Ethernalis Systems Reference

Perks

Every seeker who survives long enough grows specialised. Perks are how that growth takes permanent shape — passive abilities bought with experience and locked behind one another in branching chains.
— On the passive powers that narrow a character toward a purpose
54 Perks· XP Tree· Cost Scaling· Instant Bonuses
I
Spending What You Have Earned

How Perks Work

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 pushes 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 do not just change how the game works — they 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 selected without them — the option simply 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. 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 54 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

Soldier

Soldier

50 XP

+10% melee skill.

Veteran

Veteran

100 XPSoldier

+1 damage during melee fights.

Sword Master

Sword Master

150 XPVeteran

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

Wrestler

Wrestler

150 XPSoldier

Grants the Knockdown skill.

Martial Artist

Martial Artist

150 XPSoldier

+3 damage when fighting unarmed.

Critical Strikes & Stealth

The Unseen Blow

Critic

Critic

50 XP

+1% critical chance in melee combat.

Killer

Killer

100 XPCritic

+1% critical chance in melee combat.

Scout

Scout

500 XPKiller

Can see enemies on your map.

Shadow

Shadow

100 XPCritic

+10% Sneak.

Thief

Thief

100 XPShadow

Can attempt to steal from merchants.

Archery & Ranged

The Marksman's Tree

Hunter

Hunter

50 XP

10% chance to recover a projectile after firing.

Archer

Archer

100 XPHunter

25% chance to recover a projectile after firing.

Point Blank Shot

Point Blank Shot

250 XPArcher

Can perform ranged attacks at melee distance.

Sharpshooter

Sharpshooter

100 XPHunter

+1 damage with all projectiles.

Bullseye

Bullseye

500 XPSharpshooter

+10% ranged damage with all projectiles.

Leatherworking

Leatherworking

50 XPHunter

You know your way around the production of leather goods.

Defence & Recovery

The Hardened Body

Quick Healer

Quick Healer

50 XP

10% reduced recovery time from inflictions.

Thick Skinned

Thick Skinned

100 XPQuick Healer

+1 base defense (applied on unlock).

Stone Skinned

Stone Skinned

500 XPThick Skinned

+3 base defense (applied on unlock).

Spellcraft

The Caster's Art

Caster

Caster

50 XP

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

Witch

Witch

100 XPCaster

+1 mana regeneration (applied on unlock).

Warlock

Warlock

500 XPWitch

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

Scholar

Scholar

100 XPCaster

+10 base mana points (applied on unlock).

Bookworm

Bookworm

500 XPScholar

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

Durability & Smithing

The Careful Hand

Maintainer

Maintainer

50 XP

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

Blacksmith

Blacksmith

100 XPMaintainer

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

Surgeon

Surgeon

500 XPBlacksmith

50% chance not to lose weapon durability when attacking.

Ethosian Artisanship

Ethosian Artisanship

200 XPBlacksmith

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

Crafting

The Maker's Gift

Tinkerer

Tinkerer

50 XP

+10% XP gained from crafting.

Artisan

Artisan

100 XPTinkerer

+1 to the quality of all crafted items.

Carpenter

Carpenter

50 XP

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

Executioner

Executioner

100 XPCarpenter

+1 damage with axes.

Mining & Excavation

Below the Stone

Miner

Miner

50 XP

+25% excavation strength.

Prospector

Prospector

100 XPMiner

+5% chance to recover a gem while excavating.

Grave Digger

Grave Digger

500 XPMiner

1% extra chance to find magical items.

Mole Man

Mole Man

100 XPMiner

Excavation never triggers ceiling collapses.

Survival & Carry

Endurance of the Road

Runner

Runner

100 XP

Use less stamina when running.

Enduring

Enduring

100 XPRunner

+1 stamina regeneration (applied on unlock).

Swimmer

Swimmer

50 XP

No stamina loss in partially flooded locations.

Pack Mule

Pack Mule

50 XPSwimmer

+100 carry weight (applied on unlock).

Quick Dresser

Quick Dresser

100 XPPack Mule

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

Organised

Organised

100 XPSwimmer

Containers have 10% more space.

Looter

Looter

500 XPOrganised

Opening containers does not cost an action point.

Sustenance

Hunger & Thirst

Foodie

Foodie

50 XP

+10% hunger reduction from food.

Good Metabolism

Good Metabolism

100 XPFoodie

+1 hunger interval — hunger accumulates more slowly (applied on unlock).

Consumer

Consumer

500 XPGood Metabolism

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

Retainer

Retainer

100 XPFoodie

+1 thirst interval — thirst accumulates more slowly (applied on unlock).

Temperature

Hot and Cold

Cold Hardened

Cold Hardened

50 XP

Slightly better tolerance to cold.

Frosty

Frosty

100 XPCold Hardened

Significantly better tolerance to cold.

Cosy

Cosy

50 XP

Slightly better tolerance to warmth.

Hothead

Hothead

100 XPCosy

Significantly better tolerance to warmth.

Animal Handling

The Wild Caught

Rat Catcher

Rat Catcher

50 XP

Skilled at catching small animals.

Beast Master

Beast Master

100 XPRat Catcher

Can catch medium sized animals.

Tamer

Tamer

200 XPRat Catcher

Caught animals are no longer treated as enemies.

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