Eclipsera Legends
⚔️ Eclipsera Legends Whitepaper: Play, Fight, and Earn
Long ago, the Celestial Veil held the worlds of Eclipsera together — a crystalline barrier between order and chaos. But when the gods of flame, water, lightning, and wood clashed, the Veil shattered, scattering fragments across the galaxy.
From those fragments poured corruption… and power. Entire planets fell. Others thrived, defended by warriors who rose from ordinary mortals to legends.
Now, a new war begins — one not only for survival, but for ownership of the stars themselves.
Version 1.0
© 2025 Eclipsera Legends

1. Introduction
Eclipse Legends is the first 2D animated RPG gacha Play-to-Earn (P2E) game built on the Solana blockchain, delivering a seamless blend of strategic combat, resource collection, and decentralized asset ownership. Players engage in a wide range of gameplay modes—including PvE monster battles, PvP duels, TvT (Team vs. Team), MvM (Multiverse vs. Multiverse) warfare, and an on-chain Gacha Marketplace—while mining real ECS and earning rewards that extend across the entire ecosystem.
Beyond combat, players expand their influence by building and owning universes, lands, and planets that mine real SOL and USDT, establishing a sustainable, player-driven economy. The game’s economic model is fundamentally built around an advanced Play-to-Earn framework, combining:
Empire building and Territorial stability Guide watch video https://youtu.be/8j4WlibAy5g?si=oLNi7PNV_eqrDNxs
PvP Battle PvP Guide watch video https://youtu.be/eXKREOL3oqg?si=TJtGmND1iN9E4L3Q
Team-based TvT and Multiplayer vs Multiplayer battles
Blockchain-based asset tokenization
On-chain mining of valuable tokens
Through this integrated ecosystem, Eclipse Legends provides both engaging gameplay and enduring digital asset value, forming a next-generation GameFi experience powered entirely by player participation and ownership.
Eclipsera PvE Combat System
Heroes, Action Cards, and Battle Mechanics
1. Overview




The Eclipsera PvE system introduces strategic, turn-based combat where players battle monsters, gather resources, and strengthen their heroes. Each encounter requires tactical decision-making, careful resource management, and smart sequencing of action cards to achieve victory and maximize rewards.
2. Playable Heroes
Players can choose from four unique heroes, each with distinct art, stats, and progression potential:
Sakura (common, rare, legendery)– Balanced combatant with adaptive playstyle
Rena (common, rare, legendery)– High-speed attacker specializing in rapid strikes
Motoko (common, rare, legendery)– Durable defender with strong survivability
Hayate (common, rare, legendery)– Tactical warrior with powerful skill scaling
Each hero’s growth is tied to battles, level-ups, and earned items.
3. Action Card System
PvE combat is driven by a six-card action system, adding depth and strategy to every turn.
3.1 Base Attack
Standard damage move.
Costs Stamina
Reliable, low-risk option
Builds Power incrementally
3.2 Special Attack 1
Stronger offensive action.
Consumes more Stamina
Used to pressure enemies or finish weakened targets
3.3 Special Attack 2
Ultimate offensive action.
Requires 100 Power (Power must be full)
Does not consume Stamina
Power increases after each fight This attack serves as a momentum peak, rewarding players who maintain hero health and stamina efficiently.
3.4 Rest
Recovery action used when Stamina is depleted.
Restores Stamina
Enables continued use of attack cards Essential for prolonged battles or stamina-heavy builds.
3.5 Counter Attack
Defensive-reactive action.
Reflects incoming damage back to the enemy
Powerful when anticipating strong enemy attacks This card introduces mind games and prediction elements into PvE encounters.
3.6 Energy Drain
Utility control action.
Reduces the enemy’s Stamina
Prevents the enemy from using attack cards on their next turn This creates breathing room for players to heal, recover, or set up Special Attack 2.
4. Combat Flow
Player selects one of the six action cards
Click “Fight” to execute the action
Both sides deal or receive damage according to their chosen actions
Hero and enemy states update:
HP
Stamina
Power
The battle ends when either side’s HP reaches 0
The system blends offensive timing, resource management, and predictive decision-making, creating a skill-based PvE experience.
5. Win Conditions & Rewards
When the player defeats the enemy, the hero earns a variety of progression resources:
Items – Gear, consumables, and crafting materials
Crystals – Character enhancement and growth currency
Gems – Premium upgrade resource used for advanced progression pathways
These rewards strengthen heroes, enabling them to take on stronger monsters, participate in advanced PvE stages, and prepare for the competitive PvP ecosystem.
6. Strategic Depth
The PvE combat loop encourages:
Resource optimization
Risk management (balancing Stamina vs. HP vs. Power)
Counterplay (timing Counter Attack or Energy Drain)
Build specialization through items, crystals, and gems
Hero mastery across multiple characters
This ensures replayability, diverse playstyles, and meaningful progression.
7. Role in the Eclipsera Ecosystem
PvE functions as the foundational experience for new players:
Introduces core mechanics
Prepares heroes for deeper gameplay modes
Supplies resources required for crafting, upgrading, and PvP readiness
Integrates seamlessly with the broader GameFi economy
PvE is designed to scale over time with increased difficulty tiers, elite monsters, seasonal content, and progression expansions.
Eclipsera PVP Battle System
Heroes, Action Cards, and Battle Mechanics

1. Introduction
Eclipsera introduces a fair, skill-first PvP ecosystem where two players compete in high-stakes battles using equally balanced characters. Victory depends entirely on strategy, execution, and decision-making — not wallet size.
2. Gameplay Structure
Players own a pool of 10 characters. Before battle, they select up to 3 to enter the match.
All characters have equal combat stats:
HP
Base Damage
Defense
Fair starting conditions eliminate pay-to-win advantages.
Each character features:
1 Unique Special Ability (Legend Ability)
Access to 7 Universal Combat Actions
3. Combat Actions
Every turn, players choose one action:
Base Attack
Standard damage
No cost / no cooldown
Special 1
Moderate damage / minor utility
Low cost & cooldown
Special 2
Highest base damage
Costs energy + cooldown
Rest
Recover HP/Energy
Takes ×2 damage if hit by Base Attack
Counter Attack
Defensive stance
Reduces damage + reflects
Energy Drain
Enemy energy steal
70% base damage
Legend Ability
Unique high-impact skill
Strategic momentum shifts
Combat is turn-based, emphasizing prediction and mind-games.
4. Win Condition
A player instantly loses if any of their characters reaches 0 HP.
➡️ Survival management is key. ➡️ Swapping characters before lethal damage is a core skill.
Unlimited swaps allowed
Can be executed any turn
Used to dodge threats, reset cooldowns, recover, and reposition
Every decision matters — one mistake can end the battle.
5. PvP Economy
Matches are fought in USDT Battle Rooms:
| Room Stakes | $5 || $10 || $25 | $50 | $100 | $200 | $500 | $1,000 | $2,000 |
Entry
Players pay:
USDT equal to room value
Rewards
Winner receives 1.9× USDT of their entry (net +90%)
Loser receives progression rewards:
Gems
Items
Water
New characters
ECS acts as the in-game utility token, circulating through PvP entry fees.
USDT balance:
Can be deposited anytime
Withdrawable anytime (flat $1 withdrawal fee)
6. Match Flow
1️⃣ Create or join a USDT Battle Room 2️⃣ Both players lock their entry fees 3️⃣ Each selects 3 characters 4️⃣ Turn-based combat begins 5️⃣ First 0 HP character decides the winner 6️⃣ Rewards distributed automatically
7. Competitive Depth
Victory is determined by:
Swap timing & survival mechanics
Predictive counterplay
Energy & cooldown management
Optimal ability sequencing
Psychological pressure & bluffing
Using Legend Abilities to shift momentum
Risk-reward decisions (ex: Rest)
The design supports high-level competitive gameplay and esports scalability.
8. Highlights
✔ 100% fair combat ✔ No pay-to-win stat advantages ✔ Real-stake, skill-driven battles ✔ Progression rewarded even on loss ✔ Sustainable token economy ✔ Fast, intense PvP experience
Team vs Team (TvT) Battle System
The Team vs Team (TvT) mode is an advanced multiplayer combat system in Eclipse Legends, expanding upon the traditional 1v1 PvP system and enabling coordinated battles between teams of two or more players. TvT introduces cooperative strategy, hero synergy, flexible USDT staking, and smart-contract-secured competitive play, forming one of the game’s core competitive pillars.
1. Overview
TvT allows two teams of equal size to engage in turn-based strategic combat using Eclipse Legends’ signature action-card engine. Each player selects one hero, and the outcome is shaped by team coordination, resource management, and hero-specific special attacks.
Supported formats include:
2v2
3v3
5v5
Custom formats for events and tournaments
2. Team Structure
2.1 Equal Team Size
Matches require two teams with the same number of players to ensure fairness.
2.2 Hero Selection
Each player selects one hero for the battle.
Hero choices are locked once the match begins.
Each hero has:
Unique stats
Unique special action attacks
Distinct combat roles
Strategic hero combinations become essential for victory.
3. Combat Rules & Turn Logic
TvT uses the same foundation as PvP while expanding the system for multi-hero battles.
3.1 Turn Order
Turn order is determined by each hero’s Speed attribute, following a rotating sequence such as:
Team A Hero 1 → Team B Hero 1 → Team A Hero 2 → Team B Hero 2 → …
This system prevents one team from overwhelming the other with consecutive turns.
3.2 Action Card System
Each hero can choose from six universal action cards:
Base Attack
Special Attack 1
Special Attack 2 (requires Power = 100)
Rest (regain stamina)
Counter Attack
Energy Drain
Players may target any enemy hero unless restricted by the specific ability effect.
4. Hero-Specific Special Action Attacks
In addition to the standard cards, each hero—Sakura, Rena, Motoko, and Hayate—possesses unique special abilities that create strategic depth.
Examples of possible effects (depending on hero):
Bonus damage multipliers
Damage-over-time effects
Stamina regeneration
Stamina stealing
Teamwide buffs
Armor or shield generation
Power acceleration
Dispel or debuff enemy heroes
These abilities transform TvT into a highly strategic mode, where team composition, synergy, and timing matter deeply.
5. Resources & Win Conditions
5.1 Independent Resource Pools
Each hero maintains individual:
HP
Stamina
Power
Heroes are removed from the battlefield when HP reaches zero.
5.2 Victory Condition
A team wins when:
All enemy heroes are eliminated, or
The opposing team forfeits the match
Rewards and USDT stakes are distributed by smart contract.
6. USDT Stake System (Smart Contract Rooms)
TvT battles include optional USDT wagering, secured through Solana smart contracts.
6.1 Room Creation by Team Leaders
A Team Leader creates a battle room and defines:
Stake amount (USDT)
Team size
Match rules
Room ID
The smart contract locks the stake for both teams once they join.
6.2 Flexible USDT Amounts
There is no fixed USDT amount for TvT battles.
Team Leaders can set:
Small stakes (1–10 USDT)
Mid-range matches (20–100 USDT)
High-stakes competitive battles (500+ USDT)
Guild or tournament matches
This flexibility supports both casual and competitive players.
7. Match Flow
1 — Room Creation
Team Leader sets stake and team size, initializes contract.
2 — Opposing Team Accepts
Opponent joins and deposits matching USDT. Funds lock securely on-chain.
3 — Hero Selection
Players enter the room and lock in one hero each.
4 — Combat Begins
Turn-based TvT combat proceeds with:
Standard action cards
Hero-specific abilities
Team synergy and coordination
5 — Settlement
At the end of the match:
Winning team receives the entire prize pool
Optionally, the system may take a small platform fee if configured
This ensures trustless, transparent competitive gameplay.
8. Strategic Depth of TvT
8.1 Team Synergy
Roles such as:
Damage dealers
Tanks
Controllers
Stamina disruptors
Buff/debuff specialists
combine to create layered combat strategies.
8.2 Focus Fire & Coordination
Players must coordinate target focus:
Eliminating high-threat heroes
Managing enemy stamina
Preparing synchronized Power spikes
Timing special attacks
8.3 Resource Management
Teams must balance:
Stamina
Power buildup
Counter Attack timing
Rest phases
Coordinated resource management becomes a win-making factor.
9. Fairness & Balance
To protect the integrity of competitive TvT:
Equal team sizes enforced
Turn order determined by Speed, not pay-to-win systems
Hero upgrades enhance strategy without creating imbalance
Smart contracts ensure match stake fairness
Anti-cheat and validation systems prevent manipulation
10. Future Scalability
The TvT system is designed for long-term expansion, including:
Guild vs Guild tournaments
Ranked TvT seasons
Team buff auras
Synergy-based team ultimates
10v10 large-scale battles
Spectator mode & esports events
Tournament automation with smart contracts
This positions TvT as one of the core competitive engines of the Eclipse Legends GameFi ecosystem.
Empire building and Territorial stability

1. Overview
Resource production & survival economy
Kingdom (Palace) logic and character governance
Character life-cycle (appointment, relationships, heirs, retirement)
Defensive systems and invasions
Deterministic Blacksmith crafting for special equipment
All systems described here exist within a single player-owned Land and are designed for long-term progression, strategic decision-making, and player-driven economy.
2. Land Resource & Survival Economy
2.1 Wheat Farm
Purpose: Primary food production building.
Mechanics:
Consumes 1 Water per production cycle

Produces Wheat every 1 minute
Base production scales with building level
Assigned characters modify output:
Hero: +1 Wheat (flat)
Worker: +Wheat based on Wheat Ability
Importance:
Wheat is required to produce Bread
Bread is mandatory for character survival
2.2 Bakery

Purpose: Converts Wheat into Bread.
Mechanics:
Conversion rate: 2 Wheat → 1 Bread
Production time: 2 minutes per batch
Output boosted by assigned characters’ production-related abilities
Bread Consumption:
Hero: 2 Bread / hour
Worker: 1 Bread / hour
Starvation Rule:
If Bread reaches 0, characters lose HP every 5 hours until fed
2.3 Rock Crusher & Sawmill


Rock Crusher (Stone):
Produces Stone
Output scales with Stone Ability of assigned characters
Sawmill (Wood):
Produces Wood
Output scales with Wood Ability
Usage:
Building upgrades
Repairs
Crafting systems
2.4 Iron Mine

Purpose: Primary source of Iron, a critical material for Blacksmith crafting.
Mechanics:
Produces Iron continuously
Requires 1–3 characters to operate
At least 1 character required to start production
Output scales with assigned characters’ Mining / Iron Ability
Higher building levels increase base Iron output
Iron Usage:
Crafting Starting Special Items
Crafting Craft Gems
Crafting Final Special Equipment
Building upgrades and repairs
Design Role:
Iron is the primary bottleneck resource for power progression
Ensures Blacksmith crafting is tied to land development and character investment
2.5 Well

Purpose: Primary Water production building.
Mechanics:
Requires ECS tokens to start mining
1–3 characters may be assigned
More characters = faster production
Future scaling via character attributes
Water Usage:
Wheat farming
Expeditions
Crafting
Land operations
2.5 Bank

Purpose: Resource and token control hub.
Functions:
Deposit ECS from wallet into game
Withdraw ECS back to wallet
Required for any ECS-based operation
2.6 Tower (ECS Mining Facility)

Purpose: Passive ECS generation.
Mechanics:
Requires 1–3 characters
Higher rarity, stamina, and HP improve yield
ECS funds all advanced systems
3. Defense & Survival Systems
3.1 Support Hall

Purpose: Enhances Castle durability.
Mechanics:
Assigned characters contribute 100% of their HP to Castle HP
3.2 Castle
Purpose: Core defensive structure.
Total HP:
Base Castle HP + Support Hall HP
Effect:
Determines resistance to invasions
Reduces building damage and repair cost
3.3 Barbarian Invasions

Occur 3 times daily, randomly
Duration: 1 hour per attack
Attack order:
Support characters
Castle
Two random buildings
Successful Defense Reward:
5 ECS per invasion
4. Character Growth & Activity Buildings
4.1 Training Grounds

Characters consume ECS to gain EXP
Improves combat, mining, defense, and PvP performance
4.2 Hunting Lodge (Expeditions)

Rewards:
ECS, Water, Chests, Gems, Rare Items
Mechanics:
Stronger characters increase reward quality
Introduces RNG-based loot progression
4.3 Hospital

Restores character HP
Required before any activity after injury
5. Kingdom (Palace) System

5.1 Default Character Selection
On first entry, players choose 1 default character from 14 available characters
Each character displays full attributes, role, and growth potential
5.2 Kingdom Structure
The Kingdom is divided into four sections:
Government Affairs
General Appointment
General Visit
Retirement
5.3 Government Affairs (Daily Quests)
Daily quests presented by an advisor NPC
Uncompleted quests accumulate
Completing quests increases Kingdom Rank Progress
Kingdom Rank upgrades unlock long-term benefits
5.4 General Appointment
Leadership Roles:
King (Lv.25+)
4 Ministers (Lv.15+)
3 Successors (Lv.5+)
Titles:
Duke, Marquis, Count, Baron (Lv.5+)
Titles provide prestige and future system hooks.
5.5 General Visit (Relationship System)
Each character has a unique quest
Completing quests increases relationship level
At relationship ≥10:
Male/Female: Marriage
Same gender: Sworn Brotherhood
5.6 Marriage & Heir System
Marriage leads to:
24h → Child conceived
24h → Child born
5 days → Child matures
Outcome:
≥50% quests completed → Child becomes Hero
<50% → Child becomes Worker
Only one marriage at a time until child matures.
5.7 Sworn Brotherhood
Grants morale bonuses when fighting together (future MvM)
5.8 Retirement
Retiring main character promotes first successor
Relationships reset and must be rebuilt
6. Blacksmith System

6.1 Structure Rules
Uses Stone, Wood, Iron, Bread only
Bread represents labor cost
Unlock Levels:
Lv.2: Starting Special Items
Lv.3: Gems
Lv.4: Final Equipment
6.2 Starting Special Items

Six base cores crafted with deterministic costs and time:
Crimson Core
Phantom Mantle
Breaker Plate
Aether Regulator
Fate Prism
Vital Heart
(Exact costs and times preserved as defined)
6.3 Craft Gems

Six enhancement gems:
Blood, Mirror, Solar, Void, War, Decay
Gems cannot be used alone and are consumed permanently.
6.4 Final Special Equipment
14 Legendary items
Requires Blacksmith Lv.4
100% success rate
One craft at a time
Each consumes Bread ×50
(All recipes and crafting times preserved exactly as defined)
7. Empire Progression & Land Upgrade Logic
7.1 Empire Eras
The Land evolves through six Empire Eras, representing overall development and stability.
🏕️ Survival Era – Starting phase 🏘️ Settler Era – Several buildings upgraded 🏰 Kingdom Era – Most buildings at mid level 🏯 High Kingdom – Nearly all buildings well developed 🛕 Imperial Era – Almost everything highly upgraded 🌟 Golden Empire – All buildings fully developed
7.2 Core Rule: Total Empire Level
Every building on the Land has its own Building Level.
Total Empire Level = Sum of all building levels on the Land
Empire progression is determined by:
Reaching a target Total Empire Level
Meeting minimum level requirements for key buildings
This prevents rushing a single structure and enforces balanced development.
7.3 Era Advancement Conditions
Each Era requires:
A minimum Total Empire Level
Minimum levels for core buildings (Castle, Palace, Food, Production)
When both conditions are met:
The Empire automatically advances
The Palace upgrades automatically
New systems, UI elements, and limits are unlocked
No manual promotion is required.
7.4 Example Progression Logic (Illustrative)
Upgrading only the Blacksmith or Tower is insufficient
Neglecting food or defense blocks advancement
Balanced growth across economy, military, and governance is mandatory
This ensures:
Strong survival foundation
Sustainable economy
Fair power scaling
7.5 Design Intent
Encourages holistic land development
Prevents exploitative min-maxing
Makes Empire growth feel earned and visible
Ties visual progression directly to gameplay strength
Empire progression is not a grind — it is a reflection of mastery.
8. World Map, Regions & Territorial Expansion

8.1 World Map Overview
Eclipsera features a persistent World Map composed of multiple regions. Each region represents an independent territorial challenge and expansion opportunity.
Players begin with one Main Castle region
Additional regions must be conquered through combat
Regions function independently once unlocked
The World Map is the primary driver of territorial control, risk management, and long-term strategy.
8.2 Region Structure
Each conquerable region contains:
One Regional Castle
Exactly five sequential combat rounds
Region-specific monsters, actions, and buildings
Core Rule:
Rounds must be completed in order
Skipping or partial completion is not allowed
8.3 Region Conquest Flow
Player enters a locked region
Completes Round 1 → Round 5 sequentially
Upon clearing all five rounds:
The regional Castle becomes unlocked
The region is marked as Completed
The Castle becomes fully usable
Once unlocked, the Castle operates as a self-contained Land instance.
8.4 Unlocked Castle Behavior
An unlocked regional Castle:
Has its own buildings, monsters, and actions
Operates independently from other Castles
Shares no automatic resources with other regions
Each Castle must be managed, defended, and supplied separately.
8.5 Monster Presence & Castle Attacks
Monsters are always present in unlocked Castles
Monsters automatically attack twice per day
Each attack:
Targets Castle defenses
Deals damage to buildings
This creates continuous pressure to:
Maintain defenses
Repair structures
Assign characters strategically
8.6 Castle Destruction & Relocking
If all buildings within a Castle are destroyed:
The Castle becomes locked
The region is marked as Incomplete
All Castle functions are disabled
To recover:
The player must re-enter the region
Replay and clear all five combat rounds again
Upon success, the Castle reopens
Progress in other regions remains unaffected.
8.7 Character & Worker Transfer
Characters and Workers may be transferred between Castles
Upon transfer:
They become fully usable in the new Castle
They are no longer usable in the original Castle
This enforces strategic allocation of limited manpower across regions.
8.8 Monster Regions (Open Combat Zones)
In addition to conquerable regions, the map contains Monster Regions:
No Castle ownership
Players may initiate battles at any time
Enemies are randomly generated monsters
Monster Regions serve as:
Testing grounds for teams
Resource and progression farming
Low-commitment combat activities
8.9 Strategic Intent
This regional system is designed to:
Encourage territorial expansion
Introduce meaningful risk to overexpansion
Reward defensive planning
Create a living world under constant threat
Conquest is not permanent — control must be maintained.
9. Design Philosophy
No RNG in crafting – strategy over luck
Food-first economy – survival before power
Characters drive everything – buildings are multipliers
One Land, complete ecosystem
Eclipsera’s Land system is designed to feel alive, strategic, and personal — where every character, decision, and resource matters.
End of Whitepaper
9. Solana Planet: Real SOL Mining Factory System

The Solana Planet expands the Eclipse Legends universe into a real-yield mining ecosystem, where players construct mining factories that generate actual SOL rewards through a strategic and risk-driven gameplay loop. The system integrates predictive gameplay, NFT heroes, gems, upgrade mechanics, and environmental hazards, creating a dynamic and sustainable Play-to-Earn economy.
9.1 System Overview
Each player can construct and operate up to four Mining Factories, each offering distinct yield structures, risk profiles, and investment strategies. Factories mine SOL daily, influenced by:
Factory type
Factory level
Assigned Heroes
Assigned Gems
Daily weather conditions
Player repairs and maintenance
This creates a simulation-based mining model where strategic planning and daily decision-making significantly impact long-term yield.
9.2 Core Mining Factory Loop
The Mining Factory system operates on a continuous cycle designed for depth, strategy, and daily engagement.
Build Factories using USDT investment to activate mines.
Assign Heroes and Gems to optimize yield, HP, and risk mitigation.
Generate SOL rewards daily based on factory attributes and modifiers.
Defend against weather conditions that can reduce or disable production.
Repair and maintain factory integrity using ECS or Repair Gems.
Upgrade factories to unlock higher tiers of yield, scaling exponentially at advanced levels.
This loop ensures sustained gameplay, long-term progression, and strategic choice optimization.
9.3 Mining Factory Types
Each player can own four factory types, each designed to promote diverse strategies.
Factory I — Linear Model (Beginner Friendly)

Stable and predictable output.
Minimal risk, low volatility.
Ideal entry point for new players.
Factory II — Fast/Slow Model

High early yield.
Growth slows in later levels.
Recommended for short-term strategy players.
Factory III — Slow/Fast Model

Low initial production.
Exceptional yield in late-game levels.
Designed for long-term investors.
Factory IV — Exponential Hybrid Model

High-cost, high-risk, high-reward.
Exponential yield potential.
Suitable for advanced players and whales.
This variety ensures a healthy economic ecosystem and differentiated player progression tracks.
9.4 Heroes & Gems Integration
Each Mining Factory supports:
4 Heroes
2 Gems
Both significantly impact factory stability and production capacity.
Heroes
Heroes contribute:
Additional HP (factory durability)
Yield bonuses
Protection during destructive weather events
Risk: Heroes can be injured or destroyed depending on weather outcomes, introducing meaningful risk and emotional attachment.
Gems
Two gem slots provide utility-based enhancements:
Gem A – Mining Amplifier
Boosts daily SOL yield:
+10%
+20%
+50%
Gem B – Repair Gem
Restores factory HP:
+100 HP
+200 HP
+500 HP
Gems act as consumables within the token economy, creating healthy burn mechanisms.
9.5 Weather & Environmental System
Solana Planet features a dynamic weather system, updated daily. Weather affects both yield and the physical condition of factories.

Weather Types & Effects
Rain
–5% yield
Hail
–10% yield, small damage
Lightning
Fire damage; may destroy heroes
Flood
Disables yield for the day
Earthquake
Heavy structural damage
Players must respond strategically by repairing factories using:
ECS tokens
Repair Gems
High-HP heroes
This layer introduces unpredictability and daily challenge.
9.6 Weather Prediction Station
A specialized building that gives strategic advantage by forecasting upcoming weather events.
Prediction Levels
Level 1: Detects Lightning
Level 2: Detects Lightning + Hail
Level 3: Detects Lightning + Hail + Flood
Level 4: Detects All Weather Types
Predictive insights allow players to pre-assign heroes, use gems efficiently, or reinforce high-yield factories before storms hit.
9.7 Player Progression Structure
Each Mining Factory has 10 Levels, representing long-term progression.
Progression Highlights
Levels increase output scaling.
Higher levels amplify gem and hero bonuses.
Weather risk increases with factory tiers.
Late-level factories generate significantly more SOL.
The leveling system ensures continued engagement and meaningful investment decisions.
9.8 Gameplay Flow Diagram
[Start] → Build Factories → Assign Heroes/Gems → Daily SOL Mining → Weather Event → Prediction/Repair Phase → Upgrade → Repeat
This cyclical model ensures daily interaction, creates economic sinks, and drives meaningful choices.
9.9 Token Economy Integration
ECS Token
Used for:
Repairs
Upgrades
Character recovery
Crafting systems in future updates
SOL / USDT
Used for:
Factory construction
High-tier upgrades
Real-value yield rewards
Gems
Consumable items that create natural token sinks
Provide boosts and emergency recovery options
Characters
Tradable NFTs
Provide yield bonuses and protection
Valuable long-term assets with emotional and functional relevance
9.10 Economic Sustainability & Risk Management
The mining system is designed for sustainable decentralization:
Risk vs Reward: Higher yield requires greater risk exposure.
Token Sinks: Repairs, upgrades, and destroyed assets naturally burn ECS.
Random Weather: Prevents predictable farming.
Hero Loss Risk: Creates emotional and market value for NFTs.
Multi-factory strategy: Encourages diversification and investment balancing.
This ensures long-term stability and avoids inflationary pressure common in traditional P2E models.
9.11 Summary
The Solana Planet Mining Factory is a sophisticated, scalable real-yield system that integrates:
✔ Strategic building and upgrades ✔ NFT utility (heroes, gems) ✔ Environmental unpredictability ✔ Economic depth ✔ Real SOL mining rewards
It forms a core pillar of Eclipse Legends’ economy, delivering both engaging gameplay and sustainable real-value generation
10. Marketplace System
The Eclipse Legends Marketplace serves as the primary hub for acquiring, trading, and monetizing in-game assets. Built entirely on the Solana blockchain and powered by the ECS token, the marketplace ensures transparency, secure ownership, and a dynamic player-driven economy.
The marketplace consists of two core components:
Gacha System – randomized asset acquisition
Auction House – player-to-player trading ecosystem
Together, these systems support a sustainable asset cycle and create continuous demand for characters, weapons, and enhancement materials.

10.1 Gacha System

The Gacha System offers players the opportunity to acquire weapons and characters through a random draw mechanism. Each roll yields an item based on predefined rarity tiers, which may include:
Common
Uncommon
Rare
Epic
Legendary
Key Features
Players spend ECS tokens to perform Gacha draws.
Rewards include characters, weapons, and exclusive items.
Item drop rates are transparently defined and fixed on-chain.
Gacha provides one of the main onboarding routes for new characters and equipment.
This system creates both excitement and variability while ensuring long-term demand for ECS tokens.
10.2 Inventory & Item Management

All items obtained through the Gacha System are automatically stored in the player’s Inventory.
Players can manage their assets through two actionable options:
A. Sell (Direct Sale)
The player sets a fixed selling price (in ECS).
Other users may instantly purchase the item at the listed price.
Ideal for users seeking quick liquidity.
B. Trade (Swap or Purchase Option)
Players may list an item under flexible trade conditions.
Interested users may:
Offer their own characters or weapons in exchange, or
Complete the trade by paying the defined ECS price
This system encourages social trading, bartering, and collection-based strategy.
10.3 Auction House
The Auction House is the public marketplace where all Sell and Trade listings become visible to other players.
Functionality
Players can browse available weapons, characters, and rare items.
Listings display:
Item type
Rarity level
Stats / bonuses
Seller-defined price or trade conditions
A dedicated Info button opens a confirmation modal with detailed item information and the purchase/trade confirmation prompt.
Transaction Flow
User selects an item in the Auction House.
User reviews complete item details in the Info modal.
User confirms purchase (ECS payment) or submits a trade offer.
Smart contract finalizes the transaction and transfers ownership.
The Auction House ensures secure, transparent, and decentralized trading with zero possibility of fraud.
10.4 Marketplace Economic Utility
The Marketplace serves as a major economic engine within Eclipse Legends:
ECS Token Sink
Gacha rolls, listing fees (optional), and marketplace taxes create continuous token demand.
NFT Liquidity
Characters and weapons gain real tradable value through global exposure in the Auction House.
Player-Driven Economy
Supply and demand naturally determine item valuation.
Rare items gain value organically over time.
Fair Asset Circulation
Gacha introduces new supply; Auction House redistributes items between players.
10.5 Future Marketplace Expansions (Planned)
Dynamic auction bidding
Limited-edition seasonal Gacha banners
Player storefronts and collection displays
Bundle sales (multiple items packaged together)
Cross-game or cross-universe trading integration
These features aim to deepen the economic ecosystem and support long-term growth.
11. PVE Heroes
PvE gameplay allows players to select from four elemental heroes, each with unique combat attributes. These heroes are the primary agents for battling monsters, gathering resources, and progressing in the PvE loop.
Sakura
Fire
High crit, instant damage
Fast attacks, burst DPS
Weak vs Water
Rena
Water
Periodic damage, high crit
Sustained DPS, critical hits
Weak vs Lightning
Motoko
Lightning
Heavy instant damage
Strong burst, area attacks
Weak vs Wood
Hayate
Wood
Strong periodic damage
Sustained damage over time
Weak vs Fire



Gameplay Mechanics:
Players engage monsters using a six-action card system: Base Attack, Special Attack 1, Special Attack 2, Rest, Counter Attack, and Energy Drain.
Special Attack 2 requires full Power (100) to activate and deals high damage independent of Stamina.
Rest recovers Stamina, Counter Attack reflects damage, and Energy Drain reduces the enemy’s Stamina.
Battle ends when either hero or enemy HP reaches zero.
Heroes earn ECS, items, crystals, and gems for progression.
12. PVP NFT Heroes
PvP introduces NFT-based heroes with unique abilities and lore. Each hero’s special skills provide strategic depth in competitive battles, including PvP, TvT, and MvM.
2.1 Rare Heroes
Blua
Frost / Waves Magic
Manipulates water and frost, weak vs Fire magic. Controls battlefield with frost traps and oceanic waves.
Valyra
Lure / Fire
Nullifies enemy attacks with voice; misjudgment causes 1.3x counter damage.
Bruxus
Earth / Stamina
Reduces enemy stamina with stomps; high durability; weak vs Light.
Vitalis
Shadow / Sleep
Puts enemies to sleep for 7 seconds, enabling additional attacks.
Korthas
Physical / Strength
Strong resilience; can strike even when reduced to 0 HP.





2.2 Epic Heroes
Nytheris
Stamina & Magic Recovery
Recovers magic equal to the enemy’s drained power; increases own stamina.
Caeloria
Predictive Magic
Deals damage and predicts the enemy’s next turn attack.
Solvarion
Sunlight Strike
Extremely high damage; 15% chance to instantly burn enemy under 30% HP.
Archera
Precision Arrows
Low damage but 25% chance to nullify enemy attacks.
Finza
Spirit Shield
Deals damage plus magic; 10% chance to reduce enemy damage by 70%.
Gameplay Mechanics:
NFT heroes can be upgraded, traded, and enhanced with equipment, gems, and other consumables.
Hero abilities influence strategy, turn order, and outcome in PvP, TvT, and MvM modes.
Heroes are tradable on the marketplace for ECS tokens.
13. Game Token (ECS)
Tokenomics

Total: 100% → 50,000,000 ECS Burn Mechanism: Dynamic(Remaining ECS) % of transaction fees, marketplace fees, and in-game sinks burned permanently
ECS is the utility token of Eclipse Legends, integrated across the ecosystem for gameplay and economic activity:
Use Cases:
Purchasing items, heroes, and upgrades
Mining and training heroes in Land & Planet systems
Paying for repairs, gacha pulls, and enhancements
Trading on DEX and withdrawable to Solana wallets
Earning ECS:
PvE battles
PvP/NFT hero matches
Land and Planet resource generation
ECS forms the backbone of the in-game economy, supporting token sinks, rewards, and on-chain asset circulation.
14. Integration with Gameplay
PvE heroes provide progression and resource accumulation.
NFT heroes introduce collectible, strategic assets for competitive PvP modes.
ECS serves as the currency to unify progression, staking, upgrades, and marketplace trade.
Together, the hero system and token economy create a self-sustaining GameFi ecosystem that balances skill, strategy, and economic participation.
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