A collectible stat-card deck. Collect cards, level and evolve the keepers, and arrange four into a deck whose composition unlocks a set bonus — a large, permanent power boost layered on your gear.
201
Cards
6
Elements
4-slot
Decks (save 5)
248
Set-bonus rules
Cousins of Pioh — both fed by the souls monsters drop — but separate: pioh are living pets you equip, while soul cards are items in a book you arrange into a deck.
Most set bonuses key off a card’s element.
Higher grade = stronger stats and more skills.
Grade 1 – 2
no skill
Grade 3
1 skill
Grade 4
2 skills
Grade 5
3 skills
Grade Cash
premium, fixed
A card adds STR / DEX / INT / VIT / CON from a growth curve, plus (on grade 3+) passive skills — all granted only while it sits in your active deck. 160 cards level & evolve; 41 fixed cards (incl. 6 Cash) are locked at level 1. Some cards have a class or level limit.
Evolution chain — five tiers per family
Collect souls
walk over the orbs (yours for 15 s)
Fill the Ether Ball
10 souls to redeem
Redeem → egg
element by weighted random
Incubate at Kitty
10 Etherstone · ~10 min
Hatch a card
~99.5% common
Soul eggs incubate at Kitty only — since the 2026 split, Euria’s incubator takes pet eggs and will refuse a soul egg. The egg yields a soul card; hatches lean hard to commons, so high grades come from evolving. Cards also drop, and the 6 Cash cards come from the shop. (Stored in a book of 5 pages × 40 = 200.)
Feed up to 5 cards as fuel (they’re destroyed), paying Etherstone. Every feed rolls a great-success multiplier:
×1.0
Normal · 80%
×1.5
Great · 15%
×2.0
Super · 5%
It always succeeds with the ingredients — soul-fragment items (not cards) + Etherstone. The card must be at max level (10) first, and evolving resets it to level 1 on a stronger base. So evolve a maxed card, then re-level it.
41 of the 201 cards (including the 6 Cash cards) are fixed — born at their max level. The instant you get one it reads “Level: maximum” with 0 EXP. That’s completely normal — it isn’t a bug, and the card was never leveled.
How to spot one
Where they come from
Special, event, and cash-shop eggs — plus a few that drop from monsters — not the normal soul loop. The normal loop (souls → Ether Ball → egg at Kitty) always gives growable cards.
What to do: treat them as minor collectibles. Only slot one to complete an element for a set bonus — otherwise decompose it for Etherstone. Never feed growth materials into a fixed card; the cards worth investing in are the growable families (Tapioca, Spitter, Hound…).
Build a 4-slot deck (save 5, only the active one counts). Its composition is matched against 248 rules; only the single best match applies — bonuses don’t stack. Each slot wants a specific card, any card of an element, or to be empty.
203 of the 248 rules are four-card — the biggest bonuses.
Your card codex — tracks every card you’ve ever obtained as discovered / total, filterable by grade and element. Discovery is permanent (it stays even if you later feed or sell the card), and filling it advances some titles.
Etherstone powers the whole loop — it levels cards, evolves them, and is the 10-per-egg hatch cost.
Hunt souls → hatch cards → decompose the junk into Etherstone → spend it leveling and evolving the keepers. Self-sustaining.
Download the launcher, create your account, and step through the portal into the world of Ether.