A skill-driven model of melee, ranged, and casting — server-authoritative, stacked with buffs, and decided by crits, mitigation, elements, and crowd control.
Swords & close range — instant, point-blank hits.
Bows & projectiles that travel — and can be dodged.
Channeled spells with a wind-up you can interrupt.
1. Charge / Cast
Wind-up — interruptible by damage
2. Action
The skill fires
3. Recovery
Committed cool-down pose
4. Cooldown
Wait before reuse
×1.5
Critical hit
chance capped at 95%
−20%
Block
chance capped at 95%
75%
Defense
max mitigation (diminishing)
Hits split into physical and magical, each answered by its own defense. Accuracy rolls against evasion to hit or miss — but can't-miss and ignore-block skills punch straight through.
Each element beats the next (≈+25% with strong matching ether; ≈−25% the wrong way).
Light hits Darkness hard (≈+40%), but is slightly weak (≈−10%) to the four elements.
Darkness is slightly strong (≈+10%) to the four, but very weak (≈−40%) to Light.
How much matchups matter scales with how much ether you carry — heavy pioh/soul-card investment swings real damage; targets can resist a given element.
Stun
Can't act at all
Freeze
Frozen solid — like stun
Sleep
Out until hit
Silence
Can't cast skills
Arrest
Rooted — can't move
Rigid
Flinch that interrupts
Knockdown
Floored, can't act
Repeated control builds a temporary CC-immune state — the first stun lands fully, chained ones get weaker, then a brief immunity kicks in. Buffs sit in groups (one effect per group), grow in duration with skill level, and each carries its own logout/death rules.
Active
Pressed to use — attacks, heals, buffs.
Passive
Always-on once learned; no cost.
Toggle
On/off stances; one per group.
Ultimate
High-impact, gated by a charged resource.
Download the launcher, create your account, and step through the portal into the world of Ether.