Ethernalis Systems Reference

Combat & Injury

Violence in Ethernalis is a card action, a stamina decision, and a survival risk. The player can choose the strike, but the dungeon chooses many of the wounds.
- On attacks, incoming damage, and the conditions that turn exploration into harm
Quick Attack· Targeted Attack· Stamina Cost· Techniques· Persistent Wounds· Limb Loss
I
Choosing Violence

How the Player Attacks

The player can begin combat from the visible board or from the card's back view. Both routes declare an attack against a specific target.

RMB
Quick Attack

Right-Click Menu

The fastest route is the right-click context menu. When a valid hostile target is available, the quick attack option lets the player strike without opening the card back. It is built for immediate room decisions and does not affect your base fighting chance. The attack will land on a random body part of the enemy (a chance weighted by size of the body part).

ATK
Targeted

Back-of-Card Attack Action

Turning an enemy card and using its Attack action opens a silhouette of the creature with a button over each body part. Choose a part to aim at it, or choose Unfocused Attack to strike at random with no modifier. Hovering a part shows its hit chance, its damage, and what severing it would cost the enemy.

TGT
Target

The Target Matters

Combat is not a room-wide command. The chosen enemy, object, or hostile card is the subject of the attack. Distance, equipment, target defenses, and special states can all change what happens after the command is chosen.

Aim Trades Accuracy for Damage

Heads and bodies are harder to hit and deal more damage. Limbs, wings, and tails are easier to hit and deal less. A hit to the head of a humanoid, rat, wolf, bat, or snake adds 10 percentage points to its stun chance. Creatures without a silhouette of their own use the humanoid parts.

Severing

A hit on the targeted limb that deals more than 20% of the enemy's maximum Health in one blow has a 5% chance to sever it. Heads and bodies cannot be severed. A severed limb weakens the enemy for the rest of the fight, is noted on its card, and cannot be targeted again. Penalties from several severed limbs add together, up to a 90% reduction of any one stat.

Disarming

A landed hit on a humanoid's arm that does not kill it has a separate 5% chance to disarm it. The dropped weapon or shield falls onto an empty slot on the board.

CreaturePartHit chanceDamageWhen severed
HumanoidHead-25%+4Cannot be severed
HumanoidChest-10%+2Cannot be severed
HumanoidGuts-15%+3Cannot be severed
HumanoidBack-15%+2Cannot be severed
HumanoidRight arm+5%-1-25% Strength, -25% Melee, -10% Defence
HumanoidLeft arm+5%-1-20% Strength, -20% Melee, -5% Defence
HumanoidRight or left leg+10%-2-25% Dodge, -5% Defence
RatHead-20%+3Cannot be severed
RatGuts-12%+2Cannot be severed
RatBack-8%+1Cannot be severed
RatFront legs+10%-2-15% Dodge
RatBack legs+8%-2-20% Dodge
RatTail+15%-3-10% Dodge
SpiderHead-18%+3Cannot be severed
SpiderBody-12%+2Cannot be severed
SpiderFront legs+6%-1-15% Dodge
SpiderBack legs+8%-1-15% Dodge
WolfHead-20%+3Cannot be severed
WolfBody-12%+2Cannot be severed
WolfFront legs+8%-1-20% Dodge
WolfBack legs+10%-1-20% Dodge, -10% Strength
WolfTail+12%-2-10% Dodge
BatHead-22%+3Cannot be severed
BatBody-12%+2Cannot be severed
BatLeft or right wing+8%-1-30% Dodge
BatTail+12%-2-10% Dodge
SnakeHead-20%+3Cannot be severed
SnakeUpper body-10%+2Cannot be severed
SnakeLower body-8%+1Cannot be severed
SnakeTail+12%-2-15% Dodge

II
Effort and Resolution

Attacks Cost Stamina

A weapon swing is physical work. Attacking spends stamina, so repeated fighting can exhaust a character even before health is threatened.

Stamina Is the Combat Budget

Every player attack draws from stamina. A character with low stamina may still see the enemy, still hold a weapon, and still want to fight, but the body has less room to pay for another committed strike.

Roll, Defense, Damage

Once the attack is paid for, combat resolves through the ordinary attack rules: the relevant attack stat decides whether the hit lands, and the target's defenses reduce the damage that gets through.

Elemental Damage Still Counts

Weapons, enchantments, creature stats, and spell effects can add fire, ice, acid, holy, or dark damage. Elemental damage on an equipped melee weapon applies only to melee attacks; ranged attacks use the ranged weapon and the character's own elemental strength. Matching elemental defenses mitigate these values independently of ordinary physical defense.


III
Tricks of the Trade

Combat Techniques

Techniques are skills any hero can learn. Every hero starts with three: one from their race and two from their class. Anyone who holds a shield learns Shield Bash and Brace. A technique costs 1 Action Point and the stamina or mana shown, and is used from the spellbook. A technique you cannot use right now is greyed out, and hovering it tells you why.

Guards

Parry, Sidestep and Brace are used on your last Action Point and hold until your next turn. Only one guard can be up at a time, and none can be raised while hasted.

Every Technique Has a Price

Each one costs stamina or mana, and some wear your gear or can fail. A failed Trip or Dirty Trick leaves you open to a counter-attack.

Knockdowns

A knocked-down enemy loses its next turn. Knocking it down again while it is down does not keep it there longer. The undead cannot be knocked down.

Giving Yourself Away

A technique used on an enemy reveals you to it, just as an attack would.

TechniqueCostNeedsEffect
Parry8 staminaA melee weapon in hand, your last Action PointEnemy melee hits deal half damage, rounded up, until your next turn. Each parried hit costs the weapon 1 durability, and a weapon that breaks stops parrying. Arrows, spells and traps are not parried.
Sidestep6 staminaYour last Action Point+30 Dodge against enemy melee attacks until your next turn.
Brace6 staminaA shield in hand, your last Action PointYour shield blocks every hit, melee or ranged, until your next turn.
Catch Breath6 manaYour last Action Point, no enemy in reachRecover 6 stamina.
Dash5 staminaAn enemy that is not in reachClose 2 steps on it.
Kick5 staminaAn enemy in reachA light blow made without your weapon, at 1 less strength. If it connects, a 50% chance to push the enemy back a step, 10% more for each point of Strength above 2 and 10% less for each size the enemy is above 1, never more than 70%. A kick that does no damage pushes at half that chance. A pushed enemy spends its turn closing in again.
Trip5 staminaAn enemy in reach that stands on legsA 30% chance, 10% more for each point of Dexterity above 2, to knock it down for a turn. Deals no damage. Flying, legless and undead enemies cannot be tripped.
Feint3 staminaAn enemy in reachIf your very next action is a melee attack on that enemy, it cannot dodge.
Dirty Trick4 staminaAn enemy in reach with eyesA 50% chance, 10% more for each point of Dexterity above 2, that it loses 20 Melee for its next 2 turns. Slimes and ghosts have no eyes to blind.
Shield Bash6 staminaA shield in hand, an enemy in reachStrike with the shield instead of your weapon, adding its defence to the blow. A bash that wounds has a 10% chance, 5% more for each shield size above 1, to knock the enemy down. Each bash that connects costs the shield 2 durability.

The chances above are always between 5% and 95%. The gear-care perks can spare a parrying weapon or a bashing shield its wear, as they do for an ordinary swing.

RaceRacial techniqueClassClass techniques
HumanCatch BreathWarrior
Paladin
Huntress
Necromancer
Parry, Kick
Parry, Dash
Kick, Sidestep
Sidestep, Dirty Trick
ElfSidestepWarrior
Hunter
Parry, Feint
Kick, Dash
DwarfParryCleric
Hunter
Dash, Catch Breath
Kick, Catch Breath
DrowDirty TrickAssasin
Shaman
Witch
Feint, Dash
Sidestep, Catch Breath
Sidestep, Catch Breath
OrcKickGrunt
Mercenary
Dash, Dirty Trick
Parry, Trip
HeffithTripWarrior
Rogue
Mercenary
Dash, Sidestep
Dirty Trick, Dash
Parry, Kick

IV
Hostile Actors

How Enemies Injure the Player

Enemies are not only targets. They can select the player as a target, attack with their own weapons and abilities, or use magic when capable of casting it. Physical melee and ranged attacks are also the source of persistent wounds.

HIT
Enemy Attack

Weapon and Body Attacks

A hostile creature in position to fight attacks the player during its combat step. Many creatures attack two or three times in one turn. If a roll succeeds, the player takes damage after defense, dodge, armour, and resistances have done their work.

Each blow strikes one body part. Resistance from worn armour, boots, gloves and the like counts only on the parts that piece covers. Resistance from race, mutations, rings, amulets, runes, companions, potions and spells counts wherever the blow lands.

A counter attack after your own strike, or an attack of opportunity as you leave, is always a single attack.

MAG
Enemy Spell

Spell Damage

Some enemies threaten the player through magic rather than a simple weapon strike. Enemy spells can carry elemental damage, bypass the assumptions of ordinary melee range, and make magical defense matter. A spell meets every point of resistance shown on the character sheet.

STS
Side Effects

Stun and Secondary Effects

Hostile actions can do more than remove health. Stun, elemental pressure, and other secondary effects can make the next turn worse even when the immediate damage looks survivable.


V
The Dungeon Also Attacks

Environmental and Survival Damage

The player can lose Health without an enemy making a weapon attack. Traps, events, hunger, thirst, drowning, smoke, and falling debris remain dangerous, but they do not currently create persistent wounds or amputations.

TRP
Trap

Trap Damage

Traps punish movement, entry, interaction, or failed caution depending on the trap. Their damage is a direct dungeon consequence, not an enemy turn.

EVT
Event

Event Damage

Events can injure the player through their consequences. A ceiling collapse is the clean example: the room itself changes the health state of the character standing under it.

H/T
Needs

Hunger & Thirst

Hunger and thirst are not decorative meters. When neglected long enough, the body begins converting unmet need into harm and degraded performance.

WTR
Drowning

Drowning

Water can be terrain, resource, and threat. When the player is caught in a drowning state, damage comes from the environment rather than from a visible attacker.

SMK
Smoke

Smoke

Smoke-filled spaces can injure or pressure the player through exposure. It turns staying in the wrong room into a mounting cost.

FAL
Collapse

Falling Debris

Mining, unstable rooms, and event-driven hazards can bring the ceiling down. Collapse damage belongs to the world simulation: no enemy needs to be present for it to hurt.


VI
After the Blow

Afflictions and Lingering Harm

Not every consequence is a single damage number. Some threats attach a condition to the player, then let time, movement, failed treatment, or continued exposure make the problem worse.

Affliction

Afflictions are illnesses and lingering conditions such as Bleeding. They can come from hostile attacks, hazards, disease, environmental exposure, or special card rules. Persistent wounds are recorded separately so each wound can keep its own location, treatment, and recovery.

Pressure Stacks

Combat harm and survival harm can overlap. A wounded player who is also hungry, thirsty, choking on smoke, or carrying an affliction is not facing one system at a time. The dungeon's danger is cumulative.

Withdrawal Is a Combat Choice

Because attacks cost stamina and injuries can come from the room itself, leaving a fight, resting, drinking, curing an affliction, or changing rooms may be the correct combat action even when no attack is made that turn.


VII
When Damage Leaves a Mark

Persistent Wounds

After armour and other defences reduce a physical enemy attack, the damage that remains is compared with your effective maximum Health. Small hits cannot cause a persistent wound. Larger hits make injury increasingly likely.

Damage from one hitSeverityInjury chance
Less than 8% of maximum HealthNoneNo roll
8% to 14%135%
15% to 24%250%
25% or more365%
Critical Hits

A critical hit raises the wound by one severity band, to a maximum of severity 3. The injury chance then uses that raised severity.

Armour Bruises Instead

If the struck body part is covered by an equipped, unbroken piece of armour, the injury is always a Bruise. No Deep Wound, Fracture, Eye Injury, or Missing Limb can occur there. Rings and amulets are not armour.

One Bruise Per Part

A body part holds a single Bruise. Another armoured blow to a bruised part deepens that Bruise to the higher of the two severities and restarts its 12 turns. Injury penalties never reduce maximum Health below 1, so armour can be battered but never bruises a character to death.

One Blow, One Wound

On an unarmoured part, a successful injury roll normally produces a Deep Wound. Depending on the body part and blow, it may instead become a Fracture, Eye Injury, or Missing Limb.

No Chain Trauma

Bleeding and other periodic harm cannot create another wound. Enemy spells and ordinary survival damage also remain outside the persistent-wound roll.

InjuryRulesRecovery
BruiseCaused when armour covers the struck part. Reduces maximum Health by 1 per severity. Does not bleed and cannot become infected. A body part carries one Bruise at most; a further armoured blow to the same part raises it to the higher severity and restarts its fading.Fades after 12 world turns. Healing care removes 2 turns per use.
Deep WoundBegins unstabilized and bleeding. While fresh, each severity reduces Melee and Ranged by 3 and Dodge by 2.Requires 6 healing progress after stabilization and infection control.
FractureAn arm fracture gives -10 Melee and Ranged. A leg fracture gives -10 Dodge. Other eligible fractures give -1 Defence.Requires a splint or Bone Shaping, then 10 healing progress.
Eye InjuryGives -10 Ranged and carries a small infection risk.Requires 10 healing progress. Cleaning controls its infection risk.
Missing LimbPermanent loss of a left or right arm or leg. The amputation also begins bleeding and may become infected.Can be stabilized and cleaned, but does not regrow naturally.

VIII
Stop the Bleeding First

Stabilization, Infection, and Healing

Health restoration and wound recovery are separate. Healing spells and healing potions can stabilize bleeding, while fractures, infection, and recovery progress require their own forms of care.

Read the step-by-step wound care guide →

Stabilize

Deep Wounds and amputations create their own Bleeding condition. Bandaging one wound stops only the bleeding linked to that wound. Fractures must be secured with a splint or suitable magic.

Control Infection

An untreated wound receives its first turn without an infection check. From the following world turn onward it can become infected. Infection reduces maximum Health by the injury's severity and stops natural healing.

Ordinary Care Fails

A scar cannot bleed or become infected, and bandages, antiseptics, splints, and healing care all pass it over without being spent. Only a scar remedy removes one.

Wounds Come First

A remedy that also treats open injuries always treats the open injury first. Select the scar on the Body and Conditions screen to target it directly.

Build Healing Progress

A stabilized, uninfected injury gains 1 healing progress each world turn. Healing care adds 2 progress immediately. Deep Wounds require 6; Fractures and Eye Injuries require 10; Bruises require 12 and need no stabilization.

Permanent Scars

Bruises never scar. When any other severity 2 or 3 injury finishes healing, it has a 15% chance to remain as a permanent scar. The scar keeps none of the wound's combat penalties, but it costs 1 maximum Health for as long as it remains. A scar on the face costs a further 1 Charisma. Scars stack, though maximum Health never falls below 1, and Charisma never falls below 1.

CareAvailable examplesEffect
Stop bleedingBandages, Sanitised Bandages, Bandage Roll, Healing, healing potionsStabilizes one bleeding wound or amputation. Healing and healing potions also restore Health.
Stop bleeding and aid healingField BandageStabilizes and adds 2 healing progress.
Complete field dressingHoney DressingStabilizes, reduces infection risk, clears infection, and adds 2 healing progress.
Secure a fractureMakeshift Splint, Bone ShapingAllows a Fracture to begin natural recovery. Bone Shaping also adds 2 healing progress.
Aid healingBinding Salve, Bog Resin Poultice, RejuvenationAdds 2 healing progress to a suitable non-permanent injury.
Treat infectionSanitised Bandages, Honey Dressing, Cure IllnessReduces infection risk and clears an active infection on the treated injury.
Purge infection at a costSour PasteClears an active infection on the treated injury and greatly reduces its infection risk. Leaves the user Diseased.

A scar is removed only by a scar remedy.

Scar remedySource
Soothing Root SalveCrafted from Trolls Blood and Blood root essence with a Mortar and Pestle. Removing a scar is its only use.
Potion of RestorationRemoves a scar in addition to restoring Health and stabilizing a bleeding wound.
Scroll of RejuvenationRemoves a scar in addition to its usual recovery effect.

If no particular wound is selected, treatment is applied to the worst suitable injury. See Items and Crafting and Spellcraft for the current treatment lists.


IX
A Permanent Price

Limb Loss and the Body Screen

Only the left arm, right arm, left leg, and right leg can be amputated, and only if that limb is unarmoured. A severity 3 hit to one of those limbs has a separate 5% amputation chance after the main injury roll succeeds. A limb already missing cannot be lost again.

Missing Arm

Gives -20 Melee, -25 Ranged, and -1 Strength. Two-handed weapons are disabled. With one functional arm, only one weapon, ranged weapon, or shield can be equipped at a time.

Missing Leg

Gives -20 Dodge and -2 maximum Stamina. Run stance is disabled until function is restored.

Body and Conditions

The character's humanoid body map marks regions as intact, injured, disabled, missing, or replaced. Select a region to filter its wounds. Active wounds, permanent wounds, and ordinary afflictions appear in separate lists with effects and care guidance.

Replacement Foundation

The body rules can recognize a replacement made for a specific missing limb and restore its function while preserving the amputation in the character's history. Replacement-limb cards and recipes are not yet part of the playable catalogue.

← All Systems Survival and Defeat