EMBERFALL
THE GUIDE

Everything about the game, in one place: how champions are born and grown, how coin and gems move, how trials are decided, and how to verify all of it yourself on a Ledger nobody can edit.

PLAY THE GAME
CONTENTS 1 · The world in brief 2 · Getting started 3 · The three currencies 4 · Summoning 5 · Champions & aspects 6 · Your Host 7 · The Mines 8 · The Rite of Tempering 9 · The Rite of Union 10 · The Pit 11 · The Bazaar 12 · Renown & the Vigil 13 · Deeds & standing 14 · The Weaver's favor 15 · Promptless play 16 · The economy 17 · Verify it yourself 18 · Field advice 19 · Questions 20 · Glossary

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:

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.

Choosing a wallet

Click Connect wallet in the game's header and pick one:

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 deed 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.

RECOMMENDED

After connecting, press ⚡ Promptless 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 Promptless play for how it works and why it's safe.

3The three currencies


Coin (HTR) is the realm's money. It buys summons, funds promptless sessions, and is what sellers earn in the Bazaar. On the test realm it is free from the faucet.

Gems (GEMS) are the realm's working currency: earned, never bought. Gems enter the world through exactly one gate: champions toiling in the Mines (plus a few one-time deed bounties). Gems pay for fusion and tempering, and are what you wager in the Pit. Because the only gem faucet is rate-limited by real champions staked over real time, gems 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, station, power, aspects, and victory count written on the Ledger at birth and updated only by the game's own rites. There are 180 champions in the catalog across four stations; every summon binds a fresh, individually rolled copy.

4Summoning


Approach the brazier, pay the summon price (1 HTR on the test realm), and the Weaver rolls three things: the champion's station, its identity (one of the catalog's champions of that station), 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.

Stations and odds

StationOdds per summonPower at birthMine rate
Footman60%10 – 190.01 GEMS/min
Knight30%25 – 490.03 GEMS/min
Highlord9%60 – 1190.10 GEMS/min
Sovereign1%150 – 2990.40 GEMS/min

Every summon also earns 10 renown, feeds the Weaver's favor pool, and has a 1-in-25 chance of the Weaver returning your coin; see The Weaver's favor.

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 Your Host it crash-lands, and higher stations 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:

AspectSymbolMeaningCombat role
Valorferocity, the chargethe offense round
Bulwark🛡endurance, the shield-wallthe defense round
Guile🗡cunning, the knife in the darkthe 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 Valor round and prays through the other two. Neither is strictly better; see the Pit for why.

A champion grows in exactly three ways, each costing something different:

Champions also carry their record: every settled victory in the Pit is written on the card itself as a ★ count. A ten-victory veteran is provably a ten-victory veteran to any buyer in the Bazaar, forever.

6Your Host


Your Host is your army: every champion currently in your wallet, sorted by power, highest first. Each card shows its station frame, aspects, tempering marks, and ★ victories, with buttons for everything the champion can do from home: send it to the Mines, challenge or answer trials in the Pit, offer it in the Bazaar, or give it to the Rite of Union.

Champions returning from elsewhere (a freshly summoned recruit, a fighter back from the Pit, a miner recalled from the deep) are held briefly by the contract until claimed. In a promptless 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 gems by the minute, faster for higher stations; the rates are in the station table above. Gems accrue continuously; collect them whenever you like with Claim gems, and the claim is written to your ledger inside the contract. Withdraw them to your wallet at any time, or spend them straight from the ledger on fusion, tempering, and wagers.

A staked champion is safe. It cannot be fought or sold while it toils, and you can recall it whenever you wish; the moment it returns it brings its unclaimed gems along.

FOOTMAN
0.6 / hr
KNIGHT
1.8 / hr
HIGHLORD
6.0 / hr
SOVEREIGN
24 / hr

Gems per hour of staking, by station. A Sovereign out-mines forty Footmen.

8The Rite of Tempering


While a champion toils in the Mines, and only there, you may pay gems 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 gems while it deepens.

Each tempering of the same champion costs roughly half again as much as the last, and every station has a hard cap on how many times it can be tempered:

StationFirst temperingCapMax total gain
Footman0.10 GEMS3 temperingsabout +9
Knight0.20 GEMS5about +15
Highlord0.80 GEMS8about +24
Sovereign1.50 GEMS12about +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 gems a little scarcer) and half goes to the Crown. Each tempering also earns 5 renown.

9The Rite of Union


Give two champions of the same station to the forge, pay the gems fee, and they are burned forever, reborn as one champion of the next station. The child rolls a fresh identity, fresh power, and fresh aspects for its new station, 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 ofGems feeYieldsRenown
Footmen0.05 GEMSa Knight20
Knights0.10 GEMSa Highlord40
Highlords0.50 GEMSa Sovereign80

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.

10The Pit: trial by combat


Post a champion with a gems wager as an open challenge, or answer someone else's by matching it. When a challenge is answered, the trial settles instantly on the Ledger. Champions are never at risk: win or lose, both fighters return home; only the wagered gems change hands. The winner takes the pot minus the Crown's 5% tithe.

Best of three

A trial is three rounds, one per aspect: Valor against Valor, Bulwark against Bulwark, Guile against Guile. Each round is a weighted draw: your chance to take it equals your aspect over the sum of both. Twelve Valor against six wins that round two times in three. Take two rounds and the pot is yours.

Battle-hardened

A champion that wins a trial gains +1 to a random aspect, but only if the fight was worth something and the foe was worthy. Both must hold:

Beating weaklings, or fighting for free, teaches nothing, so hardening cannot be farmed. It caps at about half of tempering's ceiling per station (2 / 3 / 4 / 6). Separately from hardening, every settled victory adds a ★ to the card, without limit. Fighting a settled trial earns 5 renown for each side, and the winner earns 10 more. Cancelling an unanswered challenge costs nothing and earns nothing, by design.

11The Bazaar


The realm has always run on gold. In the Bazaar you can:

Champions bought, swapped, or returned from cancelled offers wait under Held by the guild until claimed (automatic in a promptless 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.

12Renown and the Vigil


Renown is the realm's measure of what you have actually done, earned on the Ledger itself, only through real deeds:

DeedRenown
A summoning10
A fusion20 / 40 / 80, by the station fused
A tempering5
Fighting a settled trial5, each side
Winning that trial+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 vigil 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.

13Deeds of Renown and your standing


Your standing is the long game: seven levels, earned by completing the eighteen Deeds of Renown recorded in the Codex, from First Muster (one champion sworn) up to commanding forty champions at once and winning fifteen trials.

LevelTitleDeeds required
1Wanderer0
2Footman2
3Man-at-Arms4
4Knight7
5Banneret10
6Highlord14
7Sovereign's Handall 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 deeds are milestones the contract itself rewards with one-time gem bounties, paid straight to your ledger:

MilestoneBounty
Your first summoning0.10 GEMS
Your first Rite of Union0.20 GEMS
Forging a Highlord0.50 GEMS
Forging a Sovereign2.00 GEMS
Your first trial won0.25 GEMS
Ten trials won1.00 GEMS

14The Weaver's favor


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 Codex shows the current week's pot and your tickets.

15Promptless play


Signing every move in your wallet is safe but slow. ⚡ Promptless Play forges a session key that lives only in your browser, funds it once from your wallet (10 HTR), and then plays every action through it instantly: no approval popups, no app-switching, just play.

GOOD TO KNOW

The session key never leaves your browser, so a promptless session belongs to that browser on that device. End the session before switching devices and start a fresh one there.

16The economy underneath


One iron rule governs every reward in Emberfall:

THE IRON RULE

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 three ways: a slice becomes the collateral that backs every gem ever minted; 10% feeds the Weaver's 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 2% of every Bazaar sale.

Where gems go. One faucet: the Mines (plus capped one-time bounties). Several drains: fusion fees, tempering fees (half of which are burned outright), trial tithes, and wagers lost to better fighters. The faucet is rate-limited by real champions staked over real time; gem value is anchored to the one thing nobody can fake.

Where champions go. Summons mint them; the forge burns them, two for one, forever. The climb to Sovereign permanently shrinks the supply below it.

TEST REALM

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.

17Verify 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:

WhatWhere
The Arena contract00599b4b…c8b3c9258: summons, Mines, Pit, fusion, tempering, renown, favor
The Bazaar contract0033955d…055bf5c48b: listings, sales, swaps
The source codegithub.com/trondbjoroy/gachagame: contracts, game, and this guide

Your champions are ordinary Hathor tokens: look any of them up in the explorer, or in your wallet, and the Ledger shows its full history: birth, fights, and every owner it has ever had.

18Field advice


19Questions, answered


Can I lose my champion in a fight?

Never. Both fighters always return to their owners; only the wagered gems change hands (minus the 5% tithe).

What are the odds of a Sovereign?

1 in 100 per summon. Or forge one: two Highlords and 0.50 GEMS.

Do tempering and hardening survive fusion?

No. The child rolls fresh aspects for its new station (plus 10% of the parents' combined power). ★ victory counts belong to the burned 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 gems, renown, standing, or victories. Gems are earned by staking time, renown by playing, standing by deeds, 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 the Ledger 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.

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.

20Glossary


TermMeaning
The Great Ledgerthe Hathor blockchain, where every deed is recorded, forever
The Blind Weaverthe contract's randomness: unbribable, unreadable
Soulstonea champion card; a unique token in your wallet
Stationa champion's rank: Footman, Knight, Highlord, Sovereign
AspectsValor ⚔, Bulwark 🛡, Guile 🗡, the three parts of a champion's power
The Crownthe realm's treasury; it collects tithes and half of tempering fees
Tithethe Crown's cut: 5% of Pit pots, 2% of Bazaar sales
Renownpoints earned on the Ledger for real deeds; weekly raffle tickets
The Vigilyour consecutive-day streak; doubles renown at seven days
Standingyour level and title, 1 Wanderer to 7 Sovereign's Hand, earned by deeds
The Weaver's favorthe 1-in-25 summon refund, and the weekly renown raffle
Battle-hardenedaspect growth from wagered wins against equal-or-stronger foes
Session keya browser-held key that plays a funded session without wallet prompts
The sweepending 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 every deed you do is witnessed forever.

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