# Eclipsera Legends

*<mark style="color:red;">**⚔️ Eclipsera Legends Whitepaper: Play, Fight, and Earn**</mark>*

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

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## *<mark style="color:red;">**1. Introduction**</mark>*

## Eclipsera Legends

#### The First 2D Anime RPG Gacha P2E Game on Solana

**Eclipsera Legends** is a next-generation **2D anime-style RPG gacha game built on the Solana blockchain**, designed to combine immersive strategy gameplay with real digital ownership and a sustainable player-driven economy.

Set in a mythological medieval universe, players collect and command powerful **god-like characters**, build and expand their own territories, and engage in large-scale strategic battles across multiple game modes.

Unlike traditional games, Eclipsera integrates **blockchain technology directly into the game economy**, allowing players to truly own their in-game assets and earn real value through gameplay.

***

### Core Gameplay

Players can experience a wide variety of gameplay systems, including:

**PvE Adventure Battles**\
Fight monsters, complete quests, and explore dangerous lands to earn resources and rewards.

**PvP Tactical Combat**\
Challenge other players in strategic turn-based battles using your team of characters.

**TvT (Team vs Team)**\
Join forces with allies to compete in coordinated team battles.

**MvM (Massive Multiplayer Wars)**\
Participate in large-scale strategic conflicts between kingdoms where territory influence, loyalty, and resources are at stake.

***

### Strategic Empire Building

Beyond combat, players can:

* Build and expand their **own lands, planets, and universes**
* Manage resources and infrastructure
* Develop territories to generate value
* Control economic influence across the game world

This creates a **deep strategic layer beyond traditional RPG gameplay**.

***

### Blockchain-Powered Ownership

Eclipsera uses Solana to provide:

* **True ownership of characters and assets**
* **NFT-based gacha characters**
* **On-chain token rewards**
* **Transparent asset trading through a blockchain marketplace**

Players can earn **ECS tokens**, which power the game economy and can be used across multiple gameplay systems.

***

### A Sustainable GameFi Economy

The game economy is designed around **long-term sustainability rather than speculation**.

Key principles include:

* Real in-game utility for tokens
* Balanced resource generation and consumption
* Fair participation for both free-to-play and paying players
* Player-driven market dynamics

***

### A Living Strategic World

Eclipsera combines multiple systems into a unified ecosystem:

* Character collection and gacha mechanics
* Tactical turn-based battles
* Strategic territory management
* Player-driven economic systems
* Blockchain-powered ownership

Together, these elements create a **deep RPG experience where strategy, economy, and community evolve together over time.**

***

**Eclipsera Legends represents a new generation of GameFi — where immersive gameplay and real digital ownership coexist in a vibrant player-driven universe.**

## *<mark style="color:yellow;">Eclipsera PvE Combat System</mark>*

#### **Heroes, Action Cards, and Battle Mechanics**

## **1. Overview**

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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.

## *<mark style="color:yellow;">Eclipsera PVP Battle System</mark>*

#### **Heroes, Action Cards, and Battle Mechanics**

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### **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.<br>

***

### **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\ <br>

## *<mark style="color:yellow;">Team vs Team (TvT) Battle System</mark>*

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**&#x20;

#### **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.

## *<mark style="color:yellow;">**Empire building and Territorial stability**</mark>*

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### 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

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**Purpose:** Primary food production building.

**Mechanics:**

* Consumes **1 Water per production cycle**<br>
* 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

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**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

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\
**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

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**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

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**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

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**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)

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**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

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**Purpose:** Enhances Castle durability.

**Mechanics:**

* Assigned characters contribute **100% of their HP** to Castle HP

***

#### 3.2 Castle

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**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

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* Occur one **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

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* Characters consume ECS to gain EXP
* Improves combat, mining, defense, and PvP performance

***

#### 4.2 Hunting Lodge (Expeditions)

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**Rewards:**

* ECS, Water, Chests, Gems, Rare Items

**Mechanics:**

* Stronger characters increase reward quality
* Introduces RNG-based loot progression

***

#### 4.3 Hospital

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* Restores character HP
* Required before any activity after injury

***

### 5. Kingdom (Palace) System

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#### 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

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FaWavd7HCmkKYV8Swnywm%2Fimage.png?alt=media&#x26;token=68320971-952d-45fd-9c4c-46e94638e17d" alt=""><figcaption></figcaption></figure>

#### 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

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FpRY8p2voJ5kaVvZAc9kh%2Fimage.png?alt=media&#x26;token=3915a196-5e0a-4cf2-b3a3-86fbe735452e" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2F9byEHQ0UZ9xeMjRrZ0XX%2Fimage.png?alt=media&#x26;token=1e99cd15-c87c-4f9f-9a7d-79a6e7d8c695" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FCw6aeBlNh2rWlppNWtgo%2Fimage.png?alt=media&#x26;token=8bdd04ea-3b31-4d31-bcaa-3af6838e8cfe" alt=""><figcaption></figcaption></figure>

#### 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**

## *<mark style="color:yellow;">9. Solana Planet: Real SOL Mining Factory System</mark>*

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FrvsUCZJYeGuPZuQrTayk%2Fimage.png?alt=media&#x26;token=4529522d-0f16-4a5b-8c3e-27dc28318a19" alt=""><figcaption></figcaption></figure>

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)**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FvgW8apdpJPOv87IExZAk%2Fimage.png?alt=media&#x26;token=83af5922-069b-46a1-836f-677ce108b211" alt=""><figcaption></figcaption></figure>

* Stable and predictable output.
* Minimal risk, low volatility.
* Ideal entry point for new players.

#### **Factory II — Fast/Slow Model**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2F6CXJfYyadch8dqkUtVYI%2Fimage.png?alt=media&#x26;token=bbce1e94-ab71-4e29-a766-42496c7a04df" alt=""><figcaption></figcaption></figure>

High early yield.

* Growth slows in later levels.
* Recommended for short-term strategy players.

#### **Factory III — Slow/Fast Model**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FP1fKgelaMN3xfdc4OWjM%2Fimage.png?alt=media&#x26;token=daa30be3-3457-486f-a1cf-bfb70f7fdf80" alt=""><figcaption></figcaption></figure>

* Low initial production.
* Exceptional yield in late-game levels.
* Designed for long-term investors.

#### **Factory IV — Exponential Hybrid Model**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2Fwx26Pe7AgX9xoA8jaOQQ%2Fimage.png?alt=media&#x26;token=3d8879d7-bcb9-43ff-bef1-376430403cd5" alt=""><figcaption></figcaption></figure>

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.

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FzKNBtkhhB6V4sL5mHYy2%2Fimage.png?alt=media&#x26;token=9c3dd02a-c442-4762-800f-fb271608e224" alt=""><figcaption></figcaption></figure>

#### **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<br>

## *<mark style="color:yellow;">**10. Marketplace System**</mark>*

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.<br>

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.

***

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2Faf1d3yGTygTrffwzsXIP%2Fimage.png?alt=media&#x26;token=e5cf86c1-b6ac-4361-a717-e4c93db3073a" alt=""><figcaption></figcaption></figure>

### **10.1 Gacha System**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FE9jqMwNXAA5uwKxAPM8Y%2Fimage.png?alt=media&#x26;token=0f8dc4b9-89a4-41e5-a944-01d5e82aebb4" alt=""><figcaption></figcaption></figure>

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**

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2Fil0tt81SmAA9h9HTHK1c%2Fimage.png?alt=media&#x26;token=1056fc6e-c072-4666-8e7a-89c55e9b5a9e" alt=""><figcaption></figcaption></figure>

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.

### *<mark style="color:yellow;">**11. PVE Heroes**</mark>*

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.<br>

| 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      |

![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FMvFsaYMzo3NGA6jzkEzu%2Fimage.png?alt=media\&token=9dcf9c8e-d969-45b4-9b71-b157b512d942)![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FLsjCynYnew1TTodhDj4P%2Fimage.png?alt=media\&token=abacc45e-de59-44ac-a5a7-8d347211ef8f)![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FUUmlePlqlvm7OvavS5v2%2Fimage.png?alt=media\&token=e101af85-7273-4ef0-b86e-43df90e36af6)![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FMC2HWM2BIpxvkhC5hI7x%2Fimage.png?alt=media\&token=d460c267-fc3a-4b62-beb0-5aef60f6607c)\
**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.                                                  |

<div align="center"><figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FhUvPJC56vTUmWV94VUpa%2Fimage.png?alt=media&#x26;token=82878e77-3a5e-44ef-918c-e497a571a670" alt="" width="150"><figcaption></figcaption></figure></div>

<div align="center"><figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FKV8SrAaniCZSqzsVvoO2%2Fimage.png?alt=media&#x26;token=1ef38c1e-c786-4fad-8afd-4b995a5d8fba" alt="" width="150"><figcaption></figcaption></figure></div>

<div align="center"><figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FTJb9OJUSIZzgVAY0GFhh%2Fimage.png?alt=media&#x26;token=9afc67c3-6e77-4622-a60d-d10ef5a826a7" alt="" width="150"><figcaption></figcaption></figure></div>

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2Fck3fiOQij0Jlpd2VaOkO%2Fimage.png?alt=media&#x26;token=10574f07-d1fc-41eb-ac08-515aa1c475e4" alt="" width="150"><figcaption></figcaption></figure>

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2Fv7UNRE2p6mrcKQjrj9ZH%2Fimage.png?alt=media&#x26;token=8651418c-5b2f-4ee1-84b9-e1ac6ac2a8a6" alt="" width="150"><figcaption></figcaption></figure>

#### **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%.        |

![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FFK2zkq4HOS5lC3oMCrHw%2Fimage.png?alt=media\&token=01c0b2f1-a0a8-4799-8c40-5c962cba3dc2)\
![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FTntbXO6GqP2Itd9Z5gGl%2Fimage.png?alt=media\&token=ac8927b5-1ac3-4544-8894-858b827d03a9)\
![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FsW3oDNrjo5SX0hHeWOhL%2Fimage.png?alt=media\&token=51d4da75-daf7-4b26-88c8-a3d9602d6c3d)\
![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FT8kKXUGP0KRiL2mnWyNh%2Fimage.png?alt=media\&token=01062398-c260-4988-8c01-9e897818911c)\
![](https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FDCOF09RvZz5jmhSeFx8c%2Fimage.png?alt=media\&token=d9e7ccab-a96c-47ea-9954-a522d8ee40d5)\
**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.

***

### *<mark style="color:yellow;">**13. Game Token (ECS)**</mark>*

*<mark style="color:yellow;">**Tokenomics**</mark>*<br>

<figure><img src="https://3819913513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxLT2YRmENsoPlkYqDgLC%2Fuploads%2FZT2oBXGj3APKRMKZOVJn%2Fimage.png?alt=media&#x26;token=264089cd-476e-4d37-b181-248a7be14cc4" alt=""><figcaption></figcaption></figure>

**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.

***

### *<mark style="color:yellow;">**14. Integration with Gameplay**</mark>*

* 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.
