Genopets Game Whitepaper
  • Overview
    • Introduction
    • Rewarding an Active Lifestyle
    • Why Web3 in Games?
    • GameFi Sustainability
    • Marketplace Economy
    • Roadmap
      • PHASE 1 - PRIVATE BETA (COMPLETE)
      • PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)
      • PHASE 3 - FUTURE LAUNCH (COMING 2023)
  • Gameplay Pillars
    • Move-to-Play
    • Nurture & Evolution
    • Habitat Terraforming & Rental
    • Harvesting KI & Crafting
    • Battle System
  • Game Mechanics
    • Developer's Note
    • Mechanics Changelog
    • Energy
      • The Framework
      • Calculating Steps to Energy Conversion
      • Why Implement Energy?
    • Stage-based Energy Multipliers
    • Daily Banking Rewards
    • Challenges
    • Banking Streaks
    • Mood & Nurture
      • Calculating Mood
      • Nutrition
      • Joy
      • Love
      • Nurture Actions
        • Feeding
        • Playing
        • Petting
      • Nurture Items
    • Leveling Up
    • Stats
    • Items
    • Step Battles
    • Player Created Economy
      • Virtual Economies in Context
      • Players as Economic Agents
    • Crafting
      • Terraformation (Habitats)
      • Refinement (Crystals)
      • Alchemy (Items)
        • How It Works
        • Cosmetics
        • Augments
        • Reroll
        • Expedite
    • Augment Upgrading & Recycling
      • Upgrading
      • Recycling
    • Habitat Management
      • General Parameters
      • Components
      • Primary & Sub-Habitats
      • Unrefined Crystal Spawning
      • Harvesting KI
      • Terraform Seeds
      • Maintenance & Decay
      • Upgrading Habitats
      • How to Acquire Habitats
      • Delegation (Alchemists & Harvesters)
      • Habitat Hibernation
  • Tokenomics
    • Dual Token System
    • GENE Tokenomics
    • GENE Staking
      • Inspirations
      • Motivations
      • Benefits
      • Design
        • sGENE In-Game
      • Definitions
      • Current Settings
      • Staking Program Audit
      • Airdrop Reward Weight
    • KI Token Launch
  • Game Elements
    • Glossary
    • Season 0 - Item Removal
    • Crafting Recipe Book
    • Holiday Gift Guide
    • Resources
      • Giveaways
        • Genopets Duck Game Giveaway
    • Genoverse Alphabet
    • Game Rules
    • Augment Style Guide
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  1. Game Mechanics
  2. Augment Upgrading & Recycling

Upgrading

Each Class-Variant combination (e.g., Common-(null)) can only be upgraded to the next level up (e.g., Common-Enhanced). Superior variants can only be upgraded to the (null) variant of the next Class up. The ordered progression of upgrades, starting with the (null) Common is as follows:

  • Common (null)

  • Common Enhanced

  • Common Superior

  • Uncommon (null)

  • Uncommon Enhanced

  • Uncommon Superior

  • Rare (null)

  • Rare Enhanced

  • Rare Superior

Players must combine quantities of the same Class-Variant Augment, along with a base amount of 500 Energy, in order to produce 1 same Family Augment of the next Class-Variant tier up. The necessary quantities for each level of upgrade is as follows:

Class
Variant
Quantity Required to Upgrade to next Variant-Class
Energy Required to Upgrade

Common

(null)

2

500

Common

Enhanced

2

500

Common

Superior

3

500

Uncommon

(null)

2

500

Uncommon

Enhanced

2

500

Uncommon

Superior

4

500

Rare

(null)

2

500

Rare

Enhanced

2

500

Rare

Superior

Genesis and summoned Augments cannot be upgraded.

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Last updated 1 year ago