Formulas
Mission Rewards
Scrap Reward
Base mission reward multiplied by level scaling and outcome multiplier.
Formula: Base Scrap × Level Scaling × Outcome Multiplier × Founder's Bonus
Where:
Level Scaling = 1 + ((Level - 1) × 0.05)
Outcome Multiplier = 1.5 for PvP victory, 1.0 for success, 0.25 for expired
Founder's Bonus = 1 + (Founder's Items × 0.10)
Example: Level 10 player, Cinders mission (500 base), PvP victory, 2 Founder's items
Level Scaling = 1 + ((10 - 1) × 0.05) = 1.45
Outcome Multiplier = 1.5
Founder's Bonus = 1 + (2 × 0.10) = 1.2
Total = 500 × 1.45 × 1.5 × 1.2 = 1,305 Scrap
XP Reward
Experience points calculated the same way as Scrap.
Formula: Base XP × Level Scaling × Outcome Multiplier × Founder's Bonus
EMBER Reward
EMBER uses a dynamic network-share model with daily mission pools.
Daily Pools (soft caps):
Cinders: 150,000 EMBER/day
Ash Wastes: 250,000 EMBER/day
Smolder Rift: 400,000 EMBER/day
Network-Share Formula:
Where:
Remaining Pool = Pool budget left for the day
Active Participants = Number of players who claimed that mission today
Level Scaling = 1 + ((Level - 1) × 0.05)
Outcome Multiplier = 1.5 for PvP victory, 1.0 for success, 0.25 for expired
Founder's Bonus = 1 + (Founder's Items × 0.10)
Minimum Reward = Always guaranteed, even if pool is exhausted
Example 1 - High Network Share:
Level 10 player, Cinders mission (20 base EMBER)
100,000 EMBER remaining in pool, 5 active participants
Network Share = 100,000 ÷ 5 = 20,000 EMBER
Base Reward = 20 EMBER
Final = max(20,000, 20) × 1.0 × 1.0 = 20,000 EMBER
Example 2 - Pool Exhausted:
Same player, but only 50 EMBER remaining, 20 participants
Network Share = 50 ÷ 20 = 2.5 EMBER
Base Reward = 20 EMBER
Final = max(2.5, 20) × 1.0 × 1.0 = 20 EMBER (base guarantee kicks in)
Combat
PvP Win Chance
Probability of victory in player versus player combat.
Formula: Your Power / (Your Power + Opponent Power)
Example: Your power is 12, opponent power is 8
Win Chance = 12 / (12 + 8) = 12 / 20 = 0.60 = 60%
Survival Chance (PvE)
Probability of surviving environmental hazards without combat.
Formula: 0.80 + ((Your Power - Mission Difficulty) × 0.05)
Capped between 10% minimum and 100% maximum.
Example: Power 10, Mission difficulty 5
Survival = 0.80 + ((10 - 5) × 0.05) = 0.80 + 0.25 = 1.05 → capped at 1.00 = 100%
Example: Power 3, Mission difficulty 8
Survival = 0.80 + ((3 - 8) × 0.05) = 0.80 - 0.25 = 0.55 = 55%
Power Level Calculation
Total combat effectiveness from equipped gear.
Damage Component:
Primary Weapon: Base Damage + ((Level - 1) × 1.5)
Secondary Weapon: Base Damage + ((Level - 1) × 1.5)
Ammo Bonus: (Primary + Secondary) × Ammo Percentage
Defense Component:
Armor: Base Defense + ((Level - 1) × 1.5)
Total Power = Total Damage + Total Defense
Example Loadout:
Level 2 Primary (10 base damage): 10 + ((2-1) × 1.5) = 11.5 damage
Level 1 Secondary (6 base damage): 6 damage
50% ammo bonus: (11.5 + 6) × 0.50 = 8.75 bonus
Level 3 Armor (15 base defense): 15 + ((3-1) × 1.5) = 18 defense
Total: 11.5 + 6 + 8.75 + 18 = 44.25 power
Damage and Penalties
Health Damage (Success)
Random health loss on successful missions.
Formula: Random(5, 15)
5-15 HP lost per successful mission (levels 6+). Levels 1-5 take 0 damage.
Durability Loss (Success)
Random durability loss per equipped item.
Base Formula: Random(5, 15)
Modified by:
Quality reduction: -3 per item quality level (Rare, Epic, Legendary)
Cannot go below 1
Example: Legendary item (quality 3)
Base: Random(5, 15) = 10
Reduction: 10 - (3 × 3) = 10 - 9 = 1
Final: 1 durability lost
Health Damage (PvP/Failure)
PvP Defeat: Random(30, 50) OR total health (whichever kills you) Mission Failure: Random(15, 30) OR total health
Durability Loss (Failure)
All equipped items reduced to 0 durability (destroyed).
Expired Mission Penalties
Health: Random(15, 25) Durability: Base Random(5, 15) with defense reduction applied
Defense Reduction = Average Defense × 0.5 (max 15 reduction)
Level Progression
XP to Level
Level 1-20: Exponential scaling
Approximate requirements:
Level 2: 500 XP
Level 5: 3,000 XP
Level 10: 15,000 XP
Level 20: 100,000+ XP
Level from XP
Game calculates your current level from total accumulated XP. Each level has a threshold requirement.
Crafting and Upgrades
Craft Cost
Base item cost in Scrap, varies by tier and rarity.
Repair Cost
Formula: (Max Durability - Current Durability) × Cost Per Point
Cost per point varies by item tier and rarity.
Upgrade Cost
Formula: Base Cost × (New Level)²
Higher level upgrades cost exponentially more.
Example: Upgrading weapon to level 3 (base cost 100)
Cost = 100 × (3)² = 100 × 9 = 900 Scrap
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