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.
Three classes carry a combo resource — a meter you build in combat and spend on stronger finishers. It stacks on your buff bar (each stack also granting a small stat bonus), and pressing a finisher without enough banked is what throws the red “Not enough Rage to use this.” message.
There are two ways it builds: Active — you press builder skills and each landed hit banks +1 (Berserker, Soul Summoner); or Passive— once a passive is learned it fills on its own as you attack (Magician's Arcane Power). Either way the meter is capped, and it decays if you stop fighting.
Rage
ActiveBerserker · max 5
How you gain it — Land your attacks — each banks +1: Threatening Roar, Mighty Blow, Downward Slam, Overwhelming/Shocking Cry
Spend it on — Greatsword finishers — Spin (1), Tremor Slash (2), Spin: Storm (1)
Rage Burst
ActiveBerserker · max 1
How you gain it — Charge it by casting Keen Rage or Rage Explosion
Spend it on — Blazing Blade
Arcane Power
PassiveMagician · max 3
How you gain it — Learn the Enlightenment passive — then +1 builds automatically on every landed attack, no button to press
Spend it on — Most attack spells — Electric Shock Shot & ~20 more (1–3 each)
Bound Soul
ActiveSoul Summoner · max 3
How you gain it — Cast the Soul Absorption skills (Living/Holy Spirit Absorption, Regeneration) — each +1
Spend it on — Summon Furious Soul & its line
Knight, Thief & Archer have no combo resource — they run purely on HP/MP/ST plus the shared Awakening meter.
Awakening Point (all classes) fills to 1200 as you fight; spend 400 to transform into your Shadow / Illusion form.
Download the launcher, create your account, and step through the portal into the world of Ether.