EverRPG

EVERDAL / Player handbook

Your next adventure starts here.

The guide to Everdal: from your first journey to combat, guilds and the auction house.

Play Everdal

Updated 28 September 2026 · 28 chapters

The essentials

100Daily action points
100Silver per GP
7Days per auction
25Members per guild

Getting started

Everdal is a fantasy role-playing game where you describe actions in ordinary words. Say what you attempt, whom you address and what you examine. The narrator continues the story; the system resolves tests, combat and rewards.

Create an account, choose your world language and create a character. Follow your first quest and get familiar with the map and adventure chat. This handbook covers Fantasy/Everdal; other worlds may use different rules.

Example: “I ask the merchant whether he has heard about the missing travellers.” A specific action gives the story more to work with than simply “Help”.

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Character and starting supplies

Choose a name, ancestry, appearance, age and whether you are magically active. Allocate attributes and select skill groups during creation. You can add a personal description of up to 250 characters; it has no mechanical effect.

New characters start with 2 GP, one 50-action-point energy potion, 10 food rations and 5 torches. Magic users receive one small mana potion and one small healing potion. Non-magic users receive two small healing potions. Other starting equipment follows your character choices.

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Attributes and skills

STR is Strength, DEX Dexterity, CON Constitution, INT Intelligence, WIS Wisdom and CHA Charisma. Different actions use different attributes; relevant skills and equipped items can change your chances.

Skill groups include Combat, Rogue, Social, Physical, Exploration, Knowledge and Magic. Check your selected groups and bonuses under Character. Vivid wording does not replace a required dice roll.

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Tests and dice

An ordinary test uses 3d6: three six-sided dice. Their total must be equal to or below the target number. Attributes, skills, equipment and difficulty contribute to that target.

With a target of 12, 3 + 4 + 3 = 10 succeeds, while 5 + 5 + 4 = 14 fails. An NPC conversation is not automatically a test or quest offer. A rumour may simply be part of the story; look for an actual test result or a quest in your quest list.

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XP and levels

XP is your total experience. You start at level 1 with 0 XP, reach level 2 at 100 XP and gain another level every 100 XP. The current cap is level 20 at 1,900 XP. XP does not reset when you level up.

Quests and combat can award XP. Check the quest reward and the result after completion. Visit Character after levelling up to review new choices and points.

Level / Total XP
LevelTotal XPLevelTotal XP
10111000
2100121100
3200131200
4300141300
5400151400
6500161500
7600171600
8700181700
9800191800
10900201900
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Action points and potions

You receive 100 action points per day, resetting at midnight Danish time. Actions such as travel, attacks, conversation, exploration and tests spend points. Being overloaded doubles the travel point cost.

Energy potions restore up to 25, 50 or 100 points. You can hold at most 100 points and restore at most 100 extra points from energy potions each day. NPCs do not sell energy potions; they can be found as loot. The webshop also offers them.

Small healing and mana potions restore up to 25 HP or mana; large ones restore up to 50. They do not automatically refill the entire resource and cannot exceed its maximum.

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Map, travel and discoveries

Select a map tile to inspect terrain, danger and known locations. Travel to sets your destination. Forests, plains, deserts and other terrain can contain different monsters and discoveries. Check the region’s level and danger before leaving.

On the road you may discover caverns, caves, houses, mines and other clues. Describe what you investigate in Adventure. An encounter or combat can interrupt travel. Travel advances through the active game page; do not assume it continues uninterrupted with the game closed.

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Towns and NPCs

Visit places through the sidebar and speak to NPCs in Adventure. Merchants trade goods; smiths help with equipment, custom orders and gems; the mage house concerns magic; stables sell mounts; inns offer accommodation; the auction house handles player sales.

Ask to buy, sell, receive a quote or socket a gem. Open the relevant window using the link in the NPC’s reply. Conversation alone does not transfer coins or equipment: review the offer and confirm the action. The Adventurers’ Guild contains the noticeboard and guildmaster.

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Combat: turns, hits and damage

Combat is turn-based. Turn order is based on Dexterity, with dice resolving ties. On your turn you can attack, defend, use an item, attempt to flee or cast a known spell. Watch the turn indicator and countdown.

A melee attack rolls 3d6 against a target based on the attack attribute, Combat bonus, equipment and enemy defence. A hit rolls the weapon’s damage dice. Armour DR reduces damage; defence and DR are therefore different things.

The combat feed shows your rolls and the enemy’s. A miss deals no weapon damage. Fleeing can fail, and an expired turn can cost your action. Narrative wording does not change a resolved dice result.

Fights involving ranged attacks start with distance between the sides. Approach costs 1 action point and your entire turn: two advances in open terrain, one in caves, caverns and other enclosed locations. Your first melee attack comes on your next turn after arrival. Distance is individual between you and the selected monster; other players do not move with you automatically.

Dodge ranged attacks by rolling 3d6 against DEX + Physical. A total at or below the target avoids all damage; otherwise normal damage and armour apply. This applies whether you are advancing or standing still. Monsters dodge your shots and damaging ranged spells with 3d6 against their defence. Magic still requires its normal casting test as well. Movement does not trigger free extra shots; the monster uses its regular turn.

Monsters without ranged attacks also need two advances outdoors or one indoors. Monsters prioritise attackable targets in this order: nonmagical without ranged attacks, nonmagical with ranged attacks, magical without ranged attacks, magical with ranged attacks. Ties are random. A learned offensive spell with enough mana counts as a ranged attack.

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One hand, two hands and dual wielding

A 2H weapon occupies both hands, preventing a shield or second weapon. All ranged weapons and the apprentice staff require two hands. Shields, daggers, ordinary swords and shortswords are 1H. Always check the individual item’s stats.

With two one-handed weapons you attack with both in the same action while the target remains alive. Without the selected Combat skill group, off-hand damage is halved after armour reduction and rounded down. Selecting Combat gives full damage. Spears can use one hand (1d6) or two (1d8).

Bows and crossbows work when playing alone. When a living monster reaches melee range with you, you cannot attack with an equipped ranged weapon or bypass this with a free unarmed attack. Switch weapons or stow yours: this costs 1 action point and the whole turn. Spells still work in melee. Monsters switch automatically between melee and ranged attacks without spending an extra turn.

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Magic and spells

Only magically active characters can learn and use spells. They choose three starting spells during creation. New levels can unlock further choices; additional learning from a mage requires an available spell and payment.

Character shows your known spells, effects, mana and requirements. You need sufficient mana and a valid target. Casting in combat uses your turn; typing a spell’s name does not let you cast one you have not learned.

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Equipment, backpack and weight

Click an item for its image, description, value and relevant stats. The backpack shows what you carry; equipment slots show what you wear or wield. Equipment bonuses apply only while equipped. The red cross unequips an item without deleting it.

Carrying capacity is 30 kg + STR × 2. STR 10 therefore gives 50 kg. Exceeding the limit halves travel speed and doubles travel action-point costs. With a mount, the limit is 300 kg.

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Gemstones and the smith

Gems come in Small, Medium and Large sizes and can drop as loot. Small gems are common, medium gems rare and large gems legendary. Value and bonuses increase with size.

Diamond adds +5/+10/+20 maximum mana. Topaz adds +1/+3/+5 maximum HP. Ruby adds +1/+2/+3 fire damage; sapphire adds the same ice damage and amethyst the same poison damage. Values are Small/Medium/Large. Damage bonuses from weapons, armour and jewellery count while equipped.

Weapons, shields, body armour and helmets can hold 2 gems; rings and amulets hold 1. Socketing costs 1/5/10 GP by size. Gem base values are 2/10/25 GP. Replacing a gem destroys the old one. Extra maximum HP or mana does not grant free healing by repeatedly unequipping and equipping.

Gemstones and the smith
GemstoneSmallMediumLarge
Diamond · maximum mana+5+10+20
Topaz · maximum HP+1+3+5
Ruby · fire damage+1+2+3
Sapphire · ice damage+1+2+3
Amethyst · poison damage+1+2+3
Setting fee1 GP5 GP10 GP
Base value2 GP10 GP25 GP
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Trading and coins

1 GP equals 100 silver. Shops show buying and selling prices; an item’s base value is not necessarily what a particular NPC will pay. Use plus/minus for quantities and check the total before accepting.

You can also trade with players through their player cards. Trading requires an explicit offer in the trade window. Keep enough available coins for supplies, smithing and other costs; reserved auction bids cannot be spent elsewhere.

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The auction house

Auction houses in all towns share a market within the same world. Items are listed for 7 days with a minimum price and a higher buy-now price. Listings cannot be cancelled. You cannot bid on auctions owned by your own account.

A bid reserves your money. It remains reserved even if you are outbid, until the auction ends. If you reserved 5 GP and later bid 7 GP, only 2 extra GP is required. Those additional coins must be available.

On a sale, the auction house takes 10%, rounded up to whole silver. Settlement and items arrive by mail. Unsold items are returned by mail, and losing bidders receive their full reservation back by mail. The listing shows remaining days, hours and minutes.

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Stables and mounts

Speak to the stablemaster to see mounts and prices. Owning a mount can increase travel speed and sets carrying capacity to 300 kg. Speed depends on the animal; multiple mounts do not stack their speed bonuses.

A group travels at the speed of its slowest member. An overloaded member can therefore slow the whole party even if others have fast mounts.

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Rest, inns and survival

Check HP, mana, action points and supplies before long journeys. Rest can restore resources over time. Use the rest window to choose your stay and any rations; the result and cost depend on the kind of rest selected.

An inn stay and a wilderness camp are different options. Read the duration and cost shown in-game before starting. Resting is not the same as resetting your daily action points.

Rest lasts 1–24 game hours; one game hour takes one real minute. You recover 1 HP and 1 mana per game hour. A ration at camp doubles this. An inn costs 10 silver per character per started day and includes food with the same doubled recovery. Parties rest together: everyone must be present and able to pay, or have a ration if selected. You cannot rest during combat or travel.

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Quests and your quest log

Quests come from NPCs, the main story and the noticeboard. Read the story, recommended level, objectives and reward. Some require investigation, an item, conversation, combat or returning to the quest giver.

A quest can only be taken once per character. Deleting an offered or active quest does not make it available again; an active quest is abandoned without its completion reward. Completed quests cannot be deleted and are collected in an expandable section.

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Player-made adventures and Dungeon Masters

The Adventurers’ Guild noticeboard holds DM adventures. Review the DM’s username and rating, adventure level, party size and reward before choosing. After completion, you can rate the DM from 1 to 5 stars.

Adventures can lead through several tiles and locations with rooms, monsters, NPCs, chests, tests, minigames and clues. Read quest-item descriptions: a book or letter may explain where to go next. Quest items belong to that specific adventure.

DM access is assigned to a user account. A DM can save drafts, build steps, then publish and translate the adventure. Limits per recommended level are 10 steps, 50 XP and 1 GP in completion rewards. Level 2 therefore allows 20 steps, 100 XP and 2 GP. Rewards are per player, and the adventure can only be completed once per character.

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Chests, locks and minigames

Chests and obstacles may require a test or minigame. Follow the challenge instructions: it might involve memory, numbers or a picture puzzle. Difficulty and time limits depend on the challenge.

Read the consequence of failure before starting. Not every lock allows unlimited attempts. A skill test, a lock minigame and a game of dice are three different activities with different rules.

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Social: chat and friends

Local chat is for players in the same place, Group chat for your party and Guild chat for your guild. Group members default to Group chat. The chat roster shows avatars, names and XP; Guild chat also lists offline members.

Friends lets you manage requests and view friends. Click an avatar or profile for the name, level and personal description. Friend and guild lists also show assigned guild titles. Unread messages and invitations appear as counters in Social.

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Groups and shared journeys

A group is your current travelling party, not the same as a guild. The leader chooses the destination. Other members follow and cannot use Travel to themselves. When the leader enters a shared discovered location, the party follows.

Use Group chat for coordination and Adventure for actions in the story. Waiting dots can indicate another participant typing or the narrator preparing a response. During combat you still need to wait for your own turn.

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Guilds, banners and members

Visit the Adventurers’ Guild and speak to the guildmaster to create a guild for 1 GP. Choose a name, description and banner prompt. The name and banner cannot be changed after creation. A guild can have at most 25 members.

The leader can assign titles and invitation permissions. Players join through invitations. Social → Guild shows the banner, description, members’ combined XP and clickable member profiles. The guild emblem appears on members’ avatars.

You can leave a guild. If the leader leaves, the longest-standing member becomes leader. A guild with no members is automatically dissolved.

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Letters, gifts and postage

Send a letter from a friend’s card. Fill in the subject and message. You can attach coins and up to five backpack items. Each slot holds one item, so five rations use all five slots.

A letter carrying coins or equipment costs 10 silver in postage. Player letters take travel time. Social → Letters shows inbox, sent letters and delivery status. Open a delivered gift letter to receive its attachments. Auction-house system letters arrive here too.

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Twenty-One and dice

Play against a player or NPC in the same place. At least one player must carry cards or dice; NPCs never provide equipment. Merchants sell cards and dice. Use game actions on player/NPC cards; ordinary player chat does not automatically start a game.

Dice: each side rolls three six-sided dice; the higher total wins the round. Twenty-One: start with two cards and choose to hit or stand. Face cards count as 10, aces as 1 or 11. Get closest to 21 without exceeding it. Going over 21 loses the round.

The first side to win two rounds wins the match; tied rounds award no win. Both stake the same amount. Against an NPC, the maximum is 1 GP per player per match. After three consecutive losses against you, that NPC stops playing until midnight Danish time.

Attributes give no bonus to the outcome. Rogue grants one cheat per match: reroll dice or draw a new hand in Twenty-One when the action is available. NPCs do not have Rogue. Watch the countdown bar: exceeding the decision timer forfeits the match.

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Account, web app, push and help

Remember me saves your login for 30 days on the device. You can stay signed into the account on phone and PC, but only one game session is active. Opening your character on another device takes over the game; the previous device stays signed into the account. Logging out removes saved login on that device.

Install the web app and manage push under the gear. On iPhone/iPad, first add the app to the Home Screen in Safari. Push can notify you about delivered letters and recorded travel attacks. You must allow notifications on the device; the game still requires internet.

At everrpg.net you can change username and password, sign out or delete your account. Account deletion is permanent and loses characters and progress. Use Tickets for bugs, missing features and suggestions; include the action, character and any error reference. The forum is for questions, tips and finding groups.

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Webshop and resurrection

The shop under the gear offers gold, energy potions and resurrection when the character is eligible. Payments use Quickpay. Check current prices and contents before paying; healing and mana potions are not webshop products.

Reaching zero HP can kill your character. Resurrection appears only for dead characters within the allowed time window and level range. Check the available option before deleting the character or starting a new one. Keep the order number if a payment needs support.

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