Emberlight Enter

Whitepaper

Turn the bar gold. Then try to keep it.

Emberlight is a pixel action RPG. A warden leaves Wickhold with a lamp and wears a spirit down until it can be sealed. The wallet holds that person's record. A game token belongs to this project, and it has not been issued.

A lamp, a bar that turns gold, a seal that can still slip, and a square that mends you.

How to read this

This is the build you can play on the site now: the world, the systems of the watch, and what Solana already keeps. Every swing resolves in the session you are playing. The chain keeps the wallet's identity, and the memo you agree to write there.

The game token has not been issued. There is no contract address, no published name or ticker, no supply, and nothing to buy or claim. Playing does not grant it. Sparks, seals, gear, and titles stay on the warden's record. When it is issued, this section will name the contract and what the token does.

World

Night starts in Wickhold. The lamps on the square are still lit, and the warden walks out with their own. Things in the wild follow the light. They are spirits. The bar has to turn gold before a seal will take. The first hit into that line staggers them. Then you throw the seal. Stop the marker on the bright band. A true stop can still be shaken off. Commons accept more often. Rarer spirits refuse more often. Nothing is certain.

A spirit that stays becomes a pet and walks beside the lamp. A spirit that slips the seal and is then scattered leaves sparks and gear on the ground. You can pick them up, wear them, or sell them back into sparks.

Stepping back into the square refills the warden and every pet. Dying in the wild wakes you there, already mended. The rift is the exception. Dying inside it ends the run. You wake in Wickhold, and that floor does not keep the victory for you.

The watch cycles through Dusk, Night, and Deep night. Deep night widens the seal band, rolls loot a second time when the first roll misses, and marks one living spirit as an elite. An elite has more health, hits harder, and drops an extra bunch of sparks.

The world is these roads, plus a rift that is not shared. The rift is fifty floors. Each entry shuffles fifty maps. The last room holds the Wickheart.

Places

Wickhold and Wickmeadow are on the map from the first night. Every other road appears after you walk it. Bram, at the south gate, can send you back out along the roads you have already opened.

PlaceWhere it sits
WickholdThe town. The hearth, stalls, warehouse, lessons, pets, and the rift sit around the square. Coming back mends you.
WickmeadowThe first meadow past the south gate. An Emberkit hunts the lamp. The field camp still has a keeper.
BriarwoodThe wood north of the meadow. Sprouthorns and oaklings keep the path.
AshfenThe fen south of the meadow. Reeds, black water, and the night things that also walk Starwell.
CinderreachNorth of Briarwood. Kiln beetles, a coal bell, and Hearthdrake.
MirehollowSouth of Ashfen. Caps, eels, and Mycorrh, the white stag.
GloamshoreEast of the fen. Foam, kelp, and Tidecore.
Starwell CaveThe deep end of the road. Salt, nightwings, and the Lanterncore. A north crack opens onto Glasswaste.
GlasswasteThe prism waste past the crack. Salt moths, and a prism that walks.
RiftFifty floors. Shuffled on every entry. Deeper floors hit harder. The last room keeps the Wickheart.

One hundred spirits live on these roads. The older roads carry some of them. The four later wilds carry the rest.

The square

Each person in Wickhold does one job. Press E to talk.

WhoWhat they keep
Hearth WardenRest, and seals for sale. The field camp keeps the same fire.
NellQuests, the field guide, bounties, and the slips for each watch.
OttoCraft, and the rations.
PimThe warehouse. Twenty-four slots. Worn gear comes off before it can be stored.
SableAttributes, skill ranks, and rites.
LarkPet stance: Follow, Guard, or Hunt.
BramThe south gate. Roads you have walked leave from here again.
VesperThe rift. Fifty floors open from him.

The warden

Entering the game connects a wallet, signs a session that lasts twelve hours, then opens a warden you already have or starts a new one. A name is at most sixteen characters: letters, numbers, and spaces. The look is skin, hair, coat, and the lamp trim.

Four origins each begin with one attribute point.

A warden cannot be deleted. Log out leaves this browser's session. Every warden on the wallet stays. An older copy already saved in this browser can be kept on the wallet, and that older copy remains. Rename from the character list, or from the pause menu.

Combat and the seal

At forty percent health or lower, the bar turns gold. The first hit into that line staggers the spirit, and further hits in that stretch do not scatter it yet. Press the seal, and press again while the marker sits on the bright band. The card shows the chance. Missing the band is a miss. After a true stop, the spirit still accepts or refuses. A refused seal is spent. The spirit stays, stunned. Two sweeps, and the card closes.

When the bar has just turned gold, the chance sits near Common 70, Uncommon 54, Rare 36, Legendary 20. Lower health, a level in your favor, Bright Pact, the Halo rite, the halo bead, and Deep night lift it. The chance never passes 90. There is always room for the spirit to slip.

After the stagger, a killing blow scatters the spirit and rolls its drop table onto the ground. The Lanterncore always drops the Core Lantern. An elite's gear rolls one higher affix. Deep night rolls again if the first roll misses.

Shift or V dodges a short way along the way you face and ignores hits for a moment, then rests for under a second. Defense takes a cut out of a hit before the number varies a little. A hit still leaves at least one.

Pets

One pet leads. Follow, Guard, and Hunt set how far it looks for a fight. Dewdrop heals. Nightwing and Ashmoth shoot. Pebbleback and Saltcrab soak hits. Bond rises when that pet is out and a spirit scatters. Every 25 bond adds attack and health.

Growth

The level cap is 12. Scatters and successful seals grant experience. Each level gives 3 attribute points. The camp can still train Vigor for sparks: 4 max health each time, eight times, 30 sparks a training.

AttributeEach point
MightAttack +1
GuardDefense +1
VigorMax health +6
FocusAdded to skill power

A reset costs 15 sparks, at Sable. A skill rank costs 12 sparks, also at Sable.

The four that open with level

A locked skill still answers, and names the level that opens it. A cast prints its name over the warden.

Skill tree

Press 8. Flame, Dew, Sprout, Stone, Night, and Light each have 20 skills. A level gives one point. Learn down a column, then set the skill to Q, F, R, or G. Bolts, fans, lanes, rings, pillars, crosses, rain, and fields each draw their own effect. The wide ones cover a long stretch of ground. Y still ranks Flare, Kindle, Ash Ring, and Bright Pact.

Rites

Press P, or ask Sable. One rite stays lit. Light the same rite again to put it out.

Gear and the bag

Sixteen slots on your person. A weapon, a coat, and a charm can be worn. Tonics and spark bunches are used. Anything with a price can be sold. A full bag leaves the drop on the ground. Four shortcuts sit under the skills. Open the bag, select one, and press 1 through 4 to pin it. Press the same key again to take it off.

The warehouse has 24 slots. Press O, click Store under the map, or ask Pim. Worn gear stays in the bag until you unequip it.

Weapons, coats, and charms roll Might, Guard, Vigor, or Focus when they are created. Common pieces roll one small affix. Uncommon rolls higher. Rare and legendary roll two. Selling pays 2 extra sparks per affix point.

Two sets. Ember Watch is Ember Fang or the Core Lantern, plus the Wick Coat and the Moss Charm. Starwell is Bright Fang, Stone Plate, and the Keeper Charm. Two worn pieces grant a small bonus. Three grant another. The bag shows the count.

Gathering and craft

Meadow motes are wick fiber. Cave motes are cave salt. Press E while the hint says gather. Each mote returns after a while. Two fibers make a Fiber Wrap. Two salts make a Stone Plate. Otto bakes a Hearth Loaf from two wick fiber, or a Salt Broth from two cave salt. For 45 seconds, one raises Might and the other raises Guard.

At the bench, spark bunches become dew vials, vials become wick oil, fiber becomes a wrap, salt becomes a plate, a fang plus sparks becomes a Bright Fang, and a night shard plus moss becomes a Keeper Charm.

The Hearth Warden and the field camp sell a Dew Vial for 16 sparks, a Fiber Wrap for 12, and Wick Oil for 28. A full bag refuses the sale. A seal costs 12 sparks. A new warden starts with 8 seals.

Work, beads, and titles

The first watch has five jobs: scatter spirits, seal one, meet four kinds, enter the cave, and pact the Lanterncore. Turn them in from the quest screen. Each one grants a title. The newest title shows under the name.

Nell posts one named spirit at a time. Scatter two of them, then turn the bounty in. Three finished bounties grant Huntcaller.

Slips are on 7, or with Nell. Three jobs a watch: scatter a named spirit, seal one, or gather fiber or salt. Turn a finished slip in on that sheet. The first of each watch can pay a bead. Wear one bead. Ember adds 2 attack, Dew adds 8 health, Briar adds 2 to the lead pet's hits, and Halo widens the seal band. Finish the three, then post the next watch. Three watches grant Slipwarden.

The rift

Vesper opens a fifty-floor delve. Each entry shuffles fifty maps, and ten moods color them. Stairs descend, and the spirits' levels climb with the floor. From floor 16 one spirit is marked elite, and from floor 36 two are. The fiftieth floor opens into a wide room and the Wickheart. It is larger than the other spirits and paints the floor before it hits: a halo, a lane, a cross, brands under your feet, and a fan of cinders. Step off the mark. A dodge also slips the landing. The stair stays shut until the Wickheart falls.

The fall pays 90 sparks and 5 seals, grants Riftwalker the first time, and returns you to the square. Dying in the rift wakes you in Wickhold and ends the run. A save made inside the rift restores the same seed, the same map order, and the same floor. The Starwell Lanterncore uses the halo, the lane, and the cinders.

The rift is not shared. The run belongs to the warden who opened it.

Shared roads

The roads outside town are one map. Other wardens in the same place are visible. The first strike claims that spirit for 15 seconds. In that time nobody else can damage it or seal it. Hits of your own keep the claim. After a spirit falls or is sealed, a field spirit returns to its tile in 45 seconds. An elite returns in 2 minutes. The ground counts down. You can leave. The timer still runs.

Health numbers are not lined up between two clients. The claim, the fall, and the return are shared, so the gold bar and the seal stay on your own screen. If the road is not connected, you can still walk it. There is just no one else's claim.

Chat

Enter, while you are on the field, opens a line to every warden on the watch. Enter again sends it. Esc leaves the line. The name and the place come from the road. The same twelve-hour wallet session signs the line. The words are kept in their own store, apart from the warden's record, and a line never rewrites that record. Both roads hear it. A slow road does not hold the other one.

A party is not part of the watch.

Wallet and record

Identity is the wallet address. The network is Solana mainnet. After you connect, you sign a session that lasts twelve hours. The signed sentence is fixed: Emberlight record, chain: sol, the address as the wallet spells it, and the expiry. The game uses that signature to store the record on the server, under that address.

The watch writes about once a second. That copy is signed. Creating a warden, renaming, or leaving the watch asks the wallet to send a memo on Solana. The memo names the warden and carries a hash of the record. The full record stays in the signed copy on the server. Gas on that memo is SOL. If you decline it, the signed copy still remains.

Log out sends the signed record first, then clears the session in this browser. It does not pay the Solana memo, and it does not delete a warden. A site update replaces the pages. The signed record stays where it was. That path has no delete. The same records are kept on two machines, and both answer as emberlight.fun. Each one can answer on its own. A slow machine does not stop the other, and the copy does not delete a warden.

Combat, drops, seal rolls, and rift floors resolve in the session you are playing. The memo on Solana names the warden and a hash of the record, and it exists when you agree to write it.

Game token

There is a game token. It has not been issued.

The Emberlight game token is part of this project. This edition of the paper can set down that sentence, and the lines below, which can be checked today.

Sparks and seals are resources of the watch, written on that warden's record. The numbers on the screen are progress. The spend that can happen on chain today is the SOL gas Solana charges when the wallet sends the memo. That memo names the warden and a hash of the record.

At issuance, this section will be rewritten with three things: the contract, the supply, and what the token actually does in the watch. Until those sentences are here, a contract address that claims to be Emberlight is not in this paper.

Chat uses the same wallet and a separate store, and it does not rewrite a warden's record. A party is not part of the watch.