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Aethyr Idle

An idle RPG with the build depth of an MMO. Pick one of four classes, climb a talent tree into one of twelve specializations, and write the spell rotation your hero fights with. Then dig into crafting, elements, Mythic+ dungeons and an endless Abyss. It runs while you're away.

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About the Game

The Convergence tore reality apart. The ley lines broke, the sky cracked, and things long buried climbed out of the depths. You woke at the edge of the Verdant Reach with a blade and a faint pulse of Aethyr in your chest. Everything ahead, the cursed forests, the volcanic wastes, the shattered isles and the Abyss below them, is yours to push through one tick at a time.

An idle RPG you actually get to build

Aethyr Idle fights for you once it's set up, but setting it up is the game. You choose a class, shape a talent tree, craft and enchant your gear, and write the spell rotation your hero runs in combat. Leave it in a tab and come back to loot, levels and a fight still in progress. The depth isn't in pressing buttons faster, it's in the build you assemble.

Combat you design, not just watch

  • Write a spell rotation and attach conditions to each spell: cast only below an HP threshold, only on bosses, only while a buff is up, only with enough poison stacks. The rotation adapts itself and skips what doesn't fit.

  • Talents don't just hand you "+X% damage". They rewrite how spells behave: bleeds that last twice as long, fire that burns, frost that freezes, poison that stacks higher, buffs that stun or generate energy.

  • Six elements interact through a type chart: bring the right element against an enemy and you hit for more, the wrong one and you hit for less. Your weapon's element is yours to transmute, so the matchup is a choice, not a roll.

  • Energy is a second combat resource that fills as you attack and feeds one of seven playstyles, up to a Discharge that ignores all mitigation.

  • A live damage report breaks down exactly where your damage comes from, so you can stop guessing whether your build does what you think it does.

Four classes, twelve specializations

You start as a Vagabond and choose your class: Warrior, Mage, Ranger or Rogue. Each one opens a talent tree with a shared foundation and then three full specializations, twelve in total, each with its own mechanics and a capstone that defines the build.

Elements and weapons

Every weapon you craft is bound to one of six elements: Fire, Ice, Earth, Air, Light or Shadow. Each grants passives that escalate as your energy bar fills, plus a unique Discharge effect. Don't like the element you rolled? Transmute it instead of recrafting the whole weapon.

A world to gather, craft and build

Gather wood, ore, fish and game across every zone, then craft through smithing, leatherworking, woodworking, jewelry, enchanting, alchemy and cooking, hundreds of recipes feeding hundreds of items. The ley lines quietly harvest Aethyr in the background while you play.

Endgame that doesn't stop at the level cap

Level 100 isn't the finish line, it's where the endgame opens.

Run dungeons, then their Mythic+ versions that scale as far as your build can hold, with affixes that change the rules each push.

Descend the Abyss, a roguelike run where you pick a blessing between floors and rewards climb the deeper you dive.

Fight onto the Celestial Islands, floating zones with elite enemies and mechanics found nowhere else, and the resources to push your gear to its limits.

Then there's the slow burn: Ascension passives, Mythic Imperatives that buff you in every mode at once, gear affixes and a full enchanting suite of runes, reforging, fusion, augmentation and infusion, and 33 familiars that fight beside you and reshape how you play.

Play to compete, or just to play

Climb leaderboards across several categories, or ignore them entirely and progress at your own pace. Story quests, dailies and a long list of achievements give you something to chase either way.