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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