Welcome to the Eternal Damnation Wiki¶
Eternal Damnation is a persistent browser-based role-playing game set in Incartum — the sprawling plane of the afterlife where countless beliefs, hells, heavens, underworlds and forgotten destinations have grown together into one deeply inconvenient eternity.
Death, as it turns out, is not the end. It is mostly administration, poor transport links, dangerous employment, questionable taverns and the occasional attempt to improve your circumstances without being maimed in the process.
This wiki documents the places, systems, activities and peculiar rules that govern Eternal Damnation.
Welcome to Incartum
Eternal Damnation continues to grow as new locations, mechanics and stories are added. If a page appears suspiciously incomplete, assume either construction work or supernatural interference.
What is Incartum?¶
Incartum is not a single Hell, Heaven or Underworld. It is the greater afterlife into which innumerable realms, beliefs and interpretations of death have settled.
At its centre — at least according to the residents who benefit from saying so — lies Mysteria, the principal hub of Eternal Damnation. From there, souls can work, trade, train, gamble, fight, join guilds, learn skills and board the Undernational Railway for destinations elsewhere in Incartum.
The world is deliberately strange. Familiar ideas from death and mythology exist beside institutions that could only have been invented after civilisation discovered paperwork. Ancient entities operate businesses. Demons complain about their jobs. Trains travel between realities. Banks may be less trustworthy than casinos, although representatives of both institutions dispute this statement.
What do you do in Eternal Damnation?¶
There is no single correct way to spend eternity.
Players develop their characters through a mixture of combat, activities, exploration, collection, social systems and economic progression. Different parts of Incartum reward different styles of play.
You might:
- fight other players in the Arena or test yourself in the Hellforge;
- work, train and improve your character's statistics;
- equip Skills that provide passive bonuses and, as the system expands, more specialised effects;
- join or build a Guild and take part in the wider player community;
- run businesses, buy and sell goods, trade and accumulate Gold;
- gamble in the Nightmare Casino, where losing remains considerably easier than winning;
- forage throughout Drellen Forest, discovering materials, improving Foraging Mastery and fulfilling gathering contracts;
- explore Ghost Town, recover relics, collect Echoes and discover how long you can remain before the town begins taking an interest in you;
- travel aboard the Undernational Railway as more of Incartum becomes accessible;
- uncover lore, unusual objects and stories hidden throughout the world.
Eternal Damnation is built around interconnected systems. A location is not intended to exist merely as scenery: materials, rewards, skills, collections, economies and discoveries increasingly feed into other parts of the game.
Mysteria¶
Mysteria is the principal settlement and starting point for much of the game's activity.
It contains many of Eternal Damnation's core systems and institutions, including the Nightmare Casino, Apothecary, Bank, Guild Hall, Castle of Knowledge, Arena, Hellforge, Ball & Chain tavern and access to the Undernational Railway.
Calling Mysteria the capital of Incartum is common. Calling it the capital tends to start arguments with beings who remember cities that no longer technically exist.
Beyond Mysteria¶
The Undernational Railway connects Mysteria with other reachable parts of Incartum.
Drellen Forest¶
Drellen Forest provides a gathering-focused progression path. Players forage for unusual flora, fungi and specimens, build Foraging Mastery, fill their Field Journal and complete rotating requests for residents and institutions elsewhere in Incartum.
It is one of the safer places to collect useful things, provided your definition of safe allows for a forest that occasionally disagrees.
Ghost Town¶
Ghost Town is built around exploration rather than straightforward combat or gathering. Players search abandoned buildings for relics and fragments of memory known as Echoes while managing an escalating Haunting level.
The more attention the town pays to you, the better the chance of finding something unusual.
This arrangement benefits the town as well.
Progression and Rewards¶
Character progression in Eternal Damnation comes from several overlapping systems rather than one isolated activity.
Gold, Experience, Energy, statistics, skills, discoveries, collections, activity mastery and social progression all contribute in different ways. Many bonuses are processed through shared reward systems so that effects such as relevant Skill bonuses can apply consistently across supported activities.
For mechanical details, see the wiki sections covering Skills, Levelling, Currency, Items, Guilds and other systems.
A Note for New Arrivals¶
Do not worry if Incartum initially seems confusing. Most long-term residents remain confused; they have simply become more confident about it.
Start in Mysteria, explore the available activities, equip useful Skills, earn some Gold, and visit the Railway when you are ready to see what waits beyond the city.
And if somebody tells you they understand exactly how Incartum works, check whether they are selling something.