💡 Layer 1 = Data Layer
💡 Layer 2 = Computation
For Loot to realise its potential as a high-value game asset it needs to be more dynamic and available to more people. We have taken the approach of an inflationary distillation contract which splits each Loot bag into its individual items.
Each item is then available on StarkNet to trade and play with. Balance this contract with controlled inflation mechanics and we can open Loot to the next 1m+ players.
We outline below our vision for an on-chain compelling gameplay loop using the Loot bags.
Inflation is a natural phenomenon in the world as more energy is injected into ecosystems. Loot is no different. There are 8000 Loot bags with a total of 64000 items.
This process would look something like this:
The second and following distillations will reward the distiller with $LORDS and place its items into the loot pool in the Realmverse. Items from the loot pool are dropped by monsters, found on quests, and found amongst other activities.
The actual inflation rate will be finalised on a vote by the hybrid DAO, however, our proposal is as follows:
- 1 Distil event per 604800s (1 Week)
- 25 $LORDS per bag
If 2000 bags are distilled each week, this will equate to ~16,000 items which allow the equipping of potentially 2000 Adventurers. Although it is highly doubtful that all 2000 would be assembled.
When a Loot Bag or GA is distilled, each Loot item is broken up into several items that can be found by Adventurers as monster drops, quest rewards, or dungeon rewards.
- 2.Prefix: Tempest (Rune)
- 3.Suffix: Grasp (Rune)
- 4.Rage Scroll
- 5.+1 upgrade stone
Each of these five items can be found by adventurers around the Realmverse.
The distiller is rewarded with $LORDS and the special items excluding the actual item. All the items themselves are part of the open item table.
Prefixes and suffixes from Loot items are called Rune Words and can be added to an item at level 15 and 20. These unlock special set effects when worn together in a particular combination on your gear. These effects range from adding poison damage to attacks, entering a berserking rage upon reaching 0 hp, or erasing your opponents from existence with a final ontological attack.
For example: Unlocking the set effect of "Stun an enemy with the first attack of around" may require 2 Behemoth, 1 Tempest, 1 Grasp, and 1 Roar Runes words to be equipped on your gear.
Adding a Rune Word will cost a small amount of $LORDS and resources.
At item levels 25 and 30, you can add a +1 upgrade stone to an item. For each +1 you can upgrade 1 Rune Word to its hidden variant. This hidden rune word counts as a specific second rune word in addition to the original rune word. The secondary rune word varies depending on the original rune; each rune word has a matching pair. These hidden variants are inspired by the unreleased set of Prefixes and Suffixes for Loot Bags.
Every item starts at tier I. Items can be fused with the same item of the same tier and progress to tier II. This same process can be done all the way to tier X. Progressing to the next tier results in a stat increase of 10% across the board (not counting prefix and suffix modifiers, more on that later).
Additionally, new tiers unlock potential upgrades which can be applied to your item.
The act of fusion
Equipped items level up when adventurers complete activities. Each level up grants a small boost to the item's stats. Every 5 levels, the item must be fused with an item of the same type and tier to progress to the next tier and continue leveling. (A tier 1 katana must be combined with another tier 1 katana, regardless of suffix, prefixes, or order to become tier 2)
Going up a tier will allow the base item to gain another 5 levels and grants a substantial stat boost. The second item, used as fodder, is destroyed. Tiering up an item costs a small amount of $LORDS and resources.
Items such as whetstones may be also used to increase the stats further upon fusion. More to come on this later...
All the Loot items will be traded on the NFT Marketplace and will be priced in $LORDS.
This contract will be governed by a hybrid DAO of multiple projects not only Realm holders. This will ensure that this contract is a public good contract.
While it’s being hinted at here and there in the above proposal, there is still a lot of thought being put into making sure item inflation does not become a problem down the road. We want to make sure that every aspect of this mechanic is well balanced in how resources are consumed, how items enter the economy and how we offset each faucet with sufficient sinks. Think item durability, recycling and loss among other things we are currently discussing. More on this later.