Greenprint Crafting
Last updated
Last updated
The next stop on our journey is with Greenprint crafting. Greenprints are the foundation for building your Armor. Once a player has successfully crafted a Greenprint, they will have the ability to boost it (or fuse it but more on this later) and then once boosted, they can build out the armor components on the Greenprint in an effort to ultimately create their Anima Armor.
There are two methods to craft a Greenprint which is either using a 3D Figure or using the 4-Component approach (1 Action Image, 1 Diorama, 1 Totem Coin, 1 Lore Tablet). To craft a Greenprint, plug your NFTs into the interface to craft and based on certain criteria, you will be told how much Shell will be required. Click the “Craft Greenprint” button and you are off on your crafting journey. As mentioned, Greenprints are foundational to the gameplay and as we move forward from here, you will see how they are then used and combined with other things, to move you towards your Anima Armor.
Important Note: Anima Armor that is created from a Greenprint which was crafted using a 3D Figure, will have the potential of an "Ultra" Boost Ability that could be used during the Ultra Anima Races. You must, however, have the 3D figure in your inventory at the time you attempt to use that Anima Armor Ultra Boost Ability during the races.
So, let’s start with the base costs for 4-Component crafting. Our crafting costs area a fixed cost model. The base costs for 4-Component crafting will be as follows:
Common
625
2500
Uncommon
2,625
10,500
Epic
11,156
44,625
Legendary
50,203
200,812
Mythic
230934
923,737
As you can see by the table above, there is a fixed price per NFT based on the rarity, that is used in the attempts. Here are a couple of examples to help your understanding.
If you use 4 common NFTs:
625 + 625 + 625 + 625 = 2,500 Shell for the base cost
If you use 1 common, 2 uncommon & 1 Epic:
625 + 2,625 + 2,625 + 11,156.25 = 17,031.25 Shell for the base cost
The next three big items are the number of attempts per day, the SPU (Shell Processing Unit) costs, as well as the awarded bonus range potential for each attempt. We have laid all of these out in the 4-Component table below:
.As you can see, the daily attempts on 4-C crafting, are 15 per 24 hour period. What goes along with this is a much more predictable SPU cost per attempt as per the table above. SPU costs are assessed for any attempt after the first attempt of the 24 period, in order to ensure you have enough processing power available on the Shell networks, to attempt your craft. We have also provided the bonus range probabilities which align with each attempt.
The SPU Multiplier above shows the multiplier of the base that is then used for each increment of the SPU. On commons, 20% of the base Shell cost would be 125 Shell, therefore, starting on the second attempt, for each Common used, the SPU will increase by 125 Shell. (i.e. 125 Shell per common on attempt 1, 250 Shell on attempt 2, etc…)
Another important aspect of the table above, are the potential stat attribute bonus statistic ranges laid out in the two blue columns. Each Greenprint will have the following stat attributes associated with their Greenprint:
Strength
Speed
Agility
Resilience
Intellect
Luck
Each of these stats has a base level depending on the rarity of the outcome Greenprint. On the first attempt of the day, your Greenprint will always have the base numbers for each stat attribute. In subsequent craft attempts in each 24 hour period, your Greenprint has the potential for higher and higher stat attributes by way of the bonus range outlined above.
The final bit to notice in the table above is the last column. This outlines the Success Rate Probabilities, per attempt. Players are going to require Greenprints, in order to make more Greenprint Fusion attempts, in order to acquire more Ascendant Orbs, so that Foragers can be leveled up (more on this to follow).
3D Figure crafting is broken out by 3D Figure rarity type. So you will see clear differences for each rarity used.
We will start laying this out in the same way as above, by showing the base Shell cost table, followed by a breakdown per rarity type of the 3D figure being used with
Common
2500
10
0.18
Unocmmon
10,000
8
0.38
Epic
50,000
6
0.65
Legendary
250,000
4
1.6
Mythic
1,250,000
3
3.2
With 3D figure crafting, there is a declining daily attempt number per rarity, starting with the 3D Commons moving through to the Mythic. The SPU multiplier is laid out in this table as well, to reflect the percentage of the base being used to calculate the SPU costs from the second attempt of the day and each subsequent attempt thereafter.
What you can see is that there is a very predictable SPU cost per attempt as per the tables above, just like we saw in the 4-C crafting. The bonus range probabilities are also set in order to align with this many attempts at each rarity level. Again, you do not receive any bonus statistics on the first attempt in a 24 hour period, however the more you craft, the higher shot you have at bigger bonuses being applied to your stat attributes.
The SPU Multiplier above, shows the multiplier of the base that is then used for each increment of the SPU. On 3D Commons, 7% of the base Shell cost would be 175 Shell, therefore, starting on the second attempt, the SPU will increase by 175 Shell. (i.e. 175 Shell on attempt 1, 350 Shell on attempt 2, etc…)
The final bit to notice in the tables above are the last columns. They outline the Success Rate Probabilities, per attempt.
NOTE: To all 3D Figure holders, for each 3D Figure you hold in your inventory (staked or not), that is NOT ON COOLDOWN and matches the rarity you are crafting with, you will receive an additional 2% success rate, up to the maximum of 10% additional. For example, if you are crafting with a 3D Common figure and you have 2 others that are currently staked and therefore not on cooldown, you will receive an additional 4% added to your success rate.
Once a player completes a craft attempt, regardless of success or failure, the NFT(s) used in the attempt are placed into a cooldown (12 Hours for failed craft attempt and 24 Hours for successful craft attempt). There is an option to buy these out of cooldown immediately should the player determine they would like to do this. The cost of cooldown buyout, will be DOUBLE the staking costs for the cooldown window however the cost should decline with each hour of cooldown that passes. As an example, if a player crafted with a 3D Figure - Craft Failed - 12 Hour Cooldown (3D Figure normally stakes for 4,000 Shell/Hr):
While players will be able to influence the totem that is assigned to the Greenprint that comes out of the crafting, they will not be able to dictate it completely. The probability table laid out below, are used to feed into the RNG, to determine the Totem each time they successfully craft. 3D Figures will always result in the totem of the 3D Figure used, however 4-Component Crafting will follow the tables below.
The Totem then has an impact on the attributes assigned and determined as laid out in the Greenprint base attributes section.
Just like with the Greenprint Totem, players will be able to influence the rarity that is assigned to the Greenprint that comes out of the crafting, they will not be able to dictate it completely. The probability tables laid out below, are used to feed into the RNG, to determine the Rarity each time they successfully craft. 3D Figures will always result in the rarity of the 3D Figure used, however 4-Component Crafting will follow the tables below.
The Rarity then has an impact on the attributes assigned and determined as laid out in the Greenprint base attributes section.
Once the totem and rarity of the Greenprint are determined, attributes will be applied to the Greenprint based those two factors. A table has been developed containing the base attributes per Greenprint, by rarity and totem. The table has been included below.
These base attributes will be applied to all crafts in a 24 hour window. However, subsequent craft attempts beyond the first one of the 24 hour window, will have the potential of an additional increase to the base stats, as previously mentioned and outlined.