EMBERFALLPLAYER WIKI← Game
The complete adventurer's reference

Emberfall Wiki

Learn every major system, from your first Moss Rat to monsters reaching 500 million power. The values below describe the secure online game and its server-controlled rules.

No wiki sections match your search. Try a shorter term.

Getting started

Create an account with an account name and password, then choose your adventurer portrait. Your character begins at level 1 with basic stats, 35 gold and access to the Moss Rat.

Normal progression

Select an unlocked monster and run Auto Battle. Victories award XP and gold, may find stats, equipment or dungeon maps, and eventually unlock stronger monsters.

Independent progression

Tradeskills run alongside battle. Wood, ore and herbs improve your house and pet without stopping combat.

Higher monsters are intentionally more rewarding: they improve stat-find and item-drop chances slightly, so progressing is better than permanently farming the weakest enemy.

Combat and health

Each auto action is validated and fully resolved by the server. All combat rounds happen inside one encounter: the game then shows the rounds taken, total and average damage, criticals, enemy hits, HP lost and the complete reward summary. Normal and dungeon enemies retaliate between rounds; world bosses never attack back.

Player damage

Damage = floor((Attack × random 0.80–1.25 + Agility × 0.18) × Forge × Pet × Relic Force × situational bonuses)

Forge adds 5% damage per level. The pet adds 2% per level. Boss Damage items apply against bosses. Relic Force multiplies final damage everywhere and does not increase the Attack stat or displayed Power.

Enemy attacks

Enemy hit damage = balanced hit × random 0.85–1.15

Enemies begin at 90% accuracy. Effective Agility lowers their accuracy gradually to a minimum of 55%. The result lists enemy hits, misses, accuracy, minimum hit, maximum hit and total damage. Stoneblood and other combat boosts improve survival. Bosses remain passive and deal zero damage.

Death, full healing and Life Steal

  • Every battle begins at full HP and your HP is restored to full after its result.
  • At 0 HP, you lose 5% of your current gold and the current auto run ends.
  • Dungeon progress is preserved after death.
  • Life Steal heals during each combat round before survival is decided.
  • Each Life Steal rank heals 0.1% of damage dealt: at rank 4, a 1,000-damage round heals 4 HP.

Stats and character power

Attack

Controls outgoing damage. Attack Boost adds flat Attack; Weapon Mastery multiplies that boosted value.

Defense

Reduces retaliation damage. Defense Boost and Armor Mastery improve it; Stoneblood applies inside dungeons.

Agility

Adds a smaller amount of damage and contributes strongly to displayed combat effectiveness.

Luck

Each effective Luck grants 0.01% critical chance with no base chance and no cap. Every complete 100% guarantees another critical tier; the remainder rolls for one additional tier. Each tier doubles damage again. Luck also improves discoveries and contributes to Power.

Vitality

Each effective Vitality gives 10 maximum HP.

Power

A summary used by rankings and to determine dungeon-map tiers near your strength.

Effective primary stat

Effective stat = (base stat + matching Boost rank × 2) × (1 + matching Mastery rank × 10%) + equipped item bonus

Maximum HP

Max HP = 80 + Vitality × 10 + Defense Boost rank × 3 + Quarters level × 25 + Pet level × 5 + item Max HP

Power

Power = floor(Attack×2 + Defense×1.5 + Agility×1.3 + Luck×0.8 + Vitality×1.6 + house levels×12 + pet level×10)

Random stat finding becomes harder as your total base stats rise. Monster tier, Fate's Favor, pet level, Stat Find equipment and dungeon Deep Insight can improve the chance.

Monster progression

The current roster contains 154 monsters. New monsters unlock as you earn kills while fighting your strongest unlocked tier. “Power” below is the monster's base HP and progression scale.

#MonsterPower / HPBase XPBase gold
Rewards remain unchanged through Void Reaver. Ancient Dragon starts the revised sequence at 1,000 XP and 1,000 gold; each monster after it adds 500 XP and 100 gold.

Rewards, levels and drops

XP and gold

Base monster rewards are multiplied by Scholar's Insight, Golden Touch, Garden, pet and equipped XP/Gold bonuses. Required XP starts at 100 and rises by approximately 22% per level.

XP needed = floor(100 × 1.22^(level − 1))

Each level grants +1 base Attack and +1 base Vitality and fully restores HP.

Random stats

A successful find grants +1 to a random primary stat, with a small chance to grant +2. The base chance diminishes as total stats grow; higher monster tiers provide an incentive bonus.

Equipment drops

Equipment is intentionally uncommon. The total normal item-drop chance is unchanged. When a normal item drops, its rarity is approximately 55.5% Common, 28% Uncommon, 12.5% Rare and 4% Epic. Legendary equipment has a separate base chance of approximately 1 in 10,000 kills. Item level is your character level ±2, never below level 1.

Map drops

Normal monsters may drop a dungeon map near your current Power. Maps cannot drop while already inside a dungeon, and the map inventory holds up to 20.

Gold-highlighted lines in Logs identify equipment and dungeon-map drops. Legendary drops are also announced in global chat.

Auto-battle

Auto Battle resolves one complete encounter every 6 seconds. Battle Tempo can reduce this to a minimum of 4 seconds. Each encounter consumes one auto unless Endless March preserves it. While running, the monster selector is hidden and a live countdown shows when the next encounter will resolve. Use Stop to end the run or Refresh Autos to refill its remaining encounters without restarting.

Capacity = 1,000 + War Engine level × 50 + War Room level × 100 + equipped Autos

The battle report shows how many autos remain. The browser title also keeps the remaining count visible. Server cooldowns prevent faster duplicate encounters, and the reliable client queue prevents purchases or menu actions from being discarded while battle requests are running.

Auto Battle only runs while the game page is open. Closing the page stops browser-driven attacks.

World bosses

A world boss becomes eligible to appear after roughly 12 minutes of active server checks. An unchallenged boss remains available for about 10 minutes. Bosses have four reward tiers and scale with your character Power.

  • Bosses do not attack back, so they cannot kill you.
  • You may enter or leave a boss fight while preserving its remaining HP.
  • You can fight a boss while a dungeon exists.
  • Boss Hunter has a maximum of 10 levels and adds 20% boss shard rewards per level, up to +200%.
  • Boss Damage and Ember Find item bonuses improve boss performance and rewards.
Boss shards scale with level, boss tier, Boss Hunter and equipped Ember bonus

Quests

Up to three timed quests may be active. A new one is generated approximately every five minutes when there is room. Objectives can require kills, stat finds, completed tradeskills or world-boss victories.

  • Difficulty 1–3 increases both the objective and reward.
  • Boss quests receive longer timers: approximately 25, 55 or 90 minutes.
  • Other timed quests receive approximately 20, 30 or 45 minutes.
  • Completed secure quests are rewarded by the server.
  • Journey quests disappear after completion.
  • A yellow exclamation mark indicates a completed quest awaiting attention.

Tradeskills

Woodcutting produces wood, Mining produces ore, and Herbalism produces herbs. These tasks run independently of battle and can be cancelled, but cancelled work awards nothing.

DurationBase resourcesSkill XP
1 minute810
5 minutes4850
30 minutes320300
1 hour700600
4 hours3,2002,400
8 hours7,0004,800

Every tradeskill level adds 10% resource yield. Equipped Trade Yield bonuses increase it further. The active-task bar fills from 0% to 100% and displays the exact time remaining.

Skill XP required for next level = current tradeskill level × 100

A yellow exclamation mark appears when a task completes and clears when Tradeskills is opened.

House

Quarters

Costs wood. Each level grants +25 maximum HP.

Forge

Costs ore. Each level grants +5% battle damage.

Garden

Costs herbs. Each level grants +3% XP and gold; the interface also uses it as a homestead economy bonus.

War Room

Costs wood, ore and herbs. Each level grants +100 autos.

Costs rise by roughly 55% per level. Base costs are 40 resources for Quarters, Forge and Garden, and 75 of each resource for War Room.

House cost = floor(base cost × 1.55^current level)

Select a house card to expand or collapse its description, current effect, next effect and cost.

Pet: Emberfox

Your pet is upgraded with gold plus an equal amount of wood, ore and herbs. Each pet level grants:

  • +2% battle damage
  • +2% battle gold
  • +1% random stat-find multiplier
  • +5 maximum HP
Gold cost = floor(250 × 1.55^level) · Each resource cost = floor(20 × 1.45^level)

Premium upgrades and permanent Boosts

Ember Shard upgrades

Scholar's Insight, Golden Touch, Treasure Sense and Fate's Favor retain their original prices through level 10. Purchases for level 11 and higher cost twice their original calculated price.
Scholar's Insight

+10% XP per level.

Golden Touch

+10% gold per level.

War Engine

+50 autos per level.

Treasure Sense

Improves equipment-drop chance.

Fate's Favor

+5% multiplier to stat finding per level.

Boss Hunter

+20% boss shards per level; maximum level 10.

Life Steal

Heals 0.1% of damage dealt each combat round per level. Its shard cost remains doubled from the first purchase.

Boosts

Attack, Defense, Agility and Luck Boosts are separate from equipment drops. Gold purchases add +2 flat stat. Ember Mastery adds a permanent +10% multiplier per rank. Their prices depend only on purchased ranks—not on found equipment.

Inventory and loadouts

Your account can own up to 30 items and has three server-saved loadouts. Rename them and switch instantly between general, boss, stat-find or other specialized sets. Only the active loadout contributes item bonuses.

  • Each loadout has Main Hand, Body, Feet and Trinket slots.
  • An equipped item disappears from stored inventory in every loadout.
  • To move an item to another loadout, first switch to its current loadout and unequip it.
  • Hover a stored item to compare it against the active item in the same slot.
  • Green means the viewed value is higher; red means lower.
  • Hover an equipped slot to inspect its level, rarity, value and bonuses.
  • Items assigned to a loadout cannot be sold.
  • Auto-sell can immediately convert selected rarities into gold.

Possible item bonuses

Attack, Defense, Agility, Luck, Vitality, Autos, Ember rewards, Boss Damage, Trade Yield, Gold, XP, Stat Find, Item Drop and Max HP.

Item Drop uses rating: every 4 rating increases your existing normal item chance by 1% relatively. For example, 80 rating changes an 8% chance to 9.6%, rather than adding 80 percentage points. Four level-63 drop-focused items should generally produce approximately 15–20% total normal item chance. The separate Legendary roll is unaffected.

Dungeons and Dungeon Points

Maps stack by tier. Their name and monster count are revealed upon entry. Each dungeon contains 100–2,000 encounters drawn from the normal battle monster roster near the map's power. Dungeon kills award battle rewards plus exactly 1 DP.

  • No separate dungeon-only monster species are used.
  • No new map can drop while a dungeon is active.
  • Abandoning consumes the map and ends its progress.
  • A world boss can be challenged without abandoning the dungeon.
  • Dungeon stat finding uses the normal-monster tier recorded when the map began.

Permanent DP investments

Every DP investment functions only while you are actively fighting inside a dungeon.

Endless March

Each DP adds 0.001% chance not to consume a dungeon auto; maximum 50%.

Dungeon Tempo

Each DP removes 0.00002 seconds from dungeon attacks; maximum reduction 0.5 seconds.

Relic Force

Each DP adds 0.01% damage inside dungeons.

Stoneblood

Each DP adds 0.01% effective Defense inside dungeons.

Deep Insight

Each DP increases your existing dungeon stat-find chance by 0.002%. This multiplies the base chance instead of adding flat percentage points. For example, a 10% Deep Insight bonus changes a 10% base chance to 11%.

Boss Instinct

Each DP adds 0.001% chance after a dungeon kill to engage an active boss; maximum 10%.

Enter an exact DP amount or use the slider. DP investment is permanent and cannot be withdrawn.

Player Sparing

Sparing is a reward-free way to test your character against another player’s saved stats and maximum HP. Open a character from chat or expand them in Rankings, then select Start Sparing.

  • You may attack the same player once every 24 hours.
  • You cannot attack your own character.
  • Attack, Defense, Agility, Vitality, equipment and global DP modifiers are captured in secure server snapshots.
  • The fight is simulated on the server; neither browser chooses the winner.
  • No gold, XP, items, stats, autos or ranking progress are gained or lost.
  • The defender receives a bell notification stating who attacked and whether they won or lost.
  • Both participants can watch the round-by-round replay.
  • Battle notifications disappear after 24 hours.
The bell in the upper-right corner displays unread Sparing battles. Opening the battle inbox marks its current notifications as seen.

Rankings and chat

Rankings are generated from secure server saves and ordered by Power. A profile can show level, effective stats, Boosts, premium upgrades, tradeskill levels, house levels and pet level. Clicking a chat name opens a comparison against your character.

Main is the public channel and includes server-generated legendary drop announcements. Messages may contain up to 500 characters. Select Whisper on another player’s profile to open a private tab. Incoming whispers automatically create a glowing named tab; opening it clears the glow, and × closes the tab until a new message arrives.

Whispers are returned only to their sender and recipient by the authenticated game function. Players cannot publish arbitrary ranking stats.

Accounts, saving and security

Progress autosaves to a private Supabase player record. The browser submits named actions; the server calculates damage, rewards, drops, purchases and costs. Export/import and browser reset controls are intentionally unavailable.

One active location

Only one tab, browser or device may control an account. Opening the game elsewhere claims the account and disconnects the previous location. Rejected older sessions cannot save attacks, purchases or tradeskill actions.

Never share your password. Game staff should never need your password or a browser save code.

Frequently asked questions

Why does the result show HP lost if I am fully healed?

The result records damage from that fight. Your character is restored to full HP before the next battle begins.

Why did auto-battle stop?

You ran out of autos, died, stopped it manually, closed the page, lost connection or the account became active in another location.

Why did an item disappear after equipping it?

Equipped items intentionally move to the equipment slots above the stored inventory grid.

Why can I not sell an item?

Equipped items are protected. Unequip the item first.

Why are stats harder to find later?

The base stat-find chance diminishes as total stats increase. Fight higher tiers and improve Fate's Favor, pet and item bonuses.

Can a boss kill me?

No. World bosses are passive time-to-kill encounters.

Does a tradeskill stop battle?

No. All three tradeskills operate separately from combat.

↑ Top