EMBERFALLPLAYER WIKI← Game
The complete adventurer's reference

Emberfall Wiki

Exact player-facing rules for the current game: progression, Sidekick Adventure, rewards, quests, tradeskills, Emberfall Points, trading and social systems.

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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 works offline. After it has been started, battles continue while the game page or browser is closed until the run is stopped or its available autos are exhausted.

Personal bosses

Your personal boss appears after a server-saved random wait of 15–30 minutes. 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

Kill Contracts

Kill Contracts replaced timed and random quests. A contract stays available until you accept it, and an accepted contract has no expiry timer.

  • Choose any target from 1,000 to 10,000 monster kills with the smooth slider.
  • Reward efficiency is 100% at 1,000 kills and decreases smoothly to 80% at 10,000 kills. A larger contract still gives a larger total reward, but slightly less reward per kill.
  • The reward preview scales with your current character level without a level cap and is locked when the contract is accepted.
  • Only eligible completed monster battles advance the counter.
  • The selector and active contract show an estimated completion time based on your current action timer.
  • You may cancel an active contract, but all its progress is lost and no reward is paid.
  • Claim the Ember Shards after reaching the target.
  • The Quests menu shows a yellow exclamation mark when no contract is active or a completed contract is ready to claim.
You cannot accept another contract or claim its reward while the current contract is unfinished.

Continuous Tradeskills

Start Woodcutting for wood, Mining for ore or Herbalism for herbs. The selected skill runs independently of battle and may be claimed after at least one minute.

Elapsed timeBase resourcesFatigue
1 hour1,2000%
8 hours7,0007%
12 hours9,58311% maximum
  • Short sessions give more base resources per hour. The 8-hour result matches the previous 8-hour task.
  • Fatigue begins after the first hour and rises smoothly, reaching one percentage point at each hourly marker through 11% at 12 hours.
  • The live panel shows elapsed time, current efficiency, total claim yield, skill level and skill XP.
  • The progress bar marks each fatigue threshold and explains it on hover.
  • A task automatically stops at 12 hours. The Tradeskills menu then displays a yellow exclamation mark until you open it.
  • Claiming grants the full displayed yield, including your tradeskill level, equipped Trade Yield, house, clan and other applicable bonuses.
Skill XP gained = 1 XP per 6 seconds · XP needed for next level = current skill level × 100

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.

Rankings, chat and commands

Rankings include Players, Sidekick, Online Players and Clans. Clicking a player name opens their profile and comparison. Chat includes Main, Trade, Help, Clan, read-only Market notices and private Whisper tabs. Messages may contain up to 500 characters.

Chat commands

CommandWhat it doesExample
/w player_name messageSends a private whisper to that player and opens their Whisper tab./w EddieG Hello there
/wire player_name amount assetTransfers a positive whole amount after confirmation. Valid assets are gold, embers, wood, ore, herbs, sfragments and ep./wire p3tru 2000 ep
/ignore player_nameHides that player's chat messages on your current account and device./ignore EddieG
/unignore player_nameShows messages from a player you previously ignored./unignore EddieG
  • Use sfragments for Set Fragments and ep for Emberfall Points.
  • Usernames in commands must be 3–20 characters and may contain letters, numbers and underscores.
  • Wire amounts may contain commas, but must be positive whole numbers.
  • Wire transfers cannot be undone after confirmation.
  • Battle Logs and the latest 50 sent or received transfers are available under Logs.
  • You cannot ignore your own character.
  • Shift-click equipment in Inventory, Backpack or equipped slots to link up to four different items in a chat message.

Accounts, saving and security

Your progress saves automatically to your account. 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.

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.

Sidekick Adventure

Sidekick Adventure is a separate companion progression mode. Open it below Inventory & Equipment. It continues while the game tab remains open, including while another game panel or browser tab is selected.

Training Power

  • A new Sidekick starts with 1 available TP and 100 maximum TP.
  • You gain 1 TP each minute until the current maximum is filled.
  • Assign TP to Attack, Defence or Vitality. Assigned TP is training speed, not an instant stat point.
  • At 100 TP assigned to one stat, it gains +1 every 5 minutes. Other allocations scale directly with assigned TP.
  • Training continues during boss fights.
  • The 1, 1/2, 1/3 and Max shortcuts control how much TP the +/− buttons move. The default is 1.
Seconds for +1 stat = 30,000 ÷ TP assigned to that stat

Maximum TP and days

After available plus assigned TP reaches your maximum, every additional 15 minutes earns +1 pending maximum TP. You need at least +1 pending maximum to start the next day, except at Prestige 5 where filling 1,000/1,000 TP can reset the daily bosses.

  • Start the Next Day applies all pending maximum TP, resets TP allocations and begins with 1 available TP.
  • It resets daily bosses and restores Mass Kill for the new day.
  • Maximum TP is capped at 1,000.

Stats and combat

Attack

Controls damage dealt.

Defence

The first 50 points remove one damage each; points above 50 reduce the remainder proportionally.

Vitality

Each point grants 11 maximum HP.

Power

Attack × 2 + Defence + Vitality.

HP = 20 + Vitality × 11
Damage dealt = max(1, Attack × 2 − Boss Defence)
Damage taken = max(1, ceil((Boss Attack − min(Defence, 50)) × 100 ÷ (100 + max(Defence − 50, 0))))

Prestige

Prestige requires 1,000 maximum TP and a victory that day over the required boss. Prestige 1 requires Boss 15; Prestiges 2–5 require Bosses 16, 17, 18 and 19. Prestige is capped at 5.

  • Prestige resets all three stats to 1, maximum TP to 100 and available TP to 1.
  • Boss rewards are multiplied by Prestige + 1.
  • Mass Kill returns only after starting the next day.

Offline training

Closing or reloading starts server-timed offline progress, calculated when Sidekick Adventure is next opened. Switching tabs does not count as offline while the game page remains open.

  • Base efficiency: 50%. Base limit: 4 hours.
  • The Welcome Back window shows counted time, efficiency, TP, maximum TP and each stat gained.
  • Time beyond the current offline limit is not counted.

Sidekick boss rules and stats

The boss attacks first, then attacks alternate once per second. A fight lasts at most 45 total attack turns. Daily victories reset when you start the next day.

  • First-ever victories must be earned in order. Permanently defeated bosses do not require the previous boss again on later days.
  • Bosses 16–20 require Prestige 1–5 respectively.
  • “Equal stats” is the minimum tested value when Attack, Defence and Vitality are identical; it is not a guarantee for differently distributed builds.
#BossHPAttackDefenceEqual stats
1Mossfang10201
2Cave Gnawer35523
3Bog Slime801056
4Ash Goblin29915711
5Ironhide Boar529271319
6Crypt Warden897452131
7Frost Troll1,426723450
8Void Knight2,2311135385
9Ancient Drake3,42717381127
10Ember Tyrant5,083255119179
11Rift Behemoth7,314368172253
12Dread Colossus12,199612286351
13Abyss Hydra30,2006,0801,2001,608
14Star Devourer43,5009,0001,8501,914
15Worldbreaker78,37516,3503,0382,200
16Hellgate Sentinel124,09425,1824,5822,556
17Titan of Ruin225,32743,3867,8333,013
18Astral Leviathan365,75266,95211,9363,571
19Keeper of Oblivion555,15597,11017,3154,255
20Eternal Calamity822,936136,65624,3005,143

Mass Kill: after unlocking it, it can be used once per started day on previously defeated bosses the current build can beat. It is unavailable immediately after Prestige until the next day is started.

Sidekick boss rewards

These are base rewards before Prestige. Gold uses your main character level. Every reward type in the row is multiplied by Prestige + 1.

BossGoldOther base rewards
1Level × 50,00010 Embers; 5,000 wood, ore and herbs; 1 EP
2Level × 60,00020 Embers; 100 DP; 1 Tier 1 Map; 1 EP
3Level × 70,00050 Embers; 1 Set Fragment; 1 EP
4Level × 80,000100 Embers; 100 DP; 1 Tier 2 Map; 1 EP
5Level × 100,000200 Embers; 5 Set Fragments; 1 EP
6Level × 110,000250 Embers; 10,000 wood, ore and herbs; 1 EP
7Level × 120,000300 Embers; 1 Tier 3 map; 1 EP
8Level × 130,000350 Embers; 7 Set Fragments; 1 EP
9Level × 140,000400 Embers; 1 Tier 4 map; 1 EP
10Level × 150,000500 Embers; 12,000 wood, ore and herbs; 2 EP
11Level × 160,000600 Embers; 1 Tier 4 map; 5 Set Fragments; 2 EP
12Level × 170,000700 Embers; 200 DP; 1 Tier 4 Map; 2 EP
13Level × 180,000800 Embers; 15,000 wood, ore and herbs; 1 Tier 5 map; 2 EP
14Level × 190,000900 Embers; 5 Set Fragments; 300 DP; 2 EP
15Level × 200,0001,000 Embers; 1 Tier 5 map; 3 EP
16Level × 210,0001,500 Embers; 10 Set Fragments; 3 EP
17Level × 220,0002,000 Embers; 3 Tier 5 maps; 3 EP
18Level × 230,0002,500 Embers; 1,000 DP; 3 EP
19Level × 240,0003,000 Embers; 30,000 wood, ore and herbs; 3 EP
20Level × 250,0004,000 Embers; 5 Set Fragments; 10 EP

Premium and Emberfall Points

Open ★ Premium to buy Emberfall Points, purchase permanent Sidekick unlocks or contribute to the Community Boost. EP is also earned from Sidekick bosses and can be traded.

Buying EP

Custom PayPal purchases range from $5 to $1,000 USD. The base rate is 100 EP per $1.

AmountBonusExample
$5–$9.990%$5 = 500 EP
$10–$24.995%$10 = 1,050 EP
$25–$49.998%$25 = 2,700 EP
$50–$99.9910%$50 = 5,500 EP
$100–$999.9915%$100 = 11,500 EP
$1,00020%120,000 EP

If PayPal completed a payment but EP did not arrive automatically, use Recover completed payment. A completed payment can only be credited once.

Sidekick upgrades

UpgradeCostEffect
Auto TP200 EPAutomatically invests new TP into the lowest-trained stat while enabled.
Mass Kill100 EPUnlocks Mass Kill once per started day.
Offline speed200 / 300 / 500 / 600 / 750 EP50% base → 60% → 70% → 80% → 90% → 100%.
Offline time200 / 300 / 500 / 600 EP4h base → 6h → 8h → 10h → 12h.

Community Gold & XP Boost

Donate at least 10 EP to a shared reserve that multiplies battle gold and XP for everyone.

  • 10 EP adds 1 minute. The reserve drains continuously at 10 EP per minute.
  • The boost starts at +10%. Each 1,000-EP milestone adds +10%, reaching +100% (2×) at 10,000 EP.
  • The reserve uses protected 10-EP slices for percentage milestones, so a tier does not fall in the middle of its final minute.
  • There is no donation or reserve maximum. EP above 10,000 extends the time at +100% until the reserve drops below 10,000.
  • The panel shows exact remaining time, your lifetime total, the community total, the top five contributors and five latest contributions.
  • Main chat thanks each donor with a Community message showing the time added, without revealing the EP amount.
Battle reward multiplier = 1 + displayed bonus percentage ÷ 100

Player Market

The Market supports equipment and stackable goods: Ember Shards, dungeon maps, resources, Set Fragments, VIP cards and Emberfall Points.

  • Current gold is displayed in the Market header.
  • Stackable purchase confirmations show quantity and total gold.
  • Quantity cannot exceed seller stock or what your current gold can afford. If one unit is unaffordable, it remains zero.
  • Unaffordable single-item purchases display “Not enough gold” above the Market window.
  • Set Fragment listing confirmation shows the price per unit.
  • Listings hold their goods safely. Cancelling returns the unsold quantity, including EP.

Clans

A clan leader may transfer leadership to another current member from the member list. Two confirmations are required. The target receives all leader options, while the old leader immediately becomes a normal member. A clan always keeps exactly one leader.

Current interface tools

Dungeon map conversion

Tier 1–4 maps may be converted to the next tier at a 3:1 rate. Convert All converts every complete group of three in one action and leaves a remainder of zero, one or two maps. For example, 32 Tier 1 maps become 10 Tier 2 maps with 2 Tier 1 maps remaining.

Rankings

Rankings are divided into Players, Sidekick, Online Players and Clans. Sidekick rankings have separate views for Power, highest permanently defeated boss, Prestiges, maximum TP and days started. Power uses Attack × 2 + Defence + Vitality.

Required game refreshes

After an important game update, an in-game notice may ask every open game to refresh. Use its Refresh button to load the new files immediately; otherwise the game refreshes automatically after the displayed five-minute warning.

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