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.
Soul Card Directory
Every card with stats by level, evolution chain, skills, sets and how to get it.
Download the launcher, create your account, and step through the portal into the world of Ether.