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The Aether Alchemist - Introducing the new Player Class

New Player Class: The Aether Alchemist
[h3]A deep dive into the new Player Class "The Aether Alchemist" coming with the Full of Fusion Update on March 19.[/h3][p][/p][p][/p][p]Siriux has many faces... meet the Aether Alchemist![/p][p]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. Currently, there are two player classes, the base class "Aether Tamer" and the new "Aether Alchemist". Each new class will come with entirely new abilities and shake up the way you play and build your team.[/p][p]The Aether Alchemist gives you a lot of chances to experiment - but beware - you're playing with fire![/p][p][/p][p][/p][h2]The Alchemist and the Infusion[/h2][p]The Aether Alchemist can fuse parts of any monster into other monsters. At every monster shrine you can not only use your monster souls to rebirth a monster but also choose to spend a soul to perform a Monster Infusion. With Monster Infusion you can change the Elements of a monster, the Types and even the Signature Trait. You simply pick any part of one of the monsters from the shrine selection and replace one of the respective attributes of your active monster.[/p][p][/p][p]There is no limit to how many Infusions you can perform on a monster during a run, allowing you to progressively change and evolve your monster into whatever form you want. The options are ENDLESS![/p][p]... but be careful as each Infusion will add Corruption to the monster![/p][p][/p][h2]Differences between the Aether Tamer and the Aether Alchemist[/h2][p]Each player class comes with their own small set of unique upgrades which you can buy in Pilgrim's Rest with your Aether Crystals. The Aether Alchemist for example can reduce the Corruption gained from Infusion. For the default player class, we made some of the existing powerful upgrades specific to it (for example "Death Save" which lets you prevent a monster's death once per run) and added some new upgrades like "Void Mastery" that let you change the element of of a blitzed/parried monster to Neutral.[/p][p][/p][p]Each class also changes the way you play the game and build your team.[/p][p]The Aether Tamer class offers you the classic Aethermancer experience, like you know it! As a bonus you also deal +1 poise damage with Void Blitz and Void Parry (which means the Aether Alchemist will deal one less than you're used to!).[/p][p][/p][p][/p][p]Compared to that, the Aether Alchemist is interesting for experienced players as the class lets you experiment and be creative by changing monsters the way you like it! [/p][p][/p][p][/p][h2]How to play with the Aether Alchemist class - Five Examples[/h2][p][/p][h3]Create Synergies[/h3][p]Types of your monsters are one of the aspects that affect which Traits and Actions they can learn on each level up. With the Aether Alchemist, you can further improve your team's synergies by changing their Types! Training a debuff-focused build? Why not give one monster, which usually can't do many debuffs, a Poison or Burn type, so it will be more likely to learn related Actions and Traits. [/p][p]You can even replace a monster's Signature Trait! If you really want to have a monster in your team but it doesn't do much for your current team composition, this can be a good way to keep strong synergies. [/p][p][/p][h3]Improve your Elemental Coverage[/h3][p]Do you have a complete team that just seems to be a natural fit in terms of Types and their Traits but you just realized you're missing an Element? When playing as the Aether Alchemist, you can also replace Elements of monsters with Monster Infusion! Elemental coverage can be an important part of your combat strategy and offers significant advantages by ensuring you have the right elements to attack and break the enemy's Poise.[/p][p][/p][h3]Optimize your favorite Team[/h3][p]If you have already played Aethermancer for some time, you might have some favorite team compositions. Try optimizing your favorite team and MAKE IT EVEN BETTER by replacing Types, Elements (and maybe even Signature Traits)![/p][p][/p][h3]Go Crazy with Weird Combinations[/h3][p]Creating a perfect team that just breezes through the game can be very rewarding. However, if you are up for a challenge you might like to just create the weirdest monsters and weirdest team combinations and see how you can work with them! [/p][p]What if every monster in your team had Age? A chonky tanky monster like Ammit gets all jumpy with Sidekick? Mandragora gets to summon cute little friends with the Summon Type? Every monster could throw Fireballs? Or if another monster could become a cook like Domovoy with the Signature Trait?[/p][p]The Aether Alchemist class lets you be creative and play around, so you can go crazy! [/p][p][/p][h3]Create the Strongest Team of your Dreams[/h3][p]Lastly, the Aether Alchemist offers the Aethermancer Connoisseur the tools to adjust every monster to create the perfect team and maximize EVERYTHING! Create the strongest team anyone has ever seen![/p][p][/p][p][/p][p][/p][h2]Ready to start experimenting? [/h2][p]Create the overpowered team of your dreams or go crazy with the weirdest Infusions (which might or might not work) - the Aether Alchemist offers you endless possibilities![/p][p]The Full of Fusion Update goes live on March 19! Do you already have infusions in mind that you will try?[/p]

The Full of Fusion Update is coming on March 19!

Aethermancers!
[p][/p][h3]Get ready for our first big update on March 19![/h3][p][/p][p][/p][p]The Full of Fusion Update introduces a second player class to Aethermancer, comes with two new champion monsters to test your skills and more![/p][p][/p][h2]A little Teaser of the Full of Fusion Update[/h2]
  • [p]The new "Aether Alchemist" player class lets you experiment with Monster Infusion: Create the overpowered team of your dreams or go crazy with the weirdest Infusions - which might or might not work...[/p]
  • [p]Two new alternative Champion Monsters wait for you to challenge and tame them[/p]
  • [p]Unlimited Worthiness Levels[/p]
  • [p]Epic Artifacts[/p]
  • [p]... and more! [/p]
[p][/p][p]Everything coming with the new update will be revealed in the next weeks on our Discord, or anywhere else: [/p][p]• Bluesky [/p][p]• Twitter [/p][p]• Reddit [/p][p]• Instagram [/p][p]• Facebook [/p][p]• TikTok[/p][p]• YouTube[/p][p][/p][p]
[/p]

Hotfix update 0.5.1.0

[p]Aethermancers,[/p][p]We just released another hotfix update, fixing some of the bugs reported with the last update[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed Splatter softlocking the game when spreading bleed to a dead monster[/p]
  • [p]Fixed a softlock for when you try to enter Pilgrims path boss zone[/p]
  • [p]Fixed an issue with ravager not leveling up past level 0 when rebirthed[/p]
  • [p]Fixed guaranteed alternative champion after encountering the default champion three times & then losing a run before reaching the champion zone[/p]
  • [p]Fixed going out of bounds when teleporting to certain loot drops[/p]
  • [p]Fixed certain Sound banks not unloading after combat[/p]
  • [p]Fixed Ravager boss particles in the overworld[/p]
[h3]Other Changes[/h3]
  • [p]Updated Credits to include the persons who did the live instrument recordings[/p]
[p][/p][p][/p][h2]Demo version patched[/h2][p]We also applied Unity's security patch on the demo version of Aethermancer, fixing a security issue with Unity (the game engine we use)[/p]

Aethermancer's second QOL Update (and a couple surprises...)

Aethermancers!
[p][/p][h3]The second Quality of Life update for Aethermancer is out now![/h3][p][/p][p][/p][p]Finally, it's time for the highly requested Combat Inspect feature as well as some other updates that will hopefully improve your gameplay experience. But that's not all. Despite us really wanting to focus on QOL features, we could not resist to add two little, exciting surprises to this update...[/p][p][/p][h2]Overview of what has been added today[/h2]
  • [p]Combat Inspect Feature - more details in section below[/p]
  • [p]Redistribute Equipment - You can now redistribute old Equipment when replacing it with new Equipment[/p]
  • [p]A new playable monster: Ravager! - more details below[/p]
  • [p]Festive Pilgrim's Rest[/p]
  • [p]Clearer combat UI - a target and damage preview of enemy monsters and clearer Aether generation animation[/p]
  • [p]An icon in combat for enemy monsters that can be captured[/p]
  • [p]... and more! Check the full patch Notes below[/p]
[p][/p][h3]Combat Inspect Feature[/h3][p]You can now use a Combat Inspect Feature directly in combat. This allows you to check EVERYTHING that's going on at any point in combat! You can see active buffs and debuffs, perks, traits, equipment of your monsters, actions of enemy monsters as well as their reset actions and poise.[/p][p][/p][p]Along with the changes in combat UI this should help you see what's going on in combat quicker and more conveniently. We likely will improve and polish the combat inspect feature in the future, so feel free to leave your feedback![/p][p][/p][p][/p][h3]Ravager - the new alternative Pilgrimage Path Champion[/h3][p]"For as long as humans have been around, the Ravager was there to stalk their steps and darken their days. Oftentimes referred to as humankind's original nemesis, and yet they are but a shadow to humankind's candle."[/p][p]Ravager can be encountered in Pilgrimage Path as an alternative Champion. Alternative Champions unlock once you have beaten the regular Champion monster at least once. Once unlocked, you may encounter either of the two champions (Ravager is currently the only alternative Champion - more to come!). [/p][p][/p]
[p]Cursed Blood: Aura: For every 10 Critical or Wild damage dealt by allies: Applies 1 Bleed to target enemy. [/p]
[p]Ravager is a perfect predator that seeks like-minded companions. Pairing him up with other Critical damage dealers makes for a fatal party composition - quite a boost for Critical type monsters. Bleed stacks help with ramping up damage throughout combat, as well as staggering enemies thanks to their constant Wild damage.[/p][p][/p][p][/p][h3]Festive Pilgrim's Rest[/h3][p]Winter has arrived in Pilgrim's Rest! As a little surprise, we added a time-limited re-skin to Pilgrim's Rest to bring some cozy festive vibes to you![/p][p][/p][p][/p][p][/p]
The Early Access Roadmap
[p][/p][p]As described in our dedicated Roadmap post, we first wanted to focus on including QOL features to improve the overall game quality. Before we head off into a well-deserved end of year vacation after a busy year, we start working on the next big Early Access update that will bring a new player class as well as new monsters early next year. [/p][p][/p][p][/p]
Patch Notes 0.5.0.8
[h3]New Content[/h3]
  • [p]Festive Theme for Pilgrim’s Rest![/p]
  • [p]Added a new monster: Ravager![/p]
    • [p]Can be found in Pilgrimage Path as an alternative champion. Alternative champions unlock once you have beaten the regular champion at least once (Ravager is the only alternative champion for now). Once unlocked, you may encounter either the regular or alternative champion (it’s random).[/p]
    • [p]Types: Terror, Critical, Dodge (Shifted: Terror, Critical, Sidekick)[/p]
    • [p]Signature Trait: Cursed Blood: Aura: For every 10 Critical or Wild damage dealt by allies: Applies 1 Bleed to target enemy. (Unchanged for Shifted)[/p]
  • [p]Added new skills to go with Ravager:[/p]
    • [p]Lightning Assault (Critical Action) - Fire/Fire/Wind/Wind: 4 x 4 damage against target enemy. +10% Crit Chance. On Crit: Applies 1 Bleed.[/p]
    • [p]Splatter (Critical Trait): Aura: Allies gain +25% Crit Chance against enemies with Bleed. Whenever an enemy dies: Spreads half of their Bleed stacks to the remaining enemies.[/p]
    • [p]Cunning Minions (Critical + Summon Maverick Trait): Minion Limit +1.
    • *Aura: Each allied monster gains +10% Crit Chance and +1 Crit Damage for each Minion attached to it. (”Minion Limit +1” is a new perk that increases the amount of Minions that can be attached to the monster by 1)[/p]
    • [p]Dread and Gore (Critical + Terror Maverick Trait): Aura: Whenever Terror stacks are consumed on an enemy: Applies 1 Bleed for every 2 Terror stacks consumed. Whenever Bleed stacks are consumed on an enemy: Applies 1 Terror for every 2 Bleed stacks consumed.[/p]
  • [p]Added a Combat Inspector![/p]
    • [p]You can now check what several things do even if you don’t want to use the Mouse![/p]
    • [p]You can now hover Actions, Equipment, Traits, Buff & Debuff’s, Perks and even the Reset Action of Enemies[/p]
    • [p]This replaces the old Monster Info Screen[/p]
  • [p]You can now redistribute old Equipment when replacing it with new Equipment[/p]
    • [p]A small animation plays that communicates this[/p]
  • [p]Start of every combat turn, the game now previews who the enemies are going to target[/p]
    • [p]This can be disabled in settings[/p]
    • [p]This also includes a Short Damage Preview of how much damage the enemy action would do without any additional modifiers like sidekick, etc. (You can check this damage preview again by hovering enemy actions)[/p]
[h3]Small Changes and Improvements[/h3]
  • [p]You can click on the Monster overviews directly in the Pause Menu now to open their details page[/p]
  • [p]The UI shows a yellow exclamation mark when a NPC offers new dialogue[/p]
  • [p]Add Tooltip to Equipment Select Menu[/p]
  • [p]Added a little memento icon for enemies in combat that you have not captured before[/p]
  • [p]Added a new animation when unlocking secret rooms[/p]
  • [p]Added the Inspect Monster Button to more NPC Events[/p]
  • [p]Enemy Mephisto will now only use Alchemical Blast starting from turn 3 in combat[/p]
  • [p]Added switch follower monster prompt & last rebirthed monster indicator to the Exploration HUD after rebirthing a monster[/p]
  • [p]Resources are now displayed via the Exploration HUD in Pilgrim's Rest[/p]
  • [p]Added FPS Cap and VSync toggle setting[/p]
  • [p]Reworked the visual presentation of Aether generation at the start of the turn[/p]
  • [p]Most of the Music tracks got some of their instruments replaced by live recorded Instruments[/p]
    • [p]18 music tracks recorded by live instruments (Flute, Clarinet, Violin, & Nyckelharpa).[/p]
    • [p]We’re eager to hear feedback how you like those changes! [/p]
[h3][/h3][p][/p][h3]Balancing Changes (Monster) [/h3][p]The balancing changes for this update are rather conservative, since the last set of balancing changes was rather recent. We mostly tried to target monsters, types, and skills that have been overperforming or underperforming for a long time.[/p][p][/p][p]Medusa[/p]
  • [p]Adjusted the Signature Trait to trigger for every 5 debuffs cleansed (from 6) and deal 1 x 5 damage (from 1 x 6)[/p]
[p]Naga[/p]
  • [p]Adjusted the Signature Trait (unshifted) to deal 2 x 4 damage (instead of 2 x 2)[/p]
  • [p]Increased 2nd Worthiness Perk (unshifted + shifted) to Shield Generator +3 (from +2)[/p]
[p]Djinn[/p]
  • [p]3rd Worthiness perk (unshifted + shifted) increased to Evasion +20% (from 15%)[/p]
  • [p]Shifted Djnn’s health reduced to 30 (from 35); matching the unshifted value[/p]
  • [p]Signature Trait (unshifted) was adjusted to grant +35% Crit Chance (form +30% Crit Chance)[/p]
[p][/p][h3]Balancing Changes (Types)[/h3][p]Critical[/p][p]We decided to give a soft rework to the Critical type with this update. We removed the few skills that apply Force (instead moving them to the Force type). To make up for that, Critical now has easy access to skills that apply Bleed stacks. Bleed stacks open up more potential for synergies for the Critical type itself, as well as for Maverick skills with other types. We think this is a more interesting direction for the Critical type and also helps to distinguish the Critical type from the Force type. We also made some further buffs and reworked some non-aura skills into auras. Please also take note of the new skills we added to support this rework (listed above)![/p]
  • [p]Generate Force (Action): Only available to Force Type now.[/p]
  • [p]Precision Meteor (Action): Only available to Force Type now.[/p]
  • [p]Fire Blast (Action): Crit Chance increased to +30% (from +25%)[/p]
  • [p]Stone Edge (Action): Damage reduced to 3 x 8 (from 3 x 9). Added: “On Crit: Applies 1 Bleed.”[/p]
  • [p]Critical Bleed (Maverick Trait): Changed into a regular Critical Trait (no longer requires Affliction type in the party, is no longer a Maverick Trait)[/p]
  • [p]Cruelty (Trait): Reworked into a Force + Power Maverick Trait: “At the start of combat, and whenever an enemy is staggered: Applies 1 Force and 2 temporary Power to self.”[/p]
    • [p]Old effect (as a regular Critical Trait): “Crit Damage +3. At the start of combat, and whenever an enemy is staggered: Applies 1 Force to self.”[/p]
  • [p]Critical Hybridization (Trait): Reworked into an aura: “Aura: On Crit from an ally: Deals an extra hit with 3 Wild damage. Triggers once per action.”[/p]
    • [p]Old effect: “On Crit: Deals an extra hit with 3 Wild damage. Triggers once per action.”[/p]
  • [p]Assault Shield (Maverick Trait): Reworked into an aura: “On Crit from an ally: Shields them for 3.”[/p]
    • [p]Old effect: “On Crit: Applies 3 Shield to the ally with the lowest amount of Shield.”[/p]
  • [p]Sidecrits (Maverick Trait): Now also applies 1 Bleed: “This monster’s Sidekick Attack is always critical and applies 1 Bleed.”[/p]
    • [p]Old effect: “This monster’s Sidekick Attack is always critical.”[/p]
[p]Force[/p][p]Apart from the Critical rework, the most drastic set of changes are aimed at the Force type, which has been underperforming for a long time. These changes are meant to help promote the intended Force strategy of using Support Actions to build up Force stacks.[/p]
  • [p]Petal Shield (Action): Force stacks applied increased to 2 (from 1)[/p]
  • [p]Air Shield (Action): Force stacks applied increased to 3 (from 2), but Shielding per Force stack reduced to 2 (from 3)[/p]
  • [p]Precision Meteor (Action): Damage increased to 1 x 18 (from 1 x 15)[/p]
  • [p]Into the Fray (Trait): Adjusted to apply 1 Force to each ally (instead of applying 1 Force to target ally and 1 Force to self)[/p]
  • [p]Reinforce (Trait): Reduced the healing to 3 (from 5) and increased the Force applied to 2 (from 1)[/p]
  • [p]Fierce Summoning (Maverick Trait): Also Shields the attached monster for 3 when it triggers[/p]
  • [p]Massive Damage (Maverick Trait): Health required per +1 Crit Damage adjusted to 15 (from 20)[/p]
[p]Burn[/p]
  • [p]“Burn Hit” equipment affixes were buffed: regular affix was buffed to +12% (from +10%) and rare affix was buffed to +20% (from +15%)[/p]
[p]Terror[/p]
  • [p]Bone Chill (Action): Terror stacks applied increased to 5 (from 4)[/p]
  • [p]Panic (Trait): Terror stacks applied increased to 6 (from 5)[/p]
  • [p]Nighmare (Trait): The damage hits now ignore retaliates[/p]
  • [p]Dark Exchange (Maverick Trait): Debuffs cleansed (and transferred) increased to 4 (from 3)[/p]
  • [p]Frightful Lightning: Applies 3 Terror to each enemy (instead of 3 Terror to each other enemy)[/p]
[p]Summon[/p]
  • [p]New equipment affix: “Essence Summoning +1” (Minions summoned by this monster gain +1 Essence). Requires “Summon” type in the party to be obtained.[/p]
  • [p]Protective Servitude (Trait): Increased healing and shielding to 6 (from 5)[/p]
  • [p]Summon Mastery (Trait): Increased Minion Damage to +2 (from +1). Removed the aura tag.[/p]
  • [p]Impactful Summoning (Trait): Increased the damage to 4 (from 3)[/p]
  • [p]Totem Summons: Changed to apply 4 heal + 4 shield (instead of only doing 6 shield)[/p]
  • [p]Faun: Heal changed to 2 x 3 (from 3x 2) (This was always meant to be 2 x 3, but was set up wrongly)[/p]
[p]Purge[/p]
  • [p]Shock (Trait): Damage reduced to 6 (from 7)[/p]
  • [p]Split Aether (Maverick Trait): Damage reduced to 6 (from 7)[/p]
  • [p]Wildflower Harvest (Maverick Action): Damage reduced to 3 x 4 (from 3 x 5)[/p]
[p]Weakness[/p]
  • [p]Hexing Strikes (Trait): No longer has Weakness Reduction +1[/p]
  • [p]Warlock Party (Trait): Now also has Weakness Reduction +1, but only applies 1 Weakness to the enemy with the lowest amount of Weakness (instead of 2 Weakness distributed to up to 2 enemies with the lowest amount of Weakness)[/p]
[p]Dodge[/p]
  • [p]Eye of the Storm: Required damage adjusted to 35 (from 30)[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Quicken now triggers properly for big heal numbers[/p]
  • [p]Fix Aether Display Animation in Combat being offset[/p]
  • [p]Fixed getting the same map generation seed when forfeiting and restarting a run sometimes[/p]
  • [p]Fixed players being able to activate the third Aether Spring before Garden District[/p]
  • [p]Fixed some small localization related issues[/p]
  • [p]Fixed possible softlock on level up skill selection (possible to encounter with shifted Serket)[/p]
  • [p]Fixed Npc music being a bit too quiet[/p]
  • [p]Fixed Player Monster HUD’s not resetting between fights[/p]
  • [p]Fixed an issue where the secret rooms wouldn't properly unlock when you load into a zone where the secret room is already unlocked[/p]
  • [p]Fixed Chernobog Action Display being wrong with less then two actions if the remaining action was stemming from an Arm[/p]
  • [p]Fixed Chernobog using player actions which were no longer blocked by the arms[/p]
  • [p]Toxic sprawl no longer loses track of consumed regeneration stacks when allies die[/p]
  • [p]Fixed Inspect in Starter Shrine Selection selecting wrong Monster if the Random Monster Button was displayed[/p]
  • [p]Fixed being able to double soul catch the same monster if it already guaranteed for the next Shrine[/p]
  • [p]Fixed Control the Cursed Description for Chernobog[/p]
  • [p]Fixed Terror Wild Element applying to wrong monsters when attacking enemies with a mass action that had Terror[/p]
  • [p]Fixed Temporary Boons disappearing when loading save file where combats were won[/p]
  • [p]Fixed Chernobog not appearing in his Introduction Cutscene[/p]
  • [p]Fixed asset layering in Pilgrim’s Rest[/p]
  • [p]Fixed missing lower wall sprites in Garden District in special cases[/p]
  • [p]Fixed Garden Protector layering[/p]
  • [p]Fixed too strong wind in Pilgrimage Path[/p]
  • [p]Fixed too many Samebito The Wise pictures generating in FF[/p]
  • [p]Fixed not being able to change the difficulty with the Mouse properly[/p]
  • [p]Fixed Start Run Button Description in Pause Menu[/p]
[h2][/h2][p]
[/p]
Thank you for a wonderful year!
[p]We hope you are having a lot of fun with Aethermancer's latest update and are ready for our roadmap next year - exciting stuff awaits![/p][p][/p][p][/p][p]
[/p]

Aethermancer hotfix 0.4.2.0

[p]Aethermancers!

We just released another small update (0.4.2.0) with some of the more important Bugfixes:[/p][p][/p][h2]Bug Fixes[/h2]
  • [p]Enemy shifted Star Spawn no longer uses Star Beam (but Light Beam instead)[/p]
  • [p]Random Monster button can now also select shifted Monsters (if available)[/p]
  • [p]Fixed possible Softlock when player minions died[/p]
  • [p]Judgement (Serket signature trait) now triggers only once for Mass attacks[/p]
  • [p]Purge Boon now purges 3 Aether as intended (instead of 9)[/p]
  • [p]Overwhelming Heat no longer applies a “0 Burn” stack to enemies when you have no power buffs[/p]
  • [p]Fixed Damage/Shielding/Healing preview being misleading when debuff cleansing skills were involved (often happening with Medusa)[/p]
[p][/p][p]Meanwhile we're working on the second big QoL update![/p]