Ethernalis Player's Guide

First Steps

What follows is enough to survive the first dungeon. Most of it.
- A plain account of the game before you play it
6 Playable Races· 10 Measures· 14 Material Domains· Living Timelines
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Before You Descend

Your First Run

Ethernalis is a turn-based dungeon crawler played with cards. Every room, creature, item, and event is a card. You explore one room at a time, spend a small budget of actions each turn, and try to come back out with more than you took in.

This page is an overview. For step-by-step help with surviving your first nights, treating wounds, building a home base, or winning over the people you meet, see the Articles. Each section below also links to the article that covers it.

1. Hero

Choose a hero. You are dealt three ready-made characters and can re-shuffle for a new hand. You can also build a custom hero: pick a race and class, spend your Measure points, and choose a deity or none.

2. Region

Choose where to start. A new region is generated with its own map and history. Pick one of three starting sites, then enter its dungeon.

3. Turn

Read the room, then act. Look at the four cards around you before you move. Spend your Action Points on moving, fighting, searching, and crafting. When you wait or run out of points, the turn passes and the dungeon takes its own.


I
Your Character

The Ten Measures

Every character is built from ten Measures, each rated from 1 to 5. They set your health, mana, and stamina, how often you hit, how many actions you get each turn, and how much you can carry.

Ethernalis character sheet
Every number on the character sheet comes back to the ten Measures.
STR
Strength

Raw Might

Health, melee hit chance, melee damage, and carry weight. Strength also forces locks open.

DEX
Dexterity

Hand and Foot

Melee and ranged accuracy, dodge, sneaking, and critical chance. Part of your Action Points.

END
Endurance

Breath

Health, defence, stamina, and carry weight. Also speeds the recovery of health and stamina.

PER
Perception

The Eye

Ranged accuracy, sneaking, and spotting traps. Sharp eyes keep enemies a step further away. Part of your Action Points.

CHA
Charisma

Presence

Health and health recovery. Strangers warm to a charismatic hero faster, and companions stay loyal longer.

PAT
Patience

Discipline

Ranged accuracy, steady hands at the workbench, disarming traps, and picking pockets.

WIL
Will

Fortress

Mana, spellcraft, and mana recovery. Guards the mind against hostile magic and fear.

KNO
Knowledge

Pattern

Mana, spellcraft, and mana recovery. Knowledge is also what lets you read books and scrolls.

PSY
Psyche

Spirit

Mana, spellcraft, and mana recovery. Part of your Action Points.

DES
Destiny

Thread

Each point of Destiny is one lifeline. When a blow would kill you, a point is spent and you are thrown into a Destiny Trial instead.

Extremes

A Measure at 5 grants a gift. Titanic Strength doubles the load you can carry before you are overburdened. Eagle-Eyed Perception spots hidden traps automatically. Savant Knowledge recognises cursed items on sight.

Costs

A Measure at 1 carries a flaw. A Weakling carries half as much. A Clumsy hero cannot sneak. An Ignorant hero cannot read books or scrolls. A Shattered mind cannot cast runic spells.

Growth

Proficiencies rise through use. Weapons, spell schools, crafting, trap work, fishing, mining, runecraft, stealing, and similar skills improve by being practised.


II
The Old World

The Nine Races of the Old World

Nine peoples share the Old World. Six of them can be played: Human, Elf, Drow, Dwarf, Orc, and Heffith. Each playable race brings its own starting bonus. The other three you will meet in the world and its history.


III
How Dungeons Work

The Card-Dungeon

Ethernalis dungeon map
The dungeon map is an item. Without one, you find your way by memory.

Every Room Has Five Cards

A dungeon is a grid of rooms. Each room has a center location card, which is the room itself, and four side cards to the north, south, east, and west. A side card may be a passage, an enemy, an item, an event, a trap, a container, a person, or an exit.

Every dungeon has a theme, such as a cavern, crypt, mine, or library, and the theme decides what fills its rooms. Now and then you walk into a section built by hand: a house, a shrine, a camp.

Floods, Locks, and Time

Some dungeons are wet. Water spreads through neighbouring rooms, drowns what was there, and leaves silt and rot behind. Locked doors and chests need a key, a lockpick, or enough strength to break them.

A dungeon does not wait for you. Every enemy grows stronger for each turn it stays alive, so a dungeon left unfinished becomes more dangerous.

Themes

A library will never produce a swamp-rat. A mine draws from its own rooms, objects, and inhabitants. A few rare things, including wandering people and lost relics, can appear almost anywhere.

Population

Rooms fill according to the dungeon's theme, how deep you have gone, and what the place can reasonably hold.

Movement

Entering a new room reveals what waited there. Some exits lead into smaller dungeons of their own, and you must find your way back out.


IV
The Laws of Action and Time

Action, Combat, and Traps

AP

Action Points are the turn's budget. You get Dexterity, Perception, and Psyche added together and divided by three, never less than one. Moving, attacking, searching, crafting, and most inventory actions spend them.

Weight

Carry too much and you slow to one AP. Carry weight is Strength times 100 plus Endurance times 75. Traits and perks change it.

Stamina

Fighting is hard work. Every attack spends stamina, as do running and swimming. With no stamina left, you can do none of them until you recover.

Range

Distance matters. Melee attacks close the distance before striking. Ranged attacks need a ranged weapon, ammunition where it applies, and room to shoot.

Sneak

Unseen, you strike first. A successful sneak leaves enemies unaware of you. An unaware enemy will not attack or strike back, and your sneak skill is added to your critical chance against it.

Traps

Traps hide in rooms and containers. Perception may reveal them. Crossing a trapped path tests you, and a sprung trap keeps you in the room. Disarming uses Dexterity, Patience, and trap proficiency.

Enemies

Enemies move and react. Frightened enemies flee from where they last saw you. Angered ones hunt you down, open doors, and attack anything in their way. Roaming enemies can set off traps and pick up gear.


V
Matter and Enchantment

Craft, Quality, Materials, and Runes

Quality sets how good an item is. Materials decide what it is made of, how long it lasts, small bonuses to its stats, and which creatures fear or resist it.

Quality

Items come in ten grades, from Dismal to Masterful. Better quality raises durability, damage, defence, value, and the item's other stats.

Materials

Fourteen material domains: wood, leather, metal, textile, stone, glass, herb, mushroom, gem, bone, wax, organic, twine, and alchemical.

Inheritance

Crafted items take on the materials of their ingredients, so what you make remembers what went into it.

Sockets

Runic Tools and Blacksmith Tools can open a socket in a room or in any item that is not a consumable. A new rune replaces the old one, which is lost.

Equipment

A socketed rune's effect depends on the item. In a weapon it adds force, in armour it adds protection, and in tools or containers it adds health, mana, or stamina.

Rooms

A socketed room applies its rune to everything that happens there, to you and to your enemies. Fire warms the room, water chills it, and a protection rune doubles your defence.


VI
Trials of Flesh and Spirit

Survival

Health

Your life. Wounds, poison, hunger, thirst, cold, heat, traps, and enemy steel all take from it.

Mana

Spent on spells and scrolls. It returns with time, faster with high Will, Knowledge, and Psyche.

Stamina

Spent on attacks, running, and swimming. It returns with time, faster with high Endurance.

Hunger

Rises as you act. At its limit, you start losing health until you eat.

Thirst

Works like hunger. Dirty water can make you ill, so boil it or find clean water.

Temperature

Rooms, weather, flooding, fires, torches, clothing, runes, food, and spells push you toward heat or cold.

Comfort

Shifts with your gear, the room, dirt, weight, afflictions, and your personality traits. A miserable hero rests badly.

Afflictions

Illnesses and injuries that last. They change your stats, some grow worse when their time runs out, and some need a specific cure.


VII
Experience and Progression

Growth

You earn experience by killing enemies, crafting, and finishing certain actions and events. You spend the same experience on levels and on perks.

Levels

The first level costs 100 experience, and each level after costs twice as much as the one before. Leftover experience carries forward.

Classes

Each level offers class choices. You can stay on your path or turn toward a new one.

Perks

Perks are unlocked by paying their experience cost. Many require another perk first, so plan your route through the tree.


VIII
At Zero Health

Death and Destiny

Trial

Destiny gives you one more chance. If you have a Destiny point when your health reaches zero, it is spent, some health returns, and you are thrown into a dangerous escape. Survive it and the run goes on.

Defeat

Without Destiny, the run ends. Your hero falls and leaves a corpse holding everything they carried.

Graves

The world remembers. Your last dungeon stays marked on the region map. Travel back to it with your next hero to recover what the fallen left behind.


IX
People, Trade, Faith, and Timelines

The Living World

The dungeon has people in it. They move, eat, fight, speak, carry gear, offer work, and remember how you treated them.

People

Every person you meet is a card: the wanderer, the figure waiting in a dungeon room, the companion at your side, the merchant on the road. How you treat them follows you out of the dungeon.

Companions

Recruited companions travel with you. You can equip them, ask them for help, send them to explore, or dismiss them.

Needs

People get hungry and thirsty too. They eat and drink from their own packs first, then from the room, and complain when they cannot.

Merchants

Merchants trade in food, books, junk, or smithing. Each has their own gold and temperament, and a merchant in a good mood gives better prices. Trade with one often and they level up, offering services such as healing, repairs, rest, and meals.

Stealing

With the Thief perk you can try to steal from a merchant for one AP. Dexterity, Patience, and stealing skill decide the chance. Get caught and the merchant turns hostile.

Faith

A hero may serve a deity. Prayer, offerings, and shrines build piety and earn blessings. Acts your god forbids bring wrath.

The Region

Beyond the dungeon lies the region map, with settlements, quests, and its own history. Travel between sites costs rations.

Timelines

The world waits for you. A merchant might not appear until you have slain your first wyrm. A spell might not unlock until you have read a particular book in a particular city.