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:

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

  1. Player selects one of the six action cards

  2. Click “Fight” to execute the action

  3. Both sides deal or receive damage according to their chosen actions

  4. Hero and enemy states update:

    • HP

    • Stamina

    • Power

  5. 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:

Action
Effect
Notes

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:

  1. Base Attack

  2. Special Attack 1

  3. Special Attack 2 (requires Power = 100)

  4. Rest (regain stamina)

  5. Counter Attack

  6. 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:

    1. Support characters

    2. Castle

    3. 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:

  1. Government Affairs

  2. General Appointment

  3. General Visit

  4. 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:

  1. Reaching a target Total Empire Level

  2. 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

  1. Player enters a locked region

  2. Completes Round 1 → Round 5 sequentially

  3. 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:

  1. The player must re-enter the region

  2. Replay and clear all five combat rounds again

  3. 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.

  1. Build Factories using USDT investment to activate mines.

  2. Assign Heroes and Gems to optimize yield, HP, and risk mitigation.

  3. Generate SOL rewards daily based on factory attributes and modifiers.

  4. Defend against weather conditions that can reduce or disable production.

  5. Repair and maintain factory integrity using ECS or Repair Gems.

  6. 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

Weather
Effect

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:

  1. Gacha System – randomized asset acquisition

  2. 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

  1. User selects an item in the Auction House.

  2. User reviews complete item details in the Info modal.

  3. User confirms purchase (ECS payment) or submits a trade offer.

  4. 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.

Hero
Element
Role
Attributes
Weakness

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

Hero
Element / Ability
Description

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

Hero
Ability / Lore
Effect

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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