Erannorth Chronicles cover
Erannorth Chronicles screenshot
PC Steam
Genre: Strategy, Adventure, Indie

Erannorth Chronicles

Minor Patch - 06/10 # 1.044.9

Patch Notes - 06/10 # 1.044.9



Bugfixes


  • Chaotic Debuffs, in some cases, would use the card's target resistance (instead of the randomly chosen Enemy's resistance).
  • Added support for Chaotic Debuffs on Enemies while targeting an Ally. (They weren't coded before, but a few cards were trying to use them, ie. Contaminate).
  • Fixed various typos and grammar mistakes.


Misc Changes/Additions


  • Increased the Rulebook UI dimensions and font size for more comfortable reading.
  • Increased the Looting UI width to support up to 6 cards (instead of 4).
  • The 'Soulmate' card will let you pick 1 out of 6 Soulmate cards instead of (1 out of 4).
  • During Combat, you can fetch up to 6 Consumables (instead of up to 4) from your Backpack.
  • Completing Areas will now let you choose your reward from among 6 possible rewards (instead of up to 4)
  • Event Chests T3 will now offer up to 5 cards, and Event Chests T4 up to 6 cards.
  • Wandering & Small Settlement Merchants can show up to 6 cards in their wares.
  • Added a few minor points of interest placeholders for the next DLC.

Hotfix - 03/10 # 1.044.8

Hi folks,

This patch fixes a potentially deadly issue with 'Duel' targeting both the player's Soulmate and the player, simultaneously harming them both. It also changes the Duel rule regarding Soulmates to make things fairer for the Dreamshaper characters, considering there are a few dozen ways that their Soulmate can get wiped, and Duel is quite common.

Duel rule will now read: "Target Enemy picks a random Ally other than your Soulmate. If they can't, you gain [5 x Level] Retribution, and the Enemy attacks you. Otherwise, the Enemy and the chosen Ally deal Damage to each other."

There are a few more bits and ends I was working on at the time, which you can read about in the patch notes below.

Patch Notes - 03/10 # 1.044.8




  • Enemies with 'Single Combat' targeting the player's Soulmate were dueling the Player and their Soulmate instead of just the player.
  • Duel rule updated: "Target Enemy picks a random Ally other than your Soulmate. If they can't, you gain [5 x Level] Retribution, and the Enemy attacks you. Otherwise, the Enemy and the chosen Ally deal Damage to each other."
  • Added the option to see a Healer in Town for 175 farthings to remove all lingering status effects and recover your health to full HP. The world clock advances by 2 hours.
  • Increased the global chance of getting an Event instead of an Encounter while traveling on the World map. Certain perks can further modify this chance.
  • Moved 'Galdorak Hunter' to Tier 1 (from 2) & 'Ferogg Bandit' to Underworld Faction.
  • Added rulebook entry for Mastery.

New Crafting UI, Recipes System Improvements, and our first Contest Entries.

Hi folks,

Today's patch implements a brand new Crafting UI and some community-suggested changes and improvements. Furthermore, with the latest Recipes system improvements, the crafting interface will automatically use any mods you may have that add new recipes and seamlessly integrate them into the new Crafting UI, minimizing mod conflicts and extra integration steps.



You can read more on that in the patch notes below.

On a different note, we currently have two active community contests till Halloween. And each one got their first entry!

Let's have a look and show our encouragement and appreciation to our fellow players.

Modding Contest

Alex's mod adds over 50 new areas to the main map with custom stage and cover artworks, recreating some of the names of emblematic places on the island of Morrowind.

https://steamcommunity.com/sharedfiles/filedetails/?id=2866772943

YouTube Contest

Indieplaysob's videos series will give you an excellent introduction to how you can easily create your own mods for Erannorth Chronicles.

https://youtu.be/_tVZu1LkGPs

As a reminder, for your entry to be valid, you must submit its link in the #modding_contest channel of our Discord. You can read more details about our two community contests in the #modding_contest channel or the link above. I am looking forward to seeing more of your entries!

Patch Notes - 29/09 # 1.044.7



New Crafting UI & Recipe System Extensions




  • Added a new Crafting UI accessible from the overworld map and the outdoor activities button (the campfire button above EoT). Opening the Crafting UI from certain facilities like Alchemy Labs or Workshops gives access to additional recipes.
  • Crafting recipes in the UI are now populated automatically and seamlessly from all your available RecipesDB files (DLCs, Mods, etc.).
  • There is a field where you can search for recipes or expertise, i.e., philtre of death, copper, alchemy, etc., and a button to clear the active filter.
  • There is also a button to filter only the currently craftable items.
  • Recipes of cards without Expertise requirement appear after the player is at least [Tier x 2] Level.
  • RecipesDB entries can use the option Special:Facility/Card/Perk to require a facility (i.e., Alchemy Lab) or a card (i.e., Smelter), or a perk (i.e., Outdoors Specialist).
  • Special fields in Recipes can also support 2 or 3 requirements separated by or/and. Ie. Special:Alchemy Lab and Path of Enlightenment, both conditions must be true, Special:Workshop or Smelter, either condition must be true, etc.
  • Added support for 1 ingredient recipes, ie. Recipe:Linen+*=Bandage
  • Recipes without the CRAFT prefix are automatically excluded as they are usually intended to be produced by cards.
  • Updated all the properties and related events to use the new Crafting system.
  • Tweaked all the existing recipes to use the new Crafting system better.
  • Added a couple more raw materials for crafting ingredients.
  • Added a couple more recipes, mainly for Invention & Alchemy.
  • Added a new Workshop upgrade in Oggurnvald Keep, Ravensburg Manor, Holrgardr Fort & Fort Aghdab. Characters with Invention can use this new facility to create Clockworks.


Misc Changes


  • RULE CHANGE: Recurring effect rule changed to: "If this card is still in your Hand
  • after* your next Draw step, play a free copy." (instead of before). In practice, recurring card buffs like defend, resist, amplify, etc., will be retained right after entering a new node, not only during enemy turns.
  • In Card Options: Upgrade button is automatically disabled if the card can't be upgraded.
  • Tweaked various UI elements for better consistency across the board.
  • In Character Creation: added a star icon in the backgrounds recommended for new players.


Bugfixes


  • Werewolf enemies offered the player the Single Combat card instead of playing it.
  • Enemy card graphics were cut off at the top.
  • Fixed an issue with custom organization skills (from mods) not registering correctly when the mod is local and not in the load order during launch.
  • Fixed an issue with certain Air cards not using the correct Activation SFX.

Deckbuilder improvements and Community-requested additions.

Hi folks,

Today's patch implements some community-suggested features and several improvements in Deckbuilder. You can read more in the patch notes below.

As a reminder, there are two community contests currently active till Halloween.

Patch Notes - 22/09 # 1.044.1



Collection/Deckbuilder Additions


  • In the tactical map of a Sandbox mode or a Town Node, you can hide cards from the Deckbuilder, upgrade them with Farthings and view or Exclude cards from the Backpack during combat.




    • Hidden cards are still in your Collection, can be in your Deck, etc. but won't show in the Deckbuilder.
    • Hidden cards can be shown using the filter 'show hidden'.
    • Hidden cards will be automatically excluded from your Backpack while in combat.
    • Excluded from Backpack cards will not appear in your Backpack during combat; they can still be used outside of combat from your collection.
    • Exclude from Backpack option will appear only on consumable cards.
    • The option to permanently remove cards from your collection (skull button) is accessible after opening this menu and is located at the top center of the card.
    • Upgrading cards have a fixed fee of (CurrentLevel + 1) x 250 Farthings.

  • Added new filters and the and/or operators in the advanced filters panel to create visually certain complex searches.



  • Added an advanced filters tooltip next to the search bar of the deck builder.


Balance changes


  • Increased the initial Farthings capacity to 2500 Farthings (from 1500). You can still acquire perks to increase it further.
  • Adjusted certain backgrounds that affect the initial Farthings capacity accordingly.
  • In Towns: When buying cards, there is now a chance for that card to go out of stock (for the day). This change is based on both the settlement Tier & card Tier. Ie. It's more likely for a small town to run out of things than a large city, and it's more likely for a higher Tier item to run out than a lower one.


New Content


  • Added extra perks in the Hermit specialization.
  • Added new Progression rewards upon reaching at levels 3,7,12,16,24 & 30.


Other Changes

  • Greater[Status] cards will now display (in their detailed description) the exact threshold after which their counters will break.
  • Removed the elastic property from the scrollable areas.


Bugfixes


  • Schematic Cards will consider the player's skills and offer more relevant items if such items exist.
  • Fixed a few typos in a couple of perks.


Modding Additions


  • Added support for custom Environment graphics in Location JSON files that don't modify other vanilla environments.
  • In the StageGraphic field, type your custom Environment name; if it contains the name of an original environment, it will also inherit its leylines. Otherwise, the new environment won't make use of the leylines system.
  • , i.e., to make a custom 'Cultist Lair' environment, you can use: "Area_2_GraphicSet": "My Cultist Lair" and put the graphic "SetMy Cultist Lair.png" in ../CustomArtworks/Stages/
  • You can override the initial Farthings capacity and initial Rations capacity using the following overrides in your ModLoaderUser.conf
  • ## Override#MaxFarthings:x (ie. ## Override#MaxFarthings:3000)
  • ## Override#MaxRations:x (ie. ## Override#MaxRations:6)
  • Perks can increase the amount of XP cards gained per use using ModifyEffectCardsGainBonusXP:x. (Cards normally gain 1xp per use.)

Minor Patch - 17/09 # 1.043.5

Patch Notes - 17/09 # 1.043.5


  • Fixed an issue with archetype-exclusive items not taking into account the Town Tier.
  • Fixed an issue with Channel 0 Damage, showing in the card text a higher damage estimate than 0.
  • Invoke effect will no longer create temporary copies of Singleton cards.
  • Fortune Teller background is now also available to Occultist characters.
  • A couple of Tier -1 & Tier 0 cards with Consecrate and Desecrate increased to Tier 1.

Tenebrae, Radiants, Occultists and our Halloween Contests!

Hi folks,

This patch adds to the game two new playable Elementals: Tenebrae (Dark Elemental) & Radiants (Light Elemental), as well as a new Philosopher specialization: Occultist. There are also minor buffs in the Shadow Magic skill and several new cards to accompany the three new archetypes.

Halloween is coming next month, coincidentally presenting the opportunity for a thematic contest and ample time (about a month and a half) to create your entries! So let's go!

There will be two separate contests—one for modders and a second for YouTubers. You can participate in either or both and even win twice.

Erannorth Chronicles - Halloween Modding Contest




  • Create a mod for Erannorth Chronicles.
  • Your mod can be in any category you like (archetypes, locations, events, etc.) except Cosmetic mods, i.e., no PC Portraits, please.
  • Upload your mod in Steam Workshop before Monday, October 31, 2022.
  • Share its workshop link in our #modding-contest Discord channel.
  • Small Prints:

    • The mod must be made specifically for this contest and must be uploaded in Steam Workshop between September 15 2022 to October 31, 2022.
    • You can participate only once. Only the top-voted ones will be your contest entry if you submit multiple entries.
    • The contest will be canceled if there are fewer than three entries after the deadline.



Erannorth Chronicles - Halloween YouTube Contest




  • Create a video about Erannorth Chronicles. Your video can be in any category you like (tutorial, strategy guide, tips, playthrough, etc.) but of course about Erannorth,
  • Upload your video to YouTube before Monday, October 31, 2022.
  • Share its link in our #modding-contest Discord channel.
  • Small Prints:

    • The video must be made specifically for this contest and must be uploaded in YouTube between September 15 2022 to October 31, 2022.
    • You can participate only once. Only the most-liked video will be your contest entry if you submit multiple videos.
    • The contest will be canceled if there are fewer than three entries after the deadline.



How to win

The community will vote for their favorite entries after the contest conclusion. How many have subscribed to your mod or liked your video doesn't matter; and it's of course unfair as it's heavily affected on when the entry was uploaded. So the final word belongs to our Steam community: You.

We'll discuss that in more detail when that time comes.

The grand prize

  • 1st spot: 4x Steam keys of your choice from my following products: Erannorth Chronicles, Ancient Ruins, Relics, and Armaments, or for the upcoming DLC3 when it's ready.
  • 2nd-3rd spot: 2x Steam key of your choice from my following products: Erannorth Chronicles, Ancient Ruins, Relics, and Armaments, or for the upcoming DLC3 when it's ready.
  • You can request each product key multiple times, i.e., to gift them to friends.
  • All 3 top winners of the Modding Contest will be getting the honorary title of 'Modder' in our Discord community (if they don't have it).
  • All 3 top winners of the YouTube Contest will be getting the honorary title of 'Influencer' in our Discord community.


If you have questions about the new archetypes or either contest, feel free to ask in the comments below!

You can read more details in the patch notes below.

Patch Notes - 15/09 # 1.043.4



New Content


  • Added 2 new Elemental classifications: Tenebrae (Dark Elemental), Radiants (Light Elemental), and their assorted cards.
  • Added some additional traits in the 3 Philosopher specializations.
  • Added a new Philosopher specialization: Occultist and their assorted cards.
  • Tweaked some underpowered Shadow Magic cards.
  • Added 6 PC-exclusive portraits


Bugfixes


  • Cards that change Morale, Demise, and Alert abilities, were showing up values affected by Expertise-based perk benefits. In contrast, they shouldn't, as such benefits can't apply to allies already in play.
  • Fixed some typos in various cards and perks.


Misc changes

  • Reactivate all Allies effect will ignore already active allies.


Modding Additions


  • (New Keyword) ChaoticApply[Status]:x, If this card's Chaotic effect damages an Enemy, apply (to them) [Status] x (regardless of Resistance).
  • , ie. ChaoticApplyFrozen:1
  • ChaoticApply can only be used along the Chaotic effect.
  • Status is applied regardless of Resistance, but only if the enemy received Chaotic damage.
  • Similar Keywords added for Pride & Lust: PrideApply[Status]:x & LustApply[Status]:x.
  • In English_Card Rules.json added: "CardRulesDamageApply": "If this effect damages an Enemy, apply to them {0} {1} (regardless of Resistance). "







1st Year Anniversary Update

Hi folks,

It's been almost a year since Erannorth Chronicles was released. After 229 builds, a few hundred new cards, dozens of new archetypes, many new organizations, and tripling the map size, it certainly has been a journey!

And that journey goes on! But today is a reason to celebrate, one week ahead and with a meaty update. Thank you all for your continued support!

You can read all the details in the patch notes below.

Patch Notes - 09/09 # 1.043.1



Heroes and Villains integration



The 'Heroes and Villains' Workshop expansion has been incorporated into the base game, adding 32 new Specialization in the game, new backgrounds, and kits. The new archetypes are standalone, and unlike the Workshop version, they don't require any DLC.

If you were using the old Workshop version, you don't have to do anything, as you will automatically get unsubscribed from it. If, however, you prefer the old version, you can find it in Nexus; it's safe to keep the perks at a higher priority but remove everything else. The archetype files aren't needed and are what can cause conflict with future updates.

If you had the Nexus version: You'd have to deactivate/delete the mod manually.



The following archetypes are now available in the base game:


  • Mercenary: Weapon Specialist, Silent Blade, Scout, Hoodlum
  • Shadow: Bandit, Burglar, Fence, Poisoner, Spymaster, Kingpin
  • Hunter: Wilderness Guide, Ranger, Khamuel's Hand
  • Mystic: Ritualist, Geomancer, Sorcerer
  • Pirate: Treasure Hunter, Dread Captain,
  • Witch: Spell Dancer, Sorceress, Night Witch
  • Druid: Shaman, Hermit, Clawshifter, Runemaster, Grove Warden
  • Acolyte: Enyo's Acolyte
  • Psychic: Psychovorus
  • Knight: Inquisitor, Templar, Shadow Templar
  • Aristocrat: Black Widow


Changes from Rs H&V: Hoodlum, Kingpin, Ranger, Treasure Hunter, Dread Captain, Night Witch, Hermit, Clawshifter, and Grove Warden have been adapted to be standalone/removed DLC cards requirements. These changes won't affect any ongoing games with these archetypes, as only their starting Decks have changed.


New Content


  • Added 32 new specializations
  • Added 85 new cards.
  • Added 18 PC-exclusive portraits.
  • Added additional backgrounds & kits.
  • (New Keyword) Resolve.
  • (New Keyword) Channel.
  • Added 5 new Achievements (one for each game mode added in free post-release updates.)


Bugfixes




  • Fixed a visual glitch where the Char. The creation navigation bar would sometimes display the incorrect organization, which could occur by re-visiting the Quick Presets screen after picking the organization.
  • Fixed an issue with the merchant event not triggering the rest option correctly.
  • The 'Target' sprite went a missing couple of patches back. It's back now.
  • The world calendar had a glitch and was always displaying the first month instead of the current.
  • Fixed an issue with the Draft custom mode setting not calculating the minimum Deck correctly.
  • Fixed an issue with the BlankSlate custom mode setting not cleaning up cards given by the archetype perks.
  • Fixed some card and perk typos.


Misc changes and additions




  • When attempting to use cards you don't meet their expertise requirements from the Collection, the confirmation popup will notify you that you can't use this card.
  • Appendix linking will now additionally look for keywords inside BloodTribute & DiscardEffect constructs
  • The fish consumables got a survival requirement and are useable only by non-Undead characters.
  • Backgrounds in Character creation are now sorted alphabetically.
  • Backgrounds with requirements will display an exclamation mark in front of their name to easily be identifiable.
  • Backgrounds meant for a more brutal start now have a skull before their name to be easily identifiable.
  • Changed some Background requirements. (This change will only affect new characters).
  • Increased the amount of allowed Forsaken Skills to 8.
  • Added rulebook entries for Hoard & Duel.
  • Searching for 'endgame' in the journal will show the endgame quests.
  • Integrated Resolve into some older cards.
  • Updated Unity Engine to LTS2021.3.9f1


Modding Additions




  • You can now specify multiple archetypes to Exclude: and Restrict: in Background & Starting Kit Perks. Using the following syntax: +Arc1+Arc2+...+
  • , ie. Restrict:+Psychic+Witch+Performer+ will restrict the Perk to Psychic, Witch & Performer characters.
  • You can specify a DLC or both DLCs as Restrict: using DLC1 (Ancient Ruins), DLC2 (Relics and Armaments) or (DLC1+DLC2) or DLC1|DLC2
  • , ie. Restrict:DLC1 to require only Ancient Ruins, or Restrict:DLC1+DLC2 to require both, or Restrict:DLC1|DLC2 to require either.
  • GrantLevel:x can be given as a perk reward to increase the player's level by x.


(New Keyword) Resolve


  • Resolve:x, Whenever an Enemy resists a Status effect this Turn, they get a Fracture equal to your Resolve. You lose all Resolve.
  • Any active resolve will stack with the FailedDebuffsFracture game mode rule.


(New Keyword) Channel.


  • Channel>Buff>Effect:x (%), Channel x% converts x% of a Buff into an Effect. You then lose that Buff.
  • , ie. Channel>Defend>Resolve:100 converts 100% of your Defend to Resolve. If you have 10 Defend, Channel will give you 10 Resolve and deplete all Defend.
  • x = 1 is a shorthand notation for 100% and won't count as 1%.
  • Buff can also be an Element; in this case, the corresponding Amplify is used.
  • , ie. Channel>Air>Defend:100 converts 100% of your Amplify Air to Defend. If you have 10 Amplify Air, Channel will give you 10 Defend and deplete all Amplify Air.


Localization file Additions



If you are using a localization mod, you'll have to add these new lines in your modded files. Otherwise, the game won't work correctly!

In English_Codex.json, added:


  • "CodexLookupKeywordDuel": "Duel",
  • "CodexLookupKeywordHoard": "Hoard",
  • "CodexLookupKeywordResolve": "Resolve",
  • "CodexLookupKeywordChannel": "Channel",
  • "CodexDuel": "Target Enemy picks a random Ally. If the chosen Ally is your Soulmate or there was no Ally to pick, you gain [5 x Level] Retribution, and they Attack. Otherwise, the Enemy and the chosen Ally deal Damage to each other.",
  • "CodexHoard": "You gain x permanent copies of the referenced card in your Stash (or Inventory). If you already own the maximum allowed copies of the referenced card, Hoard has no effect.",
  • "CodexResolve": "Whenever an Enemy resists a Status effect this Turn, they get Fracture equal to your Resolve. You lose all Resolve.",
  • "Channel x% converts x% of a Buff into an Effect. You lose all the Buff.

    I.e. If you have Defend 10, 'Channel: Convert 100% of your Defend to Resolve. You lose all Defend.' will give you 10 Resolve, and you will lose all your Defend. "


In English_Card Rules.json, added:


  • "CardRulesResolve": "Resolve\u00A0{0}. ",
  • "CardRulesResolveEx": "Whenever an Enemy resists a Status effect this Turn, they get Fracture equal to your Resolve. You lose all Resolve. ",
  • "CardRulesChannel": "Channel: convert {0}% of your {1} to {2} {3}. You lose all {1}. "

Relics and Armaments Expansion is Out Now!

Hi folks,

Relics and Armaments Expansion is live, BUT before you decide if you want to purchase it or not, let's discuss a bit about what sort of stuff and mechanics are in it, new or old and different, to make sure we are on the same page, and no one gets disappointed or thinks they'll find something other than what its store page lists. ;)

Relics and Armaments Contents




  • 350+ new Cards: Recruit unique Allies; take advantage of powerful new Equipment and deadly consumables.
  • 100+ new Enemies: Face unique bosses with new deadly tactic cards and survive dangerous Enemies making higher-level campaigns more lethal and challenging.
  • 35 new Challenges: Discover new quest chains, each with exclusive rewards you can't get anywhere elsewhere.


Relics and Armaments, on a large part, focuses on Equipment; out of the 350+ cards, over 220 are equipment. And while your hero will get much more powerful than before, the new Enemies and the optional Challenges bosses are much more brutal than the vanilla or those introduced by Ancient Ruins.

If you try to decide which to get between the two available DLCs, I would advise getting them in release order for a smoother transition in Difficulty and Complexity. So, while Ancient Ruins DLC isn't required to enjoy the new content, acquiring it before heading into this one is highly recommended.

Finally, keep in mind that exploring the new content, i.e., abandoned ruins and god-forsaken places, will be much more challenging than staying in the relative safety of civilization. Don't go unprepared in them!

https://store.steampowered.com/app/1999950/Erannorth_Chronicles__Relics_and_Armaments/



Relics and Armaments new and returning Mechanics



Temporary Ripple Effects

Whenever something happens, this turn; something else happens too...

Temporary ripple effects return and can be found in Enemy tactics and pieces of equipment.

Let's see a few example cards:



1. (Conjurer's Talisman of Healing) Whenever you play a Malady card this turn, Strain -1, Heal 2:
Playing out Maladies can be quite punishing, but with this item, you get back 2 HP and -1 Strain each time you play one.

2. (Geomancer's Robe) Whenever an Enemy resists Stun this turn, restore 1 AP.: Enemies resisting our status effects sucks a lot, but with items like this, you get back a consolation gift. In this case, 1 AP.

3. (Mind Breaker) Whenever you play a card with Discard this turn, -8 AP, -12 HP. : This is a malady card given by a very high-end boss. Each time you play a card with the 'Discard x cards at random effect,' you'll lose 8 AP and 12 HP, but only once, regardless of x value.
Etc.

You can have only one temp—ripple effect at a time. So if you play Conjurer's Talisman of Healing (Whenever you play a Malady card this turn, Strain -1, Heal 2.) and then a different card triggers like the Lundwraxothii's Song Malady (Whenever you play a Malady Discard 3, Allies -1 LS), what you'll get is just the second ripple effect!

Deck Requirements

Many new cards require you to have a certain number of cards in your deck before using them.



1. (Deck of Destiny) Deck of destiny lets you craft 3 Arcana cards and gives you Empower 4 when you play an Arcana card; on the downside, you can only use this card if you have 48+ cards in your Deck.
Etc.

Attribute based Effects

Many new cards get better the higher you have certain attributes.



1. (Paragon of Willpower) This ring won't do anything if you don't have 18+ Willpower. If you do, you get the 1st bonus. Then depending on how many other requirements you meet, you can get an additional bonus. Ie. If you have 28 Willpower, you get the 1st and the 2nd bonus effects, but not the 3rd.

2. (Paragon of Physical Prowess) This ring checks for all three physical attributes. You get the respective bonus if any of them is above 24. If you have Strength 24+ and Resilience 24+, you get the 1st and 3rd bonus effects.
Etc.

Muster [Ally Type]

Muster is an additional casting cost. As part of playing this action, you exhaust your first x allies of the specified type.



1. (Awaken the Mist) Illusion Allies gain +2 Power, and you also exhaust 2 Blood Mist allies, if you can, during the casting. Nothing happens if you don't have active allies to exhaust, but if you do, they'll get exhausted. Since Bloodmist allies are Illusions, if you want to benefit from this spell before attacking with them, you are forced to exhaust 2 of them. Otherwise, you can use the spell after your attack and benefit from the boost in their next turn.

2 (Enyo's Creed) Enyo's Creed says that whenever Muster exhausts a Demon Ally this turn, you apply Burn 2 to 2 random Enemies. If you also play its optional part to Muster 4 Demon Allies, you get to repeat the ripple effect up to 4 times, once for each Active Demon that gets exhausted by Muster. Ie. If you have 3 Demons, 2 of which are active, you apply Burn 2 to 2 random Enemies twice, and your 2 Demons get exhausted.
Etc.

Enemy Decks

"Most Bosses in the new Challenges will deploy devastating card-based tactics that can wipe you out if you aren't careful or make a wrong move. Be careful and be prepared ;)."



Recurring Maladies

Recurring: If this card is in your Hand before your next Draw step, play a free copy.

Enemies have also learned this nasty trick and will now use it against you!



1. (Bloodmist Curse) If you don't play this card for its AP cost, then at the start of each Draw step, you'll suffer its effects 'Fatigue 2, Lose 15 HP, and your Allies will get -30 HP' over and over, till you get rid of it by playing it. What is the best time to do that? As fast as possible!
Etc.

And more!

Have fun, folks, and let me know if you encounter any issues; considering the vast amount of content and the many moving parts, some minor bugs or balance issues are possible. ;)

Relics and Armaments Resources and Bugfixes

Hi folks,

Relics and Armaments DLC is releasing really soon, and this patch contains all the resources necessary to use it, along with the latest bug fixes, optimizations and under the hood improvements.

Below you can find the store page of Relics and Armaments and wishlist it to be notified when it releases.

https://store.steampowered.com/app/1999950/Erannorth_Chronicles__Relics_and_Armaments/

Patch Notes - 28/08 # 1.042.0



Bugfixes

  • 'PP' card effect wasn't triggering correctly ie. in Ritual of Enlightenment.
  • 'Knighthood Ceremony' perk wasn't properly granting the Knight type. (Fix will apply on characters who haven't yet got this perk.)
  • Negative 'PayAllyLife' wasn't rendering as card text leaving certain morph effect details with an empty explanation text ie. Evolution.
  • Attacking using the auto attack button of an ally was skipping their attack sfx.
  • Dropping self cards on the PC was skipping their activation sfx.
  • Fixed various card and perk related typos.
  • Fixed an issue with OfType effects partially triggering within TempState blocks


Misc Changes

  • Attribute >= conditionals will display in a green text if their check is passed. Additionally their detail text will display an x or a checkmark depending the check result.
  • Homunculus got a slight buff and a few extra perks to increase his builds variety.
  • Adding cards with StockPile the Drawpile will now cause the Drawpile to Shuffle.
  • Added the required resources for Relics and Armaments DLC.


Modding Additions

  • New Ripple Effect type: Resisted [status]
  • This type of ripple effects will trigger if the [Status] (Bleed, Venom, Weaken, Bewitch etc.) is resisted.
  • ie. TempStateRippleEffectResisted Bleed>Draw#1:1, ExtraRule:Whenever an Enemy resists Bleed this turn; Draw 1.
  • Keyword AlignLeft:1, can be used in Card definitions to align the Card text to the left instead of center.
  • Added the 2 following lines in English_Card Rules.json
  • "CardRulesOnCasterStatusAttributeMoreEx": "This effect will trigger if your {2} is {0} ({1}).",
  • "CardRulesSuccessColor": "{0}",
  • IMPORTANT: If you are using a custom _Card Rules.json file, ie. in a translation mod, you must add these two strings too, otherwise the game won't launch correctly!

Hotfix - 21/07 # 1.040.7

Patch Notes - 21/07 # 1.040.7



Bugfixes

  • Shapeshift form benefits will properly persist after entering a new node.
  • 'Rock Explosion' effects moved to a new Blood Tribute card, 'Debris Shower', to prevent some rare cases where the Elemental wasn't properly unsummoned.
  • Bewitched enemies about to die from DoT effects could, in some cases, escape their fate.
  • Bewitched status will be properly ignored on enemies about to die from DoT effects.
  • Pressing X in the Caravan UI was closing only the Event options leaving the background open.
  • Fixed some card typos.


Misc Changes

  • Moved the Effect Modifiers button from the Char. Sheet Perks tab next to the derived player stats to be accessible from all tabs.
  • in Char. Sheet Deck & Equipment tabs added the expertise icon after the card name.