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# System prepended metadata

title: OLD VERSION ~~Chain Elements Design~~

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# OLD VERSION ~~Chain Elements Design~~
NFT game project, participant of Chainlink Hackathon.

## Characters NFTs
- Characters are NFTs
- NFT has characteristics STR, AGI, DEX, INT, WIS
- EXP is one of the NFT parameters
- There is no rarity affecting characteristics

#### Minting
- Appearance of characters related to network where they were minted (analog of "race")
- Basic characteristics are randomized on minting (STR, AGI, DEX, INT, WIS, CON) ~~are fixed according to class minted~~
- Hair and Face style are randomly selected on minting
- Base price (fixed USD value) in native network ERC20 token ~~stablecoin~~
- Fee price (to cover VRF fees) paid with the same ERC20 token as base price.

#### Burning
- Returns base price paid on minting

## Classes(Skin) NFTs
- Unique character design that would be reflected in game
- Have rarity
- Additional characteristics (STR, AGI, DEX, INT, WIS)
- Special passive\active skills in game

#### Minting
Require **class cards** item/items (ERC-1155)

They are 2 options to mint:
1. Reveal **class card** item (open lootbox)
2. Merge 4 **class cards** of the same rarity to have a chance to mint **one** higher rarity

#### Aquire
- Buy in game store with **market currency** (ERC-1155)
- Fixed amount available per character per day/week/month/season
- Buy in game market with **market currency** from other players
- Drop from unique bosses

## Equipment NFTs

#### Aquire
- Open **reward boxes** (for completing quests, killing bosses, clearing dungeons)
- Buy in game market with **market currency** from other players
- Craft using **resources** (ERC-1155) aquired from reward boxes

#### Enchance
- Different equipment require different **resources** (ERC-1155) and amount to enchance it
- **Resources** (ERC-1155) are burned on enchancing
- Different equipment have different chances to successfull enchance
- Different equipment have different save enchance value
- On failed attempt equipment would be burned

#### Elemental boost
- Items have elemental parameters **resistance/attack**
- Element parameters could be enchanced using **elemental essence**
- Success chances a getting lower when elemental parameter getting higher value

## Networks
- Every network represents it's own element (Polygon, Harmony, Avalanche etc)
- Monsters have stronger elemental resistance and attack according to their origin network
- Monsters drop element essences
- Every network has it's own reward pool of game native token

## Game token
- Would be distributed between networks in the same parts
- Would be distributed for PVP and PVE activities, season achievments (season pass)