Materials Foraging — Complete Guide

Green Rabbit Game
20 min readOct 27, 2021

Green Rabbit Community Update — October 27th, 2021

https://www.greenrabbitgame.io/ — img by Elemental Rabbit

In this community update, we are going to lay out details of the material foraging missions gameplay including, what is required, how it will work and more. Following these extensive details, we will provide some brief updates on “next up” roadmap items to follow, so be sure to read through those as well.

DISCLAIMER: While we will endeavor to align the final release details as close as possible to the details outlined within this update, we reserve the right to tweak aspects of the information found here, as required. We will release a further update should any of the details below, change.

Materials Foraging

As mentioned since the early days of the Green Rabbit roadmap, there is a requirement of acquiring materials that you will then use in your attempts to craft the armor components that 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.

Note: Green Rabbit will be working in conjunction with NanotopiaTV, to create a very descriptive video, outlining the importance of all of the current game mechanics, including Materials Foraging and how they all come together. This will be something everyone will want to watch in order to ensure they understand the greater vision and strategy for all of the gameplay functions. We will release this video as soon as it is complete, during a live stream that is similar to an AMA, where we will then talk in further detail about it. In the coming days, we will open a form to collect questions, therefore, please be sure to read this thoroughly and then submit any questions you might have in the form. That will be the approach we take to address anything that you all think up from this information.

Where to start…

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. The details of the first drop are as follows:

DATE: TBD — Target is within first half window of November
DETAILS: There will be two key components to the drop window:

Single NFT Foragers, Common Rarity Only
* 1,500,000 Shellinium
* 150 Common Foragers Available
* Limit of 1 per player (There will be a whitelist requirement)
* Will open 12 HOURS after the release of Materials Foraging

Single NFT Forager Packs, Multiple Rarity Probability
* 9,500,000 Shellinium
* 350 Packs: 20% Common, 42% Uncommon, 38% Epic — Single NFT/Pack
* Limit of 1 per player (There will be a whitelist requirement)
* Will open 12 HOURS after the release of Materials Foraging

The Materials Foraging Missions Forager packs are being released in a controlled fashion. The initial drop will see 500 Forager released as outlined above. However, Green Rabbit will release more packs, as needed for the community to be able to actively participate in the game. We anticipate the possibility of releasing a second drop in a relatively short window following this initial drop.
Note: The pack probabilities featured above are ONLY for the initial drop and future drops will see a notable change in these probabilities.

Details of the whitelist requirements for the drop listed above, will be released before the end of the week.

Forager Attributes

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.

IMAGE SUBJECT TO CHANGE — IS ONLY A DESIGN MOCKUP

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 that 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.

Now we know what you are thinking, “Oh my, this is going to be expensive with the need for that Orb.” What we can encourage you with is, we have been actively monitoring the community and are moving forward with strong data-driven decisions. We don’t make decisions, winging it by the seat of pants as some might suggest, Ha! We in fact use all of the data we can access, to ensure we are taking the most balanced approach. With that in mind, we are going to start tweaking the in-game economy using the levers at our disposal. This includes such things as; Shell costs for game mechanics, Success Rates, Daily Attempts. We will use all of the levers we have built into the game, in order to ensure that we maintain a strong balanced economy, while at the same time, ensuring there is challenging and enjoyable gameplay you must strive to succeed in. You have already seen the first step towards our adjustments via the increased 4-Component Greenprint Crafting attempts. You will continue to see more changes over the next couple of weeks.

Further to that, we will be releasing a detailed video in the coming days in collaboration with Nanotopia TV, that will outline the connection and importance of all of the game mechanics, how they all come together in the bigger picture and strategy of the gameplay. We had to go through a period of correction time for the game economy, to stabilize things after the initial bumps we hit. Now the economy has stabilized and it is time to regulate some of our control mechanism as we move forward into a very exciting time.

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
5 Levels of Evolution for Samil The Totem Snatcher

Note: The Green Rabbit Team is actively discussing the potential of introducing an optional “Prestige” element to your Foragers. For those not familiar with this concept, at level 50, you would have the choice to reduce your Forager back to level 1, starting the entire process over again, while earning a Prestige badge. More details around this potential future gameplay component will be released in a future update.

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 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.

Appendix Tables

DISCLAIMER: While we will endeavor to align the final release details as close as possible to the details outlined within this update, we reserve the right to tweak aspects of the information found here, as required. We will release a further update should any of the details below, change.

Available Base Missions Table

There are a number of variables in the table above, that an fluctuate based on certain circumstances. The Average Time for a mission will be based off the fifth column in the table above. However, it is possible in each scenario, that due to weather, the time required could fluctuate by one hour on either side of the average. The intention is, that every day at 00:00 UTC, the weather report will come in and any missions starting after this point, will have a weather report that reflects the weather for the day in each biome region.

Due to this potential for change, the XP on Success, the XP on Failure and the Shell Cost will all fluctuate with the time required to complete the mission. The three numbers outlined, will go down slightly or up slightly, based on the weather situation and time required to complete the mission (prior to speed adjusted timing).

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 in the article 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.

Roadmap Update

With Materials Foraging edging quickly towards fruition, it is time we share with the community, what other items we are focused on (although we try to keep at least one surprise up our sleeve!)

Inventory Screen Updates

This is something we have mentioned before and are currently working to make more functional. The general look and feel of it will resemble more along the lines of the GR Asset Lookup functionality and there will be a few new features introduced to it. We expect to see this released in the second half of November.

Partner Staking Functionality

This is in fact ready for release and is something that will be coming sooner rather than later. Watch the community updates closely for announcements around which Partners will be staking first, and when.

Partner staking will be accessible from the main Staking screen and will take you into an interface that will provide you with Partner specific slots for plugging in the Partner Flashdrives. Partner Flashdrives will be sold in The Shell Road Marketplace for Shellinium and will be made available at or shortly before the launch of a partner in the staking program.

Community Pool Flashdrive Staking

This is something we have spoken about before due to other pressing initiatives, it was taken off of the front burner and put on the proverbial back burner. At this point, we are moving it back to the front and will plugging it back into the queue for development. It is something we aim to have completed before the end of the Calendar year.

What is this you ask? It is added functionality that will be accessible from the main staking screen in a manner similar to Partner staking. When you access this new interface, you will have a fixed number of available slots, that you can plug your extra Flashdrives into. For those wanting to stake assets they do not have the Flashdrive capacity to stake, they will be able to access the community pool and stake these assets. When they stake in the community pool, they will only receive a fraction of the normal staking power of any assets staked in this manner. A portion of the normal staking rate will go to the community pool and on a scheduled basis, that pool will be paid out to those who have provided drive capacity based on what percentage of the overall pool, they have provided.

Armor Component Crafting

This will be the next notable development we undertake after Materials Foraging. This will bring forth the functionality required, to take your fully boosted Greenprints coupled with the requirement materials your Foragers will have collected for you in the Material Foraging Missions, and allow you to attempt to create the components to your future armor.

There are plenty of details coming on this and we expect to release a significant community update around this within 1–2 weeks of Materials Foraging being released. This update will include important information such as how much of each material, will be required in order to attempt the crafting of any of the armor components, based on totem and rarity.

Stay tuned for this one, it will be a big one as well, which will move us one step closer to completed Anima Armor!

Unity Mini Game

This is something that is coming along very nicely in the team already. We are targeting a potential release of this mini game, to the community, at some point during the month of November. While we anticipate the game being a fun little game to play, around the current regular game mechanics, it will be an important testing tool. Green Rabbit is breaking barriers in building a blockchain Unity based game and this mini game will help us test out some of the underlying networking and mechanics of communicating with the chain. We are excited to have you involved in this test project with us. More details to follow very soon.

Top Secret Project — Shock & Awe

There is a component we are working on for the game, that we truly believe will be a game changer when it comes to the communities overall gameplay experience. No information on this component will be released in advance and it is being kept top secret until its release. Due to the top secret nature of this component, nVen0m has experienced a mind-wiping session deep in the heart of the Shell Corp headquarters. If you attempt to engage him to acquire this information, he will have no idea, to what you are referring. Release date will be, when it will be. Stay tuned…

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