Materials Foraging
Last updated
Last updated
Materials Foraging Overview video can be found here.
As mentioned since the early days of the Green Rabbit roadmap, there is a requirement for acquiring materials that you will then use in your attempts to craft the armor components which will ultimately be used to create a set of Anima Armor. The Materials Foraging Missions are the steps players will need to take, in order to secure the required materials. We have tried to ensure we have covered all aspects of the Material Foraging Missions in our details below.
Now that we know “WHY” we will be gathering materials (listed in the paragraph above), lets talk about where you will need to get started. All players will first need to start, by securing at least one Trailbreaker who will work for them on their Materials Foraging Missions. Trailbreakers are Nanotopians with great experience venturing out into the world and foraging for items. They often secure work contracts for others in order to secure the materials their employers require. Trailbreakers (also known as foragers), can be secured through drops in The Shell Road Marketplace or via the secondary markets available in the WAX Metaverse.
Foragers can be sent out on foraging missions to gather any one of four materials you choose; Floria, Elder Tree Sap, Versatopium or Nanore. These materials have unique properties that are essential to many in-game mechanics.
There will be a number of attributes found on the schema of your Trailbreaker (Forager). Aside from the standard attributes of img, description, series and the like, you will find the following:
Rarity — Common, Uncommon or Epic
Class — For all of the Foragers in the initial release, they will have a Class of “Human”.
Type — Trailbreaker
Base Strength — This will be the Strength attribute that your Forager starts with. Should you ever opt to “re-roll” your Foragers stat attributes, Strength will reset to whatever this number is.
Base Speed — This will be the Speed attribute that your Forager starts with. Should you ever opt to “re-roll” your Foragers stat attributes, Speed will reset to whatever this number is.
Base Luck— This will be the Luck attribute that your Forager starts with. Should you ever opt to “re-roll” your Foragers stat attributes, Luck will reset to whatever this number is.
Strength — This will be whatever your current Strength attribute is. You can increase this by leveling up your Forager and then choosing to distribute the stat you earn for each level, to Strength. Strength will directly impact the likelihood and severity of injury, which will then be reflected in any potential cooldown time required for your Forager, post mission.
Speed — This will be whatever your current Speed attribute is. You can increase this by leveling up your Forager and then choosing to distribute the stat you earn for each level, to Speed. Speed will directly impact the potential length of time required to complete a mission.
Luck — This will be whatever your current Luck attribute is. You can increase this by leveling up your Forager and then choosing to distribute the stat you earn for each level, to Luck. Should a mission be successful, Luck will directly impact the likelihood that your Forager returns with more materials than they normally would.
Experience — This will hold the experience points you earn as you start sending your Trailbreaker on foraging missions. Each mission will have the possibility to bring you varying degrees of experience. This will be laid out in some appendix tables further down below.
Level — This will be the level you have successfully achieved AND upgraded your Forager to. It is possible that you have enough Experience Points to upgrade your Forager but have yet to do so. This level will only increase when you actively go through the steps to upgrade your Forager to a higher level.
Attribute Points — As you level your Forager, they will earn one stat attribute point each time they are leveled up. If you have not distributed any of these earned attribute points out to the three stat attributes listed above (Strength, Speed & Luck), they will be stored here, until you do.
Cooldown — If your Forager is injured during a foraging mission, there will be varying degrees of injury. This is reflective of the amount of time your Forager will require for recovery (cooldown). This field is what will support the cooldown recovery time for your Forager, within the Green Rabbit game and will reflect the date/time that the Forager will come off cooldown in the Unix Epoch format.
To get started with your missions, you will need to access the “Missions” section of the Green Rabbit Game interface. Click "Missions" on the upper menu, then choose to "Start Foraging" and watch the short little cut scene as your mission slots are unlocked. Once they are, you will be presented with a screen that somewhat resembles the screen below.
From the Missions screen, you will see your available Foragers on the left. You can rotate through them, using the arrows on the left and right. You will see what level your Forager is just to the right of the Foragers head, as well as their three stat attributes just above their name, below the Forager. This will always be a quick way to see if your Forager is on a mission, recovering from an injury or available for a mission.
To the right of the Forager will be the available mission slots. EVERY player will commence Materials Foraging with TWO open mission slots. As you can see, Green Rabbit has planned for the potential, eventual expansion, to four slots.
Once you have the Forager you want to send out on a mission selected, click on one of your open mission slots to the right. This will take you into the actual mission screen. From here, you will be presented with a Map of the core area of Nanotopia and the four key regions that your Forager will be foraging in for you. The mission regions are:
The Paragon Plains
A large region of Nanotopia know for being the abundant crop growing region of the world. There are pocket areas that a trained Trailbreaker find the coveted Floria. Floria is a plant that produces a substance somewhat similar to what earthlings call Cotton. It is a key ingredient used in fabricating various materials and cloths.
The Forest of the Elders
Another large region of Nanotopia, The Forest of the Elders is highly dense forest. While there are many potential pitfalls of foraging through this dense region, highly trained Trailbreakers know exactly what they are searching for as they seek the Elder Sap, a high grade product from a select type of tree. This sap hardens into a strong material something like a resin and has many purposes.
High Mountain Hillsides
A very important region for various reasons, Trailbreakers have to search aggressively to find the highly sought after Versatopium plant. This plant has many important qualities and purposes that have been discovered over the years, by the Faunians, one such purpose is to make a soft and highly durable material very similar to Hemp cloth.
Molten Mountains
One of the most unstable and dangerous regions in all of Nanotopia, it is also the only place where a highly coveted metal ore called Nanore can be located. Trailbreakers must carefully manage the risk to their lives as they scour the region for signs of this precious metal.
On the map, there will be three areas per biome region that can be foraged in. Each of these three areas will have increasing costs and risks, with increased potential rewards. Everyone will start with access to the “level 1” area for each of the four biome regions. As you run missions with your Forager and the Forager begins to level up, they become stronger, faster, smarter. Eventually, when the Forager reaches level 10, you will unlock the potential for sending your Forager into either “level 1” or “level 2” areas for each biome region. Again, when your Forager achieves level 25, they will unlock “level 3” as well.
Note: It is very important to note, that leveling is per Forager. If you have two Foragers and one is level 10 and the other is level 2, only the level 10 Forager will have access to the second tier of areas for each biome region.
Also, each area, for each biome region will have a varying amount of time required, to run the mission. This timeframe will change based on the weather pattern in that region at the time. Prior to sending your Forager out on a mission, you will be able to see what the base timeframe is, that is expected for the mission. So go on… select the area and let your Trailbreaker run!
What comes next…?
As you confirm to send your Forager out on their mission, some initial RNG will be run, based on the Speed level of your Forager and the game will determine if your Forager will be able to complete the mission with any reduction to the time required. If so, the time will automatically update with the new timeframe needed.
As your Forager is out running the mission, you will notice the message on your Forager, is reflective of their progress. Initially you will see that they are travelling to foraging region, then they will be actively foraging and finally, they will be returning to you. Once they return, you will be able to click to complete the mission. This is where the RNG will be run to determine potential and severity of injury, mission success and luck based potential for additional mats having returned. All of which will be presented to you along with the Experience points your Forager has earned.
If your Forager is injured, they will immediately go on a recovery cooldown for the length of time that was determine required. You will however, have the ability to pay for healing services and help your Forager recover “quickly” should you choose.
Costs of missions — There is a table in the appendix section below that will cover the overall costs and potential success rates for each mission, in each area. It will also cover off what the potential quantity is for returning materials should you have a successful mission.
Materials — Fungible Tokens
Yes, you read that correctly. The materials you are collecting will in fact be fungible tokens. The very same kind of Fungible Token as Shellinium. These tokens will be earned in varying quantities as you run your missions with your Forager(s) and level them up. It is imperative that you gather and secure these materials in order to ensure that you have the required amounts, for attempting to craft your armor components.
The required materials for Armor Component crafting of the various totems and rarity types, will be released in the very near future and well in advance of Armor Component Crafting release. With the risk associated with the crafting attempts, it will be imperative that all of you Nanotopians secure strong holds of these four materials.
The tokens are as follows:
Note: As per usual, Green Rabbit does not speculate on external activities and views our tokens as in-game utilities tokens. What the players of the game opt to do with their tokens, is entirely their own choice, once they have earned them through the game play.
Forager Leveling
Leveling of your Forager will require two key things. The first, and most important, are the Experience Points (XP) you earn by your Forager running the missions. As you achieve the threshold for a new level, you will have the opportunity to raise your Foragers level, through a Forager management interface. The second item that you will require is a single Ascendant Orb of the same Rarity as your Forager. With XP and the Orb, your Forager will then be able to achieve the next level successfully.
As mentioned previously, there are some key level achievements as you level up your Forager. They are as follows:
Forager — Level 10
Unlocks Level 2 areas within the 4 Biome Regions
Requires defined amount of XP (see Appendix Tables)
Requires 1 Ascendant Orb of the same Rarity
Requires a defined amount of Materials from those Foraged
Evolution of Forager, from first variation, to second
Two stat attribute points awarded rather than the standard one
Forager — Level 25
Unlocks Level 3 areas within the 4 Biome Regions
Requires defined amount of XP (see Appendix Tables)
Requires 1 Ascendant Orb of the same Rarity
Requires a defined amount of Materials from those Foraged
Evolution of Forager, from second variation, to third
Two stat attribute points awarded rather than the standard one
Forager — Level 40 & 50
Requires defined amount of XP (see Appendix Tables)
Requires 1 Ascendant Orb of the same Rarity at each of the two levels
Requires a defined amount of Materials from those foraged at each level
Evolution of Forager, from third variation, to fourth for level 40
Evolution of Forager, from fourth variation, to fifth for level 50
Two stat attribute points awarded rather than the standard one at each level
The other item you will find on the Forager screen, is the attribute points distribution section. This will list out all of the points your Forager currently has, in Strength, Speed and Luck. Your Forager will gain a minimum of one additional Attribute Point each time they achieve a new level. Whenever you want to deploy these points, you will be able to do so from this screen, by assigning it to whichever of the three stat attributes you deem appropriate.
There will also be a stat re-roll option. If at any point during the gameplay, you determine you do not like how you have distributed your stat attributes, you will be able to click the re-roll stats button, pay a Shellinium fee and have all of the distributed attribute points that have been earned above the base stats for your Forager, returned to you for redistribution.
Paragon Plains
Floria
1
92
2
40
50
17000
0.08
Forest of the Elders
Elder Tree Sap
1
92
2
40
50
25000
0.13
High Mountain Hillside
Versatopium
1
92
2
40
50
26000
0.13
Molten Mountains
Nanore
1
92
2
40
50
37000
0.18
Paragon Plains
Floria
10
89
3
180
200
28000
0.14
Forest of the Elders
Elder Tree Sap
10
89
3
180
200
41000
0.23
High Mountain Hillside
Versatopium
10
89
3
180
200
42000
0.23
Molten Mountains
Nanore
10
89
3
180
200
57000
0.32
Paragon Plains
Floria
25
87
4
350
375
46000
0.25
Forest of the Elders
Elder Tree Sap
25
87
4
350
375
67000
0.40
High Mountain Hillside
Versatopium
25
87
4
350
375
71000
0.40
Molten Mountains
Nanore
25
87
4
350
375
96000
0.55
A few key points to make regarding the table above
Avg Time — This is based on the normal average weather for each region within the Tiers. In Tier I missions, the average is 2 hours, however with ideal weather it could be 1 and with miserable weather it could be 3.
Avg XP on Success — This is based on the average length of time for the mission. If the mission for example, is 1 hour in Tier I as opposed to the average of 2 hours, that number will be reduced by 50%. If it is 3 hours, it will be increased by 50%
Avg XP on Failure — This is exactly the same as point 2 above.
Shell Cost / Mission Hour — This means if the mission is 1 hour in length, it will cost this amount. As the mission increases in length, so too does the cost.
Mats / Hour — This should also be multiplied by the length of the mission you are attempting, to get the expected Materials value that will be returned as base materials should your Forager achieve success.
Forager Luck Calculations
At a maximum, luck can never bring a probability of greater than 30%, that additional materials will be returned. When a Forager completes missions in Level 1 biome regions, the highest probability for additional materials for a Forager with level 50 luck, would be 10%. In Level 2 biome regions, the highest probability for additional materials for a Forager with level 50 luck, would be 20%. And, in Level 3 biome regions, it would be a max of 30%
If your Forager is lucky enough to bring back additional bonus materials on top of the regular haul, it will be in the sum laid out in the table above, depending on the region and mission level completed successfully.
Forager Injury Calculations
Injury Probability — The further into the levels your Forager goes, the higher the risk (yet the higher the reward!). With the Injury Probability, the Level 1 biome regions apply a default of 30% probability minus the factor of your strength level. During the Level 2 biome regions a default of 40% is applied, followed by 50% at the Level 3 biome regions. These would be the worst case scenario probabilities for injury at each mission level, if your Forager has level 1 Strength.
Injury Severity — Should your Forager be determined based on the above, to have an injury, this calculation will determine the severity of the injury (length of recovery time required). This will take into account the length of the mission that was run as well as your Foragers strength level, as well as some key variables we have applied to order to control the degree of injury time.
Max Injury Time — This is actually the maximum amount of time you can be injured for on this mission, assuming that the mission time was the longest possible due to weather. It is the result of the worst case calculations in the Injury Severity column.
Injury Recovery Buyout — In this instance, to control players that have leveled their Foragers to higher levels and then come back to do the lower level missions, we incorporate both their Forager level and their Strength level into the calculation. The buyout cost will be whatever is higher, the result of the calculation, or 10,000 Shellinium. Buyout costs, while at a respectful level, are much lower than buyout costs found in other areas of the game, such as Greenprint Crafting.
Forager Speed Calculations
There are three key elements that go into determining what if any time reduction a Forager might receive in their mission attempts. The first is the base mission time for the mission they have selected that takes into account the weather in the biome region at the time. The second is their speed level which factors into two areas of the calculation as laid out in the table above.
The final piece is a degree of randomness applied using a RANDBETWEEN type function, to ensure that missions do not become a rote period of time over and over. What this function does is determine the bottom end number using the calculation that includes your speed level (0.09 * (speed level/50)). The result is the bottom of the random range and then 0.1 (or 10%) is the top end of the range. This is a small random factor that will then get incorporated into the overall calculation, to again, make it a bit dynamic and avoid that rote experience of a consistent timeframe.
Weather Probability
At this time the weather has been kept pretty consistent. There is a 33% probability when the weather report resets each day (@ 00:00 UTC), that each mission biome region, will trigger the beautiful, picturesque weather that will result in the shortest mission timeframe. There is a 34% probability it will result in a less ideal weather pattern for the day and then there is a 33% probability it will result in very unpleasant weather.
Forager Leveling Requirements
As players work to level up their Foragers, there are typically (as mentioned in the article up above) two requirements in order to increase the level. The first requirement is adequate Experience Points (XP) and the second is an Ascendant Orb of the matching Rarity to the Forager being leveled. There are four exceptions to this, which are threshold levels that provide certain impacts and benefits. These have all been laid out further above and will not be repeated here. However, the table above shows the materials required at each of those threshold levels in order for the Forager to level up, as well as the XP and Orb requirements.