Ethernalis Systems Reference

Weapon & Armour Improvements

A weapon can be sharpened, restrung, weighted, or coated, and armour can be studded, lined, or proofed. Each improvement belongs to that one piece.
- On edges, strings, heads, coatings, plating, linings, and rims
Slots· Improvements· Wear· Coatings· Armour
I
Fitting

Slots

A weapon holds at most one improvement in each of its slots. Applying, replacing, or removing an improvement costs 1 action point, and an equipped weapon does not need to be taken off first. Improvements are separate from rune sockets. A weapon can carry both.

EDG
Edge

Blades

Swords, knives, axes, spears, halberds, scythes, and pitchforks can be sharpened. Pickaxes, shovels, and saws cannot.

HED
Head

Blunt Weapons

Clubs, flails, morning stars, war hammers, staves, and canes take head fittings. Torches, lanterns, rods, and pickaxes do not. A Spiked Club already has its spikes and cannot take Iron Spikes.

STR
String

Bows and Crossbows

Every bow and crossbow has a string slot. Slings, thrown weapons, wands, and firearms do not.

CTG
Coating

Blades Again

Any weapon that can be sharpened can also be coated. A blade can carry sharpening and a coating together.

  • Where to manage themthe Improvements tab of a weapon's Info screen, or the improvement item's own menu
  • Only carried weaponsa weapon lying in the room must be picked up first
  • Travels with the weapondropping, storing, trading, or selling it keeps its improvements
  • Weight and pricefitted strings and heads add their weight and value to the weapon
II
The Bench

The Improvements

Every improvement is crafted, mostly from things found in the first dungeons with at most a needle or hammer. The iron fittings need Iron Ingots and a forge. Only whetstones and hemp bowstrings also turn up in the dungeon. Strings and head fittings are hardware: their quality raises or lowers their bonuses and how long they last. A whetstone's bonus depends on the Craftsmanship of whoever uses it, not on the stone.

WHT
Edge

Whetstone

+1 strength at Craftsmanship 0 to 2, +2 at 3 to 5, and +3 at 6 or more. Lasts 6 damaging hits. The stone itself loses 1 durability per sharpening, and sharpening teaches nothing. Made from two Stones and a Flint Stone.

HMP
String

Hemp Bowstring

+4 ranged for 20 shots. Made from Rope and Plant fibre.

SNW
String

Sinew Bowstring

+1 strength for 15 shots. Made from two Leather strips.

SLK
String

Silk Bowstring

+3 ranged and +1 strength for 12 shots. Made from two Cobwebs and Plant fibre with a needle.

SPK
Head

Iron Spikes

+1 strength and +5% stun chance for 20 damaging hits. Forged from two Nails and an Iron Ingot with a hammer.

WGT
Head

Weighted Head

+2 strength, but each swing costs 1 more stamina. Lasts 30 damaging hits. Forged from two Iron Ingots and a Stone with a hammer.

Bonuses from an improvement count as part of the weapon, so an off-hand weapon or a weapon beyond your practice passes on only part of them, exactly as it does its own stats.

III
Use

Wear and Replacement

Improvements count down with use. When one reaches zero it wears off or breaks and is gone. The weapon itself keeps working and wears its own durability as usual.

  • Sharpening, heads, coatingslose 1 use on each hit that deals damage; misses and blows that deal nothing cost nothing
  • Stringslose 1 use on every shot fired, hit or miss; no shot is fired without ammunition
  • Replacing hardwarean intact string or head returns to your pack
  • Replacing a treatmentthe old sharpening or coating is lost
  • Removingstrings, heads, plating, linings, and rims can be taken off for 1 action point; sharpening, coatings, and proofing cannot
  • Discarding the weaponintact strings and heads come back before the weapon is salvaged
IV
Oils and Toxins

Coatings

A coating adds 1 point of elemental damage to each hit and leaves something behind in the wound. Applying a bottled coating gives back the Empty Bottle. Coatings work on enemies and other players. NPCs take no coating damage or effects, and striking one does not use up the coating.

BRN
Fire

Burning Oil

+1 fire damage. The target burns for 2 fire damage over 2 turns. Lasts 3 damaging hits. Made from a Bottle of alcohol and Resin.

VEN
Acid

Blade Venom

+1 acid damage. The target takes a Toxin of 2 acid damage over 3 turns. Lasts 4 damaging hits. Made from an Empty Bottle, a Venom Sac, and Animal fat.

FRS
Ice

Frost Oil

+1 ice damage. The target is slowed for 2 turns. Lasts 4 damaging hits. Made from an Empty Bottle, a Frost Herb, and Animal fat.

BRW
Brew

Poisonous Brews

A bottled brew that poisons can be spread on a blade instead of drunk. It adds +1 acid damage and a Toxin as strong as the brew's poison, and lasts 3 to 6 hits depending on the brew's strength. Harmless brews cannot be used this way.

  • Against enemiesBurning and Toxin strike at the start of each of the enemy's turns, even while it is stunned
  • Slowed enemieslose 1 action point for the duration, never going below 1
  • Stackinga second dose of the same effect refreshes it to the stronger and longer of the two; Burning and Toxin can run together
  • Resistanceresistance to fire or acid reduces each tick, but at least 1 damage gets through unless the creature is immune; a weakness to the element adds to it
  • Killsan enemy killed by Burning or Toxin counts as your kill, with its experience and reward, even if you have moved to another room; its remains stay where it fell
  • Against playersToxin poisons and Burning burns each turn; Slowed gives -2 melee, -2 ranged, and -2 dodge
  • No killing blowlike any direct attack, Toxin and Burning from a coating cannot take a player below 1 health
V
The Armourer

Armour and Shields

Armour and shields take improvements the same way weapons do: one per slot, 1 action point to fit, and managed from the Improvements tab of the piece's Info screen. An improvement guards only the parts of the body its piece covers, so studs on a cap protect the head and nothing else.

STD
Plating

Iron Studs

+1 defence for 25 hits. Fits body armour, helmets, bracers, boots, and greaves made of leather, cloth, wood, or bone. Metal pieces are plated already. Made from two Nails and Leather strips with a hammer.

PLT
Plating

Reinforcing Plates

+2 defence and -1 sneak for 30 hits. Fits the same pieces as Iron Studs. Forged from two Iron Ingots and a Leather Strap with a hammer.

FUR
Lining

Fur Lining

+3 warmth. A lining never wears out. Fits body armour, helmets, gloves, boots, and leggings. Stitched from two Animal fur and Plant fibre with a needle.

PAD
Lining

Padded Lining

+1 defence and +1 warmth, and never wears out. Stitched from two Rags and Straw with a needle.

TLW
Treatment

Tallow Proofing

+2 ice resistance for 15 hits. Works on any armour or shield. Made from two Animal fat.

FPS
Treatment

Fireproofing Salve

+2 fire resistance for 12 hits. Made from Animal fat and Clay.

ACW
Treatment

Acid-Resist Wax

+2 acid resistance for 12 hits. Made from Bones and Animal fat.

RIM
Rim

Iron Rim

+1 defence and +1 fire resistance for 25 blocks. Fits wooden and bone shields. Forged from an Iron Ingot and two Metal scrap with a hammer.

  • Plating and proofinglose 1 use each time a blow lands on their piece, along with the piece's own durability
  • Rimslose 1 use on each successful block, and add their defence to that block
  • Liningsnever wear out; they come back when replaced, taken off, or when the armour is discarded
  • Lucky savesa perk that spares armour from wear spares its plating and proofing too
  • One of eacha piece holds one plating, one lining, one treatment, and, on a shield, one rim
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