ESTABLISHING UPLINK
Connecting to Base Sepolia...
EMBERHOLM CONSOLE
// REALM AMBIENCE //
Track: (loading)
VOL
Era of the Last Ember
YEAR 0
Day 1 of 360
CLEAR SKIES
DAWN ZENITH in 0h 0m
EMBERHOLM PORTAL : NODE-Δ / REALM MONITOR ACCESS LEVEL: [CITIZEN] STATUS: FLAME WEAKENING // MISSIONS REQUIRED
USE COMMAND KEYS TO NAVIGATE. ACCESS OUTSIDE AUTHORIZATION WILL BE LOGGED BY EMBER PROTOCOL.
EMBERHOLM PORTAL // WARNING NODE
Emberholm Portal
Emberholm Portal
UNAUTHORIZED ACCESS WILL BE LOGGED BY EMBER PROTOCOL
REALM MAP // EMBERHOLM TERRITORIES
> ACCESSING REALM CARTOGRAPHY...
> AUTHORIZATION: CONFIRMED
MAP SYSTEM // EMBERHOLM TERRITORIAL OVERVIEW
WARNING: This map represents Emberholm as it existed 72 hours ago. Border stability is NOT guaranteed. Voidform breach zones update in real-time.
The Six Orders maintain operational zones across the realm:
Red zones indicate active Voidform incursions
Amber zones show unstable reality pockets
Green zones are currently defended (but not safe)
Your Emissaries can be deployed to any accessible mission point. Choose carefully. Not all who enter a red zone return.
> SELECT REGION TO VIEW ACTIVE MISSIONS
Emberholm Realm Map
CARTOGRAPHIC DATA v3.7.2 // SIX ORDERS MAPPED
LAST UPDATE: 72H AGO // REAL-TIME SYNC: OFFLINE
CAMPAIGN: SEASON I // THE DYING FLAME
HOME – ACCESS TERMINAL
>CONNECTION ESTABLISHED
>EMBER PROTOCOL: ACTIVE
>CLASSIFICATION: AUTHORIZED BEARER
ACTIVE CAMPAIGN: SEASON I // THE FADING FLAME
CRITICAL ALERT: Core stability levels are below the safe threshold. Immediate deployments are required. The Kingdom relies on your response.
WARNING: If you do not possess a registered hero-class asset, disconnect now. Unauthorized access to the Portal is prohibited under the Ember Emergency Protocol.
[LOG IN] [VERIFY EMISSARIES] [VIEW ACTIVE MISSIONS]
REALM-STATUS // CRITICAL
EMBER CORE STABILITY: 12%
AURA DEMAND EXCEEDS SUPPLY.
EMISSARIES OF EMBERHOLM REQUIRED.
NOTE: Campaign window ~45 days. Mission board refreshes every 72h. Each hero can only attempt each mission once per rotation.
📜 REALM DISPATCH // LIVE FEED
LOADING TRANSMISSIONS...
FEED AUTO-UPDATES EVERY 20 SECONDS // REALM ACTIVITY MONITORED
REALM STATUS // GLOBAL STATS Loading...
[TOTAL EMISSARIES OF EMBERHOLM]: 35000
[MISSIONS COMPLETED]: 0
[TOTAL XP ACCUMULATED]: 0
[TOTAL AURA STABILIZED]: 0
[ACTIVE GUILDS]: 6
[MISSIONS FAILED]: 0
[MISSIONS IN PROGRESS]: 0
[SEASONAL WINDOW]: ROTATING // 45 DAYS
[MISSION ROTATION]: EVERY 72h
ORDERS OF EMBERHOLM
NOTE: Orders maintain independent doctrine. Unauthorized infiltration is not advised.
MISSION BOARD // 72H ROTATION
Each Emissary can only run each mission once per rotation.
Failure possible. Energy will be consumed on SEND.
PLAYER PROFILE // WALLET LINK
Not connected
ECONOMY BALANCE
💰 EMBER: 0 $EMBER
TOP EMISSARY
NO DATA

ROSTER // ACTIVE EMISSARIES
ENERGY regenerates naturally every 48h. Emergency recovery is possible by sacrificing XP (see [RECOVER]). SEND will assign an Emissary to a live mission, spending Energy and generating XP / Aura if successful.
VAULT // ITEM STORAGE
Manage your collected items, runes, and equipment
TOTAL
0
EQUIPPED
0
AVAILABLE
0
LEGENDARY
0

Connect your wallet to view your vault.

HELP // BASIC PRINCIPLES
ENERGY: Used to attempt missions. Drains on each run. Energy auto-refills to MAX every 48h (natural recovery). You can also burn XP to instantly restore Energy before the 48h window ends (Emergency Field Recovery via [RECOVER]).

XP TOTAL: Experience gained by successful missions. Increases your standing. XP can also be burned to restore Energy on demand.

AURA LEVEL: Resonance harvested to keep the Ember Core alive. Aura will become a spendable currency for tactical items (Ember Exchange). Items can alter mission risk / reward in the future.

PASSIVE GAIN (24h): Every registered Emissary receives a small automatic trickle of XP and Aura every 24 hours, even offline. This keeps the Realm supplied, but rewards are lower than live missions.

FAILURE: Missions can fail. You may lose Energy with little/no reward. Repeated mission failure is logged against Realm stability.

HERO SELECTION: Each NFT hero in your wallet is an active Emissary aligned to a Guild. Only deployed Emissaries can join missions (SEND).

OBJECTIVE: Complete missions before the Flame dies. Stabilize the Ember Core. Raise Guild standing. Survive Season I // THE DYING FLAME.

ROTATION LIMITS: Mission Board refreshes every 72h. Each hero can only attempt each mission once per rotation. Events are special cases and may ignore Guild targeting.
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COMMAND FLOW
1. [PROFILE] Link / enter wallet (Base chain).
2. [MISSIONS] Choose a mission from the 72h board.
3. Select hero & confirm Energy cost using [SEND].
4. Mission resolves. XP and Aura increase if success.
5. If Energy is low: use [RECOVER] to spend XP and refill early, or wait for the 48h natural Energy refresh.
6. Save Aura. Soon, Aura can buy tactical items that modify mission risk / payout via Ember Exchange.

NOTE: All operations are logged by Ember Protocol. Unauthorized interference with mission records may trigger Guild sanctions.
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1. MISSION SYSTEM // OVERVIEW

What are Missions?

Missions are time-based operations where you deploy your NFT Emissaries to complete tasks across the Emberholm Realm. Each mission has specific requirements, costs, and rewards.

Mission Board:

• Rotates every 72 hours with new available missions
• 9 total missions available: 3 EASY, 3 MEDIUM, 3 HARD
• Each Emissary can attempt each mission ONCE per rotation
• Missions run in real-time even when you're offline

Mission States:

● READY - Emissary available for deployment
● ON MISSION - Currently deployed, mission in progress
● FALLEN - Emissary died, requires reinvocation

Key Concept:

Missions don't pause! Once you deploy an Emissary, the mission timer runs continuously until completion. Return to [PROFILE] to check progress and claim rewards when ready.
2. MISSION COSTS & REQUIREMENTS

Energy Cost by Difficulty:

EASY missions: 10 Energy
MEDIUM missions: 18 Energy
HARD missions: 25 Energy

Duration by Difficulty:

EASY missions: 3 hours
MEDIUM missions: 6 hours
HARD missions: 12 hours

Energy System:

• Maximum Energy: 100
• Natural Recovery: Full refill every 48 hours
• Emergency Recovery: Burn XP to restore Energy instantly via [RECOVER]
• Energy is checked when STARTING a mission (not during)

Requirements:

✓ Connected wallet with NFT Emissaries
✓ Sufficient Energy for the mission
✓ Emissary in READY state (not on mission or fallen)
✓ Mission not already attempted this rotation (72h cooldown per hero)
3. MISSION REWARDS // XP & AURA

Base Rewards by Difficulty:

DIFFICULTY XP REWARD AURA REWARD
● EASY 60 XP 4 Aura
● MEDIUM 150 XP 10 Aura
● HARD 350 XP 25 Aura

Bonuses & Multipliers:

Your actual rewards can be HIGHER based on your Emissary's attributes:

+12% if Guild matches mission's favored guild
+8% if Class matches mission's favored class
+5% if Race matches mission's favored race
+1% per 10 levels of XP
+1% per 100 Aura accumulated

🌟 PERFECT ALIGNMENT BONUS:

If your Emissary matches ALL THREE (Guild + Class + Race), you get a 1.5x MULTIPLIER on final rewards! This is the most powerful bonus in the game and can dramatically increase your efficiency.
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4. SUCCESS RATE CALCULATION

Base Success Rates:

EASY missions: 92% base success rate
MEDIUM missions: 78% base success rate
HARD missions: 60% base success rate

Success Rate Formula:

Final Success Rate = Base Rate + Bonuses

Where Bonuses =
  + 12% if Guild matches
  + 8% if Class matches
  + 5% if Race matches
  + 1% per 10 XP levels
  + 1% per 100 Aura

Maximum: 100% (capped, cannot exceed)


Strategic Insight:

Matching your Emissary's attributes to the mission dramatically improves success rates. A perfect alignment can push even HARD missions close to 85%+ success rate!

💡 PRO TIP:

Check each mission's "favored" attributes in the mission details. Plan your Emissary deployment accordingly to maximize success chances!
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5. MISSION FAILURE // CONSEQUENCES

What Happens When You Fail?

When a mission fails (based on success rate calculation):

XP Loss: Lose portion of potential XP reward
No Aura: Receive little to no Aura
Energy Lost: Energy spent is NOT refunded
Mission Cooldown: Still counts toward 72h rotation limit
Realm Stats: Logged as failed mission in global statistics

XP Loss on Failure:

EASY missions: -25 XP
MEDIUM missions: -60 XP
HARD missions: -140 XP

Death Chance:

Some missions carry a small DEATH CHANCE on failure:
EASY missions: 0% death chance (safe)
MEDIUM missions: 0.5% death chance
HARD missions: 2.0% death chance

If death occurs, your Emissary enters FALLEN state and requires reinvocation (see next section for death system details).
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6. DEATH & REINVOCATION SYSTEM

Death Mechanic:

When an Emissary dies (rare, only on failed MEDIUM/HARD missions):
• Emissary enters FALLEN state
• Cannot be deployed until reinvoked
• Requires spending XP and Aura to reinvoke
• Death count increases (affects future reinvocation costs)

Reinvocation Costs (Escalating):

DEATH COUNT XP COST AURA COST
1st Death 500 XP 100 Aura
2nd Death 1,500 XP 300 Aura
3rd Death 5,000 XP 1,000 Aura
4th+ Death 10,000 XP 2,500 Aura

⚠️ CRITICAL WARNING:

Death costs escalate dramatically! Protect your Emissaries by choosing missions with high success rates. A 4th death requires astronomical resources to recover from.
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7. MISSION FLOW // STEP-BY-STEP GUIDE

Complete Mission Walkthrough:

STEP 1: CONNECT WALLET

• Navigate to [PROFILE] section
• Click [CONNECT WALLET] button
• Approve MetaMask connection
• Your NFT Emissaries will load automatically
• ACCESS LEVEL upgrades to [EMBERHOLM EMISSARY]

STEP 2: REVIEW YOUR EMISSARIES

• Check each Emissary's Energy level
• Note their Guild, Class, and Race
• Review current XP and Aura levels
• Verify they're in READY state (not on mission)

STEP 3: CHOOSE A MISSION

• Navigate to [MISSIONS] section
• Browse available missions (3 EASY, 3 MEDIUM, 3 HARD)
• Click on a mission to see full details
• Check favored Guild/Class/Race for bonuses
• Review duration, costs, and rewards

STEP 4: SELECT EMISSARY

• Click [SELECT HERO] on chosen mission
• System shows your available Emissaries
• Each shows success rate for THIS mission
• Choose Emissary that matches mission attributes for best odds

STEP 5: DEPLOY

• Review final confirmation screen
• Check Energy cost and estimated success rate
• Click [SEND] to deploy
• Energy is deducted immediately
• Emissary status changes to ON MISSION

STEP 6: WAIT FOR COMPLETION

• Mission runs in real-time (3h / 6h / 12h)
• Check progress in [PROFILE] section
• "% complete" shows mission advancement
• Timer shows remaining time
• You can close browser - mission continues!

STEP 7: CLAIM REWARDS

• When timer reaches 100%, return to [PROFILE]
• Mission shows ✓ READY TO COMPLETE!
• Click [CLAIM] to resolve mission
• Success/Failure determined by success rate
• Rewards credited (or penalties applied)
• Emissary returns to READY state

STEP 8: MANAGE ENERGY

• If Energy is low, use [RECOVER] to refill via XP
• Or wait for natural 48h recovery cycle
• Plan your mission schedule around Energy availability

STEP 9: REPEAT!

• Deploy same Emissary to different missions
• Or use other Emissaries for same mission
• Remember: Each hero can only do each mission ONCE per 72h rotation
• Mix and match for optimal efficiency!
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8. PARTY MISSIONS // COORDINATED OPERATIONS

🔥 PARTY MISSIONS: 5-HERO COORDINATED OPERATIONS

Party Missions are special high-difficulty operations that require deploying exactly 5 Emissaries simultaneously in a coordinated strike force. These missions offer significantly higher rewards but require careful planning and resource management.

Identifying Party Missions:

• Marked with [PARTY MISSION] label in orange
• Third mission of each difficulty tier (003, 006, 009)
• Currently: Dawn Patrol (EASY), Veilweaver Pursuit (MEDIUM), Voidgate Seal (HARD)
• Display "⚠️ Requires 5 Emissaries" warning in mission details

How Party Missions Work:

1. DEPLOYMENT:
• Must select exactly 5 Emissaries from your collection
• All 5 must be in READY state (not on mission or fallen)
• All 5 must have sufficient Energy for the mission
• Deploy from [MISSIONS] panel only (not from PROFILE)

2. INDEPENDENT PROBABILITY:
• Each Emissary has their own success rate calculation
• Bonuses calculated individually based on each hero's attributes
• One hero can succeed while another fails on the SAME mission
• Each hero's outcome is rolled separately at completion

3. REWARDS:
Party Bonus Multiplier: 1.2x on top of all other bonuses
• Each successful hero gets FULL rewards (not split)
• Individual attribute bonuses still apply per hero
• Perfect alignment bonus (1.5x) stacks with party bonus (1.2x)
• Maximum multiplier: 1.5 × 1.2 = 1.8x base rewards!

4. FAILURES & RISKS:
• Each hero's failure is independent (doesn't affect others)
• Death chances apply individually (MEDIUM: 0.5%, HARD: 2.0%)
• Failed heroes still consume Energy and count toward cooldown
• Energy costs are per-hero (not shared)

Strategic Advantages:

1.2x Party Bonus - Multiplicative with all other bonuses
Efficiency - Complete one mission with 5 heroes simultaneously
Synchronized Cooldowns - All 5 heroes start 72h rotation together
Maximum Rewards - Combine party bonus + perfect alignment for huge gains
Team Synergy - Deploy guild-matched teams for consistent bonuses

Requirements Checklist:

✓ Own at least 5 NFT Emissaries
✓ All 5 in READY state (not on mission, not fallen)
✓ All 5 have sufficient Energy (10 for EASY, 18 for MEDIUM, 25 for HARD)
✓ Access party missions from [MISSIONS] panel, not [PROFILE]
✓ Select mission has not been attempted by those heroes this rotation

⚠️ IMPORTANT LIMITATIONS:

• Cannot start party missions from PROFILE section
• PROFILE only allows single-hero mission selection
• Must use [MISSIONS] panel → [SELECT HERO] → Choose 5 heroes
• If you try to select a party mission from PROFILE, you'll see a warning
directing you to the proper workflow

Party Mission Workflow:

STEP 1: Navigate to [MISSIONS] section
STEP 2: Click on a mission with [PARTY MISSION] label
STEP 3: Click [SELECT HERO] button
STEP 4: Select exactly 5 heroes from your collection
STEP 5: Review each hero's individual success rate
STEP 6: Click [SEND PARTY] to deploy all 5 simultaneously
STEP 7: Wait for mission duration to complete
STEP 8: Return to [PROFILE] to claim rewards for each hero individually

Tracking Party Missions in PROFILE:

When your Emissaries are on a party mission, PROFILE displays:
• STATE: 🔥 IN PROGRESS [PARTY MISSION]
• Progress percentage shown below [IN PROGRESS] button
• Individual completion status for each hero
• Can claim rewards individually as each completes

💡 PRO TIP - Perfect Party Composition:

"The Ultimate Strike Team"

For Dawn Patrol (EASY party mission, favors Dawnkeepers/Paladin/Human):

Deploy 5 Dawnkeeper Paladins (ideally Humans) with high XP/Aura.

Calculation per hero:
Base: 60 XP, 4 Aura
Perfect Alignment: 1.5x
Party Bonus: 1.2x
Combined: 1.5 × 1.2 = 1.8x
Result per hero: 108 XP, 7.2 Aura

Total for 5 heroes: 540 XP, 36 Aura in just 3 hours!
That's 9x a single EASY mission's base rewards! 🔥

Success rate: 92% + 25% (perfect) = 100% guaranteed success!


⚡ ADVANCED STRATEGY - Mixed Compositions:

You don't need ALL heroes to match mission attributes perfectly.

Example: Voidgate Seal (HARD party mission)
• Deploy 3 heroes with perfect alignment (Guild+Class+Race)
• Deploy 2 heroes with partial matches (Guild+Class only)
• All 5 get party bonus (1.2x)
• Perfect heroes get 1.5x × 1.2x = 1.8x multiplier
• Partial heroes get 1.2x × 1.2x = 1.44x multiplier
• Even mixed teams outperform solo missions dramatically!

Party Mission Cooldowns:

• Each hero has independent 72h cooldown per mission
• After completing Dawn Patrol as party, all 5 heroes are locked from Dawn Patrol
• BUT: Those same 5 heroes can do OTHER party missions (or solo missions)
• Cooldown is per-mission per-hero, not global
• Strategic tip: Rotate different hero groups for different party missions

🎯 KEY TAKEAWAYS:

• Party missions require 5 heroes but offer 1.2x bonus multiplier
• Each hero has independent success/failure rolls
• Must deploy from [MISSIONS] panel, not [PROFILE]
• Combine with perfect alignment for massive 1.8x rewards
• Track progress in PROFILE with [PARTY MISSION] label
• Most efficient way to progress multiple heroes simultaneously!
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9. AVAILABLE MISSIONS // CURRENT ROTATION

Mission Board (refreshes every 72h):

Loading mission data...
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10. STRATEGY TIPS // MAXIMIZE EFFICIENCY

💡 BEGINNER STRATEGIES:

1. Match Attributes Early:

Always prioritize missions where your Emissary's Guild/Class/Race match. The +25% total bonus (+12% +8% +5%) dramatically improves success rates and rewards.

2. Start with EASY Missions:

Build up XP and Aura safely with 92% base success rate and 0% death chance. Use this to level up before attempting riskier missions.

3. Energy Management:

EASY missions cost only 10 Energy (can do 10 per Emissary per cycle). HARD missions cost 25 Energy (only 4 per cycle). Plan accordingly!

⚔️ INTERMEDIATE STRATEGIES:

4. Perfect Alignment Hunting:

Identify missions where you have ALL THREE matches (Guild + Class + Race). The 1.5x reward multiplier is massive - a HARD mission with perfect alignment can give you 525 XP instead of 350!

5. Stagger Your Emissaries:

Don't deploy all Emissaries at once. Stagger missions so some complete while others are running. This gives you constant progression and flexibility.

6. Risk/Reward Calculation:

MEDIUM missions give 2.5x rewards of EASY for only 1.8x energy cost. HARD missions give 5.8x rewards of EASY for only 2.5x energy cost. If you can get success rate above 75%, HARD missions are most efficient.

⚡ ADVANCED STRATEGIES:

7. Death Risk Mitigation:

HARD missions have 2% death chance on failure. At 60% base success, that's 0.8% overall death risk. With bonuses pushing to 85% success, it drops to 0.3%. Calculate if the risk is worth the 10x+ rewards over EASY missions.

8. Rotation Optimization:

Each 72h rotation, map out which Emissaries do which missions for maximum attribute matches. You have 72 hours to complete all deployments - use it wisely!

9. XP Banking:

Save XP for emergency Energy recovery. Don't burn it all immediately. Having 500+ XP reserve lets you keep pushing missions if RNG gives bad Energy refills.

10. Guild Synergy:

If you own multiple Emissaries from the same Guild, focus on that Guild's favored missions. The +12% guild bonus stacks with everything else!

🏆 MASTERY STRATEGY:

"The Perfect Rotation"

1. Identify all missions where you have perfect alignment (Guild+Class+Race match)
2. Deploy those Emissaries first with maximum Energy
3. Fill remaining Energy with high-match MEDIUM missions
4. Use low-Energy Emissaries on EASY missions to accumulate base XP
5. Time completions so you can chain 2-3 missions per Emissary per rotation
6. Reserve 1-2 Emissaries for emergency high-priority missions

Result: 300% more rewards than random deployment! 🔥

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11. TECHNICAL DETAILS // ADVANCED INFO

Backend Architecture:

• Mission state stored in nfts_database.json (persistent across sessions)
• Active missions tracked in active_missions.json
• All timestamps in UTC for consistency
• Validation system auto-corrects data integrity on server restart

NFT Dynamic State (17 Fields):

Each NFT maintains dynamic state including:
xp_total, aura_level, energy_current, energy_max, state, current_guild, last_update, last_energy_refresh, mission_history, power_current, xp_level, last_mission, total_missions_completed, death_count, current_mission_id, mission_start_time, fallen_time

Mission Timing:

• Missions use real-world hours (not game time)
• Timer starts immediately on deployment
• Completion calculated server-side on CLAIM
• No time zone issues (all UTC based)

Success Rate Calculation (Precise):

base_rate = mission.success_rate
guild_bonus = 12 if guild_match else 0
class_bonus = 8 if class_match else 0
race_bonus = 5 if race_match else 0
level_bonus = floor(xp_level / 10)
aura_bonus = floor(aura_level / 100)

total_bonus = sum(all_bonuses)
final_rate = min(base_rate + total_bonus, 100)

success = random(0,100) < final_rate


Reward Calculation (Precise):

base_xp = mission.reward_xp
base_aura = mission.reward_aura

bonus_multiplier = 1.0
bonus_multiplier += guild_bonus / 100
bonus_multiplier += class_bonus / 100
bonus_multiplier += race_bonus / 100
bonus_multiplier += level_bonus / 100
bonus_multiplier += aura_bonus / 100

if guild_match AND class_match AND race_match:
    bonus_multiplier *= 1.5 # Perfect alignment!

final_xp = base_xp * bonus_multiplier
final_aura = base_aura * bonus_multiplier


Scalability:

System designed for:
• 35,000 NFTs simultaneous tracking
• Thousands of concurrent wallets
• Real-time stat aggregation
• No data loss on server restarts
• Automatic data validation and repair

Data Persistence:

• Dynamic data NOT in git (persists locally)
• Configuration files (missions_config.json) IN git
• Fresh deploy: run init_data_files.py to create empty data files
• Backup strategy: copy data/*.json before major updates
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FREQUENTLY ASKED QUESTIONS (FAQ)

Q: Can I cancel a mission once started?

A: No. Once deployed, the mission runs to completion. Energy is spent immediately and non-refundable.

Q: What happens if I disconnect my wallet during a mission?

A: Mission continues! It's tracked server-side. Reconnect anytime to check status and claim rewards.

Q: Do missions pause when I close the browser?

A: No. Missions run in real-time on the server. Close browser freely, mission continues.

Q: Can I do the same mission multiple times?

A: Yes, but only once per Emissary per 72h rotation. After claiming rewards, you must wait for the mission board to refresh (72h) before that Emissary can attempt it again.

Q: What if two of my Emissaries match a mission perfectly?

A: Deploy both! Each can do the mission once per rotation. Double the rewards!

Q: How does Energy recovery work exactly?

A: Every 48 hours, Energy automatically refills to MAX (100). Timer is per-Emissary based on last refill. Use [RECOVER] to burn XP and refill early if needed.

Q: Can I lose more XP than I have?

A: No. XP can't go negative. If you have 20 XP and fail a mission with 60 XP loss, you drop to 0.

Q: Is death permanent?

A: No! FALLEN state can be reversed via reinvocation. Spend XP + Aura to revive your Emissary. Death count increases, making future deaths more expensive to recover from.

Q: What's the maximum success rate possible?

A: 100% (capped). EASY mission (92% base) + perfect alignment (12+8+5=25%) = 100% already. Level and Aura bonuses won't push it higher, but they help on MEDIUM/HARD missions.

Q: Do guild stats affect my missions?

A: Your personal guild membership gives bonuses. Global guild stats (displayed in STATS/GUILDS) are for leaderboard/lore purposes and don't affect individual mission calculations.

Q: Can I change my Emissary's Guild?

A: Not currently. Guild is set in the NFT metadata. Future seasons may introduce guild switching.

Q: What if I have 0 Energy?

A: You can't start missions. Either wait for 48h natural recovery, or use [RECOVER] to burn XP and instantly refill Energy.

Q: How do I know which missions favor which attributes?

A: Click on any mission in [MISSIONS] section to see full details. It lists: "Favored Guild", "Favored Class", "Favored Race". Match these for bonuses!

Q: What happens to Aura in the future?

A: Aura will become a currency for the Ember Exchange (future feature). Buy tactical items that modify mission risk/reward. Save your Aura!

Q: Is there a level cap?

A: No level cap. XP accumulates infinitely. Every 10 levels = +1% success rate bonus.
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CALCULATION EXAMPLES

EXAMPLE 1: Basic Mission (No Bonuses)

Mission: "The Lost Forge" (EASY)
Emissary: Level 1, 0 Aura, No attribute matches

Success Rate:
Base: 92%
Bonuses: 0% (no matches)
Final: 92%

Rewards (on success):
Base XP: 60
Base Aura: 4
Multiplier: 1.0 (no bonuses)
Final: 60 XP, 4 Aura

EXAMPLE 2: Partial Match (Guild + Class)

Mission: "Shadow Infiltration" (MEDIUM)
Favored: Shadow Guild, Rogue class, Halfling race
Emissary: Shadow Guild Rogue Elf, Level 15, 250 Aura

Success Rate:
Base: 78%
Guild match: +12%
Class match: +8%
Race match: +0% (Elf, not Halfling)
Level bonus: +1% (15 levels = 1 bonus)
Aura bonus: +2% (250 Aura = 2 bonus)
Final: 78 + 12 + 8 + 1 + 2 = 101% → 100% (capped)

Rewards (on success):
Base XP: 150
Base Aura: 10
Multiplier: 1.0 + 0.12 + 0.08 + 0.01 + 0.02 = 1.23
Final: 184 XP, 12 Aura

EXAMPLE 3: Perfect Alignment (MAXIMUM REWARDS)

Mission: "Dragon's Crucible" (HARD)
Favored: Forge Legion, Warrior class, Orc race
Emissary: Forge Legion Warrior Orc, Level 35, 600 Aura

Success Rate:
Base: 60%
Guild match: +12%
Class match: +8%
Race match: +5%
Level bonus: +3% (35 levels = 3 bonus)
Aura bonus: +6% (600 Aura = 6 bonus)
Final: 60 + 12 + 8 + 5 + 3 + 6 = 94%

Rewards (on success):
Base XP: 350
Base Aura: 25
Multiplier: (1.0 + 0.12 + 0.08 + 0.05 + 0.03 + 0.06) = 1.34
Perfect Alignment Multiplier: 1.34 × 1.5 = 2.01
Final: 703 XP, 50 Aura 🔥

Analysis:
Perfect alignment DOUBLED the rewards! This single mission gives more XP than 11 EASY missions (which would take 33 hours vs 12 hours). This is the power of strategic Emissary deployment!

EXAMPLE 4: Death and Reinvocation

Scenario: HARD mission fails, death occurs (2% chance on failure)
Emissary: Level 20, 450 XP, 150 Aura, Death Count = 1 (died once before)

Consequences:
State: FALLEN
XP Loss: -140 (mission failure penalty)
Remaining XP: 450 - 140 = 310 XP

Reinvocation Cost (2nd Death):
Cost: 1,500 XP + 300 Aura

Problem:
You only have 310 XP but need 1,500!
You only have 150 Aura but need 300!

Solution:
Must use OTHER Emissaries to grind missions and accumulate enough XP/Aura to revive the fallen one. Or wait and accumulate via passive 24h gains.

This is why death is SERIOUS! Protect your Emissaries!

💡 KEY TAKEAWAY FROM EXAMPLES:

Strategic deployment with attribute matching can give you 2-3x more rewards for the same time investment. Always check mission details and match your Emissaries optimally!
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💰 $EMBER // THE LIFEBLOOD OF EMBERHOLM

What is $EMBER?

$EMBER is the core UTILITY token that powers all economic activity in Emberholm. It flows through the realm like blood through veins - essential for survival and growth. Every action, every reward, every transaction pulses with the energy of $EMBER.

Tokenomics:

Total Supply: 1,000,000,000 $EMBER
Network: Base (Ethereum L2)
Standard: ERC-20

Distribution:

██████████████████░░░░░░░░░░░░░░░░░░ 45% Missions (450M)
██████░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 15% Liquidity (150M)
██████░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 15% Ecosystem (150M)
████░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 10% Team (100M, vested 24mo)
██░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 5% Marketing (50M)
██░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 5% Community (50M)
██░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 5% Treasury (50M)

How to Earn - Missions:

🟢 EASY 10-50 $EMBER
🟡 MEDIUM 25-100 $EMBER
🔴 HARD 50-250 $EMBER
💀 LEGENDARY 100-500 $EMBER

How to Earn - EMBER ROLL 🎲:

EMBER ROLL is a D20 dice system that grants mission bonuses:
• First roll each day is FREE
• Additional rolls cost 75 $EMBER each
• Maximum 5 rolls per day per wallet
• Buffs last 12-72 hours depending on result

EMBER ROLL Outcomes:

1 CRITICAL FAIL -100 $EMBER, -20% Success
2-5 NOTHING No effect
6-8 GRAZE +50 $EMBER, +5% Success (12h)
9-11 HIT +100 $EMBER, +10% Success (24h)
12-14 SOLID HIT +200 $EMBER, +15% Success (36h)
15-17 GREAT HIT +350 $EMBER, +20% Success (48h)
18 CRITICAL +500 $EMBER, +25% Success, -10% Energy (60h)
19 SUPERIOR +500 $EMBER, +30% Success, -15% Energy (72h)
20 🎯 NATURAL 20 +1000 $EMBER, +35% Success, -20% Energy (72h)

How to Earn - Other Sources:

Land Staking (Common): 5 $EMBER/day
Land Staking (Rare): 8 $EMBER/day
Land Staking (Epic): 12 $EMBER/day
Land Staking (Legendary): 23 $EMBER/day
• Seasonal Events & Tournaments: Variable

How to Spend $EMBER:

Energy Recovery:
• Recover 25% Energy: 30 $EMBER
• Recover 50% Energy: 75 $EMBER
• Recover 100% Energy: 150 $EMBER

Mission Acceleration (EMBER PUSH):
• Skip 1 hour: 45 $EMBER
• Skip 4 hours: 180 $EMBER
• Skip 8 hours: 360 $EMBER
• Complete Instantly: Up to 7,200 $EMBER

Other Uses:
• Extra EMBER ROLL: 75 $EMBER
• Marketplace Transactions: Variable

Earning Boosts:

Emissary Rank +2% to +50%
Equipment (per item) +2% to +20%
Runes (per rune) +3% to +15%
Land Staking Bonus +5% to +35%

MAX THEORETICAL BOOST: +215% (5 Leg Items +100%, 2 Leg Runes +30%, 1 Leg Land +35%, Max Rank +50%)
All boosts stack MULTIPLICATIVELY!

⚠️ IMPORTANT: $EMBER is a UTILITY token, NOT a governance token.
For governance and voting rights, you need $ASH (see $ASH section).
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🔥 $ASH // THE SACRED RESIDUE

What is $ASH?

$ASH is the GOVERNANCE and PREMIUM token of Emberholm. It is NOT earned through regular gameplay.

$ASH represents dedication and sacrifice - those who hold $ASH hold the power to shape the future of the realm itself.

Tokenomics:

Maximum Supply: 144,000 $ASH (HARD CAP)
Network: Base (Ethereum L2)
Standard: ERC-20
Mintable: Only during ASH PROTOCOL events
Burnable: YES - Burns on use (deflationary)
⚠️ Once 144,000 $ASH exist, NO MORE can ever be created!

Distribution:

████████████████████████████████████ 80% ASH Protocol (115,200)
████░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 10% ASH Shop (14,400)
██░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 5% Community (7,200)
██░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ 5% Ecosystem (7,200)

The ASH PROTOCOL 🔥:

██ CURRENT STATUS: INACTIVE ██

The ASH Protocol activates during special limited-time events.
Duration: 48 hours per event
Next Event: TO BE ANNOUNCED
The ASH PROTOCOL is the ONLY way to obtain $ASH. When active, players can sacrifice $EMBER to forge $ASH.

Tiered Burn Rates (from contract):

🔥 CONVERSION RATES BY TIER 🔥

TIER 1 0 - 40,000 ASH minted 800 EMBER = 1 ASH
TIER 2 40,001 - 80,000 ASH 1,000 EMBER = 1 ASH
TIER 3 80,001 - 100,000 ASH 1,500 EMBER = 1 ASH
TIER 4 100,001 - 115,200 ASH 2,000 EMBER = 1 ASH

⚡ Early participation = Better rates!
⚠️ The burn is IRREVERSIBLE - EMBER is gone FOREVER

⚠️ $ASH is NOT:

NOT earned from completing missions
NOT dropped from EMBER ROLL
NOT generated passively over time
NOT farmable or stakeable
NOT available outside of ASH PROTOCOL events

Utility - Revive Fallen Emissaries 💀:

When an Emissary dies, $ASH is the ONLY way to bring them back:
1st Death 25 $ASH
2nd Death 50 $ASH
3rd Death 100 $ASH
4th+ Death 200 $ASH
Death count resets after 30 days. $ASH spent is PERMANENTLY BURNED.
⚠️ Without $ASH, dead Emissaries are LOST FOREVER.

Utility - Governance Voting 🗳️:

1 $ASH = 1 VOTE
Governance Scope:
• New mission types and difficulty balancing
• Economic parameters ($EMBER rewards, costs)
• New features and gameplay mechanics
• Treasury allocation decisions
• Seasonal content and events
• Future roadmap priorities

✅ Your $ASH is NOT burned when voting - you retain governance power!

Why $ASH is Valuable:

SCARCITY: Maximum 144,000 $ASH can EVER exist
DEFLATIONARY: Burned permanently when used for revives
GOVERNANCE: Shape the future of Emberholm
ECONOMICS: Early burn = 800:1, Late burn = 2000:1

📋 $ASH Summary:

TYPE: Governance & Premium Utility Token
MAX SUPPLY: 144,000 $ASH (hard cap)
HOW TO GET: ASH PROTOCOL events ONLY
BURN RATE: 800-2,000 EMBER per ASH (tiered)
MAIN USES: Revive Emissaries + Governance
WHEN USED: Permanently BURNED (deflationary)

🔥 TIP: Participate in ASH PROTOCOL events early to get the best burn rates (800:1 vs 2000:1)!
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⚔️ EQUIPMENT

What is Equipment?

Equipment are ERC-1155 NFTs that can be equipped to Emissaries to boost their stats and abilities.

Token Standard:

Standard: ERC-1155 (Semi-fungible)
Network: Base
Tradeable: Yes, via Marketplace

Equipment Slots:

WEAPON - Increases damage/success rate
ARMOR - Reduces death chance
ACCESSORY - Special bonuses and buffs
MOUNT - Reduces mission time

Rarity Tiers:

COMMON - +5% stat boost
UNCOMMON - +10% stat boost
RARE - +20% stat boost
EPIC - +35% stat boost + special ability
LEGENDARY - +50% stat boost + unique ability

Drop Rates from Missions:

• COMMON: 15% base chance
• UNCOMMON: 8% base chance
• RARE: 3% base chance
• EPIC: 0.5% base chance
• LEGENDARY: 0.1% base chance

💡 TIP: Higher difficulty missions have increased drop rates for rare equipment!
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✨ RUNES

What are Runes?

Runes are ERC-1155 consumable items that provide temporary buffs for missions.

Token Standard:

Standard: ERC-1155 (Semi-fungible)
Network: Base
Consumable: Yes, burned on use

Rune Types:

RUNE OF VIGOR - +25% Energy efficiency
RUNE OF FORTUNE - +15% reward multiplier
RUNE OF PROTECTION - -50% death chance
RUNE OF HASTE - -30% mission duration
RUNE OF WRATH - +40% success rate, +20% death chance

How to Obtain:

• Craft using $ASH + crafting materials
• Purchase from Marketplace
• Rare drops from HARD missions
• Event rewards

Crafting Costs:

• Basic Runes: 100 $ASH
• Advanced Runes: 500 $ASH + materials
• Legendary Runes: 2000 $ASH + rare materials

⚠️ WARNING: Runes are ONE-TIME USE! Choose when to activate wisely.
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🏰 LANDS

What are LANDS?

LANDS are ERC-721 NFTs representing territories in the Emberholm Realm. Owning land provides passive income and exclusive benefits.

Token Standard:

Standard: ERC-721 (Non-fungible)
Network: Base
Total Supply: 10,000 plots
Tradeable: Yes, via Marketplace

Land Tiers:

OUTPOST (6,000 plots) - Basic passive income
VILLAGE (2,500 plots) - +10% $ASH generation
TOWN (1,000 plots) - +25% $ASH + crafting bonus
CITY (400 plots) - +50% $ASH + exclusive missions
CAPITAL (100 plots) - +100% $ASH + governance power

Benefits of Owning LANDS:

Passive $ASH Generation: Daily income based on tier
Crafting Stations: Craft equipment at reduced cost
Emissary Housing: +10% stats for stationed Emissaries
Tax Revenue: Earn % from other players' activities in your territory
Exclusive Missions: Access land-specific missions with unique rewards

Daily $ASH Generation:

• OUTPOST: 10 $ASH/day
• VILLAGE: 25 $ASH/day
• TOWN: 50 $ASH/day
• CITY: 100 $ASH/day
• CAPITAL: 250 $ASH/day

💡 TIP: LANDS can be sold in the Marketplace but NOT resources. Own strategic locations for maximum passive income!
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END OF TUTORIAL

Return to [MISSIONS] to start deploying, or [PROFILE] to check your Emissaries.

May the Ember guide your path, Emissary. 🔥

FULL LORE // KINGDOM DOSSIER
INTERCEPTED TRANSMISSION: ORIGIN UNKNOWN
We don't know how you found this terminal. We don't know if it was luck, fate, or something worse.
What we do know is this: the signal you are receiving is not from your world. Emberholm does not exist in your plane of reality.
It is a sealed border-realm, built around the Ember Core — a heart of living fire that, for generations, kept the pressure of the darkness from breaching our borders. That Flame upheld the laws of our reality: rivers flowed where they should, the dead stayed dead, time obeyed.

Now the Core is failing.
THE COLLAPSE
The Flame is dying faster than the Orders predicted. Breaches multiply along the kingdom's edges. Void entities have been sighted on roads that were once safe. Entire watchtowers vanish, reappear twisted, then fall silent.
Reality is thinning.

No one agrees on the cause:

The Circle of Mist claims the Core is starving and demands more Aura to feed itself.
The Legion of the Forge swears this is sabotage — that something intelligent is drilling into Emberholm's heart from beyond.
The Horizon Guard reports "pressure tides" coming from somewhere completely outside the plane.

The only thing they do agree on:
If we don't act now, Emberholm will fall in weeks, not years.
THE SIX ORDERS
Emberholm is defended by six Orders, each sworn to protect the Core in their own way:

LEGION OF THE FORGE – Frontline steel guardians. Forgers of oath-bound weapons of the realm. They believe in iron, honor, and brute strength.

CIRCLE OF MIST – Alchemists, mana-binders, custodians of forbidden knowledge. They trade in controlled heresy to keep the Core alive.

SHADOW GUILD – Sanctioned spies, information runners, invisible knives in the dark. They operate where the other Orders cannot — or will not — look.

HORIZON GUARD – Tide-born scouts and riders stationed at the world's thinning borders. They see things coming before anyone else.

FLAMEWARDENS – Clerics and paladins sworn directly to the Ember Core. Devout zealots who would die before allowing the Flame to go out.

ECHOES OF THE VEIL – Necromancers and spectral binders who bargain with the dead instead of burying them. Controversial, but necessary.

This is not a peaceful alliance. They do not trust one another —
but they are forced to cooperate, because if the Core dies, they all die with it.
YOU: THE BEARER
Every hero linked to a wallet in your world is registered in Emberholm as an Emissary.
An Emissary is not a spectator. An Emissary is deployed.

When you connect your wallet, the Portal recognizes your Emissaries and assigns them to one of the Orders. That Order treats them as operative assets — and sends them into the field.

Missions are not decorative. Every mission executed by an Emissary:

Collects XP (field experience)
Stabilizes Aura (the Core's lifeblood)
Eliminates threats
Delays the collapse

XP is proof of action. Aura is survival fuel.
THE PORTAL: A DESPERATE ACT
The Ember Core is dying, and something out there wants it dead.

Emberholm no longer has enough agents within its borders to hold the line.
So the Orders authorized something desperate — the Portal.

This Portal is an active bridge between our realm and yours.
Through it, extraplanar bearers (you) can deploy Emissaries into Emberholm.

You choose which heroes answer which missions.
You spend their Energy.
You risk their safety.
You stabilize our world.

In return, their XP and Aura grow —
and your standing within the Kingdom becomes permanently recorded.
FINAL WARNING
Understand this clearly:

The Flame is weakening.
The kingdom cannot endure without continuous missions.
Aura demand already exceeds supply.
If the Ember Core drops below the critical threshold, Emberholm will fracture — and whatever is pushing from the outside will not stop with this world.

You are not "playing."
You are supplying strength to a collapsing reality.

The Kingdom is counting on you.
NOTICE: All Emissary deployments and mission outcomes are logged by Ember Protocol. Refusal to act will also be logged.
ANNOUNCEMENTS // SYSTEM BROADCAST
⚠️ GUILD COUNCIL DECREE ⚠️

The following systems have been temporarily disabled by joint decision of the Guilds:

EMBER PUSH - Mission acceleration system
MARKETPLACE - Trading hub for items and lands
EMBER ROLL - D20 dice gambit system

These features will be activated in the next phase of Emberholm.
Monitor this channel for updates on activation dates.
Guild-to-guild communication channel is under construction. Future updates will include faction chat and inter-Order strategic calls. Seasonal rewards will soon apply: - Rank bonuses for top Guild performance. - Individual commendations for high XP / Aura output.
NEXT CAMPAIGN LAUNCH ETA: ~45 days. Mission Board rotation every 72 hours. Central mission may update when new breaches appear. Aura expenditure protocol in development: Certain black-market "items" may be acquired by sacrificing Aura. These items will modify mission odds and survivability.
NOTICE: Energy can be force-recovered at cost of XP. Aura may become spendable for tactical items. This is experimental.
EVENTS // SPECIAL OPERATIONS
NOTE: Special Events may appear without warning and may ignore standard Guild targeting.
Each Emissary can participate once per event.
OFFICIAL NODE // SOCIAL + CREDITS
PROJECT ACCOUNT [X / EMBERHOLM PORTAL]:
World Lore / Art Direction / System Design / Programming:
Ember Core Labs - Ariel FV (Founder)
Music & Audio Atmosphere (8-bit Medieval RPG Score):
xDeviruchi
NOTICE: Unauthorized extraction of Realm assets will be logged by Ember Protocol.
EMBERHOLM PORTAL // WHITEPAPER & CONTRACT

Download the official project documentation or review the current smart contract deployed on Base Sepolia (test).

[DOWNLOAD WHITEPAPER // ENGLISH] [DESCARGAR WHITEPAPER // ESPAÑOL]
Smart Contract (Base Sepolia Test)

Contract name: Emberholm Portal V2

Address: 0xA93C701F0dD91DE0E82f6796d56c4c7aeE053749

View on Basescan: → open explorer

Note: this is the test deployment we used while wiring the Mint console. Mainnet/Base mainnet address will be announced in ANNOUNCEMENTS.

EMBER ROLL // GAMBIT SYSTEM
⚠ TEMPORARILY DISABLED
The EMBER ROLL system has been temporarily disabled by joint decision of the Guilds.
It will be activated in the next phase of Emberholm.
WHAT IS EMBER ROLL?

EMBER ROLL is a D20 dice system that allows you to test your luck for mission bonuses. Each roll can grant temporary buffs to your Emissaries, increasing success rates, XP gains, or reducing energy costs.

ROLL MECHANICS

• First roll each day is FREE
• Additional rolls cost 75 $EMBER each
• Maximum 5 rolls per day per wallet
• Results range from Critical Fail (1) to Natural 20 (jackpot)
• Buffs last 12-72 hours depending on roll result

POSSIBLE OUTCOMES
1 - CRITICAL FAIL: -100 $EMBER, -20% Success
2-5 - NOTHING: No effect
6-8 - GRAZE: +50 $EMBER, +5% Success (12h)
9-11 - HIT: +100 $EMBER, +10% Success (24h)
12-14 - SOLID HIT: +200 $EMBER, +15% Success (36h)
15-17 - GREAT HIT: +350 $EMBER, +20% Success (48h)
18 - CRITICAL: +500 $EMBER, +25% Success, -10% Energy (60h)
19 - SUPERIOR: +500 $EMBER, +30% Success, -15% Energy (72h)
20 - NATURAL 20: +1000 $EMBER, +35% Success, -20% Energy (72h)
Access EMBER ROLL from your Emissary's action buttons in [PROFILE] once enabled.
MARKETPLACE // TRADING HUB
⚠ TEMPORARILY DISABLED
The MARKETPLACE has been temporarily disabled by joint decision of the Guilds.
It will be activated in the next phase of Emberholm.
WHAT IS THE MARKETPLACE?

The Marketplace is the official trading hub for Emberholm. Buy and sell assets to strengthen your position in the realm.

TRADEABLE ASSETS

✓ LANDS - Territorial plots in Emberholm
✓ EMISSARIES - Trade your NFT heroes
✓ ITEMS - Equipment and consumables
✓ RUNES - Magical enhancements
✗ RESOURCES - Not available for trading

LAND RARITIES
● COMMON - Basic territorial plots
● RARE - Strategic locations with bonus yields
● EPIC - Prime real estate with passive income
● LEGENDARY - Unique landmarks with special abilities
ITEM RARITIES
● COMMON - Basic equipment
● RARE - Enhanced gear with bonuses
● EPIC - Powerful artifacts
● LEGENDARY - Unique items with special abilities
RUNE RARITIES
● COMMON - Minor magical effects
● RARE - Moderate enhancements
● EPIC - Strong magical properties
● LEGENDARY - Ancient runes with unique powers
TRADING RULES

• All trades use $EMBER as currency
• 5% marketplace fee on all transactions
• Sellers set their own prices
• Instant delivery upon purchase
• Trade history logged by Ember Protocol

Full marketplace features will be announced in [ANNOUNCEMENTS].