One character. Four tempos. A pantry that can run out.
Fabled Chronicles is a turn-based battle world with a card table, a farm that keeps a season, and a stake for someone who would rather hold than swing. Crypto is a door. The game is the house.
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Solana Seeker
Overview
The same account, wherever the screen is.
Cross-play means the fight you left on a desktop can be the fight you open on a phone. Gold, levels, the farm, the bag, and the guild follow the account. On a phone the adventure always opens. The wallet opens where that store allows it.
The spine is a turn-based MMORPG. Around it, the game holds a small economy so a week has more than one verb. Land runs out. Crops take a season and can rot. A tonic is a drink that had to be grown. A prize pays from a bucket that had to be filled.
ActiveThe battle
Rounds, four classes, a forge, companions, and a guild. You press the buttons.
Idle, with a planCardz
Three arena plots. A fresh Common starts at 8 damage. A fresh Fabled starts at 28.
Semi-passiveThe acre
Seasons and market prices. The harvest becomes a tonic, and the shelf can sell out.
PassiveThe stake
Relics and class desks. A quiet month is a thin dividend. An empty desk pays zero.
The company you keep. A wallet is optional.The valley from the wall. Deeds are finite. The view is not a dispenser.
MMORPG
Rounds, a class, and a bench that can humble you.
Every level to 100 gives 4 stat points and 1 skill point. A fresh climb is 396 stat points and 99 skill points. Rebirth wants level 100 and a scroll at 20,000 Memory. Level and normal skills reset. Gear, gold, companions, and the prestige skill stay. Each rebirth adds a stat point to every future level and makes experience 15% steeper.
Class
Starts leaning
The trick
Knight
STR 18, STA 22
Strength into attack, stamina into armor
Elf
DEX 22
The bow. Crit and haste come with it
Dwarf
STA 24
The big health pool, and the block
Wizard
Ether 25
Ether is the name of INT. It feeds mana
Solo, a duel, a party, the tower. Same rounds. Different company.
Gear, companions, guilds
Eleven slots, Common through Fabled, tempered to +20. The first step at Lorn’s forge is a 90% climb for 700 gold. Near the top the climb is 2%, and the piece can fall. Armor opens up to 4 pierce sockets. Weapons open up to 2 artifact sockets. Filling an open socket always works. Opening it is the gamble. A blessing turns a fall into a stay.
A Chaincatch Block is 25 Memory. Catch chance follows remaining health. A dying lynx is about one block. A dying boss dragon is about a 4% roll. The companion you field shares 33% of one pet’s attack, defense, and HP, with hard caps.
A guild costs 500 Memory, starts at 10 members, and grows toward 30. Gold pushed past the bank’s old peak becomes guild experience, at 1 XP per 20 gold.
Auctions, galleries, towns, companions, winter, and a house. One bag.
Relics
3,333 portraits. Owning them changes the Memory jar. Staking up to three changes the combat sheet. Skill-cooldown reduction stops at 2 rounds.
What you own
Daily Memory
Nothing
100, drip stays 1×
1 Fabled
775
3 Fabled
2,325
1 Fabled and 10 Commons
1,385
Landing
A field with a clock, a market, and a limit.
Chainfield sells 3,333 plains deeds at 1,500 Memory, drawn from what is left. Houses stop at 4,444. You plant, you leave, you come back before the rot clock wins.
Plots, a house, and Merrick’s seed shop. Gold seeds are the free door.
Deeds
Slots
Soil
Growth
Common
1,334
4
Loam
×1.00
Rare
600
8
Clay
×1.16
Fabled
67
18
Mythril
×1.42
A fence spends one land slot and can hold many beds. A bed lasts 10 harvests. Stepping on a crop spends its 3 hit points. In season, a baseline tomato seed is 9 gold and grows in 4 minutes 30 seconds. A Memory tomato costs 320 Memory. Common pays about 154 Memory back. Fabled pays about 784. Land level does not print extra Memory.
You can hire a Cabal hand for 850 gold. They hurry growth. They do not trample. The first land upgrade is 800 gold, 5 produce, and a 92% climb. From tier 12 the gold bill sits at 140,000.
The shelf of drinks
Produce is might, vitality, or ward. A fresh gold crop at tier 0 drops 2 pieces. A fresh Memory crop drops 1. Elara burns them into a bottle. Selling the bottle moves one drink to one player.
Might2 produce · 5 minVitality2 produce · 5 minWard2 produce · 5 minConcord2 of each · 10 min
One fresh gold tomato is one Might tonic. A bed of ten is ten tonics, and then the soil is gone. Twenty players who each want a Concord need 120 fresh produce, and the drinks are over in ten minutes. Drinking the same tonic again lengthens the clock. The numbers do not double.
Monetization
Rewards leave a bucket that already holds them.
Play has to be worth a Tuesday when the prize board is quiet. The refill is shops, fees, royalties, and rent. The game does not mint the bill.
Where a gold sale goes
Posting an auction is free. A gold sale keeps 85% for the seller and 15% for the community vault. A sword that clears at 10,000 gold pays 8,500 and 1,500. An NPC shop adds 8% on the sticker, so a 1,200 gold scroll rings up at 1,296.
Net storefront sales
Share
For
Team
75%
Servers, stores, the fact of shipping
Stock
12%
Class desks and relic dividends
Reward
10%
Claims and the depth behind redeem
Charity
3%
A named public slice
On-chain deposits use a separate set of pipes: 20% redeem, 20% tournament, 5% charity, 15% incentives, 40% operations. Empty pipes pay nothing. Redeem, when the bucket is full, treats 10,000 gold as $1 and stops a week at 500,000 gold.
A fair week
Mara
No wallet. No relic. Daily Memory stops at 100. She lists a sword for free, sells it for 10,000 gold, and keeps 8,500. If the tournament purse is empty, she still has the sword.
Ivo
Three Fabled relics, staked. Same dragon. Daily Memory can run to 2,325, and the property lines sit on his sheet. His desk share is his relics over that class’s designed supply, including the ones nobody has minted.
Crypto stays in the game. It does not stand at the gate. The rewards stay interesting because they are scarce and funded, which is also why they can be counted.