Attack
Decides which melee weapons you wield, and your accuracy.
Unlocks better weapons: each metal asks for an Attack level before it can be wielded.
Aetherra › The 15 skills
There are no classes. There are 15 skills, and every character can train all of them — but each one depends on the others, and that is what makes the player market exist.
Decides which melee weapons you wield, and your accuracy.
Unlocks better weapons: each metal asks for an Attack level before it can be wielded.
Raises the max hit of melee blows.
Raises the maximum damage of every melee hit.
Decides which armour you wear, and makes you harder to hit.
Unlocks better armour and makes other people's hits miss more often.
Accuracy and damage at range. Decides which bows you use.
Bows and crossbows: damage from afar, and the edge against anyone who casts.
Magic accuracy and damage, and defence against magic. Decides which staves you use.
Five schools of magic, each with its own staff and its own effect.
Your maximum health. Eat to recover.
Your maximum health. It goes up by itself with every fight.
Bury bones to train. Lights combat blessings that burn points; recharge at the Fountain of Valoria.
Blessings you light in combat. The points come from burying bones.
Pulling ore out of rock. Needs a pickaxe.
The ore decides the metal, and the metal decides the gear of the whole world.
Smelting bars at the furnace and forging gear at the anvil. Needs a hammer.
Smelts bars and forges weapons, armour, rings and crossbows at the anvil.
Felling trees for logs. Needs an axe.
Logs for the fire and wood for bows and arrows.
Fishing at shoals, which move around. Needs a fishing rod.
The cheapest food in the game — and the one that keeps you standing in a fight.
Cooking on a fire. Cooked food restores health.
Turns raw food into health restored. Those who do not cook buy from those who do.
Hunting tasks from the Slayer Master. One at a time, and the XP only comes from the task monster.
Hunting tasks with loot that drops no other way, and the door of the Tower.
Making bows from the wood you cut. Needs a knife.
Carves bows and arrows with a knife, anywhere.
Tanning hide into leather at the tannery and sewing light armour with needle and thread. It is what dresses those who fight from afar.
Tans hides, spins wool and stitches the armour of those who fight from afar — and the necklaces.
The ore decides the metal. Copper and tin become bronze; iron, mithril, aetherite and Void come after, each one further away and more dangerous to fetch. Smithing turns bars into weapons, armour, rings and crossbows.
The hide decides the light armour. Big beasts always drop a hide; the tannery turns it into leather, and the needle into archer's and mage's armour. Sheep's wool becomes thread at the Loom — and thread holds together everything that is stitched.
The triangle decides the fight. Melee beats ranged, ranged beats magic, magic beats melee. Metal plate protects more and gets in the way of aiming and casting; leather helps both and protects less.
Today the game has 212 items, 30 spells in five schools, 18 auras and 20 quests.
Aetherra runs in the browser, on desktop and on mobile. Nothing to install, nothing to pay.
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