Who gets the drop, and how a party splits items, gold, and EXP. Loot is yours for a short window, three modes keep party loot fair, and party EXP is a per-member share — so grouping is a net gain, not a penalty.
10s
Loot ownership
owner-only, then free-for-all
45s
Items despawn
live build (was 3 min)
1 min
Souls despawn
60s — grab them fast
The killer (or party) owns a drop for 10 seconds— only the owner can pick it up; after that it's free-for-all to anyone nearby. You loot by clicking the item on the ground, and gold collects automatically.
Field maps are shared, and the kill is awarded by last hit — whoever lands the finishing blow gets the EXP and the 10-second loot ownership.
Any member grabs the drop — first to click wins. Fast but uneven; best for speed-farming with friends.
The game assigns each drop to the next member in turn, so loot is shared evenly over time no matter who's clicking.
Eligible members roll and the highest wins — used for valuable drops so everyone gets a fair shot.
Grade threshold — a leader-set cutoff: cheap drops are grabbed freely while items at/above it trigger the fair-share mode (e.g. dice).
Class / job filter— only members whose class can actually use an item are eligible (no Mage winning a Knight's sword).
Quest items auto-routeto a party member who's on that quest — skipping dice/sequence; if no one needs it, it falls to the killer.
Drop order— a configurable priority for handing out big / small / quest drops; souls follow normal rules and credit the picker's Ether Ball.
your EXP = monster_EXP × size_ratio(members in range) × level_gap_penalty
Each member's share by party size (within ~45 m)
It's a per-member share, not a 1/n split — a duo each earns 80% of a solo kill and the pair pulls 1.6× total. With faster kills on top, grouping is a net EXP gain. Only members within ~45 m and alive at the kill count.
Level-gap penalty
| Gap below top | Multiplier |
|---|---|
| 0–5 levels | ×1.0 no penalty |
| 6–9 levels | ×0.74 → ×0.48 1 − (gap−5) × 0.13 |
| 10+ levels | ×0.35 flat floor |
Worked example — 1,000 EXP, 3 in range, top is Lv 50
Gold is a shared pickup: when any in-range member grabs it, the amount is split evenly among the party members in range — the picker keeps the remainder.
1,000 gold, 3 in range → two get 333, the picker gets 334. Out-of-range members get nothing; solo, you keep it all.
| Solo | Party | |
|---|---|---|
| EXP | 100% | 80% → 35% each, more total |
| Loot | all yours | by mode + grade/class |
| Gold | all yours | split in range |
Stay within ~45 m of your party — step out of range and you earn zero EXP and gold from those kills.
Don't lag far below your group's top level — past a 5-level gap your share shrinks (≥10 levels = a flat 35%).
Set Dice/Sequence for valuable drops and Free for trash, using the grade threshold so the party only rolls on the good stuff.
Quest drops auto-route to whoever's on the quest — party up for shared-quest farming and let the game hand each item out.
Download the launcher, create your account, and step through the portal into the world of Ether.