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Aetherra Play free
Aetherra crest: a crossed sword, bow and staff
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A world where wealth is not created — it is taken.

You wake up on a beach with nothing. You learn to chop, fish, smelt and fight. And then you find out what makes Aetherra Aetherra: the best ore, the best fish and the best loot sit exactly where another player can take everything from you.

Free MMORPG, no download. Opens in the browser, on desktop or mobile.

—online now
15skills
24regions
56monsters

Enter Aetherra

A new account lands on the Isle of Beginnings, with Master Aldren to teach the basics.

Four levels of risk, and you choose how much to stake

Every map has a safe centre. Aetherra has three — and everything worth having lies far from them.

Safe

Valoria, Eldor, Naru, Korvan

No PvP. Dying here costs nothing of what you carry.

Frontier

Deep Mines, Dunes, Glaciers

PvP within a level range. You keep 3 items on death.

Danger

Ashen Lands, Dark Plains

Open PvP. You keep 1 item.

Full loot

Abyss Isles

Against any level. Die, and you lose it all.

See all 24 regions and what lives in each →

Fifteen skills, and none of them is decoration

There are no classes. What you wear and wield decides your role — and somebody had to mine, smelt, hunt and stitch every piece.

AttackStrengthDefenceRangedMagicHitpointsAura MiningSmithingWoodcuttingFishingCookingSlayerFletchingCrafting

The triangle decides the fight

Melee beats ranged, ranged beats magic, magic beats melee. Plate protects and gets in the way of aiming; leather does the opposite.

30 spells, 18 auras

Five schools — the staff picks the element. Auras are lit in a fight and spend the points you earned by burying bones.

In motion — recorded in the game itself

A warrior in a dragon platebody lands a Whirlwind on a Sand Golem in the Dunes; the Aether Blood smoke swirls at the golem's feet and flows back red to him
Warrior — Whirlwind and Aether Blood
An archer looses the Ember Rain on a Yeti under the blizzard of the Nhal Glaciers: streaks of fire fall from the sky and the target burns
Archer — Ember Rain, with the Phoenix Bow
A mage bursts the Arcane Blast on a Dark Knight in the Dark Plains, and the spells leave trails in the air
Mage — Arcane Blast, with the Arcane Staff
A mage releases the Hungry Spirits in the South Quarry: five purple spirits circle him and bite the slimes around
Hungry Spirits — the area spell that lasts five seconds
Grumak the Ogre King, covered by the shield bubble while his spawn attack; at the end, the red mark of the area slam shows on the ground
Dungeon — Grumak summons his spawn and marks the ground
The character hops onto the boat at the Naru pier, the boat sets sail, and arrives at the coast of Sahr across the sea
Crossing — From Valoria to Sahr, by boat

What each skill does, and why it depends on the others →

The economy belongs to the players

No shop sells good armour. There is someone who knows how to make it — and the price is whatever that person will take.

From ore to platebody

Copper and tin become bronze. Iron, mithril, aetherite and Void come after — each one further away, and more dangerous to fetch.

From sheep to necklace

Wool becomes thread at the Loom, thread holds the leather together and strings the jewellery. Three skills for one small piece: that is what gives people a reason to trade.

Grand Market

Buy and sell offers between players, always anonymous. The deal closes at the middle price.

A bank that is never lost

What is stored stays stored, wherever you die. What is in your backpack is a bet.

Across the river, someone can attack you — and will

The Ashen Lands are where the game collects. The aetherite is there. The blue fish is there. So are the other players.

The level range is always on screen

The deeper into the zone, the more people can attack you. The number sits in the corner and changes with every step.

A grave, not a backpack on the ground

Whoever dies leaves a grave on a timer. A friend can pray at it and renew the time — as long as nobody has opened it.

Friends, guilds and parties

Add people by name and see who is online. Members of the same guild cannot attack each other; parties of up to four share the XP of a kill.

Voice call inside the game

The party talks by voice and text in a small window, and one at a time shows their game screen. The connection is direct between the players — and only between friends or members of the same guild.

The cities are sanctuary

Inside Valoria, Sahr and Nhal nobody hits and nobody gets hit. Whoever wants a fight walks out through the gate.

Full loot

On the Abyss Isles there is no such thing as "I lost part of what I was carrying"

Combat level 50 to pass the gate. Void Ore is worth what it is worth because almost nobody makes it back with it.

Rare drops ×1.6

Risk pays. Everything rare drops more often where you can lose it all.

The Ashen Warden

Level 72, at the far end of the isles. One of the world bosses — and the only way to some items.

Across the sea: desert, ice and the Dark Plains

Two boats leave Valoria. One goes to Sahr, the city of the dunes; the other to Fort Nhal, in the middle of the snow. Below it all, the Plains — where there is no city at all.

The square of Valoria, with the fountain, the bank and the characters who give the first quests
Valoria — the first city, and the busiest
The city of Sahr: a stone wall in the desert, a pier with a boat, a market and a forge
Sahr — bank, market, forge and the pier
The Nhal Glaciers: snow, pine trees, rocks and ice bears
Nhal Glaciers — wolves, bears and aetherite in the ice
The Dark Plains: ashen ground, blackwood trees and a Dark Knight
Dark Plains — open PvP, from level 66 up
A character in mithril armour in Eldor Forest, with the backpack and quick bars on screen
Eldor Forest — where almost everyone starts
The Brick Lands: a continent built out of coloured pieces
Brick Lands — a continent built piece by piece

Made to be played, not just looked at

A tutorial that asks something of you

Five stages with an arrow on screen, and a door that only opens at the end. You leave knowing how to chop, smelt, fight and bury.

Chained quests

Twenty quests. Ten introduce the world; the other ten are three long stories, where each chapter only opens after the one before — from the Brick Bridge to the ogre king, from the scorpion to the last dragon.

Group dungeon: Grumak's Lair

Combat level 60 for the gate to open. The ogre king wakes on every full hour, summons spawn in three phases and takes no damage while any of them is alive. When he raises his fist the ground turns red: get off the mark. Loot is personal.

Bows that change the fight

The Dark Bow fires two arrows at the same target; the Phoenix Bow rains fire over an area; Grumak's Bow shatters into whoever is standing close. And the hunting crossbows — one-handed, with a shield — hit up to 35% harder on dragons.

A world that moves

A blizzard on the Glaciers, ash falling over the Ashen Lands, souls circling the Dark Plains. Fire arrows leave a trail, poison bubbles on whoever was poisoned, and every land has its own background sound.

Boat crossing

Sahr and Nhal lie across the sea. The character hops onto the boat, the boat leaves the pier, and the new coast appears on the other side.

Slayer

Hunting tasks with loot that drops no other way, a points shop and a four-storey tower.

Quick bars and hotkeys

Auras, spells and ten slots of your own along the bottom. One key for each tab.

Three languages

Portuguese, English and Spanish — the whole game, from the screens to the messages, and this site too.

On mobile too

Two drawers, chat and backpack, and the world across the whole screen.

The first seven steps and the most common questions →

Who is at the top right now

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Start with nothing. End up owning a route nobody else dares to cross.

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