Ethernalis Systems Reference

Perks

Every adventurer who survives long enough grows specialised. Perks make that growth permanent: passive abilities bought with experience, many of them unlocked only after others.
- On the passive powers that narrow a character toward a purpose
72 Perks· XP Tree· Cost Scaling· Instant Bonuses
I
Spending What You Have Earned

How Perks Work

Ethernalis character perk screen
Perk Tree - Most advanced perks require unlocking through other perks.

The Experience Tree

Perks are bought with experience points. Each perk has a base cost, and most require at least one other perk to already be owned before they become available, forming a branching tree that rewards specialisation. You cannot skip to the expensive end of a chain without walking through what comes before it.

Some perks sit at the root of the tree with no prerequisite at all. These are available from the start of the run and define your initial direction. Others are buried several links deep, accessible only to a character who has committed meaningfully to a particular approach.

Cost Scaling

Every perk you already own makes the next one more expensive. For each perk already in your possession, a penalty equal to one tenth of the new perk's base cost is added to what you must pay. A character with many perks will find each additional unlock notably more expensive than the last.

This means early perks are cheap and easy to accumulate, but late-run unlocks carry the compounded weight of everything bought before them. A seeker who spread widely early may find focused late unlocks difficult to afford. One who focused narrowly may find their preferred next step surprisingly reachable.

Instant Stat Bonuses

Some perks permanently raise a base stat the moment they are unlocked. Thick Skinned adds 1 to base defense; Stone Skinned adds 3 more. Scholar adds 10 to maximum mana. Witch increases mana regeneration. Enduring increases stamina regeneration. Pack Mule expands carry weight by 100. Good Metabolism extends the hunger interval. Retainer extends the thirst interval. These bonuses are applied once, on unlock, and do not require any further condition.

Passive Gating

Perks gate more than stat bonuses. Certain event options in the world are locked behind specific perks and cannot be chosen without them. Without the perk, the option does not appear. Recipes in the crafting system are similarly gated: some preparations require a specific perk to attempt. This means your perk choices quietly shape which parts of the world are accessible to your particular character.

No Removal

Perks, once unlocked, are permanent for the run. There is no way to refund a perk or reclaim the XP spent on it. A few perks also exclude each other: the six magic canons are mutually exclusive, so swearing to one greys the other five out for good. Choosing a perk is a long-term commitment, and a branch of the tree entered early tends to pull subsequent choices toward its own continuation. Plan accordingly, or embrace where the tree takes you.


II
Every Passive Ability

Perk Reference

All 72 perks listed by tree group. The cost shown is the perk's base XP cost before scaling. A "requires" badge indicates the perk that must be owned first.

Melee Combat

The Fighter's Path

Sword Master

Sword Master

150 XPVeteranEnables 0 recipes

+1 damage and +10% melee with short and long blade weapons.

Knight

Knight

150 XPVeteranEnables 0 recipes

Armour never costs Comfort. Dirt, smells and weight still do, and so does everything worn that is not armour.

Ambidextrous

Ambidextrous

150 XPSoldierEnables 0 recipes

A second one-handed melee weapon can be held in place of a shield. The off-hand weapon grants half of everything it offers.

Critical Strikes & Stealth

The Unseen Blow

Archery & Ranged

The Marksman's Tree

Archer

Archer

100 XPHunterEnables 1 recipe

25% chance to recover a projectile after firing.

Point Blank Shot

Point Blank Shot

250 XPArcherEnables 0 recipes

Can perform ranged attacks at melee distance.

Bullseye

Bullseye

500 XPSharpshooterEnables 0 recipes

+10% ranged damage with all projectiles.

Leatherworking

Leatherworking

You know your way around the production of leather goods.

Defence & Recovery

The Hardened Body

Thick Skinned

Thick Skinned

100 XPQuick HealerEnables 0 recipes

+1 base defense (applied on unlock).

Stone Skinned

Stone Skinned

500 XPThick SkinnedEnables 0 recipes

+3 base defense (applied on unlock).

Spellcraft

The Caster's Art

Caster

Caster

10% chance not to consume a scroll when casting from it.

Warlock

Warlock

50% reduction in spellcraft penalty imposed by wearing weapons and armour.

Arcane Reflex

Arcane Reflex

One extra Action Point each turn, spendable only on a learned spell or a scroll. It must be used before the last ordinary point ends the turn.

Bookworm

Bookworm

500 XPScholarEnables 0 recipes

1% chance that any scroll found becomes a book or tome instead.

The Six Canons

One Oath, Taken Once

A caster may swear to one canon and only one. Taking any of the six closes the other five off for the rest of the run. Spells of the sworn canon are cast at 150% strength, duration and elemental defence; spells of another canon are cast at 50%. A spell belonging to no canon is unaffected. Magic Missiles, Fist of the Mountain and most Druidic and Invocation work are cast the same by everyone.

A spell's canon comes from its school where the school claims one: Necromancy is Dark, Clerical is Light, Illusion is Mind. Elemental, Druidic and Invocation spells are claimed by the element they deal, so Fireball and Ice Spikes answer to different canons, and an Invocation Poison answers to the Venom Mage. A ward that protects against every element equally belongs to no canon: its duration is unchanged, but it still raises the sworn element's defence and lowers the other four.

The canon multiplies what the spell itself brings. Your proficiency in the school is added afterwards, so training an off-canon school is weakened, never wasted.

Dark Mage

Dark Mage

The canon of Darkness: dark damage and the whole Necromancy school.

Sentinel

Sentinel

The canon of the Light: holy damage and the whole Clerical school.

Mentalist

Mentalist

The canon of the Mind: the whole Illusion school.

Durability & Smithing

The Careful Hand

Maintainer

Maintainer

10% chance not to lose weapon or armour durability during use.

Blacksmith

Blacksmith

100 XPMaintainerEnables 25 recipes

20% chance not to lose weapon or armour durability during use.

Surgeon

Surgeon

500 XPBlacksmithEnables 0 recipes

50% chance not to lose weapon durability when attacking.

Ethosian Artisanship

Ethosian Artisanship

200 XPBlacksmithEnables 5 recipes

You know the secrets of elven craftsmanship and can forge steel.

Crafting

The Maker's Gift

Carpenter

Carpenter

10% chance not to consume wood, sticks, or planks when crafting.

Workshop Trades

The Specialist Hand

Each trade unlocks its own family of recipes and the workshop that serves them. None of them adds a quality bonus of its own: what they buy is access to work nobody else can attempt, and the claimed-room economy that grows around it. Leatherworking sits with the Hunter branch above.

Tailor

Tailor

100 XPArtisanEnables 6 recipes

Fit layered cloth into durable clothing, warm expedition gear, padded armour and efficient packs, at a tailoring workshop.

Potter

Potter

100 XPArtisanEnables 3 recipes

Control kiln heat and glaze to make sealed crocks, ceramic tools, hive chambers and trade pottery.

Mason

Mason

100 XPCarpenterEnables 6 recipes

Set refractory brick, work a Mason's Bench, and build durable stonework and room improvements.

Glassworker

Glassworker

150 XPBlacksmithEnables 7 recipes

Shape panes, grind lenses and establish a Glassworks, supplying lighting, alchemy and precision equipment.

Beekeeper

Beekeeper

100 XPHunterEnables 3 recipes

Establish Bee Colonies and build managed Apiaries for renewable honey, wax, medicine and preservation.

Brewer

Brewer

100 XPFoodieEnables 3 recipes

Finish Mead and Wine, ferment Vinegar, and run the claimed-room brewing economy.

Mining & Excavation

Below the Stone

Prospector

Prospector

+5% chance to recover a gem while excavating.

Survival & Carry

Endurance of the Road

Enduring

Enduring

100 XPRunnerEnables 0 recipes

+1 stamina regeneration (applied on unlock).

Quick Dresser

Quick Dresser

100 XPPack MuleEnables 0 recipes

Equip items directly from the ground or from a container without transferring first.

Looter

Looter

500 XPOrganisedEnables 0 recipes

Opening containers does not cost an action point.

Sustenance

Hunger & Thirst

Consumer

Consumer

500 XPGood MetabolismEnables 0 recipes

Can eat inedible items. 10% of the item's remaining durability converts to hunger reduction.

Temperature

Hot and Cold

Frosty

Frosty

100 XPCold HardenedEnables 0 recipes

Significantly better tolerance to cold.

Animal Handling

The Wild Caught

Tamer

Tamer

200 XPRat CatcherEnables 0 recipes

Caught animals are no longer treated as enemies.

Followers & Holdings

A Household of Your Own

This chain pays in Comfort. Host and Lord do nothing at all while Comfort sits below 40, and Leader needs 20 Comfort and a companion already at your side.

Leader

Leader

With a companion and at least 20 Comfort, each turn carries a 1% chance of attracting a new NPC, while the dungeon holds fewer than three.

Host

Host

150 XPLeaderEnables 0 recipes

At 40 Comfort or more, loyalty gains are half again as large, loyalty losses are halved, and every claim XP cost drops by 10%.

Lord

Lord

At 40 Comfort or more, units purchased from claimed locations cost 25% less gold. Material costs are unchanged.

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