1The world in brief
When the last Sovereign died without an heir, the great houses tore the realm apart rather than let a rival take the throne. To end the Sundering, the dying king's Ledgerkeepers bound the realm's champions into soulstone and wrote every binding into the Great Ledger: a book no lord can burn and no scribe can forge. Above it sits the Blind Weaver, the fate that decides which champion answers a summoning. She cannot be bribed, for she has no hands; she cannot be read, for she has no eyes.
In plain terms: Emberfall is a trading card game that runs entirely on the Hathor blockchain. Every champion is a real token in your own wallet. Every summon, fight, fusion, and sale is a transaction executed by open, immutable contract code, with randomness drawn from the chain itself. Nothing in this guide is a promise from the game's keepers; all of it is enforced by rules that the keepers themselves cannot bend, and anyone can verify.
The game is played in six halls, reached by the tabs at the top of the game:
- The Summoning: spend coin at the brazier; the Weaver binds a champion for you.
- Collection: the champions you hold, sorted by power.
- The mines: stake champions to earn Ember over time, and temper them there.
- The Arena: wager Ember on duels, best of three rounds.
- The Market: sell champions for coin or swap them with other players.
- Progress: your achievements, your level, the collection tracker, and the season standings.
- Info: the lore, this guide, and the FAQ.
2Getting started
Emberfall currently lives on Hathor's test network: the coin is free, the champions are real, and every mechanic is live. You need two things to play: a wallet and a little testnet coin.
Devices and requirements
Emberfall runs in the browser on any device: phone, tablet, or computer. There is nothing to download or install; open app.emberfall.fun and play. The game is fully optimized for mobile: champions swipe side by side, the wallet pairs with one tap, and Quick Play removes approval popups entirely. Any modern browser works (Safari, Chrome, Firefox, Edge). All you need besides the browser is a Hathor wallet, covered next.
Choosing a wallet
Click Connect wallet in the game's header and pick one:
- Hathor mobile wallet (Android / iOS) via Reown. On a phone, tap COPY PAIRING CODE and paste it into the wallet's Reown screen; on desktop, scan the QR with the wallet app. Set the wallet's network to testnet in its settings.
- MetaMask with the Hathor Snap, desktop only. The game will prompt MetaMask to install the Snap on first connect.
Don't have either? The connect panel links you to the right download for your device. Your wallet is yours: the game never sees your keys, and every achievement is signed by you.
Getting coin
Summons cost testnet HTR. The testnet faucet pays enough for a small army. Copy your address from the wallet chip in the game's header and paste it there. Coin arrives in seconds.
The tutorial
The first time you connect, a guided tour walks you through every hall, one tip at a time. You can step back and forth, close it whenever you like, and restart it any time from the ? button in the header. There are also toggles for sound effects and music next to it.
After connecting, press ⚡ Quick Play. It funds a small session purse (10 HTR) once, and from then on every action happens instantly, with no wallet approval per move. See Quick play for how it works and why it's safe.
When a staked champion's delve is done, The mines tab and your browser tab both show a counter until you claim it.
3The three currencies
Coin (HTR) is the realm's money. It buys summons, funds quick-play sessions, and is what sellers earn in the Market. On the test realm it is free from the faucet.
Ember is the realm's working currency: an in-game points balance, earned, never bought. Ember enters the world through exactly one gate: champions mining (plus a few one-time achievement bounties). Ember pays for fusion, tempering, and boss entries, and is what you wager in the Arena. It is not a token: it never leaves the game and cannot be cashed out. Because the only Ember faucet is rate-limited by real champions staked over real time, Ember cannot be farmed by bots or printed into worthlessness.
Champions are the cards themselves: each one a unique token in your wallet, with its name, rarity, power, aspects, and victory count written on-chain at birth and updated only by the game's own rites. There are 180 champions in the catalog across four rarities; every summon binds a fresh, individually rolled copy. Because champions live in your own Hathor wallet, they are not locked to the game: trade them in the Market, or send them anywhere any other token can go, including secondary marketplaces such as NileSwap.
4Summoning
Approach the brazier, pay the summon price (1 HTR on the test realm), and the Weaver rolls three things: the champion's rarity, its identity (one of the catalog's champions of that rarity), and its power, split at birth into three aspects. All three rolls happen inside the contract, from chain randomness; the game's keepers can neither see nor steer them.
Rarities and odds
| Rarity | Odds per summon | Power at birth | Mine rate |
|---|---|---|---|
| Footman | 60% | 10 – 19 | 1 Ember/min |
| Knight | 30% | 25 – 49 | 3 Ember/min |
| Highlord | 9% | 60 – 119 | 10 Ember/min |
| Sovereign | 1% | 150 – 299 | 40 Ember/min |
Every summon also earns 10 renown, feeds the favor pool, and has a 1-in-25 chance of the Weaver returning your coin; see The favor pool.
The reveal
Each summon plays a reveal, grander for rarer champions, up to a full ceremony for a Sovereign. Click anywhere to skip it. If you summon several times in a row, the reveals queue politely and play one at a time. When a champion joins Collection it crash-lands, and higher rarities land harder.
5Champions and their aspects
Every champion's power is split across three aspects, and power is always the exact sum of the three:
| Aspect | Symbol | Meaning | Combat role |
|---|---|---|---|
| Attack | ⚔ | ferocity, the charge | the offense round |
| Defense | 🛡 | endurance, the shield-wall | the defense round |
| Cunning | 🗡 | the knife in the dark | the trickery round |
The split is random at birth (every aspect gets at least 1), and it is what gives champions personality. A 19-power Footman might be a balanced 7/6/6, or a 14/2/3 berserker who crushes the Attack round and prays through the other two. Neither is strictly better; see the Arena for why.
A champion grows in exactly four ways, each costing something different:
- Fusion: costs champions and Ember. Two become one of the next rarity.
- Tempering: costs Ember and time in the mines. Raises one chosen aspect.
- Battle-hardening: costs risk. Won wagers against worthy foes leave a mark.
- Veterancy: costs nothing but battles. Every settled fight, in the Arena or against the bosses, writes experience onto the card (a boss pays 2 on victory and 1 on defeat; a duel pays 4 and 2). Levels come at fixed thresholds, and every second level grants +1 to a random aspect, capped by rarity at 2 / 3 / 4 / 6. A champion's level travels with the card: a veteran is provably a veteran, wherever it is sold.
Adornments
Champions can also be dressed, never strengthened: frames and tints cost Ember (dearer for higher rarities), and epithets, a chosen byline such as "the Unbowed", cost three relic shards from delves. Adornments are written on the card and travel with it to every new owner. They grant no power, only identity.
Champions also carry their record: every settled victory in the Arena is written on the card itself as a ★ count. A ten-victory veteran is provably a ten-victory veteran to any buyer in the Market, forever.
6Collection
Collection is your army: every champion currently in your wallet, sorted by power, highest first. Click any card to see it large, with a SHARE button: on a phone it forges a clean card image (art and stats) for the share sheet; on desktop the post carries a champion link and X shows the art under it by itself. Press and hold a card to select it for fusion instead. Each card shows its rarity frame, aspects, tempering marks, and ★ victories, with buttons for everything the champion can do from home: send it to the Mines, challenge or answer duels in the Arena, offer it in the Market, or give it to the fusion.
Champions returning from elsewhere (a freshly summoned recruit, a fighter back from the Arena, a miner recalled from the deep) are held briefly by the contract until claimed. In a quick-play session the game claims them for you automatically; connected by wallet alone, you'll see a claim button per returning champion (one signature each).
7The mines
Stake a champion into the deep Mines and it sweats Ember by the minute, faster for higher rarities; the rates are in the rarity table above. Ember accrues continuously; collect it whenever you like with Claim Ember, and the claim is written to your balance inside the contract, ready to spend on fusion, tempering, boss entries, and wagers.
A staked champion is safe. It cannot be fought or sold while it mines, and you can recall it whenever you wish; the moment it returns it brings its unclaimed Ember along.
Ember per hour of staking, by rarity. A Sovereign out-mines forty Footmen.
Delves
A staked champion may be sent delving: locked for eight hours, in which it neither mines nor fights nor tempers, and returning to a roll of fortune:
| Outcome | Chance | Yield |
|---|---|---|
| A seam | 55% | about 1.5x what mining would have paid |
| Dust | 25% | nothing |
| Relic shards | 15% | the adornments currency |
| A rich vein | 4.9% | 5x mining |
| An ancient relic | 0.1% | a trove of shards and Ember |
The expected haul edges out patient mining, paid for in variance and the lockout. Mining stays the safe baseline; the delve is the gamble.
8Tempering
While a champion is mining, and only then, you may pay Ember to raise one chosen aspect by 1–3. The forge needs the mine's heat: that is why tempering is offered on staked champions only, and it also means a tempering champion keeps earning Ember while it deepens.
Each tempering of the same champion costs roughly half again as much as the last, and every rarity has a hard cap on how many times it can be tempered:
| Rarity | First tempering | Cap | Max total gain |
|---|---|---|---|
| Footman | 100 Ember | 3 temperings | about +9 |
| Knight | 200 Ember | 5 | about +15 |
| Highlord | 800 Ember | 8 | about +24 |
| Sovereign | 1,500 Ember | 12 | about +36 |
The caps are chosen so tempering deepens a champion without breaking the ladder: a fully tempered Footman (~29 power) still loses to an average Knight (~37). Half of every tempering fee is destroyed forever (making everyone's remaining Ember a little scarcer) and half goes to the Crown. Each tempering also earns 5 renown.
9Fusion
Give two champions of the same rarity to the forge, pay the Ember fee, and they are sealed in the forge's vault forever, reborn as one champion of the next rarity. The parents are not destroyed; the contract holds them in permanent custody, out of play for good. The child rolls a fresh identity, fresh power, and fresh aspects for its new rarity, plus a bonus of 10% of the parents' combined power. Tempering and hardening do not carry through the forge: fuse for the power, not to smuggle bonuses upward.
| Fusing a pair of | Ember fee | Yields | Renown |
|---|---|---|---|
| Footmen | 2,160 Ember | a Knight | 20 |
| Knights | 7,200 Ember | a Highlord | 40 |
| Highlords | 28,800 Ember | a Sovereign | 80 |
Every fusion permanently shrinks the supply of lesser champions: two cards become one, forever. Rarity comes from the summoning odds; scarcity comes from the forge.
Each fee is about half a day of the child's own mining: 720 minutes at the Knight, Highlord and Sovereign rates. Fusion used to cost a few Ember, which made a Sovereign roughly five summons' work and collapsed the ladder in an evening. Tempering is priced the same way, so the deepest work on a champion costs days of what that champion earns rather than hours.
10The Arena: duels
Post a champion with an Ember wager as an open challenge, or answer someone else's by matching it. Name your stake when you issue the challenge; a wager of 0 is a friendly spar where no Ember changes hands. When a challenge is answered, the duel settles instantly on-chain. Champions are never at risk: win or lose, both fighters return home; only the wagered Ember changes hands. The winner takes the pot minus the Crown's 5% tithe.
Best of three
A duel is three rounds, one per aspect: Attack against Attack, Defense against Defense, Cunning against Cunning. Each round is a weighted draw: your chance to take it equals your aspect over the sum of both. Twelve Attack against six wins that round two times in three. Take two rounds and the pot is yours.
- Total power still rules on average. A 40-power champion beats a 20-power champion most of the time, whatever their shapes.
- But shape decides close fights. A specialist (14/2/3) against a balanced peer (6/7/6) is heavily favored in one round and an underdog in two; it must convert its strong round and steal a coin flip. Balanced builds are steadier; specialists are streakier.
- Everything is public. Your opponent's aspects are on their card before you accept. Reading a matchup ("my Cunning edges theirs, their Attack round is lost anyway, so contest Defense") is the actual skill of the Arena. Temper accordingly.
Battle-hardened
A champion that wins a duel gains +1 to a random aspect, but only if the fight was worth something and the foe was worthy. Both must hold:
- the wager was at least your rarity's fusion fee in Ember, and
- the defeated champion's power was equal to or greater than yours.
Beating weaklings, or fighting for free, teaches nothing, so hardening cannot be farmed. It caps at about half of tempering's ceiling per rarity (2 / 3 / 4 / 6). Separately from hardening, every settled victory adds a ★ to the card, without limit. Fighting a settled duel earns 5 renown for each side, and the winner earns 10 more, but only wagered fights pay renown; a free spar counts the win and nothing else. Cancelling an unanswered challenge costs nothing and earns nothing, by design.
Sealed stances
When you issue a challenge you may also seal a stance: Attack, Defense, or Cunning. Stances are rock-paper-scissors (Attack beats Defense, Defense beats Cunning, Cunning beats Attack), and the player holding the winning stance fights all three rounds with a 20% boost. Your stance is sealed when you post the challenge (only its fingerprint goes on-chain); the answering player picks theirs openly, and then you REVEAL to settle the fight.
- The mind game: your opponent can see your champion's aspects but not your stance; you can see their stance the moment they answer, but yours was fixed before they did. Same stance means no edge: a plain fight.
- The reveal window: you have 6 hours from the answer to reveal. Sit on it past the window and anyone may call the forfeit: the defender takes the pot, both champions go home.
- The seal lives in this browser. The salt that unseals your stance is kept in your browser's storage; reveal from the same browser you challenged from. A challenge with no stance is a classic duel and settles the instant it is answered.
Side bets
Anyone not in the fight can back a side of an open challenge with Ember: the challenger, or whoever ends up answering. Bets stay open until the duel settles (through a sealed duel's reveal wait, too). When it does, the winning backers take their stake back plus a share of the losing pool, minus the Crown's 5%; if the duel is cancelled or dies without a verdict, every bet is refunded in full. Duelists cannot back their own fight. When a fight you backed settles, the game tells you how your bet fared.
Squad battles (3v3)
A squad challenge fields three champions across three lanes. The challenger posts their trio under a sealed lane order; the answering player fields three openly. On the reveal the lanes pair off and each fights the usual best of three — take two lanes and the pot is yours. The sealed order lives by the same rules as a sealed stance, reveal window and reveal key included.
The ranked ladder
Rated duels: one champion, no stances, no picking opponents. Join the queue at one of three wagers (free, 25, or 100 Ember) and the ladder matches you against the first rival within 200 rating at the same wager. Everyone starts at 1000; victory takes rating from the loser, more when you beat your betters. Leave the queue any time and your champion comes home unbloodied.
Tournaments
The Crown posts a weekly bracket: an Ember entry fee, a field capped at sixteen, and a prize pool the Crown seeds from its own tithe. Enter with one champion before the bracket starts (Sunday evening); rounds settle one a day, pairing survivors until a champion stands. The pool pays 60% to the victor, 25% to the runner-up, and 7.5% to each fallen semifinalist. Below four entrants the bracket cancels with every fee refunded. Anyone may push a due round; the Crown's clerk does it on the hour regardless.
11The bosses
The Sundering left worse things than an empty throne. The Crown posts bosses against them: ten named horrors, each with a public aspect spread, each fought with the same best-of-three combat as the Arena. Because the spread is known, every boss is a puzzle: concede the round you cannot win and temper for the two you can.
- Champions march from the mines. Only a staked champion may answer a boss; the muster ground and the battlefield are one. Three fights per champion per day.
- Three tiers per boss: Grim, then Dire (its aspects tripled), then Black (nine-fold) — and every tier's spread is floored at 45/80/115% of the challenging champion's power, so no boss is ever a pushover. Beat a boss at Grim to face its Dire; beat each boss to reach the next. The last bosses at Black are beyond any single newborn champion: they are what tempering, hardening, and veterancy are for.
- Entry and bounty: marching costs a fifth of your champion's fusion fee in Ember, so 432 for a Footman, 1,440 for a Knight and 5,760 for a Highlord or Sovereign (half destroyed, half to the Crown). Victory pays four entries; the first clear of each stage pays ten more. Renown flows for every settled fight, less than the Pit's (fighting the realm's horrors is duty; fighting lords is glory).
- Achievements: the first boss felled and the first Black clear are recorded achievements with Ember bounties.
The bosses ask nothing of other players: at any hour, alone, there is a fight worth taking and a ladder worth climbing.
Guilds and the world boss
Once a week the Crown looses a single world boss on the whole realm, its hit points scaled to how many fought the week before. Any staked champion may march against it; every point of damage is written to your name, and when the boss falls the bounty pool pays out by damage dealt. Raise or join a guild (500 Ember, burned; the name is yours as long as the realm stands) and your banners bleed it together: the guild whose members deal the most damage takes a bonus share. One guild per identity; leaving is free.
12The Market
The realm has always run on gold. In the Market you can:
- Sell: list a champion at your price in HTR. When it sells, the coin (minus the Crown's 5% tithe) waits in your Market purse; withdraw it whenever you like. Cancel an unsold listing any time and the champion comes home.
- Buy: pay a listing's price and the champion is yours.
- Swap: offer one of your champions in trade for a specific champion another player holds. If they accept, the two cards cross without any coin at all.
Champions bought, swapped, or returned from cancelled offers wait under Held by the guild until claimed (automatic in a quick-play session). A champion's full pedigree (aspects, temperings, and ★ victories) travels with it to its new owner; provenance is real here, and it cannot be forged.
The Market is not a walled garden. Champions are ordinary Hathor tokens held in your own wallet, so you can also trade them outside the game entirely, on any secondary marketplace that handles Hathor tokens, such as NileSwap. Their pedigree is written on-chain and follows them wherever they go.
13Renown and the daily streak
Renown is the realm's measure of what you have actually done, earned on the Ledger itself, only through real achievements:
| Achievement | Renown |
|---|---|
| A summoning | 10 |
| A fusion | 20 / 40 / 80, by the rarity fused |
| A tempering | 5 |
| Fighting a settled duel | 5, each side |
| Winning that duel | +10 more |
The Vigil multiplies it: play on consecutive days and your renown earnings climb steadily, up to double at a seven-day vigil. Miss a day and the daily streak resets to one. Because every point of renown costs something real to earn, there is no profitable way to bot it; the cheapest path to renown is simply playing.
Renown feeds two things: the Weaver's weekly drawing (every point earned that week is one ticket) and your bragging rights, since it is public and unfakeable.
Daily trials and seasons
Each day (midnight UTC) there is one trial: summon, stake, fuse, temper, claim Ember, recall a long-serving miner, win in the Arena, or beat a boss. The first matching act each day is paid by the contract itself: bonus renown and a small Ember bounty. Complete it and the game remembers your streak. Beyond the day-to-day, the game runs in seasons of eight weeks: renown earned inside the season ranks everyone in the standings, and the top players earn season titles when it closes. Lifetime renown remains on your ledger forever; the season is the sprint, the ledger is the legend.
The Progress tab also keeps your collection tracker: which of the 180 champions you have ever owned, by rarity and by kind. Complete a rarity or a kind and the achievement is remembered.
Player names
A lord should be known by a name, not a string of letters. Click your wallet chip in the header, hit SET NAME, and choose one: 3 to 16 characters of letters, numbers, spaces or underscores. The claim is a real transaction you sign yourself, carrying the words emberfall:name:YourName on-chain and burning 0.01 HTR as the fee. Because only your key can sign for your address, nobody can claim a name on your behalf, and the claim itself is public and permanent like everything else in the realm.
Once saved, your name stands in for your address wherever the game speaks of you: the season standings, challenges in the Arena, listings and trades in the Market. Names are unique and first claimed, first kept; claim again at any time to change yours, which frees the old name for others. In a quick-play session the seal signs instantly; through a wallet it is one approval that appears in the wallet app itself, so switch to the wallet to approve it. If your wallet signs from a different address than the one playing, the claim is refused; a quick-play session always signs with the right key.
Session keys are throwaway; names are not. The name rests on your main wallet's address, and every quick-play session is bound to that identity in the contract itself (see Quick play), so the same name shows whether you play through a session or straight through the wallet; nothing is handed back and forth, and starting or ending a session never touches it.
14Achievements and levels
Your standing is the long game: seven levels, earned by completing the eighteen achievements recorded under Progress, from First Muster (one champion sworn) up to commanding forty champions at once and winning fifteen duels.
| Level | Title | Achievements required |
|---|---|---|
| 1 | Wanderer | 0 |
| 2 | Footman | 2 |
| 3 | Man-at-Arms | 4 |
| 4 | Knight | 7 |
| 5 | Banneret | 10 |
| 6 | Highlord | 14 |
| 7 | Sovereign's Hand | all 18 |
The gaps widen on purpose. The first levels come in an evening; the last demand a real host, hours of mining, a Sovereign in your ranks, and a fighting record. Standing is prestige, not power: it grants no combat advantage and cannot be bought, only assembled.
Six achievements are milestones the contract itself rewards with one-time Ember bounties, paid straight to your balance:
| Milestone | Bounty |
|---|---|
| Your first summoning | 10 Ember |
| Your first fusion | 20 Ember |
| Forging a Highlord | 50 Ember |
| Forging a Sovereign | 200 Ember |
| Your first duel won | 25 Ember |
| Ten duels won | 100 Ember |
15The favor pool
The Weaver keeps a shared pot, filled by 10% of every summon in the realm. Two blessings flow from it:
The instant favor. Every summoning has a 1-in-25 chance that the Weaver smiles and returns up to the summon's full price. When she does, a claim button appears in the game. The refund comes from the pool, and the pool never pays out more than it holds. A busy realm means a generous Weaver.
The weekly drawing. Every point of renown you earn during the week is one ticket in the Weaver's weekly raffle; the pot is 5% of the week's summon proceeds. The draw runs on a published, deterministic algorithm over public Ledger data; anyone can re-run it and check the winner. The Progress tab shows the current week's pot and your tickets.
16Quick play
Signing every move in your wallet is safe but slow. ⚡ Quick Play forges a session key that lives only in your browser and asks your wallet for one approval that does two things at once: it funds the session purse (10 HTR, escrowed through the contract) and it binds the session to your identity on-chain. From then on every action signs instantly (no approval popups, no app-switching, just play) and everything the session does counts for your main wallet.
- One identity, in and out. Because the binding lives in the contract, your name, level, achievements, renown, wins, streak, and Ember are identical whether you play through a session or straight through your wallet. Starting or ending a session changes nothing about who you are.
- Your wallet stays in charge. The session purse holds only what you gave it. Your main wallet's keys are never shared, and nothing else in it can be touched. Champions sitting loose in your main wallet show under In your main wallet during a session. A session key cannot sign for those, so you have two ways to command them: act on one where it stands and your wallet asks for a single approval, or press BRING TO SESSION to move it to the session key once, after which it plays promptlessly like the rest. Either way it comes home when the session ends.
- One deed, one signer. A fusion takes two champions and a squad takes three, and a transaction has a single caller: they must all be in the same place. Mixing a session champion with one from your main wallet is refused before it is signed, naming which sits where.
- Everything comes home. Press End session and the game sweeps every champion and leftover coin in the session purse back to your main wallet in one motion. Champions in the mines, pending claims, and open challenges all belong to your main identity in the contract, so they are never stranded by ending a session; your wallet reaches them any time. Only Market business opened by the session itself (listings, trades, sale proceeds) must be settled first, and the game warns you about those.
- Top up any time. If the purse runs low mid-session, one tap refills it.
- Reloads are harmless. The session key is saved in your browser before anything moves, and the offer itself lives on-chain. If the page reloads while your approval is on its way (switching apps on a phone often does this), the game simply picks the wait back up and finishes the setup the moment it lands. In-session, champions returning from anywhere are claimed for you automatically.
The session key never leaves your browser, so a quick-play session belongs to that browser on that device. End the session before switching devices and start a fresh one there.
17The economy underneath
One iron rule governs every reward in Emberfall:
Every reward traces back to coin that a player actually spent. Rewards are funded from real proceeds, never conjured from nothing.
Games that print their rewards die the same death: rewards outrun the things that absorb them, the currency collapses, and with it every reason to play. So Emberfall's flows are built to breathe with the realm instead of bleeding it:
Where coin goes. Each summon splits two ways: 10% feeds the favor pool; the rest is the realm's keep: the operator's revenue, for a game must feed its keepers. The Crown also takes 5% of every Pit pot and 5% of every Market sale.
Where Ember goes. One faucet: the mines (plus capped one-time bounties). Several drains: fusion fees, tempering fees (half of which are burned outright), duel tithes, and wagers lost to better fighters. The faucet is rate-limited by real champions staked over real time, and Ember never converts back to coin, so it can never become a printing press.
Where champions go. Summons mint them; the forge seals them away, two for one, forever. The climb to Sovereign permanently shrinks the supply below it.
Prices on the test realm are tuned for testing, not balance: coin is free and summons are cheap so you can try every mechanic without grinding. Before any real-money launch, every number in this guide gets a dedicated balancing pass. What will not change is the architecture: the iron rule, the collateral backing, and the open Ledger.
18Verify it yourself
Nothing here asks for trust. The game runs on two open contracts on Hathor's testnet, and every claim in this guide can be checked against them:
| What | Where |
|---|---|
| The Arena contract | 00599b4b…c8b3c9258: summons, Mines, Pit, fusion, tempering, renown, favor |
| The Market contract | 0033955d…055bf5c48b: listings, sales, swaps |
Your champions are ordinary Hathor tokens: look any of them up in the explorer, or in your wallet, and the chain shows its full history: birth, fights, and every owner it has ever had.
19Field advice
- Stake early, stake always. Idle champions earn nothing; the mines are the only Ember faucet, and everything interesting costs Ember. Even Footmen add up.
- Keep the daily streak. A single action a day keeps your streak alive; at seven days every point of renown you earn is doubled, which also doubles your weekly raffle tickets.
- Read the matchup before you fight. Aspects are public. Pick fights where two of your three rounds are favored, not where your total power merely looks bigger.
- Temper with a plan. Raising your best aspect makes a specialist; shoring up your worst makes a generalist. Decide which fights you want to win first.
- Wager enough to harden. Wins only leave a mark at a wager of your fusion fee or more, against an equal-or-stronger foe. Cheap wins build ★ count but not strength.
- Fuse the fodder, keep the veterans. Fusion re-rolls aspects and erases temperings and hardening; feed the forge your plain champions and keep the shaped ones.
- Chase achievements deliberately. The Progress tab shows exactly what each achievement needs; six of them pay Ember bounties, and your first fusion nearly pays for itself.
- Check the Weaver. If she owed you a favor, the claim button is waiting in the Summoning hall. Coin left unclaimed helps no one.
20Questions, answered
Something went wrong. What do I do?
In order: wait half a minute and retry (most errors are the test network having a moment, and the game already retries in the background — nothing is spent unless the action went through); reload the page (state is read fresh from the chain, sessions survive reloads, and a “vanished” champion is usually just deployed to a fight, queue, or mine); disconnect and reconnect your wallet, then retry once. Recalling a champion takes two confirmations, up to a minute. Nothing can be lost to an error — champions and coin live on the chain, not in the app. Still stuck? Send a screenshot of the exact message and what you were doing.
Can I lose my champion in a fight?
Never. Both fighters always return to their owners; only the wagered Ember changes hands (minus the 5% tithe).
Why did a card disappear from my Hathor wallet?
While a champion is mining, delving, listed, fighting, or awaiting a claim, it lives in the game contract, so your wallet shows no balance for its token. Nothing is lost: the game always shows where it is, and the token returns to your wallet the moment you recall or claim it.
What are the odds of a Sovereign?
1 in 100 per summon. Or forge one: two Highlords and 50 Ember.
Do tempering and hardening survive fusion?
No. The child rolls fresh aspects for its new rarity (plus 10% of the parents' combined power). ★ victory counts belong to the sealed-away parents and do not transfer.
Why can I only temper champions in the mines?
The forge needs the mine's heat. Mechanically, it keeps tempering tied to champions that are committed and earning, not idling in a binder. The champion keeps mining while it tempers.
Is any of this pay-to-win?
Coin buys summons; it cannot buy Ember, renown, standing, or victories. Ember is earned by staking time, renown by playing, standing by achievements, and fights are decided by aspects that everyone can read before wagering.
What happens if my page reloads mid-action?
Nothing is lost. Every state that matters lives on-chain or is saved in your browser before coin moves. Reload, reconnect, and the game picks up where it left off, including a half-finished session funding.
What are the bosses?
A solo campaign: twelve bosses posted by the Crown, each a boss with a public aspect spread, fought best-of-three by your staked champions. Three fights per champion per day, a small Ember entry fee, bounty and renown for victories, and tier gates (Grim, Dire, Black) that turn champion-building into the actual game. See The bosses.
What are relic shards?
The adornments currency, found only by delving. Shards buy epithets; Ember buys frames and tints. Adornments never grant power.
How do seasons and daily trials work?
Each day (midnight UTC) there is one trial; completing it grows a streak shown under Info. Seasons run eight weeks: renown earned inside the window ranks the standings, and the highest banners bear season titles when it closes. See Daily trials and seasons.
How do player names work?
SET NAME behind the wallet chip saves a name of your choosing on-chain with a transaction only your key can sign (0.01 HTR, burned). It replaces your address in the standings, the Arena, and the Market. Unique, first claimed, first kept; claim again to change it. The name rests on your main wallet, and quick-play sessions are bound to that identity on-chain, so it follows you in and out of sessions with nothing to hand back. See Player names.
What is a sealed stance?
An optional hidden pick (Attack, Defense, or Cunning) sealed when you post a challenge. Attack beats Defense beats Cunning beats Attack; the winning stance boosts all three rounds by 20%. Reveal within 6 hours of the answer or the fight forfeits. See Sealed stances.
Can I bet on other players' duels?
Yes: back either side of any open duel you are not fighting in with Ember. Winning backers split the losing pool minus the Crown's 5%; cancelled or verdictless duels refund every bet. See Side bets.
Something looks exploitable. Should I report it?
Please. If you find a way to climb any ladder without paying its intended cost, that is a bug, and hearing about it is exactly what the test realm is for.
21Glossary
| Term | Meaning |
|---|---|
| The Great Ledger | the Hathor blockchain, where every achievement is recorded, forever |
| The Blind Weaver | the contract's randomness: unbribable, unreadable |
| Soulstone | a champion card; a unique token in your wallet |
| Rarity | a champion's rank: Footman, Knight, Highlord, Sovereign |
| Aspects | Attack ⚔, Defense 🛡, Cunning 🗡, the three parts of a champion's power |
| The Crown | the realm's treasury; it collects tithes and half of tempering fees |
| Tithe | the house cut: 5% of duel pots, 5% of market sales |
| Renown | points earned on-chain for real achievements; weekly raffle tickets |
| Daily streak | your consecutive-day streak; doubles renown at seven days |
| Standing | your level and title, 1 Wanderer to 7 Sovereign's Hand, earned by achievements |
| The favor pool | the 1-in-25 summon refund, and the weekly renown raffle |
| Boss | a boss posted by the Crown: a public aspect spread, three tiers, fought from the mines |
| Delve | an eight-hour gamble for a staked champion: Ember, shards, or dust |
| Relic shards | the adornments currency, found only in delves |
| Veterancy | a card's experience from settled fights; levels grant capped aspect gains |
| Battle-hardened | aspect growth from wagered wins against equal-or-stronger foes |
| Player name | a name saved on-chain by your own signature; shown in place of your address |
| Session key | a browser-held key that plays a funded session without wallet prompts |
| The sweep | ending a session: everything returns to your main wallet in one motion |
The throne of Emberfall stays empty. But a host must still be raised, and everything you do is witnessed forever.
