner to scan enemy weaknesses (which do not cost a turn to do so). The player can also defend and reload their aether weapons (guns).

The player will have use of one kinetic weapon (like a sword or dagger), two aether weapons (which cost aether points), and a heavy weapon. Players can mix and match different weapon types to fit their play style as well as cover the weaknesses.

Players have Health Points (HP), Aether Points (AP), and Tech Points (TP). Health Points determines survivability (at zero HP and it's game over). All characters start off with only 3 Aether Points, but this can be increased with some accessories. Tech Points accumulate through battle and are needed to use heavy weapons.

At the end of battle, Health and Aether Points are fully recovered, encouraging the player to use everything in their arsenal.

Source

Steam News / 10 September 2025

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