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. Crafting
  3. Alchemy (Items)

Augments

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Last updated 2 years ago

Augments are swappable Genopet body-parts, which can be equipped to customize a pet's visual appearance and in-game attributes. The attributes which can be modified via Augments are:

  • Tail

  • Wing

  • Horn

  • Antenna

  • Mane

  • Ear

  • Eye

All Augment recipes require a Reagent, which establishes which attribute-part the crafted augment will be for. For example, crafting with a Tail Reagent will produce a Tail Augment. Any time the player crafts an Augment, they have a chance to produce one of Common, Uncommon, or Rare class. These probabilities apply to crafting Augments only and do not apply to the classes of other item Types or outputs.

Crafted Augment Class
Approximate Crafting Probability

Common

70%

Uncommon

25%

Rare

5%

Legendary and Mythic Augments will have additional requirements and cannot be randomly produced through the standard augment-crafting mechanic.

See below for an illustrative diagram on crafting augments:

Usage

Genopets can be equipped or unequipped with Augments. In order to equip one's Genopet, the Augment must be held in the player's inventory. Upon usage (equip), the Augment replaces the currently equipped Augment in the corresponding body part (attribute). The previous Augment is transferred to the player's inventory.

All Augments are compatible with any Stage of Genopet evolution. Once equipped, the Augment will match its appearance to the Genopet's Stage appearance.

Augments, like other tokenized in-game assets, will be tradable on the marketplace. On marketplaces, the Augment will be visually depicted in its Stage 1 form. However, as clarified above, it will sync to visually match the Stage of the Genopet when equipped.