1 · Overview & design pillars
Realm of Aetherion takes a clicker's tactile core and wears it as a card-RPG/MMORPG. The loop: equip a loadout, enter a land, strike its bosses on a cooldown, deal a damage range, take retaliation, and collect loot and EXP.
- Clicker core, MMORPG skin. Every visual, sound, and progression cue makes the loop feel like a card-RPG.
- The world is the lands. No global menus — travel to one of five faction territories, each with its own boss ladder and clan owner.
- Ownership on-chain, action off-chain. Equipped NFTs sit in a player-bound contract vault; combat resolves on an authoritative server and settles on-chain.
- Gear is the game. Nine rarities across characters, weapons, armor and accessories drive power, collection and trade.
- AETHER has constant pull. Repair, upgrades, healing and land fees are recurring sinks; a scheduled emission decay keeps the faucet honest.
- Clans fight over territory. Each land has a monthly control boss; the clan with the most damage owns the land and a share of its fees.
2 · Core stats & damage model
Every player has four aggregate stats, summed from equipped NFTs plus the character base and active boosts: HP (survivability), Defense (mitigates retaliation), Speed (reduces cooldown, capped), and Base Damage (flat damage before multipliers).
FlatBase = sum(3 weapon effective damage) + head + chest + necklace + earrings
Boost% = weapon charge + sigil + set bonuses + character skill + season + affinity
RawDamage = FlatBase × (1 + Boost%)
Roll = RawDamage × random(0.85, 1.15) // displayed min–max range
FinalHit = Roll × affinityMod(1.25 / 1.0 / 0.75)
Retaliation uses diminishing returns: Mitigation = DEF / (DEF + 1500) — so DEF 1,500 is 50% mitigation and 4,500 is 75%. Speed reduces the strike cooldown up to a 50% cap; the 2-hour post-defeat lockout ignores Speed entirely.
3 · Rarity system (9 tiers)
Rarity scales base stats by a power multiplier and defines the card foil treatment. Tier-titles run Initiate → Adept → Knight → Champion → Warlord → Ascendant → Hallowed → Astral → Aetherion.
| Rarity | Drop weight | Power ×M | Treatment |
|---|---|---|---|
| Common | 40% | ×1.0 | Slate gray, matte |
| Uncommon | 25% | ×1.6 | Green, soft glow |
| Rare | 16% | ×2.5 | Blue, edge glow |
| Epic | 9% | ×4.0 | Purple, particle wisps |
| Legendary | 5% | ×6.5 | Gold, animated border |
| Mythic | 3% | ×10 | Crimson, embers |
| Divine | 1.4% | ×16 | White-gold rays |
| Ethereal | 0.5% | ×26 | Cyan, phasing |
| Celestial | 0.1% | ×42 | Prismatic, animated |
4 · NFTs & gear
Characters
A character is an archetype (signature skill) plus a rarity that scales base HP / DEF / SPD and skill potency. One character per loadout, so swapping rewards bringing the right tool per land.
| Archetype | Signature skill | Playstyle |
|---|---|---|
| Vanguard | +DEF/+HP; reflect 8–20% of retaliation | Tank |
| Reaver | +Crit; lifesteal | Aggressive self-sustain |
| Stormcaller | Chance for a double-hit | Burst / RNG |
| Aethermancer | +Loot luck (−empty, +rare odds) | Farmer / economy |
| Chronomender | Cooldown reduction past the SPD cap | Faster cadence |
| Bloodzealot | Damage scales as boss HP drops | Boss-killer |
| Runeseer | +Affinity damage, reduced penalty | Counter-pick |
| Voidstalker | +Damage vs Expert/Infernal & control bosses | High-end content |
Weapons
Three weapon slots. Each weapon rolls a permanent base damage within its rarity band on mint (god-rolls are rarer and more valuable). Weapons carry Repair Health (0–100%) that doubles as both durability and a damage multiplier: EffectiveDamage = rolledBase × (1 + RepairHealth/100) — so 100% is ×2.0 base. Charge drains ~1% per strike (~100 strikes per full charge), and repair is the game's primary recurring AETHER sink. Repair-health lives as mutable AtomicAssets data on the NFT.
Armor & accessories
Four armor slots — Head (HP + dmg), Chest (DEF + dmg), Gloves (HP + SPD), Boots (DEF + SPD). Accessories add two Rings (HP), a Necklace (dmg), Earrings (HP + dmg), and a Sigil with a special effect (Fortune, Haste, Aether, Wards, Hunt, or Affinity), all scaling with rarity.
Loadout & sets
A full loadout is 13 slots: character ×1, weapons ×3, the four armor pieces, rings ×2, necklace ×1, earrings ×1, and a sigil ×1. Set bonuses reward themed builds — e.g. Aegis of the Warden (DEF + reflect), Cinderforged (damage + slower weapon drain), Fortune's Regalia (loot luck), and the rare Celestial Aspect (global boost aura).
5 · Affinity system
Five affinities form a counter-wheel; each deals +25% to the next and takes −25% from the previous:
Ember → Verdant → Frost → Storm → Umbra → (back to Ember)
Every land carries one affinity, so every boss in a land shares that element — bringing the countering weapon affinity is a scoutable, card-game decision before you commit to a land. Each element also applies a status: Ember (Burn DoT), Verdant (Toxin, ignores DEF), Frost (Chill, extra cooldown reduction), Storm (Shock zap), Umbra (Mark, amplifies your next hit).
6 · The world — five lands
Players open the world and travel to one of five faction territories. Each has a boss ladder, a monthly control boss, and a current clan owner. Control-boss launches are staggered to spread competition into five monthly events.
| Land | Affinity | Counter | Monthly control boss |
|---|---|---|---|
| Frostspire Reach | Frost | Storm | Hoarfrost Leviathan |
| The Cogspire Foundry | Storm | Umbra | Tempest Dynamo |
| Cinderfall Crater | Ember | Frost | Ashclad Warlord |
| The Sealed Runehold | Verdant | Ember | Runeforged Archon |
| The Umbral Rift | Umbra | Verdant | Umbral Sovereign |
7 · Core loop — boss ladders
Each land holds a five-tier ladder (Easy → Infernal). Strike a boss, deal a damage range, take retaliation, earn EXP and a loot roll. Higher tiers mean far more HP, far better loot, and harder retaliation.
| Tier | HP | EXP / kill | Empty | Loot skew |
|---|---|---|---|---|
| Easy | 200 | +50 | 55% | Common–Rare |
| Medium | 1,500 | +250 | 42% | Common–Epic |
| Hard | 8,000 | +1,000 | 30% | Rare–Legendary |
| Expert | 30,000 | +4,000 | 18% | Epic–Mythic |
| Infernal | 80,000 | +15,000 | 8% | Legendary–Divine, rare Ethereal |
Cadence: one strike at a time on a global aether charge (refill reducible by SPD up to 50%); a fixed 2-hour lockout on a boss after it defeats you; a daily reset at 16:00 UTC; and tier gating that unlocks higher tiers as you clear lower ones. Bosses can spawn with affixes (Enraged, Aether-touched, Warded, Hexed) for variety. All AETHER and drop-chance values scale with the current decay factor; loot randomness comes from the WAX ORNG oracle.
8 · Land control & clan warfare
Separate from the daily ladder, each land has a monthly control boss. Clans compete on total damage; the clan with the most damage by month-end owns the land the following month. Ownership pays 10% of that land's fees into the clan vault, distributed by the leader either equally or by damage contribution (an on-chain setting).
Land fees (the taxable base) come from weapon repair done in that land, healing purchases, ladder/respawn fees, and a cut of marketplace sales tagged to the land. Clans have roles (Leader / Officers / Members), an on-chain vault with enforced distribution, a per-member damage ledger, and land-ownership perks (e.g. owning Cinderfall grants +Ember damage and reduced fees).
9 · Progression & meta
- Account level from EXP unlocks higher tiers, more lands, and loadout presets.
- Titles from milestones (first Celestial, land owner, control-boss MVP).
- Codex / Bestiary — a collectible card gallery; completing a land's roster grants a buff.
- Loadout presets — saved farm / control-boss / counter-affinity sets, swapped in one tap.
10 · AETHER economy
AETHER (token.aether, 8 decimals, on WAX) is earned from play and continually spent keeping a warband sharp. The goal: weapon repair alone roughly cycles what an active player earns, while marketplace tax and a slice of land fees act as a burn for gentle deflation.
| Faucets (in) | Sinks (out) |
|---|---|
| Land boss-ladder loot | Weapon repair / charge (primary) |
| Control-boss & clan rewards | Gear blending / ascension (burn to upgrade) |
| Land-ownership fee share | Healing potions / instant restore |
| Event / season rewards | Land fees, marketplace tax, affinity rerolls |
Blending — burn three same-rarity items to roll one of the next rarity via ORNG — is the main crafting path and a major sink.
11 · Emissions & decay
A scheduled reward decay caps lifetime AETHER emission and front-loads it toward early players. Every 60 days, reward payouts drop by 25% (×0.75) toward a permanent ~17.5% floor. It applies to AETHER rewards and to NFT drop chance (the factor scales the drop probability).
| Day | Epoch | Multiplier |
|---|---|---|
| 0 | 0 | 100% |
| 60 | 1 | 75% |
| 120 | 2 | 56.3% |
| 240 | 4 | 31.6% |
| 360 | 6 | ~17.8% → floored |
| 420+ | 7+ | 17.5% (floor) |
The factor is computed lazily on-chain from a stored genesis_time (no scheduler needed), and a share of the saved emissions can route into land/clan reward pools — turning deflation into a progression funnel toward competitive endgame.
12 · Architecture — on-chain / off-chain
On-chain (WAX + AtomicAssets): NFT ownership, the vaulted loadout, weapon repair/charge (mutable data), AETHER balances and spends, marketplace, land fees, clan vaults, land ownership, settled loot mints, and decay config.
Off-chain (authoritative server): combat resolution, damage rolls, cooldown/charge timers, retaliation, and boss/ladder state. The server validates every action against the player's on-chain loadout, then settles outcomes on-chain via a backbone-signed account. Settlement can be per-kill/checkpoint (cheapest) or per-hit (used for the control boss, where clan attribution matters). Loot RNG always comes from orng.wax.
13 · Smart-contract surface
| Contract | Responsibility |
|---|---|
token.aether | AETHER fungible token (eosio.token pattern): transfer, issue, retire |
roa.game | Players, loadout vault, ladder strikes/settlement, repair, loot, decay config |
roa.lands | Lands, clans, vaults, control-boss damage ledger, monthly settlement |
atomicassets | NFT collection aetherion (character / weapon / armor / accessory schemas) |
orng.wax | Provably-fair randomness for loot and blend rolls |
Mutable per-NFT attributes (weapon repair_health, character level/xp, weapon charge) live on the AtomicAssets data itself, avoiding parallel tables and lowering RAM cost.
14 · UI / UX direction
A land-first, MMORPG feel built on a dark cosmic palette with gold heraldry. Display type is Cinzel; the HUD uses Rajdhani. Signature elements: gold filigree corner brackets on panels, a conic-gradient aether-charge ring as the cooldown, and the rarity foil ladder on cards (matte Common → animated gold Legendary → prismatic Celestial). Loot reveals are card flips with a rarity-scaled burst.
15 · Roadmap
Phase 0 — token & brand (AETHER live, logo on Alcor). Phase 1 — web & whitepaper. Phase 2 — the aetherion AtomicAssets collection & marketplace. Phase 3 — the five lands and Easy→Infernal core loop. Phase 4 — clans & land control. Phase 5 — blending, live decay, seasons, and admin analytics. See the roadmap on the home page for the visual timeline.
16 · Disclaimer
AETHER is a utility token intended for in-game use within Realm of Aetherion on the WAX blockchain. This document is informational and describes a work-in-progress design (v0.3); mechanics and all numeric values are reference points and subject to change.
Nothing here is financial, investment, or legal advice, nor an offer or solicitation to buy any asset. Blockchain games and tokens carry risk, including total loss of value. Always do your own research and only participate with what you can afford to lose.