Ethernalis Systems Reference

Sockets & Enchantments

Runework is the craft of making an object receptive to magic, then deciding whether that magic should live in a tool, a weapon, or the room itself.
- On runic tools, socketed gear, chamber auras, and unstable enchantment
Runic Tools· Rune Quality· Item Buffs· Room Auras
I
Runic Craft

Runework at the Bench

Sockets and enchantments are both reached through crafting, but they are different acts. Socketing prepares an object or location to hold a rune. Enchanting directly mutates an item, changing its title and statistics without needing a rune to remain installed.

RT
Runic Tools

Opening a Socket

Combining Runic Tools with Blacksmith Tools attempts to make a socket. With only the two tool sets selected, the current room is targeted. With a third item selected, that item is targeted instead.

CH
Chance

Mana Guides the Work

The socketing chance begins at 10%, then adds the character's current mana, capped at 60%. Strong magical reserves make the cut cleaner, but never certain.

INS
Insert

Placing the Rune

Once a card has a socket, a rune can be inserted into it from inventory. The rune is moved into the card's socket list, removed from inventory, and becomes the active source of the effect.

ONE
Limit

One Active Rune

Socket insertion clears the previous socket contents before placing the new rune. Replacing a rune is therefore a destructive commitment, not a free swap.

II
Personal Power

Socketed Equipment

A socketed item reads the rune's school and the host item's category. The same rune does not mean the same thing in every object. Weapons turn runes into force; armour turns them into protection; utility items turn them into survival resources.

  • Offensive hostsweapons, ranged weapons, rings, ammo
  • Protective hostsshield, armour, helmet, boots, gloves, amulets, limb armour
  • Utility hostsitems and containers
  • Magnitudethe rune's quality becomes the buff value
OFF
Weapon Logic

Rune as Violence

Invocation raises strength. Illusion improves dodge. Defense raises defense. Fire, water, and necromancy become fire, ice, and dark strength respectively.

ARM
Armour Logic

Rune as Guard

Invocation protects against dark. Illusion improves dodge. Defense raises defense. Fire, water, and necromancy become fire, ice, and holy defense respectively.

UTL
Utility Logic

Rune as Sustenance

Invocation grants health. Illusion grants mana. Defense grants defense. Fire grants fire defense. Water grants stamina. Necromancy grants dark defense.

III
Chamber Auras

Socketed Locations

When the central location card is socketed, the room becomes a magical environment. Its rune affects any relevant action performed there. The dungeon does not care who benefits: player attacks, enemy spells, heat, water, and spell costs are all resolved from the active room aura.

FIR
Fire Rune

Heat and Flame

Increases fire damage by 10% per rune quality, warms the room by twice its quality, and burns away standing flood water over time.

WTR
Water Rune

Cold and Ice

Increases ice damage by 10% per rune quality and chills the chamber by twice its quality. In flooded or cold places, this can become a survival concern.

DRK
Dark Rune

Necromantic Force

Increases dark damage by 10% per rune quality, making shadowed attacks and necromantic effects more dangerous in the room.

VEN
Venom Rune

Acid and Poison

Increases acid damage by 10% per rune quality, strengthening venomous strikes and corrosive magic inside the chamber.

HOL
Prayer Rune

Holy Pressure

Increases holy damage by 10% per rune quality. Prayer carved into the floor makes sacred force more severe.

MND
Mind Control

Stun and Illusion

Halves illusion spell costs and gives the room a 5% per quality chance to stun each enemy as location effects process.

PRT
Protection

The Defensive Seal

Doubles player defense calculations while active. It is a room-scale ward, strongest when the player can hold ground inside it.

AMG
Anti-Magic

The Sealed Room

An anti-magic rune on any socketed card in the room can seal spellcasting for that location, overriding normal magical freedom.

IV
Unstable Magic

Enchantments

Enchanting is direct transformation. Runic Tools without Blacksmith Tools attempt to enchant an item. The roll compares d100 against the character's current mana: a successful roll mutates the item, while failure consumes the attempt and does nothing useful.

RLL
Roll

Mana as Chance

The enchantment succeeds when the roll is less than or equal to current mana. Characters with deeper magical reserves are better enchanters, but the craft remains unstable.

FX
Effects

What Can Change

Enchantments can add strength, defense, health, mana, spellcraft, melee, ranged, stamina, sneak, elemental damage, insulation, comfort, lower weight, or multiply value.

ORI
Origin Bias

Cultural Imprint

Some enchanted items gain a lore origin. Elven, Dwarven, Orcish, Halfling, Drow, Heffith, and Human origins bias the roll toward different families of effects.

CRS
Curse

The Backlash

Every enchanted item carries a small curse risk. A cursed item may become difficult or impossible to remove by ordinary inventory handling.

SCR
Scrolls

From Scroll to Tome

Enchanting a scroll changes it into a spellbook-style object that grants the original spell. It is a different kind of magical preservation from memorising a spell.

SPC
Special

Marked as Magical

Successful enchantment marks the item as special. Special enemies can also drop enchanted loot, so runework is not the only path to magical equipment.

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