Whitepaper
  • ⚔️Welcome to GainHive & GainPad - The Whitepaper
  • Introduction
  • GainPad
  • GainHive
  • Gameplay
    • The Planet
      • Hexagons
    • Player Avatars
      • Factions
        • Faction Based Diplomacy
      • Clans
        • Clan Warfare and Rewards
        • Clan Pages
      • Algocracy and Player Organisation
        • The King/Queen/Leader
        • War and Peace Decisions
    • F2P and Customer Segmentation
      • Mercenary System
        • Mercenary Sub-Game
    • Leveling
    • Reforging Avatars
      • Reforging Bonus
      • Avatar Quality
      • Aspect Trading
    • Equipments
      • Upgrading Equipments
      • Crafting Equipments and Items
    • Action and Energy System
    • Movement System
    • Combat System
      • Combat Phases
      • Melee and Ranged Combat
      • Adjusting and Balancing
      • Combat Outcomes
        • Attacker Victory
        • Defender Victory
        • Tie
    • Respawning System
    • Looting System
      • Items
    • Mining System
      • Items
    • Hiding and Immunity
    • Events
      • Full Loot Night
      • Treasure Hunt
      • Spachip Drops
      • Storms and Volcanos
      • Free Events
      • Monetized Events
      • Sponsored Events
    • Seasons
    • Financial Instruments
      • Market Spread
      • Open Market and Trading
      • Direct Player to Player Trading
      • Renting Avatars
      • Factions and Clans
  • Roadmap & Achievements
    • RoadMap
    • Achievements
  • TOKENOMIC $Ghive
    • $Ghive - The Governance
    • Game Economy
  • TEAM
    • About Us
    • Core Members
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  1. Gameplay
  2. Equipments

Crafting Equipments and Items

Equipments and items can be crafted. As with any item in the game, the crafting will be limited.

The limiting will be done by using the blueprint system.

Blueprints are limited items sold by the developers (us) in the market. Each blueprint has limited “runs” attached to them allowing them to be used for a limited amount to craft an item.

After the initial runs of a blueprint is used, the blueprint is destroyed automatically.

The crafting requires 2 components, the blueprint and the resources required for the blueprint.

The rarity of the item will be determined at the crafting time.

● Crafting outcome will be chance based.

● The crafting “lottery” will use a bag for selecting the quality, The item qualities will be determined by randomness without replacement. For E.g. the number of legendary items that can be crafted with that blueprint will be predetermined and if any player crafts the legendary item, other players' chance to craft a legendary item will decrease. If the limit is achieved it will be impossible to craft a legendary item.

For example “Blueprint for Helmet of Vitality” is a helmet that provides a health regeneration bonus. Numbers are for demonstration.

We decide that there will be 1000 common Helmet of Vitalities possible in the game,

If no item is crafted, the crafting chances will be like the following

Rarirty

Limit

Chance

Uncommon

1000

69.4%

Uncommon

300

20.8%

Rare

100

6.9%

Epic

30

2.1%

Legendary

10

0.7%

If the game has progressed for a while and players crafted many Helm of Vitalities then the above chart can look like this

Rarity

Limit (Left)

Chance

Uncommon

500

82%

Uncommon

80

13%

Rare

20

3.2%

Epic

6

1%

Legendary

3

0.5%

There is no failure chance in crafting items.

All items crafted will be crafted as quality rank 1.

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Last updated 1 year ago