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Top Starter Creatures in Aethermancer

via Aethermancer

Your initial selection in Aethermancer significantly shapes your gameplay trajectory. Optimal creature choice accelerates progression – this breakdown covers essential traits and combat roles of the top contenders.

Top Recommended Initial Creature

by Mickey

Jotunn emerges as the prime selection due to its dual Water/Wind resilience, self-sustaining shields, and threat manipulation. This defensive powerhouse simplifies early encounters while remaining viable in late-game scenarios. Performance rankings:

  • Jotunn: Damage-absorbing guardian with counterattacking capabilities
  • Nixe: Combat medic with toxic retaliation mechanics
  • Minokawa: Evasive striker with stacking buff synergies
  • Cherufe: AOE specialist focusing on Burn accumulation

Combatant Comparisons

Starter Stats Actions & Traits
Minokawa Health: 35
Fire Wind
Sidekick Dodge Force
Shining Spark: Initial strike gains +1 damage/2 buff stacks, self-shield equal to bonus
Tempering: Applies Sidekick, 1 Force & 1 Dodge
Supersonic Strike: 8 Wind damage. Gains Sidekick & Force
Nixe Health: 40
Earth Water
Heal Aether Poison
Toxic Tides: Healing triggers Poison on least-toxic foe
Leeching Strike: 3 Water damage. Allies heal 5 HP
Restore: 3 HP heal + 3 Random Aether
Jotunn Health: 45
Water Wind
Tank Shield Age
Rime Wind: Shield damage reflects Water/Wind retaliation
RoarIce Smash: 3 Water/Wind damage
Cherufe Health: 40
Earth Fire
Critical Purge Burn
Scorched Earth: Burn applications break Poise
Grapple: 3 Earth damage + Purge
Ignite: 3 Fire damage + 2 Burn

Key Questions Answered

Initial selection reversible?
Roster changes require acquiring the Hidden Monsters upgrade via Pilgrimage Path exploration.

Least effective choices?
While functional, Minokawa and Cherufe face early-game alternatives with superior damage mitigation.

Endgame viability?
Starters remain competent but advanced creatures generally outclass them, except Jotunn’s defensive utility.