# Champz in a Nutshell

**Champz** is an immersive and exciting **browser-based RPG** that combines the thrill of strategy with Play and Earn mechanics. Dive into the magical world of **Arborethia**, where the Tree of Life thrives, and create your squad of up to six unique Champz, each with their own powers and abilities. Best of all, you can start for free, assembling your **team** and embarking on epic **adventures** without any upfront cost. But for those who want to take their gameplay to the next level, you can acquire rare Champz NFTs, unlocking new possibilities and increasing your earning potential.

<figure><img src="/files/IgAu7YS5vix36El26MHH" alt=""><figcaption></figcaption></figure>

The game is set in Arborethia, a vibrant world where every day is a new opportunity for your Champz to grow and evolve. Each in-game day lasts 24 real hours, and your Champz start with a set amount of Action Points (AP), Health Points (HP) and Mana. From there, it’s up to you to guide them through a variety of activities. Forage for Spores and experience points, defend Arborethia in epic battles against powerful invaders, or engage in strategic PvP showdowns with other players. Every action you take matters and contributes to your progress in this high-stakes, high-reward environment.

<figure><img src="/files/ilt83crlrQOiZVB1p6NF" alt=""><figcaption></figcaption></figure>

Exploring adds a thrilling dimension to your journey, with text-based adventures that let you make important decisions and unlock new rewards. When your Champz fall in battle, don't worry – Arborethia’s life-giving power will revive them, allowing you to continue your quest. Level up your Champz to increase their strength, but be prepared for the challenge, as the cost to level up grows higher with each new milestone.

<figure><img src="/files/T2YXb33yylkm3JrDI545" alt=""><figcaption></figcaption></figure>

With an ever-expanding roster of characters, a strategic combat system, and the potential to earn valuable rewards, Champz is an adventure you won’t want to miss. Build your team, conquer challenges, and rise to the top as you unlock new abilities and items, all while increasing your earning potential. Get ready for a journey filled with action, strategy, and rewards — the world of Arborethia is waiting for you!

<figure><img src="/files/ZCIp2y1FInd6MtdHOLQw" alt=""><figcaption></figcaption></figure>

#### Play and earn:&#x20;

The second currency used in Arborethia is Truffles. Truffles can be acquired in different ways and can be exchanged for USDC when you hold at least 25.000 $CHAMPZ.

* Complete daily [**truffle quests**](/currencies/earn-truffles)
* Fight and Explore for the chance of meeting [**the Leprechaun**](/currencies/earn-truffles/the-leprechaun)
* Participate at the daily [**burn raffle**](/currencies/earn-truffles#burn-and-earn)
* Compete in exciting PvP battles and win the[ **PvP Wager Jackpot**](/currencies/earn-truffles/pvp-wager-jackpot)
* Sell items on the truffle marketplace


# Passport login and EVM wallet link

**Passport Documentation**

**Passport** provides an easy way to log into the game using an email address, such as Google Mail, Apple ID, or any other valid email. No wallet is required to start playing the game.<br>

<figure><img src="/files/iWBG1yT3vY75zp94Jkit" alt=""><figcaption></figcaption></figure>

**Automatic Wallet Creation** A wallet is automatically created for you in the background when you log in. The address of this wallet can be found in your preferences menu (represented by the gear icon).

**Linking an EVM Wallet** If you already have an existing Champz account linked to an EVM wallet, you can link this account to your passport login. Also if you want to add your EVM wallet for handling Web3 assets like $Champz tokens or Champz NFTs. This allows you to maintain your Passport-managed in-game assets while integrating blockchain-based assets into your account. Follow these steps:

1. **Log in with Passport:** Start by logging in using your Passport credentials.
2. **Navigate to Preferences:** Go to the preferences menu (gear icon) and select the Passport menu.

<figure><img src="/files/FkXAm0pxJDmJ5R1sa4Dp" alt=""><figcaption></figcaption></figure>

1. **Connect EVM Wallet:** Choose the option to connect your EVM wallet and sign the request.
2. **Sign the Link:** After connecting, press "Sign link" to link your wallet to the account.<br>

   <figure><img src="/files/RpkPTa81MZW2kMNGPwJO" alt=""><figcaption></figcaption></figure>
3. **Select and Activate Wallet:** To finalize, select your wallet from the dropdown menu and activate it. This action will log you out of the game.<br>

   <figure><img src="/files/WA582g4FM4eYsPkTNMjb" alt=""><figcaption></figcaption></figure>
4. **Re-login**: When you log in again via Passport, your EVM wallet account will now be linked. You will continue playing with the same account you previously accessed via wallet sign-in. From this point onward, you only need to use the Passport login to play the game.
5. **Use EVM Wallet for Web3 Assets Only**: Since the EVM wallet login is disabled players need to link their EVM wallet to a passport account and chose the option "Use for ETH Blockchain assets only".&#x20;

**Important Notes**

* **One Wallet Only:** You can link only one wallet at a time. To prevent misuse, you can change the linked wallet only once every 14 days.
* **Blockchain Interactions:** If you plan to perform blockchain-related activities, such as locking/unlocking characters or buying/claiming truffles, you still need to connect your wallet. Navigate to the preferences menu and the Passport menu to reconnect your wallet for these actions.
* We are currently **migrating all EVM wallet profiles to their linked Passport profiles**. Once completed, linked EVM wallets will be used exclusively for blockchain assets, and choosing a different setup will no longer be possible.


# Welcome Screen

The **Welcome Screen** is the first page you see when you log into the game. It gives you a quick overview of your progress and provides easy access to key game information. From this screen, you can choose which game statistics you'd like to display, such as your player profile level and guild level. At the bottom of the screen, you'll find the latest updates and game news, ensuring you're always up-to-date on important announcements.

<figure><img src="/files/63QXr5n4yWlqVJY4WeJY" alt=""><figcaption></figcaption></figure>

The **Play Now** button takes you directly into the game screen, where the adventure begins!

The **top bar** and **bottom bar** are accessible from every screen, allowing for seamless navigation throughout the game.

#### Top Bar (from left to right):

* **Back Button**: Takes you to the previous screen. Note that it may not be active in certain areas.
* **Game Screen Button**: Brings you directly to the main game screen.
* **Current Day**: Displays the current in-game day, helping you keep track of your progress.
* **Spores Balance**: Shows your current spores balance. Click it to access the Spores Burn and Spores Log.
* **Truffle Balance**: Displays your truffle balance. Clicking it opens the truffle buy menu, as well as the Truffle to USDC exchange and the Truffle Log.
* **Wallet Access**: Provides access to your wallet info, including spores, truffles, earnings, and referrals.
* **Notification**: Displays any in-game notifications.

#### Bottom Bar:

* **Profile:** Lets you access your profile
* **Sound Toggle**: Lets you turn the in-game music on or off.
* **Settings**: Takes you to your account settings where you can adjust preferences.
* **Help**: Opens the documentation page for the current screen, offering guidance and tips.

This layout ensures you can easily manage your game progress, check your balances, and navigate through the various features of **Champz** with ease.


# Main Screen

## Main Game Screen Documentation

The **Main Game Screen** serves as the central navigation hub for all gameplay features. It provides quick access to various essential areas of the game. Below are the primary sections available:

<figure><img src="/files/ttnvx1TWBm1kmT8YqfTZ" alt=""><figcaption></figcaption></figure>

***

#### **1.** [**Barracks**](/main-screen/barracks)

This is where players manage their team of heroes.

***

#### **2.** [**Guilds**](/main-screen/guilds)

The social center for players to connect and collaborate.

***

#### **3.** [**PvP (Player vs. Player)**](/main-screen/pvp-and-spectating)

The competitive arena where players face off against each other.

***

#### **4.** [**Quests**](/main-screen/quests)

Overview of your daily and weekly quests.

***

#### **5.** [**Auction House**](/main-screen/auctionhouse)

The marketplace for trading and acquiring items.

***

#### **6.** [**Inventory**](/main-screen/inventory-and-item-forging)

The storage area for all collected items and resources.

***

#### **7.** [**Forging**](/main-screen/inventory-and-item-forging)

The crafting and upgrading workshop.

***

#### **8.** [**Leaderboards**](/main-screen/ranking-leaderboards)

The global rankings for various competitive aspects of the game.

***


# Barracks

<figure><img src="/files/aeMLLmjSThSlZ6XTlnmC" alt=""><figcaption></figcaption></figure>

The **Barracks** is the central hub for managing your characters. From creating new characters to forming squads, the Barracks provides everything you need to oversee and optimize your team.

<figure><img src="/files/2OpFXfVdOTwJXYCGLIEr" alt=""><figcaption></figcaption></figure>

The Barracks offers a wide range of functionality, organized into different tabs and options:

1. [**Create New Characters**](/main-screen/barracks/characters-and-character-creation)
   * Grow up to six characters by selecting their class and customizing their attributes.
2. **Character List Overview**
   * View a complete list of all your characters.
   * Filter characters by status (idle, foraging, exploring, etc.) for easy management.
3. [**Access Character Window**](/main-screen/barracks/characters-and-character-creation)
   * Select a character to open their detailed profile.
   * Review stats, abilities, and progress in their respective window.
4. [**Perform Actions with Characters**](/main-screen/barracks/actions)
   * Choose a character and assign them to different activities:
     * **Fighting**
     * **Exploring**
     * **Foraging**
5. [**Manage Character Equipment**](/main-screen/barracks/equipment)
   * Equip and optimize gear for your characters to enhance their stats and abilities.
6. [**Form Squads**](/main-screen/barracks/squads)
   * Combine characters into squads for group-based activities.
   * Access the **Squad Tab** to organize and lead your squads into battle.


# Characters and Character Creation

### **1. Getting Started**

When you log into the game for the first time and navigate to the **Barracks**, you will have the opportunity to create (or "grow") up to **six characters**.

#### **Character Creation**

* You can select the class for each character from a total of **six classes**, divided into three categories:
  * <img src="/files/Ew3WxDV4AIGCrNfQIC3d" alt="" data-size="line"> **Magic Classes**: Priest, Alchemist
  * <img src="/files/SAG5Y8bYxZWuxdV3q35M" alt="" data-size="line"> **Melee Classes**: Warrior, Lumberjack
  * <img src="/files/34iCibXk2c3XSAAbv2fm" alt="" data-size="line"> **Ranged Classes**: Jester, Hunter
* Each class comes with a unique **Main Ability** and **Main Attribute**.

<table data-view="cards"><thead><tr><th>Class</th><th>Weapon Class</th><th>Modifier</th><th>Attribute</th><th data-type="files"></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Warrior</td><td><img src="/files/4soFSJdCHxVFUqQEZgYY" alt="" data-size="line"></td><td>10-75</td><td><img src="/files/1uUJjMhgiz0u3KOD00uD" alt="" data-size="line"> %Base HP</td><td></td><td><img src="/files/qHUUggcwRDbmCm15DzEH" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Break</a></td><td><a href="/files/SmP7VdbsvnlaSo8F4YaR">/files/SmP7VdbsvnlaSo8F4YaR</a></td></tr><tr><td>Lumberjack</td><td><img src="/files/HIVlCpwOdjq4VKbYnPfe" alt="" data-size="line"></td><td>25-150</td><td><img src="/files/jwLLV8iTPvVkLhqagBET" alt="" data-size="line"> %Base Defense</td><td></td><td><img src="/files/dru982hckW2ncdEhtfy8" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Spike Shield</a></td><td><a href="/files/R6uc11aGlwsivTPI885J">/files/R6uc11aGlwsivTPI885J</a></td></tr><tr><td>Hunter</td><td><img src="/files/eQ9KuxMAgUDdiJpMq72m" alt="" data-size="line"></td><td>10-45</td><td><img src="/files/Iun38aGdY516cJlW5RsM" alt="" data-size="line"> %Base Attack</td><td></td><td><img src="/files/lkOsiPWuQqLBgBxiK5qW" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Paralyzing Arrow</a></td><td><a href="/files/9OMGX3Igujvt1tFzJAVG">/files/9OMGX3Igujvt1tFzJAVG</a></td></tr><tr><td>Jester</td><td><img src="/files/nm4gmkLjvpgqbMFmtw83" alt="" data-size="line"></td><td>50-150</td><td><img src="/files/RmfrraZVCaY622jN2zIK" alt="" data-size="line"> %Exp</td><td></td><td><img src="/files/hZ5Dn5Q0a8Ybx38g8K1p" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Confuse</a></td><td><a href="/files/IKXI89DLx0c8PoCqURkI">/files/IKXI89DLx0c8PoCqURkI</a></td></tr><tr><td>Priest</td><td><img src="/files/syTPDCwEbHe2nbtuyxpq" alt="" data-size="line"></td><td>3-9</td><td><img src="/files/I2h3ktHFBKJrYEx2oQwy" alt="" data-size="line"> %HP Regen</td><td></td><td><img src="/files/zBFet7uuvxqcUe4485Hw" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Regenerate</a></td><td><a href="/files/kj2y9HeiGxwOXdcC72pq">/files/kj2y9HeiGxwOXdcC72pq</a></td></tr><tr><td>Alchemist</td><td><img src="/files/h38X1wRcAZB2ttyRfxHn" alt="" data-size="line"></td><td>50-150</td><td><img src="/files/g9tohJyASClReEk6PE7D" alt="" data-size="line"> %Foraging reward</td><td></td><td><img src="/files/t3HhRFXxSlMMSQC5GYo6" alt="" data-size="line"> <a href="/pages/nLIN2RyygxSDs5XtFNjI">Spore Cloud</a></td><td><a href="/files/NJCgd3UHbKSVRMllGRvk">/files/NJCgd3UHbKSVRMllGRvk</a></td></tr></tbody></table>

***

A complete list of all your available characters is displayed on the left side of the screen. You can use filters to sort the list based on **character status**, such as:

* **Idle**
* **Foraging**
* And other activity states.

This feature makes it easy to manage and track your characters' current tasks and availability.

### **2. Character Stats**

All characters start with the same base attributes at **Level 1**:

| **Attribute**                                                                     | **Description**                                                                     |
| --------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------- |
| <img src="/files/v0aICDOZVL9h3WwJnuxg" alt="" data-size="line"> **HP**            | Health Points determine how much damage a character can take before being defeated. |
| <img src="/files/YJ2fYxS5OFdsdVTq03Pg" alt="" data-size="line"> **Mana**          | Mana Points are consumed to activate abilities.                                     |
| <img src="/files/uXAByZayTMCXnmVtkQWF" alt="" data-size="line"> **Attack**        | Determines the damage dealt in combat.                                              |
| <img src="/files/SSjMcr2iBpBvB77V6XNi" alt="" data-size="line"> **Defense**       | Reduces incoming physical damage from enemies.                                      |
| <img src="/files/EsrGcw0nIyulFO8HgQuP" alt="" data-size="line"> **Accuracy**      | Affects the chance of hitting an enemy with an attack.                              |
| <img src="/files/ISBw5JPxVWUITsg9CqjM" alt="" data-size="line"> **Evasion**       | Increases the chance to avoid an enemy's attack.                                    |
| <img src="/files/FcRRdJ7rjhfIJaNwP96r" alt="" data-size="line"> **Action Points** | Dictates the number of actions a character can take each day.                       |

#### **Leveling Up**

* Characters earn **EXP** through battles and activities.
* When a character gains enough EXP, they can level up, which increases:
  * **Level**
  * **HP**
  * **Attack**
  * **Defense**

***

### **3. Main Attribute Bonus**

Each class has a **Main Attribute Bonus**, which defines its unique specialization. Upon creation, a character’s main attribute starts at the **minimum level** but can be **rerolled** to achieve higher power.

| **Class**      | **Main Attribute Bonus**                                                                                    |
| -------------- | ----------------------------------------------------------------------------------------------------------- |
| **Priest**     | <img src="/files/gCD34HFSJNHdwHP7lPvv" alt="" data-size="line"> **Regeneration Bonus**                      |
| **Warrior**    | <img src="/files/vDQzxkdyxbQmlKzUnNcf" alt="" data-size="line"> **HP Bonus**                                |
| **Hunter**     | <img src="/files/7Miv1E9KORegxaZzVkVY" alt="" data-size="line"> **Attack Bonus**                            |
| **Lumberjack** | <img src="/files/6rZq3jUraZKSL0gxM6At" alt="" data-size="line"> **Defense Bonus**                           |
| **Alchemist**  | <img src="/files/K1Pj9D6IInU6TKVhZUW1" alt="" data-size="line"> **Forage Bonus** (increases resource gains) |
| **Jester**     | <img src="/files/3ZPAppgxteYyHsLCiche" alt="" data-size="line"> **EXP Bonus**                               |

***

### **4. Character Rebirth**

At **Level 15** and beyond, characters become eligible for **Rebirth**, allowing them to reset their level and gain additional secondary attributes.

#### **Rebirth Mechanics**

* **Level Reset**: Character level resets to **1**.
* **Secondary Attribute Bonus** <img src="/files/PmqKcW8Am7euyBKDjjVS" alt="" data-size="line"><img src="/files/jw2WCiRtF2cAYcBDNoyH" alt="" data-size="line"><img src="/files/61jmBLhltVUufSn95pKA" alt="" data-size="line"><img src="/files/PX9JyaVlO4oXaPyLlbCe" alt="" data-size="line"><img src="/files/Gt7RKlexfDX7x0wdljgJ" alt="" data-size="line"><img src="/files/77Tgq45oKmWHeqa6cJL1" alt="" data-size="line">: A secondary attribute is added, taken from another class’s main attribute but at a weaker power level.
* Characters can be reborn **twice**, allowing for a total of **two secondary attributes**.

***

### **5. Class-Specific Abilities**

Each class features a unique ability that enhances gameplay strategy:

| **Class**      | **Ability**                                                                          | **Description**                                             |
| -------------- | ------------------------------------------------------------------------------------ | ----------------------------------------------------------- |
| **Priest**     | <img src="/files/BAXaTt505r6jRNsutAvj" alt="" data-size="line"> **Regenerate**       | Gradually restores HP to the character.                     |
| **Alchemist**  | <img src="/files/5pt9AKxlEyl7jFNhDJYm" alt="" data-size="line"> **Spore Cloud**      | Reduces enemy accuracy with a toxic cloud.                  |
| **Warrior**    | <img src="/files/0Ou38iMQWRjxtr5S3Pt1" alt="" data-size="line"> **Break**            | Stuns and reduces enemy defense.                            |
| **Lumberjack** | <img src="/files/d9Ob940uec68CBRnq24I" alt="" data-size="line"> **Spike Shield**     | Increases Defense and reflects damage back to attackers.    |
| **Jester**     | <img src="/files/2pa57H8odPAMBhMGNXpq" alt="" data-size="line"> **Confuse**          | Causes confusion to the enemy to attack a random target.    |
| **Hunter**     | <img src="/files/SBGlRzt8nLGakle7JJxx" alt="" data-size="line"> **Paralyzing Arrow** | Temporarily immobilizes an enemy, preventing their actions. |

***

### **6. Advanced Strategies**

#### **Building a Team**

* Consider each character’s class and main attribute bonus when building your team.
* Mix and match classes to balance healing, damage, and support abilities.

#### **Optimizing Rebirth**

* Plan your character's secondary attributes strategically to complement their main attribute.
* Combine classes with synergetic attributes to maximize versatility.

***


# Rebirth

Rebirth is a functionality available from level 15 onwards. It will reset the EXP of a Champ to zero, thus setting its level back to 1. You can rebirth every character maximum two times.&#x20;

To perform a rebirth, press the button that is available for every Champ from level 15 onwards.&#x20;

<figure><img src="/files/KDNmeXaRZFmSJr3ARrBe" alt=""><figcaption></figcaption></figure>

Each rebirth brings substantial benefits:

The Champ gets an additional random attribute, called secondary attribute. This is a new bonus and can not be the same type as the already existing one (For the possible attribute bonuses refer to [Characters](https://docs.fungea.world/gameplay/characters)). The value range for the secondary attributes is 50% lower than the range for the corresponding main attribute. \
E.g. \
Priest main attribute: 3% - 9%\
Regeneration as secondary attribute: 3% - 6%

<figure><img src="/files/tNTOZcMl7OaXdX5pw8f6" alt=""><figcaption></figcaption></figure>

Every rebirth of an[ NFT Champ](/main-screen/barracks) increased the daily login reward for the player (see [Daily Login Bonus](/currencies/earn-truffles#daily-login-bonus))


# Main attribute reroll

Main attribute reroll: Reroll allows users to roll for a new value for their main attribute, which represents the class characteristic trait (e.g., Priest %Regeneration, Hunter %Attack). The cost of this reroll varies depending on the initial value of the attribute.

**Access:** Users can access the main attribute reroll by selecting the main attribute (shown in green) displayed in the character's profile. Once the reroll button is pressed, the new attribute value is shown immediately.

<figure><img src="/files/k5jpvwBQGU20Hq9Wg6sv" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/BnSFT7MyM4wVDB8hZ2Y2" alt=""><figcaption><p>Upon clicking, the new attribute is rolled immediately</p></figcaption></figure>

**Cost Calculation:** The cost of the reroll varies based on the initial value of the attribute. The value in percentage is determined by where the current value lies in the range. For example:

* A 25% attribute on a Hunter would be 43% of the range since the total range is 10-45%.
* A 50% attribute on a Jester means 0% of the range since the total range is 50%-150%.
* A 5% Priest attribute, which has a range of 3-9%, would be at 33% of the range.

| 0%   | 10,000 |
| ---- | ------ |
| 20%  | 18,000 |
| 40%  | 26,000 |
| 60%  | 34,000 |
| 80%  | 42,000 |
| 100% | 50,000 |

&#x20;

**Be aware that your Champ could end up with a lower value main attribute after reroll.**

Users can strategically choose to reroll based on their preferences and resources.


# Secondary attribute reroll

**Secondary attribute Reroll:** Rerolls allow users to reroll the attributes achieved through the rebirth mechanic.&#x20;

<figure><img src="/files/pDfxyhEGkiqlReqAUBRG" alt=""><figcaption></figcaption></figure>

* **Access:** Users can access the secondary attribute reroll by selecting any secondary attribute (shown in teal) displayed in the character's profile.

<figure><img src="/files/t9cslO0kW9glPOV7wWwY" alt=""><figcaption></figcaption></figure>

* **Cost Calculation:**
  * **Attempt Number**: The number of times an attribute has been rerolled.

| Attempt Nr | Truffles |
| ---------- | -------- |
| 1          | 15,000   |
| 2          | 15,450   |
| 3          | 15,914   |
| ...        | ...      |
| 30         | 35,384   |

Users are presented with three options from which they can choose their new attribute: two randomly generated new attributes (excluding the existing main attribute) with random values, and the current attribute as a "fallback" option. Each subsequent reroll becomes 3% more expensive than the previous one.

<figure><img src="/files/29kJ0E4m6YwYz1BlnF3U" alt=""><figcaption></figcaption></figure>

Users can strategically choose which attributes to reroll based on their preferences and resources.


# Level Reset

**Introduction:**

The Level Reset System is a feature designed to provide players with the ability to reset a character to a specific level, resetting all accumulated experience points (EXP) that would exceed the chosen level and unequipping all items. However, the character retains its inherent traits and rebirthed states. This system primarily caters to new players who acquire higher-level characters from marketplaces, allowing them to start fresh and progress through the game at their own pace.

**Functionality:**

1. **Reset Process:**
   * To initiate a champ level reset, players can access the red arrow at the characters EXP bar.

<figure><img src="/files/hVBrfM1l1eXCQKbIclW6" alt=""><figcaption></figcaption></figure>

1. **Outcome:**

   * Upon confirmation, the Champ will be reset to the chosen level, losing all exceeding EXP.
   * All items equipped will be unequipped and returned to the player's inventory.
   * The Champ's traits and rebirthed states, however, will remain intact, ensuring a sense of continuity and progression.<br>

   <figure><img src="/files/dPLTrZyP98n72RTsQwYu" alt=""><figcaption></figcaption></figure>

**Purpose:**

1. **New Player Empowerment:**
   * The Rebirth System is particularly beneficial for new players who acquire higher-level Champ through p2p marketplaces.
   * This feature allows them to reset the Champ's level, providing a fresh start to experience the game from the beginning.
2. **Independent Progression:**
   * By resetting the level, players can embark on their journey, gradually leveling up and collecting suitable gear.
3. **Addressing the Hen/Egg Problem:**
   1. **Gear Acquisition:**
      * Higher-level characters often require proper gear for effective combat.
      * However, obtaining gear is challenging without engaging in combat, creating a cycle where gear is needed to fight, but fighting is needed to acquire gear.
   2. **Solution:**
      * The Level Reset System breaks this cycle by allowing players to reset and start at level one, enabling them to gradually build up their character's strength through combat and gear acquisition.
4. **PvP Squad creation**
   * Getting a Champ to a suitable level for PVP squads.

**Conclusion:**

The Character Level Reset System provides a strategic solution for players acquiring higher-level characters, promoting independent progression, and breaking the cycle of the hen/egg problem. This feature enhances the overall player experience by offering flexibility and empowerment to navigate the game world in a way that suits individual preferences and playstyles.


# NFTs


# Play2Claim

**Introduction:**

The Play2Claim feature introduces an engaging and time-sensitive gameplay mechanic that allows players to earn the opportunity to claim a randomly generated character as an NFT (Non-Fungible Token). Similar to whitelist spots, players can receive Play2Claim slots, providing them access to a unique character that they can potentially make permanent.

**Functionality:**

1. **Play2Claim Slots Distribution:**
   * Play2Claim slots are distributed similarly to whitelist spots for an ETH wallet, granting players the chance to experience the game with a randomly generated character. This slots can be aquired through different giveaways, tournaments, campains or partnerships.
2. **Tasks and Timeframe:**
   * Upon entering the game using a Play2Claim slot, players have 14 days to complete specific tasks to be eligible for claiming the character as an NFT.

<figure><img src="/files/gPYt63AqshloPSAoPKDy" alt=""><figcaption></figcaption></figure>

* The tasks include:

  * Daily Logins: Players must log in daily for at least 7 days.
  * Reach Character Level 4: Players must achieve a character level of 4 within the 14-day period.

  <figure><img src="/files/ZUreX10MlWq5rupzeLWM" alt=""><figcaption></figcaption></figure>

**Claiming Process:**

1. **Successful Completion:**

   * If players successfully fulfill both tasks within the given timeframe, they become eligible to claim the character they played with as an NFT (refer to [NFT Claim](/main-screen/barracks/characters-and-character-creation/nfts/nft-claim))

   <figure><img src="/files/a0GlVUMdyrNkWDV1MUxD" alt=""><figcaption></figcaption></figure>
2. **Unsuccessful Completion:**
   * If players fail to complete the tasks within the specified 14 days, the character generated during the Play2Claim period will vanish.

**Benefits:**

1. **NFT Reward:**
   * Successfully completing the tasks within the timeframe allows players to claim the character they played with as an NFT, adding a valuable and unique asset to their collection.
2. **Engagement and Motivation:**
   * The Play2Claim feature incentivizes daily engagement and progression by setting specific tasks, providing players with a sense of accomplishment and the opportunity to secure a character permanently.

**Conclusion:**

The Play2Claim feature adds a dynamic and time-sensitive element to the gameplay experience, encouraging player engagement and providing a unique opportunity to acquire NFT characters. By successfully completing the specified tasks within the given timeframe, players can enhance their in-game assets and enjoy the benefits of their dedication and skill.


# NFT Claim

When a Play2Claim Champ has reached level 4 and the account logged in at least 7 days within 14 days after rolling the Champ, it becomes "claimable". A claimable Play2Claim Champ is unable to participate in the gameplay until it is claimed (minted to an NFT) and [locked](/main-screen/barracks/characters-and-character-creation/nfts/lock-unlock).

<figure><img src="/files/eVUCH75YIUwr9xVvenA3" alt=""><figcaption></figcaption></figure>

To claim a Champ, head to the *Characters* tab and select one in the *Unclaimed NFTs* list.

<figure><img src="/files/zRTDR9CcrFCju9nC0Uv3" alt=""><figcaption><p>Unclaimed NFTs show on top of the Character list</p></figcaption></figure>

For unclaimed characters the only available action is **Claim NFT**

<figure><img src="/files/XuZodXFuDxTK2ph6L99I" alt=""><figcaption><p>Claim is the only option for a Champ that has not been claimed yet</p></figcaption></figure>

Upon clicking, you will be shown an overview screen with all your unclaimed Champz, allowing you to claim up to **10** **Champz** at once.

<figure><img src="/files/AUbgSyuTvky20wF7zkAs" alt=""><figcaption><p><a href="/pages/eSdtmARrqdo7aogIGLBW">Claim Overview</a></p></figcaption></figure>

Select one or more Champz and choose between "Claim" and "Claim & Lock".

For associated estimated gas costs, see the table below

<figure><img src="/files/aZwXSvGvajHDORoDQ1vW" alt=""><figcaption><p>Claim or Claim &#x26; Lock</p></figcaption></figure>

Click on claim to create your own claiming signature in the background. This will give you a popup to actually execute the claim on the Blockchain. After you click on *Claim* you will be prompted your wallet extension to Confirm the transaction and pay the gas fees.

<figure><img src="/files/JLGPo6UtKjYkymHZfiZl" alt=""><figcaption></figcaption></figure>

After you confirmed the transaction and it was confirmed on the Blockchain, you will be shown a success message, and can check your Transaction on Etherscan. Also, you could verify that your Wallet actually received the NFTs.

<figure><img src="/files/oLmd4M2T15R3cRpC5pBP" alt=""><figcaption><p>Etherscan Transaction Screen</p></figcaption></figure>

**Gas cost estimation**

Following is an indication on the gas prices in ETH, based on our tests. We can not guarantee these will be the actual gas usage on Mainnet as this depends on a lot of variables, but they should come pretty close.

**CLAIM**

<table><thead><tr><th width="200"># Champz in Tx</th><th width="226">Estimated Gas Claim</th><th>Estimated Gas Claim &#x26; Lock</th></tr></thead><tbody><tr><td>1</td><td>~192,100</td><td>~199,600</td></tr><tr><td>3</td><td>~315,000</td><td>~394,000</td></tr><tr><td>5</td><td>~455,000</td><td>~589,400</td></tr><tr><td>7</td><td>~595,000</td><td>~786,100</td></tr><tr><td>10</td><td>~805,000</td><td>~1,083,200</td></tr></tbody></table>

Based on recent gas levels, this means following average gas cost in ETH per Champz claimed without lock.

<table><thead><tr><th width="169"># Champz in Tx</th><th width="179">Low gas (25 GWEI)</th><th width="211">Average gas (45 GWEI)</th><th>High gas  (75 GWEI)</th></tr></thead><tbody><tr><td>1</td><td>~0,0048 ETH per</td><td>~0,0086 ETH per</td><td>~0,0144 ETH per</td></tr><tr><td>3</td><td>~0,0026 ETH per</td><td>~0,0047 ETH per</td><td>~0,0078 ETH per</td></tr><tr><td>5</td><td>~0,0022 ETH per</td><td>~0,0040 ETH per</td><td>~0,0068 ETH per</td></tr><tr><td>7</td><td>~0,0021 ETH per</td><td>~0,0038 ETH per</td><td>~0,0063 ETH per</td></tr><tr><td>10</td><td>~0,0020 ETH per</td><td>~0,0036 ETH per</td><td>~0,0060 ETH per</td></tr></tbody></table>

**Lock/Unlock**

<table><thead><tr><th width="200"># Champz in Tx</th><th width="226">Estimated Gas Lock</th><th>Estimated Gas Unlock</th></tr></thead><tbody><tr><td>1</td><td>~55,400</td><td>~199,600</td></tr><tr><td>3</td><td>~116,200</td><td>~394,000</td></tr><tr><td>5</td><td>~177,400</td><td>~589,400</td></tr><tr><td>7</td><td>~234,900</td><td>~786,100</td></tr><tr><td>10</td><td>~307,785</td><td>~109,300</td></tr></tbody></table>


# Lock / Unlock

Once your Champ came to life on the Ethereum Blockchain, it can have one of two states:

* Locked
* Unlocked\
  \
  You can access the Menu to Lock/Unlock your Characters via the settings.

<figure><img src="/files/oBkXFRRHwncesOkPmsYf" alt=""><figcaption></figcaption></figure>

The "locked NFT" section shows all Champz NFTs that are in your wallet and locked in the game. These characters will also be shown in the character list in the barracks.\
![](/files/MucaqdskQLOUd4DMl1rg)\
\
The "Unlocked NFT" section shows all Champz NFTs that are owned by the wallet that is currently signed in, and that are not locked therefore not playable in the game.

You are free to switch between these two states with gas costs any time without limitations.&#x20;

Tip: You can decide to lock your Champz upon claiming, for reduced gas fees. For more information go to:

{% content-ref url="/pages/4oy5oKgrnz4Y4Vz5jtgH" %}
[NFT Claim](/main-screen/barracks/characters-and-character-creation/nfts/nft-claim)
{% endcontent-ref %}

**Locked**

Locked Champz can play the game as they used to without any limitations. But they can not be transferred between wallets on the Blockchain and therefore can not be sold on an NFT marketplace. Some marketplaces like OpenSea even recognize this state on the Blockchain and prevent you from listing them.


# Squads

**Squads** serve as versatile templates designed to streamline both PvE (Player versus Environment) and PvP (Player versus Player) battles within Arborethia. These templates store mushroom formations, allowing players to easily reuse their preferred compositions for various encounters. With squads, a single mushroom can be utilized across multiple templates, offering flexibility and efficiency in squad management.

**Accessing Squad Menu:** The Squad Menu in the game can be conveniently accessed through the Squad Tab located in the Barracks.

<figure><img src="/files/T0fqByc4EWXVGOqBZDnq" alt=""><figcaption></figcaption></figure>

**Creating a New Squad:** Upon selecting "Create New Squad" within the Squad Menu, players will be presented with a grid interface. This grid represents the formation of the squad, allowing players to strategically position their characters.<br>

**Positioning Characters:** Within the grid interface, players can select a position and assign a character from their roster to fill it by simple drag and drop. There are four distinct positions available:<br>

<figure><img src="/files/sPimEp5laSNbIMx43df0" alt=""><figcaption></figcaption></figure>

1. \#1 Front row
2. \#2 Front row
3. \#1 Back row
4. \#2 Back row<br>

It's important to note that characters positioned in the back row can only be targeted by ranged attacks if the corresponding front row position is occupied by another character. However, if the front row position is vacant or the occupying character is defeated, melee attacks can also target back row characters. This mechanic adds depth to gameplay strategy, encouraging players to carefully consider their squad composition and positioning.<br>

<figure><img src="/files/G93TqYqSRq7mSNPibLmO" alt=""><figcaption></figcaption></figure>

**Customization Options:** Players have the flexibility to customize their squad configurations at any time within the Squad Menu. This includes the ability to:

* Change the selected character in each position.
* Equip or change equipment for individual characters.
* Name and save the squad configuration for easy access in future battles.<br>

<figure><img src="/files/JjaJKwpOOzDNelNdXMme" alt=""><figcaption></figcaption></figure>

**Optimizing Strategy:** Effective squad management involves not only selecting powerful characters but also positioning them strategically to maximize their strengths while mitigating vulnerabilities. By leveraging the positioning mechanics and considering the strengths and weaknesses of each character, players can develop formidable squad compositions tailored to their preferred playstyle and objectives.


# Actions


# Foraging

## Foraging Documentation

Foraging is a valuable activity in the game that allows characters to collect **Spores** and gain **Experience Points (EXP)**. To maximize the benefits of foraging, players must strategically manage their characters’ **Action Points (AP)** and equipment.

***

### **1. How to Set a Character to Foraging Mode**

1. **Access the Barracks**:
   * Go to the **Character Screen** in the **Barracks**.
2. **Select Foraging Mode**:
   * Choose the **Forage** option to set your character into foraging mode.
3. **Daily Snapshot**:
   * Foraging rewards are calculated at the start of a new day, during the **Daily Snapshot Event**.
   * Ensure the character is in **Foraging Mode** before the new day begins.

***

### **2. Foraging Rewards**

Rewards from foraging are calculated based on:

* **Character Level**: Higher-level characters earn more Spores and EXP.
* **Action Points (AP)**: Rewards decrease linearly with fewer AP spent.
  * Example: A character foraging with **5 AP** will earn **half the rewards** compared to one with **10 AP**.
* **Bonuses**: Certain **traits** and **equipped items** can increase rewards.

***

#### **2.1 Spore Rewards**

The amount of Spores earned is directly influenced by the character’s level and the AP used.

* The graph below (not shown here but referenced in-game) indicates expected Spore earnings for a character with:
  * **Full AP** (10 AP).
  * **No additional bonuses**.

> **Note**: Adjustments to the Spore rewards are proportional to the AP spent. Fewer AP means fewer rewards.

***

#### **2.2 EXP Rewards**

Foraging also grants EXP, which scales progressively with character level.

* A detailed **EXP Table** (below) shows the exact amount of EXP gained per level.
* Like Spores, EXP rewards decrease linearly with fewer AP spent.

***

### **3. Enhancing Foraging Rewards**

1. **Character Traits**:
   * Traits like the **Alchemist’s Foraging Bonus** can significantly boost Spore and EXP yields.
2. **Equipment**:
   * Equipping items with foraging-related bonuses can increase overall rewards.

***

<figure><img src="/files/j0Lei234TWomfA99w3pa" alt=""><figcaption></figcaption></figure>

| Level | Spores | Exp  |
| ----- | ------ | ---- |
| 1     | 19     | 20   |
| 2     | 25     | 30   |
| 3     | 31     | 50   |
| 4     | 40     | 72   |
| 5     | 52     | 108  |
| 6     | 66     | 153  |
| 7     | 84     | 196  |
| 8     | 108    | 255  |
| 9     | 138    | 323  |
| 10    | 177    | 353  |
| 11    | 227    | 428  |
| 12    | 290    | 510  |
| 13    | 371    | 600  |
| 14    | 475    | 698  |
| 15    | 608    | 803  |
| 16    | 773    | 915  |
| 17    | 997    | 1035 |
| 18    | 1276   | 1163 |
| 19    | 1633   | 1298 |
| 20    | 2091   | -    |


# Fighting

In Arborethia, the mushrooms defend the Tree of Life from attacking creatures. The fighting system is turn-based, and to engage in battle, you select the Fight option for a character in the Barracks. Fighting costs 1 Action Point (AP) and the formulars for attack and defense values can be seen at the bottom of the page.

<figure><img src="/files/FktyjZ27LPk638tXlCN5" alt=""><figcaption></figcaption></figure>

### The battle screen

The battle screen is openend when you command one of your characters to fight.

<figure><img src="/files/8gwvXYCbL3akqMjicS99" alt=""><figcaption></figcaption></figure>

There are different control buttons and status windows that effect the battle or the view on the battle.&#x20;

* <img src="/files/iXco8owxIFXdAAdmR0HC" alt="" data-size="line"> action button - normal attack <img src="/files/KYVJe8kMDW3JPHsNqabY" alt="" data-size="line">. Attack with 100% of the characters attack value with a miss chance of 10% on the selected target. Chances can be improved with items.
* <img src="/files/8JBMIq0gCJxnMq1hHjxo" alt="" data-size="line"> action button - strong attack <img src="/files/zri5xPdBWkbyt4uqSfOn" alt="" data-size="line">. Attack with 100% of the characters attack value with a miss chance of 60% on the selected target. Chances can be improved with items.
* <img src="/files/ajaYx16J8UDRwkaC8BoY" alt="" data-size="line"> action button - class spell <img src="/files/gtZbbnvtvJrsuOlUOhyW" alt="" data-size="line"><img src="/files/eTsnE4mVud6cIT9epDAL" alt="" data-size="line"><img src="/files/GMImQleZCE0pVowXCnsH" alt="" data-size="line"><img src="/files/avSAo4BDteXSjG0gSmZJ" alt="" data-size="line"><img src="/files/xKNVJdKtsO0ruIQG423h" alt="" data-size="line"><img src="/files/10LVqXr7wZuL7Wg3GchY" alt="" data-size="line">. Cast of the characters class specific spell on a valid target if at least 1 mana is available.
* <img src="/files/7L3aFW59a5e27U71InLM" alt="" data-size="line"> action button - surrender <img src="/files/Yw6QIf68mcLmqNci6XuR" alt="" data-size="line">. Flee from the fight
* <img src="/files/cm7K0x006y5ZGZgBzQEj" alt="" data-size="line"> skip fight button - The whole battle will be visually skipped and a normal attack will be performed until the battle is over. The end of battle screen is shown immediately.
* <img src="/files/ldNfa6lMrH2MWr7VSOoN" alt="" data-size="line"> history button. When pressing this button the history (attacks, damage, heal etc.) of the current battle is shown
* <img src="/files/hIRvrkK4Xf9yyXv9DWxt" alt="" data-size="line"> Character Information. At this panels the stats of your character and the enemy character can be seen. By hovering over the equipped items/abilites of the characters additional information is shown.
* <img src="/files/3AYVQ2gDsjwjvLo44kbf" alt="" data-size="line"> Animation speed. The animation speed can be changed. Possible animation speeds: 1x, 2x, 4x.

<figure><img src="/files/4ZKQJ2SmybkLTMDGkHCS" alt=""><figcaption></figcaption></figure>

After selecting all actions and targets, initiate the round by clicking the **Start Battle** button.

<figure><img src="/files/EOn8LGnb0CJ9G18DbkEc" alt=""><figcaption><p>Battle information</p></figcaption></figure>

**If a fight is lost:**

The Mushroom dies. If the player wants to continue the day with a dead mushroom, there is the option to revive a character. This can be done for the cost of a level-dependent amount of SPORES.

Arborethia revives every fallen defender when a new day begins.

**If a fight is won:**

The mushroom gets healed by 1/4 of its max HP and receives EXP based on the strength of the defeated creature. The EXP amount can be increased by traits or items. Additionally, there is a chance that the defeated creature drops loot. The loot can **either** be an item or a random amount of SPORES, or even Truffles when facing the Leprechaun.

<figure><img src="/files/FwjZyPNxsYdIMIZrtE32" alt=""><figcaption></figcaption></figure>

With increasing levels, the character will face more powerful creatures and it will become more difficult to win against those creatures. Items  will rise in importance as the game progresses.

<div align="center"><img src="/files/KgAc7FWxQmKCVVqfWK4t" alt=""> <img src="/files/wpuABFsreQRZwdO8moNY" alt=""></div>

**Damage formulars:**

$$
Atk = (Atk\_{Base} + Atk\_{TraitBase} +
Atk\_{ItemBase} + Atk\_{SpecItemBase} + Atk\_{BuffBase}) \*
$$

$$
(1 + Atk\_{TraitBonus} + Atk\_{ItemBonus} + Atk\_{SpecItemBonus} + Atk\_{BuffBonus})
$$

$$
Def = (Def\_{Base} + Def\_{TraitBase} + Def\_{ItemBase} + Def\_{SpecItemBase} + Def\_{BuffBase}) \*
$$

$$
(1 + Def\_{TraitBonus} + Def\_{ItemBonus} + Def\_{SpecItemBonus} + Def\_{BuffBonus})
$$

$$
HP\_{Reduction} = Atk \*(1 - DamageReduction)
$$

$$
HP\_{EOA} = HP - HP\_{Reduction}
$$

$$
HP\_{EOR} = HP\_{EOA} + HP\_{RoundEffects}
$$

<figure><img src="/files/CHqVfGddWrO66EN012sY" alt=""><figcaption></figcaption></figure>

EOA ... End of Attack

EOR ... End of Round


# Fighting (Squad PvE)

Squad fights represent an advanced iteration of traditional defense tactics in Arborethia. In this iteration, your squad, comprising up to four characters, engages in combat against an enemy squad of equivalent size. The core mechanics remain rooted in turn-based combat, ensuring strategic depth and tactical decision-making.

Enemies encountered in squad fights are calibrated to match the power level of your strongest character, with their levels falling within the range of +1/-1 relative to that benchmark. This ensures that encounters remain challenging yet balanced, requiring careful consideration of squad composition and strategic planning.

Successful engagement in squad fights yields tangible rewards for your characters. Defeating each enemy results in the character opposite gaining experience points and/or Spores/Items according to the characters level. &#x20;

**Accessing Squad Fights:** Squad fights can be accessed through the Squad window, providing a dedicated interface for engaging in combat encounters.

<figure><img src="/files/VRkJrmCC5auWp7QpO3bn" alt=""><figcaption></figcaption></figure>

**Preconditions:** Before initiating a squad fight, several conditions must be met:

* Every character in the squad must possess at least 1 action point.
* All characters must be in idle mode; any characters not in idle mode will be indicated accordingly.<br>

<figure><img src="/files/dXfbHPf3WXzdsZEz8OZW" alt=""><figcaption></figcaption></figure>

**Initiating Battle:** Upon starting the fight, the battle screen emerges, presenting randomized enemies within the level range of +1/-1 relative to the highest level character in the squad.

<figure><img src="/files/jlHR8GzvI2h1wl7lxZxS" alt=""><figcaption></figcaption></figure>

**Interface Elements:**

1. **Character Selection:** Enables the player to choose characters for battle, selected character is marked with a green arrow
2. **Action Selection** <img src="/files/elvD7kIm6md1YOzRoiR1" alt="" data-size="line"><img src="/files/aQd7nt7T5J32xrIU4rOV" alt="" data-size="line"><img src="/files/gtZbbnvtvJrsuOlUOhyW" alt="" data-size="line"><img src="/files/eTsnE4mVud6cIT9epDAL" alt="" data-size="line"><img src="/files/GMImQleZCE0pVowXCnsH" alt="" data-size="line"><img src="/files/avSAo4BDteXSjG0gSmZJ" alt="" data-size="line"><img src="/files/xKNVJdKtsO0ruIQG423h" alt="" data-size="line"><img src="/files/10LVqXr7wZuL7Wg3GchY" alt="" data-size="line">:  Allows selection of actions to be performed by the selected character
3. **Enemy Selection:** Permits targeting or specific enemies. If an action is selected only valid targets can be selected.
4. **Show Stats:** Displays the stats of each character.<br>

   <figure><img src="/files/4Ryi6W0hHAw78TlFmmg0" alt=""><figcaption></figcaption></figure>
5. **Retreat** <img src="/files/WMX77D7D5TrINRiVCa8r" alt="" data-size="line">**:** Allows the player to concede the fight.
6. **Show History:** Reveals the fight history.
7. **Animation Speed:** Adjusts animation speed (1x, 2x, 4x).
8. **Skip Fight:** The whole battle will be visually skipped and normal attacks will be performed until the battle is over. The end of battle screen is shown immediately.
9. **Fight Sequence:** Displays the configured fight sequence.

**End Turn:** Concludes the player's turn and executes the configured fight sequence.<br>

<figure><img src="/files/MJi5RcItg1T2dAzb6Fgf" alt=""><figcaption></figcaption></figure>

**Combat Flow:** Players sequentially select characters and actions, which are then displayed in the sequence section. Upon ending the turn, the sequence is executed in the specified order. After each character action, an enemy character responds. If a character's action is not feasible (e.g., due to stun or target elimination), the character remains idle.

**Sequence Adjustment:** Before concluding the round, players can modify the sequence by adjusting the battle plan.

<figure><img src="/files/H1g3LJ6if85RbK8yHQUu" alt=""><figcaption></figcaption></figure>

**Rewards and Sudden Death:**

* Victory rewards are granted for each defeated enemy, with rewards corresponding to the level of the opposing mushroom character.
* Beginning with round 5, sudden death damage is applied at the end of each round, starting at 3% of characters' max health and increasing by 3% each subsequent round. If both teams are entirely defeated in the same round, the fight ends in a draw with no rewards distributed.

***In-Game Introduction:** Upon the player's first squad fight, an in-game introduction provides guidance. This introduction can be revisited by activating it in the player's account options.*

**Heavy attack** <img src="/files/9UrNkUyaBv7vjmTy6od2" alt="" data-size="line">**:**

* Heavy attacks deal double damage and also have a splash damage effect.
* **Melee Characters:** If a melee character hits a heavy attack, it also damages the enemy beside the target.
* **Ranged Characters:** If a ranged character hits a heavy attack, it also damages the character behind the target.
* **Magic Characters:** If a magic character hits a heavy attack, it also damages the character in the diagonal position to the target.


# Exploring

Exploring is a **high-risk, high-reward activity** designed to challenge players and their Champz. It offers the chance for substantial gains but comes with the potential for setbacks.

<figure><img src="/files/ZFgiRVlJiCoQ5Wu90zRU" alt=""><figcaption></figcaption></figure>

***

**How to Explore**

1. Navigate to the **Character Screen** in the Barracks.
2. Select the **Explore Option**.
3. Dedicate **2 Action Points (AP)** to initiate the exploration.

***

**Explore Event Mechanics**

* **Types of Events**:
  * **One-Dimensional**: Simple, single-outcome events.
  * **Complex Decision Trees**: Multi-step events with branching paths based on your choices.
* **Potential Outcomes**:
  * **Positive Results**:
    * Gain EXP.
    * Earn Spores.
    * Acquire valuable items.
  * **Negative Results**:
    * Lose AP.
    * Suffer a reduction in Spores or EXP.
    * Encounter additional penalties affecting progression.

***

**Strategic Considerations**

* Exploration outcomes are unpredictable, making it a test of risk tolerance and decision-making.
* Weigh the **potential rewards** against the **cost of AP and possible losses** before committing to an exploration.

Explore bravely and uncover the game's hidden treasures!

<figure><img src="/files/SM64AIGAOKHYCRZ5m1zX" alt=""><figcaption></figcaption></figure>

Exploring will often come with special events for various real-life events such as Halloween, Easter and we have a lot of ideas to make exploring a really exciting functionality.


# Revival

<table><thead><tr><th width="286.92350206521365">Costs</th><th width="212.59835547961302">Reward</th><th>Potential Risk</th></tr></thead><tbody><tr><td>Spores (level dependent)</td><td>Revived, Full HP</td><td>none</td></tr></tbody></table>

Champz in the Graveyard can be revived. The cost for a revival increases with the Champ's level. The action points of a revived Champ remain unchanged.

<figure><img src="/files/K39WtrX4C9FxjnzllviM" alt=""><figcaption></figcaption></figure>


# Growing (Levelup)

<table><thead><tr><th width="275.3333333333333">Costs</th><th>Reward</th><th>Potential Risk</th></tr></thead><tbody><tr><td>Spores (level dependent)</td><td>Levelup, refreshed HP</td><td>none</td></tr></tbody></table>

A mushroom can grow by leveling up, enhancing its strength and stats. The amount of **EXP** required to reach a specific level is detailed below. Leveling up, or “growing,” requires **Spores**, with the cost increasing based on the character's current level.

You can determine if a character is ready to level up by checking their **EXP bar** on the character screen. Once the bar is full, a **Level Up** button will appear, allowing you to advance to the next level.

#### **Benefits of Leveling Up**

With each level-up, the mushroom’s **base stats** improve, including:

* **HP** (Health Points)
* **Defense**
* **Attack**

Keep growing your mushroom to unlock its full potential!

Note:  If a mushroom reaches its threshhold to level up, it will not gain any new Exp until it levels up.

<figure><img src="/files/BwPDaJl2kwdzuK1rbprj" alt=""><figcaption></figcaption></figure>

| Level | Total Exp | Cost Spores |
| ----- | --------- | ----------- |
| 1     | 0         | 0           |
| 2     | 34        | 35          |
| 3     | 118       | 98          |
| 4     | 268       | 126         |
| 5     | 532       | 158         |
| 6     | 976       | 200         |
| 7     | 1656      | 249         |
| 8     | 2622      | 312         |
| 9     | 3972      | 392         |
| 10    | 5834      | 487         |
| 11    | 8419      | 609         |
| 12    | 11839     | 753         |
| 13    | 16259     | 935         |
| 14    | 21859     | 1152        |
| 15    | 29764     | 1418        |
| 16    | 40464     | 1740        |
| 17    | 55105     | 2128        |
| 18    | 75804     | 2597        |
| 19    | 108354    | 3157        |
| 20    | 168904    | 3826        |


# Equipment

## Equipment Window Documentation

The **Equipment Window** is where you can manage and optimize your characters' gear. Proper equipment can greatly enhance your character's performance and allow for better results in battle or other activities.

<figure><img src="/files/CyDrvPPeYmxvbs9PhgMy" alt=""><figcaption></figcaption></figure>

***

### **1. Equipment Slots**

Each character has a total of **five equipment slots**:

1. **Offensive Item Slot**: For weapons or items that boost attack-related stats.
2. **Defensive Item Slot**: For shields, armor, or items that improve defense.
3. **Special Item Slot**: For unique gear with specialized effects.
4. **Spell Slot 1**: For equipping spells.
5. **Spell Slot 2**: For equipping additional spells.

***

### **2. Selecting Equipment**

When you select an equipment slot, a list of all compatible items for the character's class will be displayed.

* Items for which the character does not meet the **minimum level requirement** will be **grayed out** and unavailable for selection.
* Hovering over any item (equipped or in the inventory) will show detailed **stat information**, allowing you to compare and strategize effectively.

In the **Equipment Window**, similar items are grouped together in the equipment list to simplify selection and management. For example:

* If you have **three Uncommon Axes**, the list will display it as **one Uncommon Axe**.

This streamlined approach ensures the list remains organized and easy to navigate, especially when managing large inventories.

<figure><img src="/files/mGWim9cdO1CaIGakQuIy" alt=""><figcaption></figcaption></figure>

***

### **3. Stat Effects**

When an item is equipped, its effects are applied directly to the character's **base stats**. These stats, shown in the **Character Window.**

This makes it easy to see the impact of each piece of equipment on your character's overall performance.

***

### **4. Equipping Items**

Items can be equipped or re-equipped at any time. However, equipping has specific rules and costs:

#### **Free Equipping**

Equipping is free in the following situations:

* The character has **never equipped an item** in the corresponding slot.
* The character has **just leveled up**.

#### **Spores Cost for Re-equipping**

In all other cases, equipping an item incurs a **Spores cost**. Plan your equipment changes strategically to minimize resource usage.

#### **Item Replacement**

When replacing an equipped item with a new one:

* The old item will be automatically moved to the **player's inventory**, ensuring it’s not lost.

***

### **5. Additional Information**

For more details about the various types of items and their effects, refer to the **Items Section**.

Keep your characters well-equipped to maximize their potential and dominate in every scenario!


# Guilds

<figure><img src="/files/UEY3fmPVgBdRXyI86JMN" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/9acvyviWmnFULapqenes" alt=""><figcaption></figcaption></figure>

1. [**Guild Formation and Main Page:**](/main-screen/guilds/guild-formation-and-main-page)
   * Players can form guilds, allowing for collaborative gameplay with up to 20 members.
2. [**Role Assignment:**](/main-screen/guilds/roles-and-permissions)
   * Guild leaders have the ability to assign specific roles to members, optimizing strategic coordination within the guild.
3. [**Guild Treasury:**](/main-screen/guilds/treasury)
   * A dedicated storage facility known as the Guild Treasury has been introduced. This treasury functions as a collective repository for items, spores, and truffles. Members can contribute to the treasury, fostering guild prosperity.
4. [**Social Section:**](/main-screen/guilds/guild-chat)
   * The Guild System includes a social page, facilitating in-game communication among guild members. Engage in discussions, share insights, and strengthen the bonds that make your guild a formidable force.


# Guild formation and Main Page

### Guild Access:

Upon entering the guild area without being a member of any guild, players will encounter a comprehensive list of all created guilds. This presents the following options:

1. **Guild List:**
   * A curated list displaying all existing guilds within the gaming realm.<br>

     <figure><img src="/files/t3kfhfoQXxPO2BXvirj1" alt=""><figcaption></figcaption></figure>
2. **Join Guild:**
   * Players have the option to request membership to any guild that has not reached its maximum capacity of 20 members.
3. **Create Guild:**
   * For those aspiring to forge their own guild, the "Create Guild" option is available. This empowers players to establish their guild and define its unique identity.

### Guild Creation Process:

1. **Navigate to Guild Area:**
   * Access the guild area from the main menu if not currently a member of any guild.
2. **Create Guild Option:**
   * Choose the "Create Guild" option to initiate the guild creation process.
3. <mark style="background-color:red;">**Token Requirement:**</mark>
   * <mark style="background-color:red;">Confirm possession of the necessary 5 million $CHAMPZ tokens. These tokens will not be spent but are essential for initiating the guild creation process.</mark>
4. **Guild Customization:**
   * Enter the following details to personalize your guild (These information can be changed at any time by a person with the correct permissions):

     * **Guild Name**: Choose a unique name for your guild.
     * **Abbreviation**: Add a short identifier (e.g., “XYZ”).
     * **Socials**: Link your Discord, Telegram, or X profile.
     * **Logo**: Upload a custom guild logo.
     * **Message of the Day**: Share daily updates or news.
     * **Guild Rules**: Add a brief description and ruleset.

     <figure><img src="/files/2MbgwJVqXYCwcgFXpqPs" alt=""><figcaption></figcaption></figure>

     <figure><img src="/files/ABL4hqwXlYrr01HR0X7c" alt=""><figcaption></figcaption></figure>

### Guild Establishment:

Congratulations! Your guild is now established, and you have the privilege of shaping its identity. As the guild leader, you hold the reins of leadership, responsible for managing members, resources, and the overall direction of your guild.

### <mark style="background-color:red;">Token Limitation:</mark>

1. <mark style="background-color:red;">**Maximum Guild Holding:**</mark>
   * <mark style="background-color:red;">The total amount of $CHAMPZ tokens held collectively by all guild members, excluding the guild leader, must not exceed 20 million tokens.</mark>
2. <mark style="background-color:red;">**Exclusion of Guild Leader's Tokens:**</mark>
   * <mark style="background-color:red;">The guild leader's personal $CHAMPZ token holdings are not factored into the overall guild limit. This allows the guild leader flexibility in managing their personal resources.</mark>

### Important Considerations:

* <mark style="background-color:red;">**Token Usage:**</mark> <mark style="background-color:red;"></mark><mark style="background-color:red;">The 5 million $CHAMPZ tokens are a necessary requirement but remain untouched during the guild creation process.</mark>
* **Customization Flexibility:** Take advantage of the customization options to make your guild stand out and reflect its unique personality.
* **Guild Leadership:** As the guild leader, you have the authority to assign roles, manage the guild treasury, and lead your members to victory.

The Guild System invites you to forge your own path, unite like-minded individuals, and embark on a journey of collective triumphs. Best of luck in creating and leading your guild to greatness!


# Roles and Permissions

### Overview:

The Guild System introduces a robust role management feature, allowing guild leaders to define roles, customize permissions, and delegate responsibilities among guild members. Two default roles, "Founder" and "Member," set the initial structure, and additional roles can be created to suit the unique needs of each guild.

<figure><img src="/files/30xQZooPxYwX8GLqwrPY" alt=""><figcaption></figcaption></figure>

### Default Roles:

1. **Founder:**
   * This role is automatically assigned to the guild creator and possesses all permissions.
   * Permissions:
     * Edit Info
     * Maintain Roles
     * Assign Roles
     * Handle Join Requests
     * Kick Members
     * Item Treasury
     * Consumable Treasury
     * Spores Treasury
     * Truffles Treasury
2. **Member:**
   * This role serves as the default landing role for new members, devoid of any permissions.
   * Permissions: None

### Customizable Roles and Permissions:

Guild leaders have the flexibility to add new roles and tailor the permissions associated with each role to align with the guild's structure and objectives.

#### Available Permissions:

1. **Edit Info:**
   * Allows members to change the guild description, name and logo.
2. **Maintain Roles:**
   * Enables members to manage all roles, excluding the Founder role.
3. **Assign Roles:**
   * Grants the ability to assign roles to guild members.
4. **Handle Join Requests:**
   * Permits members to accept or decline join requests from prospective guild members.
5. **Kick Members:**
   * Empowers members to remove other guild members from the guild.
6. **Item Treasury:**
   * Allows members to distribute items from the guild treasury to other guild members.
7. **Spores Treasury:**
   * Permits members to distribute spores from the guild treasury to other guild members.
8. **Truffles Treasury:**
   * Grants members the authority to distribute truffles from the guild treasury to other guild members.

### Role Management Interface:

1. **Accessing Role Management:**
   * Roles with the "Maintain Role" permission  can navigate to the role management interface within the guild settings.
2. **Creating New Roles:**
   * Roles with the "Maintain Role" permission  have the option to create new roles and define their names and associated permissions.
3. **Editing Permissions:**
   * Roles with the "Maintain Role" permission can customize permissions for each role, tailoring them to meet the specific needs of the guild.


# Treasury

The Guild Treasury is a central hub for resource management within the guild, comprising three distinct treasuries: Items, Spores, and Truffles. Guild members can contribute to these treasuries, while designated roles with specific permissions have the authority to distribute these resources to fellow guild members.

<figure><img src="/files/Xg8pn0CAWwPtyKyp6LTm" alt=""><figcaption></figcaption></figure>

### Treasury Types:

1. **Item Treasury:**
   * Contains a collection of various in-game items that can be donated by guild members.
   * **Permissions Required for Access:**
     * Item Treasury
2. **Consumable Treasury:**
   * Stores consumables, contributed by guild members.
   * **Permissions Required for Access:**
     * Consumable Treasury
3. **Spores Treasury:**
   * Stores spores, contributed by guild members.
   * **Permissions Required for Access:**
     * Spores Treasury
4. **Truffles Treasury:**
   * Houses truffles, a unique and sought-after resource, donated by guild members.
   * **Permissions Required for Access:**
     * Truffles Treasury

### Guild Member Contributions:

**Deposit Mechanism:**

* All guild members have the ability to deposit items, consumable, Spores or truffles in the treasuries.

<figure><img src="/files/UUS4c13rkfK1FVzraGTC" alt=""><figcaption></figcaption></figure>

### Treasury Access and Distribution:

1. **Permissions for Distribution:**
   * Specific roles within the guild are granted permissions for accessing and distributing resources from the treasuries.
2. **Item Treasury Access:**
   * Members with the "Item Treasury" permission can access the Item Treasury and distribute items to other guild members.
3. **Spores Treasury Access:**
   * Members with the "Spores Treasury" permission can access the Spores Treasury and distribute spores to other guild members.
4. **Truffles Treasury Access:**
   * Members with the "Truffles Treasury" permission can access the Truffles Treasury and distribute truffles to other guild members.

### Tracking of Treasuries

The guild interface provides a transparent view of individual contributions and withdrawals via the log window, fostering a sense of collective ownership.<br>

<figure><img src="/files/WarU8j77BluZGikHfb3b" alt=""><figcaption></figcaption></figure>


# Guild Chat

1. **Location**:
   * The **Guild Chat** is on the **left side** of the Guild menu.
   * It remains visible no matter which tab is open.
2. **Features**:
   * **Online Status**: See which guild members are currently online.
   * **Guild-Wide Communication**: All messages are visible to every guild member.
3. **Purpose**:
   * Facilitate discussions, share updates, and strengthen guild collaboration.

<figure><img src="/files/srs4u9s7KOGRLNbGvQjg" alt=""><figcaption></figcaption></figure>


# Guild Log

<figure><img src="/files/D9SKJroRWpavrnAVPcK0" alt=""><figcaption></figcaption></figure>

The Guild Log Window serves as a comprehensive record, chronicling the history and key events within the guild from its formation to ongoing activities. This log provides valuable insights into the guild's journey, including member actions, treasury transactions, and significant milestones.

### Accessing the Log Window:

1. **Navigation:**
   * Access the Log Tag in the guild section
2. **Chronological Display:**
   * The log entries are presented chronologically, allowing for a coherent and sequential overview of guild events.

### Recorded Guild Events:

1. **Guild Formation:**
   * The log begins with the formation of the guild, providing a historical context for its origin.
2. **Member Join and Leave Events:**
   * Capture moments when members join or leave the guild, establishing a clear timeline of membership changes.
3. **Treasury Transactions:**
   * Detailed records of donations to the treasuries and distributions from the item, spores, and truffles treasuries.


# Quests

The quest system in our game is designed to provide players with engaging and rewarding tasks that they can complete daily or weekly.

<figure><img src="/files/1W0DIeQEn3P4X9XybfcH" alt=""><figcaption></figcaption></figure>

**Types of Quests**

* **Daily Quests**: Players receive two daily quests
* **Weekly Quests**: Players receive one weekly quest
* **Truffle Quests**: Available to players holding at least 100 $CHAMPZ or owning an NFT Champ, offering unique truffle rewards. Players receive two truffle quests in addition to their regular quests.

**Managing Quests**

* **Accepting and Redrawing Quests**: Players can accept any quest presented to them. They also have the option to redraw one quest per day if they prefer a different task.
* **Fulfilling and Dismissing Quests**: Accepted quests can be completed for rewards or dismissed if unwanted. New quests replace completed or dismissed ones in the next cycle (next day for daily quests, next week for weekly quests).

<figure><img src="/files/zxg7P4FiDymmcTA6uz4Q" alt=""><figcaption></figcaption></figure>

**Quest Slots**

* **Daily Quest Slots**: Each player has two slots for daily quests.
* **Weekly Quest Slot**: Each player has one slot for a weekly quest.

**Quest Rarities**

Quests come in different rarities, each with varying levels of difficulty and rewards:

* **Common Quests**: Easier tasks rewarded with a common quest treasure.
* **Uncommon Quests**: Moderately difficult tasks rewarded with an uncommon quest treasure.
* **Rare Quests**: Challenging tasks rewarded with a rare quest treasure.

The content of each treasure can be inspected in-game.

**Quest Type**

There are various different quest types:

* <img src="/files/w99aH1wr0VHjf7gkXHMt" alt="" data-size="line"> **Daily login** quest
* <img src="/files/fBCmAUjupUyirnL3pPm3" alt="" data-size="line"> **Fight related**: e.g. Defeating a specified number of certain enemies.
* <img src="/files/oconcPDn586qeJR3sfS6" alt="" data-size="line"> **Economy related**: e.g. Burn a specific amount of Spores
* <img src="/files/lIgKDmrF8fMZJoTWquG8" alt="" data-size="line"> **PvP related**: e.g. Fight a specific amount of PvP matches
* <img src="/files/ubMkQH4pcqfcnNCBL4lA" alt="" data-size="line"> **Explore related**: Finding and completing specific explore events.

#### Daily Login Bonus

Starting with their first login, players receive a daily login bonus that improves each day until day 7. Missing a day resets the bonus.

| Day | Bonus                           |
| --- | ------------------------------- |
| 1   | 1 common daily quest treasure   |
| 2   | 1 common daily quest treasure   |
| 3   | 1 common daily quest treasure   |
| 4   | 2 common daily quest treasure   |
| 5   | 2 common daily quest treasure   |
| 6   | 2 uncommon daily quest treasure |
| 7   | 2 uncommon daily quest treasure |

* **Reset**: The bonus resets to day 1 if a player misses a day or after reaching day 7.

**Daily Truffle Login Bonus and daily truffle quests**

* **Eligibility**: Players holding at least 100 $CHAMPZ or owning an NFT Champ.
* **Bonus**: Eligible players receive a [daily truffle login](/currencies/earn-truffles#daily-login-bonus) bonus as well as two [daily truffle quests](/currencies/earn-truffles#quest-completion-and-renewal) in addition to the standard daily login bonus and quests.

#### Summary

The quest system and daily login bonuses provide players with engaging and rewarding activities. Daily and weekly quests offer various challenges and rewards, while the daily login bonus encourages consistent play. Special bonuses for $CHAMPZ holders and NFT Champ owners further enhance the gaming experience, adding exclusive rewards and incentives.


# Inventory and Item forging

The **Inventory/Forging** system is your gateway to managing, upgrading, and enhancing your items. It consists of two main windows: the **Inventory Window** and the **Forging Window**. Below is a detailed guide to each.

<figure><img src="/files/8wZDyampBF36lCg40oRb" alt=""><figcaption></figcaption></figure>

### **1. Inventory Window**

The **Inventory Window** is split into two sections for easy navigation and item management:

<figure><img src="/files/uPIEWb3RYCs4CHxbwrxg" alt=""><figcaption></figcaption></figure>

#### **Left Panel: All Existing Items**

* Displays a complete list of all items available in the game.
* Filter the list by:
  * **Name**
  * **Rarity**
  * **Keywords (like Attack, health, Stun,..)**&#x20;
* When selecting an item from this list:
  * A **detailed description** appears in the **Item Details Section**.
  * Your inventory on the right panel is automatically filtered to display only that specific item.

#### **Right Panel: Your Inventory**

* Displays all items currently in your possession.
* Items equipped to a character are **marked** to indicate their usage.
* Use Tabs to switch between  **Items** and **Consumables**.
* Use filters to narrow down results by **name** or **rarity**

#### **Item Details Section**

When an item from either list is selected:

* Detailed information about the item is shown.
* Items in your inventory allow direct access to:
  * The **Sell/Buy** functionality of the **Auctionhouse** via the **Item Details Section**.

For more information about **items** and **consumables**, refer to the **Items Section** of this documentation.

<figure><img src="/files/UsCzC8czTUO9JOqUc9dI" alt=""><figcaption></figcaption></figure>

***

### **2. Forging Window**

The **Forging Window** enables you to upgrade your items, making them more powerful and effective.

<figure><img src="/files/QAPERdPv0i8IRT1xfspu" alt=""><figcaption></figcaption></figure>

#### **Layout Overview**

* **Left Panel: Recipes List**
  * Displays all available forging recipes.
  * You can browse through the recipes or search for specific ones by name or type.
* **Middle Panel: Workbench**
  * Displays the selected recipe along with the required materials.
  * Allows you to perform the forging process.
* **Right Panel: Your Items**
  * A list of your items, similar to the inventory list.
  * This helps you select items needed for forging.

#### **How to Forge Items**

1. **Select a Recipe**
   * Browse or search for a recipe in the **Left Panel**.
   * Once selected, the recipe will appear in the **Workbench** with all required materials listed.
2. **Check Materials**
   * Ensure you have the necessary items and consumables.
   * Missing materials? You’ll have the option to purchase them directly from the **Auctionhouse**.
3. **Forge Items**
   * Choose how many copies of the item you want to forge (as long as you have enough materials).
   * Complete the process to upgrade your items.

<figure><img src="/files/WqZZQtMcL9hmriVcpDMl" alt=""><figcaption></figcaption></figure>


# PVP and Spectating

PvP battles allow players to compete against each other with their squads for glory and rewards. This guide covers the mechanics, options, and processes involved in PvP gameplay.

<figure><img src="/files/poh7rKtWzhjxlFQYH89r" alt=""><figcaption></figcaption></figure>

***

### **1. Overview of PvP Battles**

* **Squad Combat**: Two players fight using their chosen squads.
* **Wagering Truffles**: Players can bet **Truffles** on the outcome of the match.
  * **PvP Truffle Jackpot**: If both players wager at least **500 Truffles** each, they automatically participate in the **PvP Truffle Jackpot**.
  * **Wager Distribution**: The winner takes **90%** of the pot, while **10%** is taxed.<br>

<figure><img src="/files/EdamSWCVBkaLdo9nBm6A" alt=""><figcaption></figcaption></figure>

***

### **2. PvP Mechanics**

PvP battles follow the same rules as **PvE Squad Fights**, with some key differences:

1. **Starting Player**: Chosen randomly at the beginning of each round.
2. **Round Timer**:
   * Players have a set amount of time to select their actions for each round.
   * If both players finalize their actions before the timer expires, the round concludes immediately.
   * If a player fails to finalize actions before the timer runs out:
     * Their characters will perform **standard attacks** targeting the enemy with the **lowest remaining health percentage**.

***

### **3. PvP Screen Tabs**

#### **3.1 PvP Match Tab**

* **Create a Match**: Set up a custom PvP game with specific rules and options.
* **Join a Match**: Enter an existing PvP match created by another player.

<figure><img src="/files/6YTSZT0xAd1xiYMIvcSr" alt=""><figcaption></figcaption></figure>

#### **3.2 Active Matches Tab/Spectator Mode**

* **Spectate Matches**: View any ongoing PvP battles.

***

### **4. Creating a PvP Match queue**

When creating a PvP match, you can customize the following options:

* **Squad Size**: Choose between **2v2**, **3v3**, or **4v4** battles.
* **Maximum Character Level**: Set a level cap for participating characters.
* **Round Timer**: Adjust the time players have to decide their actions each round.
* **Animation Speed**: Set the speed of battle animations (applies to both players).
* **Sudden Death Round**: Define when sudden death damage begins (default: round 5).
* **Class Limitations**:
  * **Only 1 Champ per Class**
  * **Only 2 Champs per Class**
  * **No Limitations**
* **Equipment Limitations**:
  * **No Equipment**
  * **Equipment Allowed up to a Specific Rarity**
  * **No Limitations**
* **Rebirth Limitations**:
  * **No Rebirth Allowed**
  * **No Limitations**
* **Truffle Wager**: Set the amount of Truffles to wager.
* **Password**: Restrict access to the match with a password.

<figure><img src="/files/osTPtMDOuprurP2QZTDu" alt=""><figcaption></figcaption></figure>

> **Match Display**: Created matches appear in the **PvP Match Tab** with all selected options visible to others.\
> **Background Gameplay**: The creator of the match sees a "Searching PvP" overlay and can continue playing the game while waiting for an opponent.

<figure><img src="/files/Enj0eb98kEstVoFaERks" alt=""><figcaption></figcaption></figure>

***

### **5. Joining a PvP Match**

* Once your request to join is accepted, you will receive a **notification** with a direct link to the match lobby.

<figure><img src="/files/86JzENNZIsCPp338wQlf" alt=""><figcaption></figcaption></figure>

* Joining a game also redirects you to the **match lobby**.

***

### **6. Match Lobby**

In the match lobby:

1. Both players select their **2, 3, or 4 Champz**, or choose an existing squad to participate in the match.
2. Once both players have finalized their teams, the match begins.<br>

   <figure><img src="/files/sDLxisplQ1qQFlNtAMUS" alt=""><figcaption></figcaption></figure>

<br>


# Auctionhouse

<figure><img src="/files/0F4WvbfjR8PRUVPKPqNx" alt=""><figcaption></figcaption></figure>

## Auction House Documentation

The **Auction House** is the primary marketplace where players can buy and sell items and consumables. This feature enables players to trade valuable resources, acquire needed items, and manage their inventory more effectively.

***

### **1. Overview of the Auction House**

* **Buying**: Players can purchase items or consumables using **Truffles** or **Spores**.
* **Selling**: Players can list up to **5 items** at a time for sale. Consumables are **stackable** and count as a single item, meaning multiple consumables can be sold as one entry.

<figure><img src="/files/PcP4dn71A9qkqOKfP8X7" alt=""><figcaption></figcaption></figure>

***

### **2. Auction House Buy Filters and Search**

The Auction House offers multiple ways to browse and find items:

#### **2.1 Search by Item Name**

* Players can search for specific items by their **name** to quickly find what they're looking for.

#### **2.2 Price Range Filters**

* You can apply **price filters** to narrow down the items that fit your budget. Simply set a minimum and maximum price range for the search results.

#### **2.3 Sorting Options**

* **Sort by Price**: Arrange items from lowest to highest price or vice versa.
* **Sort by time left**: Filter offers by their remaining time

<figure><img src="/files/xBt86SPtRU2Zd2Vp2Rcv" alt=""><figcaption></figcaption></figure>

***

### **3. Selling Items**

When you want to sell an item, follow these steps:

1. **Select an Item**: Choose an item from your inventory that you wish to sell.
2. **Set the Price**: Decide on a price for the item. You can choose to sell it for **Truffles** or **Spores**.
3. **Set the Currency**: Choose whether you want to sell the item for **Truffles** or **Spores**.
4. **Set the Duration**: Choose how long your offer will remain active (from 1 hour up to 7 days).
5. **Listing Limit**: You can only list **5 items** at a time. If you want to sell more, you'll need to wait for existing listings to expire or be sold.

<figure><img src="/files/n6UFnyw524fp4YxkjkGw" alt=""><figcaption></figcaption></figure>

***

***

### **5. Summary**

The **Auction House** offers a convenient and customizable way for players to trade items and consumables. With multiple sorting and filtering options, players can quickly find or list items for sale, setting their desired price and duration. Remember, equipped items cannot be sold, and you are limited to listing only 5 items at a time.


# Ranking/Leaderboards

<figure><img src="/files/VRN3lNknWDR9FgXigsuJ" alt=""><figcaption></figcaption></figure>

The **Ranking Section** offers a variety of leaderboards to track and celebrate achievements, both individually and as part of a guild.

***

**Types of Leaderboards**

1. **Individual Player Rankings**:
   * Tracks personal achievements and performance across various metrics.
2. **Guild Rankings**:
   * Reflects the collective performance of guild members.

***

**Time-Based Categories**

* **All-Time Leaderboards**:\
  Cumulative rankings showcasing top players and guilds since the game's launch.
* **Time-Limited Leaderboards**:\
  Rankings that reset periodically, promoting fresh competition:
  * **Daily Leaderboards**
  * **Weekly Leaderboards**
  * **Seasonal Leaderboards**

***

**Why Compete?**

* **Rewards**: Top ranks may earn special rewards, badges, or exclusive items.
* **Bragging Rights**: Secure your place in the spotlight and show off your accomplishments.
* **Community Recognition**: Foster friendly rivalries and guild camaraderie.

Track your progress and aim for the top in the **Ranking Section**!

<figure><img src="/files/GQQ2eysdGrncYRoOuMrn" alt=""><figcaption></figcaption></figure>


# Items

## Items Documentation

Items are essential for enhancing your characters and gameplay experience. Below is a comprehensive guide covering item types, rarities, requirements, and classifications.

***

### **1. Types of Items**

#### **1.1 Items (Equippable)**

* **Equippable Items** can be assigned to a character to enhance their stats or abilities.
* **Categories**:
  1. <img src="/files/vfFKxaTzUxN3sC0pEc9a" alt="" data-size="line"> **Offensive Items**: Boost attack power or damage-dealing abilities.
  2. <img src="/files/tVLPLHv067XfaPO4V3b4" alt="" data-size="line"> **Defensive Items**: Enhance survivability by increasing HP, defense, or regeneration.
  3. <img src="/files/kQ1zLW1uuFazA6wI0Ysb" alt="" data-size="line"> **Special Items**: Provide diverse bonuses that can be advantageous in battle, exploration, or foraging.
  4. <img src="/files/2voH9DUJnFqQNzTIXJ2t" alt="" data-size="line"> **Spellbooks**: Enable the holder to cast spells.

#### **1.2 Consumables**

* **Single-use**: Items consumed upon use for temporary effects or specific functions.
* **Examples**:
  * <img src="/files/TLfGaNCpCNjtLeUs95W1" alt="" data-size="line"> **Forging Materials**: Like Essences used for crafting or upgrading items.
  * <img src="/files/Eo9vPFvnjGN0R1xd49Hx" alt="" data-size="line"> **Treasures**: Contain rewards when opened.
  * <img src="/files/niI8CjvxQpPyapCnGDiy" alt="" data-size="line"> Other in-game functionalities requiring item consumption.

<figure><img src="/files/ptMKKNrcCzIkdS6MdiZj" alt=""><figcaption></figcaption></figure>

***

### **2. Item Requirements**

To equip items, characters must meet specific requirements:

1. **Minimum Level**:
   * Each item has a minimum equip level that a character must reach to equip it.
   * Items with an equip level above a character’s current level will be unavailable until the character levels up.
2. **Class Compatibility**:
   * Items are tailored to specific character classes, a character can not use items from another class:
     * <img src="/files/Ie6K2fvNzXYTTUI6mlsS" alt="" data-size="line"> **Melee Class**: Usable by Warriors and Lumberjacks.
     * <img src="/files/KUgImR618taj6I6tlsYy" alt="" data-size="line"> **Ranged Class**: Usable by Hunters and Jesters.
     * <img src="/files/5cblAVkkcehdYmgj7kKW" alt="" data-size="line"> **Magic Class**: Usable by Priests and Alchemists.
     * <img src="/files/a44IErrHOc9vvbcFlve7" alt="" data-size="line"> **Universal Items**: Usable by all classes regardless of type.

***

### **3. Item Rarities**

Both **items** and **consumables** come in various rarities that determine their power and value. The rarities, in ascending order of strength, are:

| **Rarity**    | **Description**                                                                                        | **Color Code**                               |
| ------------- | ------------------------------------------------------------------------------------------------------ | -------------------------------------------- |
| **Common**    | Basic items with minimal bonuses.                                                                      | ![](/files/dGLnjM3Azlcmgj6d37Xj)Beige        |
| **Uncommon**  | Slightly better than common, offering modest improvements.                                             | ![](/files/UTsawBmCFxtgFmMTizo3)Light Purple |
| **Rare**      | Provides noticeable enhancements.                                                                      | ![](/files/woKCRtRO9fUFbDyUq5i9)Green        |
| **Magic**     | Stronger items with powerful effects.                                                                  | ![](/files/v99LbMqGrcXNBMfvZeyR)Blue         |
| **Epic**      | High-level items with significant impact on gameplay.                                                  | ![](/files/yUw03BXUIjpnUq3xWLFF)Purple       |
| **Legendary** | Exceptional items with game-changing bonuses.                                                          | ![](/files/YBxsYu125URpCrV86PfZ)Gold         |
| **Ancient**   | Extremely rare and potent items with unparalleled power.                                               | ![](/files/gKG3qFbn3XxHoe9x2Px6)Red          |
| **Unique**    | Special items obtainable only through specific quests or achievements. Cannot be upgraded or combined. | ![](/files/p2aHT5fhXz2633dQZZkQ)Multicolor   |

***

### **4. Upgrading Items**

* Many items (excluding **Unique** items) can be upgraded to the next rarity level at the **Forge**.
* To upgrade:
  1. Confirm the item is upgradeable at the **Forging Window**.
  2. Gather the required **materials** and **Spores** to initiate the upgrade.

> **Note**: Always review the available upgrades for each item in the forge.

### 5. Item Levels

Every item in the game has an assigned **item level**. This value serves as a general indicator of the item's strength and rarity. Higher item levels usually correspond to more powerful bonuses and greater rarity tiers.

<figure><img src="/files/xn5p9rqtL6FObq9KIlor" alt=""><figcaption></figcaption></figure>

### **6. Summary**

* **Equippable Items** enhance character stats and are categorized into **Offensive**, **Defensive**, and **Special** items.
* **Consumables** are single-use items used for forging, rewards, or other functions.
* Items require characters to meet **minimum level** and **class compatibility** before equipping.
* Both items and consumables have rarities, with **Unique** being the rarest and most exclusive.


# Profile and Progression

#### Account Profile and Progress

The **Profile Page** serves as a personalized hub for showcasing your account progress and achievements.

<figure><img src="/files/BTTswstu5NUlPRUhXoy8" alt=""><figcaption></figcaption></figure>

***

**Accessing Your Profile Page**

* **Your Own Profile**: Accessible by clicking your **profile picture** on the home screen or anywhere your picture appears (e.g., leaderboards).
* **Other Players' Profiles**: Viewable when visiting another player's profile.

***

**Profile Page Features**

1. **Editable Information (Your Profile Only)**:
   * **Profile Name**: Customize your display name.
   * **Profile Picture**: Select an image that represents you.
   * **Descriptive Text**: Write a short bio or message.
2. **Showcased Information**:
   * **Profile Level**: Reflects your account's overall progression.
   * **Guild**: Displays your guild membership.
   * **Favorite Badges**: Highlight achievements or milestones that matter to you.
   * **Favorite Characters**: Showcase the characters you’re most proud of.
   * **Favorite Statistics**: Share your standout stats with others.

***

For more details, refer to the sections on [**Badge System**](/profile-and-progression/badge-system) and [**Account Progression**](/profile-and-progression/account-progression).


# Account Progression

The Account Progression System allows players to enhance their accounts by earning **Profile Experience Points (PEXP)** through in-game activities. As players level up, they unlock rewards, milestones, and features, enriching their gameplay experience.

<figure><img src="/files/EjGwWjmRbvRVr2hviaAA" alt=""><figcaption></figcaption></figure>

***

**Earning PEXP**

Players can earn PEXP by participating in various activities:

* **Enemy Defeats**: +1 PEXP per enemy defeated.
* **Exploration Events**: +2 PEXP per successful exploration event with a positive outcome.
* **Foraging**: +0.5 PEXP per foraging AP at day switch (rounded randomly).
* **Daily Quests**:
  * Easy: +15 PEXP
  * Medium: +20 PEXP
  * Hard: +25 PEXP
* **Weekly Quests**:
  * Easy: +110 PEXP
  * Medium: +140 PEXP
  * Hard: +170 PEXP
* **Achievements**: Badges earned by completing achievements provide varying PEXP based on their difficulty.
* **PvP Matches**: +10 PEXP per win (capped at +30 EXP/day).

***

**Leveling Up**

* **PEXP Requirement**: 500 PEXP per level.
* **Rewards**:
  * **Level-Up Chest**: Randomized rewards provided with every level-up.
  * **Milestone Rewards**: Unique bonuses unlocked at specific levels:
    * **Level 5**: +1 quest bag slot.
    * **Level 15**: +1 free-to-play character slot.
    * **Level 10, 25, 50, 100, 200, 500**: Exlusive badges.

***

**Recurring Rewards**

* **Every 5 Levels**: 1 free attribute reroll.
* **Every 10 Levels**: Level 10 Reward Chest.
* **Every 25 Levels**: Level 25 Reward Chest.
* **Every 100 Levels**: +1 free-to-play character slot.

***

**Achievements and Badges**

* **Badges** represent achievements and reward PEXP based on their tier:
  * Badge PEXP = 100 PEXP × Badge Tier.
  * **Level-Up Badges** (e.g., Level 10 Badge) do not grant PEXP.
* Badges are displayed in your profile as a showcase of accomplishments.

***


# Badge System

#### Badge System Documentation

**Overview**

The Badge System serves as a way to track your in-game progress and achievements, while also allowing you to showcase your accomplishments for **bragging rights**.

<figure><img src="/files/ca8pvXvvPTPP92WPRxCi" alt=""><figcaption></figcaption></figure>

***

**Badge Activities**

Badges are earned by completing various activities across the game, including:

* **Combat**: Defeating specific enemies.
* **PvP**: Participating in or winning PvP battles.
* **Economy**: Burning spores, using Spores, or foraging.
* **Quests and Challenges**: Solving riddles, completing quests, or saving NPCs like grandmothers.
* .....

A complete list of all badges is available in the **Profile Page**.

<figure><img src="/files/wHA5wMyKjfV9x9VTZbjj" alt=""><figcaption></figcaption></figure>

***

**Badge Tiers**

Each badge has **5 Tiers**, progressively requiring more effort to unlock.

* **Tier 1**: Easily achievable within a short time.
* **Tier 5**: Requires significant dedication and grinding.

**Example: Riddles Badge**

* **Tier 1**: <img src="/files/tyGzIJ6Ix5xFdgO4lXnT" alt="" data-size="line"> Solve 10 riddles.
* **Tier 2**: <img src="/files/fP2aIqtDwqRtdncg4flG" alt="" data-size="line"> Solve 25 riddles.
* **Tier 3**: <img src="/files/XY72X3wFLR71bw3hCqCd" alt="" data-size="line"> Solve 75 riddles.
* **Tier 4**: <img src="/files/nUg3R80WfHoQSMQmqJ9A" alt="" data-size="line"> Solve 200 riddles.
* **Tier 5**: <img src="/files/Nx9kkW7Jwud0495EuWYK" alt="" data-size="line"> Solve 500 riddles.

***

**Badge Rewards**

Each badge unlocks the following rewards upon completion of a tier:

* **Badge Treasure**: A reward chest containing randomized in-game items, the content of each treasure can be found ingame.
* **Profile Experience Points (PEXP)**: Amount depends on the badge tier and contributes to leveling up your account.

**Displaying Favorite Badges**

* You can select a set number of badges (e.g., 3-5) to display prominently on your profile.
* These badges reflect your proudest accomplishments and are visible to other players when they visit your profile.

**How to Select Favorite Badges**

1. Go to your **Profile Page**.
2. Click on the **Badge Section**.
3. Choose the badges you want to showcase from your earned collection.
4. Save your selection.<br>

<figure><img src="/files/OIo8QEk7f5PLJd3IpTw4" alt=""><figcaption></figcaption></figure>

The Badge System motivates players to explore diverse gameplay activities while earning rewards and enhancing their profile prestige.


# Currencies

In **Champz**, there are two distinct currencies that play a key role in your journey: **Spores** and **Truffles**.

#### <img src="/files/IWfGgVy7MrnUzzesVmY5" alt="" data-size="line">Spores:

<figure><img src="/files/BXlrZK53stdAPe3Hardq" alt=""><figcaption></figcaption></figure>

Spores are the primary in-game currency that can be earned through activities such as **fighting**, **exploring**, and **foraging**. Spores can also be found in various treasures throughout the game. This currency is vital for day-to-day activities and progression, including:

* **Healing** or **reviving** your characters after battles.
* **Leveling up** your Champz, helping them grow stronger.
* **Equipping** your characters with new gear.
* Participating in the **Spores Auction House**, where you can buy or sell items.

Additionally, **Spores can be burned** to earn a spot on the **Spores Leaderboard**, where the top players can receive special rewards. The Spores burn can be accesed via your spores Balance or you Wallet symbol.

#### <img src="/files/1ML5rcp6WRhA7ugeFbNi" alt="" data-size="line">Truffles:

<figure><img src="/files/APVukuc2uY8wLkQFjNQK" alt=""><figcaption></figcaption></figure>

Truffles are the **premium currency** in the game and are used for special functions and enhanced gameplay features. You can use Truffles for:

* **Rerolling character attributes** for better stats.
* **PvP wagers**, where you can stake Truffles in competitive player-versus-player battles.
* The **Truffle Marketplace**, where premium items and consumables can be bought or sold.
* Exchanging it for **ETH** (requires the player to hold at least 25,000 $CHAMPZ)

Truffles can be obtained in several ways, including:

* Through **treasures** and **defeating the Leprechaun** (requires the player to hold at least 25,000 $CHAMPZ) in the game.
* Via the **daily quest system**, provided your wallet holds **$CHAMPZ**.
* **Purchasing Truffles for ETH** (refer to the Truffles page for more details).

With both Spores and Truffles, you’ll be able to maximize your gameplay experience, taking part in a variety of activities, from leveling up your Champz to engaging in high-stakes PvP battles!


# Earn truffles

The more you play and strategically manage your $CHAMPZ tokens, the greater your rewards. So, sharpen skills, gather tokens, and embark on your journey towards truffles and USDC.

## Daily Quests and Truffles

**Disclaimer:**\
**To get access to the daily truffle quests and the daily truffle login bonus you need to hold at least 100 $CHAMPZ or one NFT Champ in your wallet.** \
\
Each day, players are presented with a set of quests designed to challenge their skills and wit. These quests are your gateway to earning Truffles, the in-game currency with real-world value. The number of Truffles you receive for completing a quest depends on its difficulty; tougher quests yield more Truffles. It's important to note that harder quests are expected to take longer to complete.&#x20;

<figure><img src="/files/FNR0bF69JxQ1VNpr4mPo" alt=""><figcaption></figcaption></figure>

## $CHAMPZ Token Multiplier

Here's where your strategic thinking can really pay off. Your quest rewards receive a boost based on the number of $CHAMPZ tokens you hold in your wallet, calculated linearly with the percentage of $CHAMPZ you are holding, and this calculation is based on the active players' $CHAMPZ holdings of the day before including the $CHAMPZ contract and LP. The more tokens you hold as a percentage, the higher the multiplier, meaning larger Truffle rewards for your efforts.\
If you hold less than 50.000 $CHAMPZ in your wallet, each quest will be rewarded with 100 Truffles.\
\
But wait, there's more! If you maintain a "HODL" strategy and abstain from selling or transferring any $CHAMPZ tokens for a continuous 30-day period, your reward multiplier doubles. Plus, the multiplier is tiered, meaning that the more $CHAMPZ tokens you accumulate, the greater the bonus multiplier.

## Quest Completion and Renewal

When you successfully complete a quest, your Truffle rewards are credited to your account immediately. A fresh quest becomes available for you to tackle the next day. But what if you don't fancy the quest you've drawn? No worries! You have the option to redraw one quest daily. Additionally, if you decide to dismiss a quest, a new one will be waiting for you on the following day.

<figure><img src="/files/qj7rjDZFep0cHW4HutYb" alt=""><figcaption></figcaption></figure>

## Daily Login Bonus

Log in daily to reap the rewards! The daily login bonus is a fantastic way to kickstart your P2E adventure. It starts at 20 Truffles on your first day, and the generosity increases each day you log in, reaching a whopping 140 Truffles on the seventh day.&#x20;

Moreover, for every rebirthed NFT Champ in your wallet, you'll receive a bonus of 10 Truffles each day. And if you're a seasoned player with double rebirthed Champz, you get an impressive bonus of 20 Truffles for each of them.

| Day | Login Bonus | e.g. Bonus for 3 rebirthed Champz |
| --- | ----------- | --------------------------------- |
| 1   | 20          | 60                                |
| 2   | 40          | 60                                |
| 3   | 60          | 60                                |
| 4   | 80          | 60                                |
| 5   | 100         | 60                                |
| 6   | 120         | 60                                |
| 7   | 140         | 60                                |

## **Spores Burn**

Every day, 2 packages á 50,000 Truffles, 20 Grand Burn Treasures and 50 Burn Treasures will be raffled off to different players that contributed at least 1000 Spores to the daily burn. There will be multiple raffles, for different leaderboard positions.\
\
The burning window can be accessed when clicking on your SPORES balance.

**Raffle:**&#x20;

* Top 2, 1 Truffle package (requires the player to hold at least 25,000 $CHAMPZ)
* Top 10, 1 Truffle package (requires the player to hold at least 25,000 $CHAMPZ)
* Top 100, 10 Grand Burn Treasures and 30 Burn Treasures
* All burn participants that burned at least 1.000 Spores, 10 Grand Burn Treasures and 20 Burn Treasures

A player can only win one package/Treasure a day, even if he is qualified for more than one raffle. The content of the Burn Treasures can be inspected in-game.


# The Leprechaun

The Leprechaun is a unique and rare mob that players can encounter during their adventures, whether fighting or exploring.

**Encountering the Leprechaun:**

* **Rarity:** The Leprechaun is a very rare mob that can be encountered during combat or exploration as long as you hold at least 25,000 $CHAMPZ.
* **Levels:** It can appear at any level, providing opportunities for players of all stages.
* **Probability:** The likelihood of encountering the Leprechaun increases with the character's level, rewarding players for progressing in the game. Additionally, using an NFT character for exploring or fighting doubles the chances of encountering a Leprechaun.

<figure><img src="/files/lLj0KwUKt13uJBtfLfm3" alt=""><figcaption></figcaption></figure>

**Combat Characteristics:**

* **Strength:** The Leprechaun is a very strong opponent, requiring strategy and skill to defeat.

**Rewards:**

* **Truffle Drop:** Upon defeating the Leprechaun, the player is rewarded with a random amount of truffles ranging from 10,000 to 100,000, depending on your $CHAMPZ holdings. This provides a significant boost to the player's in-game resources.

**Gameplay Impact:**

* **Excitement and Challenge:** The rare appearance and strength of the Leprechaun add an element of surprise and excitement, making encounters memorable.
* **Level Incentive:** As the chance of encountering the Leprechaun increases with the character's level, players are encouraged to continuously develop and strengthen their characters.

**Example Scenario:**

1. **Encounter:** A player exploring Arborethia comes across the rare Leprechaun.
2. **Battle:** The player engages in a challenging battle with the formidable mob.
3. **Victory:** After successfully defeating the Leprechaun, the player receives a reward of 15,000 truffles, enhancing their in-game wealth.

**Tips for Players:**

* **Prepare for Battle:** Ensure your character is well-equipped and strategically prepared to face the strong Leprechaun.
* **Level Up:** Focus on leveling up your character to increase the chances of encountering the Leprechaun and to be better prepared for the battle.
* **Double Down:** Grab some NFTs to double your chances of encountering a Leprechaun!
* **Maximize Rewards:** Get more $CHAMPZ to boost your Leprechaun rewards - sweet spot right around 1,500,000 $CHAMPZ!


# PvP Wager Jackpot

The PvP Jackpot is an exciting feature that allows players to win a large pool of truffles by participating in PvP matches with significant wagers.

**Eligibility:**

* Players must wager more than 500 truffles in a PvP match to become eligible for the PvP Jackpot.

**Initial Jackpot:**

* The jackpot starts with a pool of 100,000 truffles.<br>

**Jackpot Growth:**

* For each eligible wager (wagers above 500 truffles), the jackpot increases by 3% of the wagered amount.

**Winning Mechanics:**

1. **Dice Roll:** After each eligible PvP match, dice are rolled to determine if the jackpot is won.
2. **Probability of Winning:** The odds of winning the jackpot increase:
   1. with the wagered amount in relation to the jackpot.&#x20;
   2. the size of the current jackpot. The base winning probability starts at the 100,000 initial truffle jackpot and increases as the jackpot grows.

**Distribution of Jackpot:**

* The jackpot can be won by either or both players in the match (the winner and the loser of the PvP match).
* **Winner's Share:** The player who wins the jackpot receives 80% of the total jackpot.
* **Loser's Share:** The other player receives 20% of the total jackpot.
* **Reset:** Once the jackpot is won, it resets to 100,000 truffles and the process starts again.

**In-Game Display:**

* Players can view the current total jackpot amount in-game.

<figure><img src="/files/0U2SgCOLUGm4e7wfeHsu" alt=""><figcaption></figcaption></figure>

**Example Scenario:**

1. **Match Setup:** Two players engage in a PvP match, each wagering 10,000 truffles.
2. **Jackpot Growth:** The jackpot increases by 3% of each 10,000 truffle wager, adding 600 truffles to the pool.
3. **Dice Roll:** After the match, dice are rolled to determine if the jackpot is won.
4. **Jackpot Win:** If the jackpot is won, the winner receives 80% of the total jackpot, and the loser receives 20%.

This feature adds an additional layer of excitement to PvP matches, giving players the chance to win big while battling their opponents.


# Reign of Power

The Reign of Power game mode has three different sections that reward truffles to players in unique ways.

**Train**

The training hills are available for players to get acquainted with the Reign of Power and PvP game modes. They have a 50% chance to drop 10 truffles if the attacker defeats the king. Players can use these truffles to pay the entry fees on the Questing hills.

\
**Quest**

The questing hills are used to complete quests and accumulate points for badges. All Reign of Power treasures include truffles as well as a chance to win ultra rare items. Quest mode solidifies the player's dominance in Reign of Power across Arborethia.

Passive Truffle Earning in Quest Hills: If the attacker loses, the King will receive 25% of the attacker's entry fee.

**Compete**

The competition hills are where players can compete either individually or with a guild for a variety of prizes to be determined when the competition begins.


# Swapping truffles (Truffles/USDC)

**Claiming USDC from Truffles**

As long as you hold at least 25.000$ CHAMPZ you can swap your **Truffles** for **USDC packages** at a fixed rate, which can be done through the **Truffles Screen**. Once you've swapped your Truffles for USDC, a reserved package will be created for your account, which you can claim at any time.

<figure><img src="/files/TpLAje5FTd5rj9gIQfQ6" alt=""><figcaption></figcaption></figure>

**Eligibility:**\
\
To swap your Truffles for USDC, you must hold at least 25,000 $CHAMPZ tokens.&#x20;

***

**Important Information:**

* The USDC you earn through this system is funded by the **token taxes** of the **$CHAMPZ** token as well as other generated revenue.
* The development team will carefully manage and adjust **Truffle Rewards** to ensure a smooth and fair experience for all players. However, **Truffle Rewards** may be subject to changes (either positive or negative) based on tax income, and there is a possibility that the rewards could be temporarily halted if needed.

#### Claiming Your USDC:

After your Truffles are swapped, the **USDC packages** will appear in the **Wallet Section**. The Wallet is accessed via the $ symbol on teh top right corner of your screen on desktop. From there, you can click the **Claim** button to initiate the process.

When you claim, you'll need to interact with your **passport wallet** to sign the transaction. Your usdc will then be accessible on the zkevm network.

This system allows you to directly convert your in-game Truffles into real-world value, giving you more ways to earn and interact with the Champz ecosystem!


# Fight Mechanics

This section will detail various combat mechanics and their application.


# Abilities (Magic Spells)

Every class in Champignons of Arborethia comes with a dedicated, so-called signature ability. This ability is class specific and can not be changed. However, future versions of the game will allow equipping a specific Champ with multiple additional abilities.

**Abilities** can be seen as magic spells and consume **Mana** when casted. Every ability will have a specific Mana cost assigned that is shown in the Fight screen in a little blue circle.&#x20;

<figure><img src="/files/TzX8kMmVztcC6WqRRAtM" alt=""><figcaption></figcaption></figure>

This spell costs 1 Mana to be casted.

**Mana** is a limited resource that works with the similar key mechanics as **HP**:

* Every character has a certain number of **Mana**. Per default, every character will receive 3 Mana. Mana is shown as blue bars in the Character Menu and in the Fight Screen

<figure><img src="/files/6XaDutK9tetSCb4sPhIu" alt=""><figcaption></figcaption></figure>

* The **Mana** amount is ported over to the next fight. Means if 1 out of 3 Mana was consumed in Fight #1 of the day, the char will only have 2 out of 3 Mana available for the next fight. It's therefore important to think about the best timing to use an ability. The current **Mana** amount can be seen by counting the blue Mana bars or mouseover the bar.
* **Mana** will reset every day to it's base amount
* **Mana** is consumed when an ability is casted (number depending on the ability)
* Unlike **HP**,
  * the char does not regenerate **Mana** after fight
  * **Mana** is not dividable, therefore has no comma values
  * **Mana** can not be refreshed during the day yet (like Heal)

**Class specific Abilities**

The signature abilities per class all have one thing in common: They do not directly deal damage to the enemies. They will apply so-called **Effects** to either your char or the enemy that might have the result of dealing damage.&#x20;

<table><thead><tr><th width="140">Class</th><th width="164">Ability Name</th><th width="317">Ability Description</th><th>Mana Cost</th></tr></thead><tbody><tr><td>Alchemist</td><td><img src="/files/BNFdlrelOp6VUAtvEO3x" alt="" data-size="line"> Spore Cloud</td><td>Obstruct the opponent's vision with a cloud of spores. Reduces their accuracy by 75% for 3 instances.</td><td>1</td></tr><tr><td>Hunter</td><td><img src="/files/NqtRUNKgaNfnEJBx3lgp" alt="" data-size="line"> Paralyzing Arrow</td><td>Hit the bullseye and thereby stun your opponent for two instances.</td><td>1</td></tr><tr><td>Jester</td><td><img src="/files/El3yBqZ4pmLGcPI5CQ2S" alt="" data-size="line"> Confuse</td><td>Confuse your opponent. The opponent will hit a random target with their next two attacks/casts.</td><td>1</td></tr><tr><td>Lumberjack</td><td><img src="/files/hSyHlODgiEjn9VNsVXhc" alt="" data-size="line"> Spike Shield</td><td>Utilize the remaining leftover wood to upgrade your defense. 75% of the opponent's attack is directly reflected back at them for 2 instances.</td><td>1</td></tr><tr><td>Priest</td><td><img src="/files/H1TIwj2vwwi88MffAVbL" alt="" data-size="line"> Regenerate</td><td>Boost the regeneration of a friend by 15% for 3 instances.</td><td>1</td></tr><tr><td>Warrior</td><td><img src="/files/J3DLfyvX7p8Mv6csNzvs" alt="" data-size="line"> Break</td><td>Shatter the opponent's armor with your mighty strike. Reduces the opponent's Defense by 100% for 3 instances. The impact is so powerful the opponent is stunned for 1 instance.</td><td>1</td></tr></tbody></table>

#### Spells

**Spells** are unlocked by **equipping a Spellbook**. Spellbooks are **NFTs** that can either be **crafted in-game via the Forging menu** or **acquired through the marketplace**.

Unlike class abilities, which always cost **1 mana**, spell mana costs **vary** depending on their strength and strategic impact. Equipping a Spellbook adds its associated spell to your combat loadout, expanding your tactical options.

The table below lists all currently available spells along with their key details:

<table><thead><tr><th width="164">Ability Name</th><th width="317">Ability Description</th><th>Mana Cost</th></tr></thead><tbody><tr><td><img src="/files/sVyayFxJPBXaGBRCzN9B" alt="" data-size="line"> Windcoat</td><td>Target dodges the next 2 physical attacks.</td><td>2</td></tr><tr><td><img src="/files/gFiMooSJO2fZZnK2bmZP" alt="" data-size="line"> Fade away</td><td>Target can't be targeted by the enemy for two rounds</td><td>3</td></tr><tr><td><img src="/files/6iySptdwY4WgB6exwYRM" alt="" data-size="line"> Sword of Damocles</td><td>Target receives 2 death markers.</td><td>2</td></tr><tr><td><img src="/files/wZNKEXPy5iK3xdMcy1C7" alt="" data-size="line"> Disarm</td><td>Target gets disarmed for 2 rounds.</td><td>1</td></tr><tr><td><img src="/files/kIc8IuAX3GG0MMHt3DcL" alt="" data-size="line"> Moral break</td><td>Target receives can't heal debuff and 25% attack damage reduction for 2 rounds.</td><td>1</td></tr><tr><td><img src="/files/5R47koKBPSFoj0FVpuFx" alt="" data-size="line"> Shield Bash</td><td>Target receives double the casters armor value as attack damage.</td><td>2</td></tr><tr><td><img src="/files/6c9ELT5CiQzAuOT2324f" alt="" data-size="line"> Slay</td><td>Target receives bleed debuff and 30% armor reduction for 3 rounds.</td><td>2</td></tr><tr><td><img src="/files/kYxvdJRGEUxmHpN6e8pQ" alt="" data-size="line"> Marksmanship</td><td>Target guaranteed hits his next 2 attacks.</td><td>1</td></tr><tr><td><img src="/files/y4M2Vvpe78LT8F7sramk" alt="" data-size="line"> Restore</td><td>Target gets his mana fully refilled.</td><td>2</td></tr><tr><td><img src="/files/SO1vwuA2Pam6ybMiJkwX" alt="" data-size="line"> Sabotage</td><td>Targets spell costs are increase by 2 mana for 3 rounds.</td><td>2</td></tr><tr><td><img src="/files/IHjuJq5nlreonChgYmM8" alt="" data-size="line"> Venomous spit</td><td>Target applies poison debuff on attack and has 10% increased accuracy for 2 rounds.</td><td>1</td></tr><tr><td><img src="/files/G2XNXy8NEZz0kTFOxPTo" alt="" data-size="line"> Anti cure</td><td>Target receives can't heal and poisoned debuff for 2 rounds.</td><td>1</td></tr><tr><td><img src="/files/O61tf3BE8VLKh25zRgbB" alt="" data-size="line"> Purge</td><td>Removes all buffs from the target.</td><td>2</td></tr><tr><td><img src="/files/nra5KiWD0KnkE2MOTab6" alt="" data-size="line"> Royal blessing</td><td>Target can't receive additional death marks and has 20% armor increase for 3 rounds.</td><td>3</td></tr><tr><td><img src="/files/9H7aEEkBqDr1Hj3DeEsH" alt="" data-size="line"> Shield break</td><td>Target has 100% armor reduction and receives 100% of the casters attack damage.</td><td>1</td></tr><tr><td><img src="/files/wuuR9Qjf84n5W2UPpECw" alt="" data-size="line"> Overpower</td><td>Target does double damage for the next 2 hits.</td><td>3</td></tr><tr><td><img src="/files/YqaytF6X7C2siSxf2utw" alt="" data-size="line"> Heavy bleeding</td><td>Target receives can't heal and bleed debuff for 2 rounds.</td><td>2</td></tr></tbody></table>


# Effects

**Effects** are modifiers to the chars or opponents abilities or stats. The current game version features six different effects and more will be added gradually over time.

**Effects** can be applied by using Abilities or passively with an attack (When the attacker has the correct equipment or passive ability)

**Effects** work in **instances**. This means, whenever the effect actually takes effect (kek), it will reduce an instance. This is not to be confused with the number of rounds. When an effect is applied, it will be shown above the health bar of a character or opponent in the fight.&#x20;

<figure><img src="/files/C08hFfMqaXwXsv4DRzqG" alt=""><figcaption><p>Effect "Defense reduction" is applied for 3 instances</p></figcaption></figure>

In this example, a **Defense reduction** effect is applied for 3 instances. If this opponent is attacked, their defense is reduced, so the attack will deal more damage. After the effect was used one time, the instance count will be reduced. If the attack misses, no instance will be taken away. Every successful attack will reduce one instance from the effect, pointing out the clear difference between instances and rounds.

<figure><img src="/files/LW65BJ350quRiQq8pKSY" alt=""><figcaption></figcaption></figure>

Some more key bullet points around **Effects**:

* In the current Game version, effects are only applied within the existing fight and not ported over to the next fight
* Multiple different **Effects** can be applied to one char / opponent
* **Effects** are on top of character attributes and do not replace them
* If the same **Effect** is applied again, it will refresh its original number of instances (rather than stack the instance numbers)

Following effects are existing in the current game's version:

| Image                                                                                               | Effect               | Modifier                                                                                                      |
| --------------------------------------------------------------------------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------- |
| ![](/files/YTJrNawmWDNJLzo9HyBD)                                                                    | Accuracy reduced     | The accuracy is reduced, any attack performed by this char has a higher probability to miss                   |
| ![](/files/yBBFR5QmPC7AvpJxXe6s)                                                                    | Confused             | Character will hit a random target with his attack/spell out of confusion.                                    |
| <img src="/files/zol2C39jOUfhfk28mPN6" alt="" data-size="original">                                 | Defense reduction    | The defense is reduced. Therefore every physical attack to this character will deal more damage               |
| ![](/files/6u7102qUgrP9cxAncZF4)                                                                    | HP regeneration plus | Character will heal for that % of their max HP per round.                                                     |
| ![](/files/VpvKa5Jh0EnSttqChq21)                                                                    | Reflect Damage       | Incoming damage is reduced by a certain % and damage is dealt back to the attacker automatically (reflection) |
| ![](/files/AocVOg4RpDMYdIxQXGuR)                                                                    | Stunned              | As long as this is effect is applied, the char cannot take any action                                         |
| ![](/files/cQjaDujWU02wTaAZAXrb)                                                                    | Poisoned             | Poisoned character gets 40% of the attack damage of the character that inflicted the poison effect            |
| ![](/files/XnA6wimdfYohnsZYw0Pu)                                                                    | Bleeding             | Bleeding character gets 10% of his max HP as damage.                                                          |
| ![](/files/NEF1cwfIyAMhTx1rrPW3)                                                                    | Damage reduction     | The damage is reduced. Therefore every physical attack by this char will deal less damage                     |
| <img src="/files/glK3WlkIkuUxP6eLNMJG" alt="" data-size="original">                                 | Silenced             | Silenced characters can not cast spells.                                                                      |
| <img src="/files/th2WLIH59Ly4tva7eqah" alt="" data-size="original">                                 | Disarmed             | Disarmed characters can not use normal or heavy attacks and lose their weapon stats.                          |
| <img src="/files/DZ3URVtm2g4h7Q6jsijH" alt="" data-size="original">                                 | Death Mark           | A character will lose 3% of his maximum HP each round for each Death Mark.                                    |
| ![](/files/B7lE0a2HeZo1QA50cgHX)                                                                    | Can't heal           | Character can't heal or gain HP in any way.                                                                   |
| ![](/files/RFafepvInCP98ExT1flK)                                                                    | Double damage        | Next attack will do double damage.                                                                            |
| ![](/files/7YB4yWaaiU94SPgK38GV)                                                                    | Poisonous blade      | Attacks will apply the poison debuff.                                                                         |
| ![](/files/m5spJ9fO74PRGuWMvmsp)                                                                    | Royal blessing       | Character can't receive any deathmarks.                                                                       |
| ![](/files/YqB6DJcLf1fH9sczrapL)                                                                    | Hidden               | Character can't be targeted by the enemy team.                                                                |
| ![](/files/WU5hQvhtp0PzVYTUwVhe)                                                                    | Truestrike           | Next attack will be a guaranteed hit.                                                                         |
| ![](/files/O9cjhNpu4JDjfJXsDIkE)                                                                    | Guaranteed Evasion   | Next attack will be evaded.                                                                                   |
| <div><figure><img src="/files/aLHxKBIXdaN4bOLSBjXi" alt=""><figcaption></figcaption></figure></div> | King of the Hill     | +25% attack and defense                                                                                       |


# Account inactivity / Account deactivation

This page outlines the procedures and consequences associated with account inactivity.

### Inactivity Periods and Actions

1. **90 Days of Inactivity:**
   * **Definition:** An account is considered inactive if there has been no login activity for 90 days.
   * **Actions Taken:**
     * The account status is set to inactive.
     * Characters are moved from Forage back to Idle state.
     * Spores and Truffle balances, as well as USDC packages, are archived.
   * **Reactivation:** The account can be reactivated upon request. Users will need to contact customer support (discord ticket) to restore their archived balances and packages.
2. **180 Days of Inactivity:**
   * **Definition:** An account is considered for permanent deletion if there has been no login activity for 180 days.
   * **Actions Taken:**
     * The account is permanently deleted, including all items and in-game assets (including truffles)
     * Free-to-Play characters are deleted.
     * Blockchain characters remain unaffected.

### Exemption for High-Value Accounts

* **$CHAMPZ Token Holders:** Any account that holds at least 50,000 $CHAMPZ tokens will never be set to inactive, regardless of the login activity. This ensures that high-value accounts remain secure and retain their assets without the need for regular logins.

### Reactivation Process

If an account has been set to inactive after 90 days of inactivity, users can reactivate their account by following these steps:

1. Contact customer support through the discord ticket system
2. Provide necessary account verification details as requested by the support team.
3. Request the restoration of archived Spores, Truffle balances, and USDC packages.

### Permanent Deletion

After 180 days of inactivity, the account and all associated items and assets (excluding Blockchain characters) are permanently deleted. This process is irreversible, and users will not be able to recover any deleted data or characters.

#### Important Notes

* **Free-to-Play Characters:** These characters are subject to deletion after 180 days of inactivity.
* **Blockchain Characters:** These characters remain intact and are not affected by the inactivity policies.
* **$CHAMPZ Token Exemption:** Accounts holding at least 50,000 $CHAMPZ tokens are exempt from being set to inactive or deleted.

Users are encouraged to log in regularly to avoid the consequences of inactivity and ensure their accounts and assets remain active and secure.


# $CHAMPZ Tokenomics

**Total supply:**\
**-** 1,000,000,000 $CHAMPZ\
\- fully diluted\
\
Contract: 0xe07A836f5201A46f376934A8A4a17185Df1708c4\
\
<https://etherscan.io/token/0xe07A836f5201A46f376934A8A4a17185Df1708c4>\ <br>

<https://www.dextools.io/app/en/ether/pair-explorer/0xb923e9d310aa911688d72ac450a98730107add35?t=1733684146849>

**Taxes:**\
**-** Buy/Sell 0%/5%


# Token Claim

#### **Important Notice**

* Tokens can only be claimed **within the game application (**[**https://play.champz.world**](https://play.champz.world)**)** .
* **Do not** attempt to claim tokens through third-party sites or external sources to ensure security.
* **Claim Deadline**: The token claim will be available until **March 31, 2025**. After this date, unclaimed tokens may no longer be accessible.

***

#### **Accessing the Token Claim**

1. **Navigate to Preferences**:
   * Open the **Preferences Menu** by clicking on the **gear symbol** (⚙).
2. **Open the Claim Window**:
   * Select the **Token Claim** option from the menu.

<figure><img src="/files/D1c0dI82Gf8XKFTxd9GW" alt=""><figcaption></figcaption></figure>

***

#### **Token Claim Process**

1. **View Wallet and Token Holdings**:
   * The claim window displays your connected wallet and the amount of tokens available for claim.
2. **Initiate the Claim**:
   * Press the **Claim Button** to start the process.
3. **Approval Process**:
   * Upon pressing the **Claim Button**, you will first be prompted to sign an **approval transaction** in your wallet.
   * Confirm the approval in your wallet interface.
4. **Token Swap Confirmation**:
   * After the approval is signed, a second prompt will request you to sign the **token swap transaction**.
   * Confirm the swap in your wallet.
5. **Successful Claim**:
   * Once both transactions are successfully signed, your token balance will update automatically.
   * The updated balance will be displayed in the claim window and your wallet.

***

#### **Tips for a Smooth Claim Process**

* **Ensure a Stable Internet Connection**: Network disruptions can delay the process.
* **Sufficient Wallet Funds**: Make sure your wallet has enough funds to cover any gas fees associated with the transactions.
* **Use a Supported Wallet**: Verify that your connected wallet is compatible with the game application.

***

#### **Security Reminder**

* Always access the claim window **directly from the game application**.
* Never share your wallet credentials or private keys with anyone.
* Beware of phishing sites or unauthorized platforms claiming to offer token claims.

***

#### **Claim Deadline**

* The **Token Claim** feature will remain available until **March 31, 2025**.
* Ensure you claim your tokens before this deadline to avoid losing access to unclaimed tokens.


# Official Blockchain addresses

Find here the only ETH addresses linked to the Champz team

**$CHAMPZ Contract: 0xe07A836f5201A46f376934A8A4a17185Df1708c4**

-> The only CHAMPZ related ERC-20 Token

-> Accumulates the 5% taxes from Sell to swap them into ETH on random triggers

**$CHAMPZ Claim Contract**: **0x6a74545d40Eb238255233fF66C6fd8C3F64653cc**

-> contract used to claim the $CHAMPZ token after the token relaunch

**Tax Collection Wallet**: **0xcC26f2cFa0366170ceBBa2FA0766D438Eba4A846**\
-> Taxes will be collected on that wallet and then split and sent to different wallets mentioned below

**P2E Claim Contract: 0x8867aD01884dB15d42518D5502a5c0A53fA3809F**

-> Contract to claim swapped Truffles to your wallet in form of ETH

**Truffle Purchase Contract: 0x074a4545c46caC6d3C38012c3b3fca5a5d73e893**

-> Contract to purchase Truffles with ETH

**Deployer Wallet: 0xA66EBD831df2Ebf5310DaEc4e7D885df8398b696**&#x20;

-> Receives 20% of the taxes

**P2E Funding Wallet: 0x8407cce8B48Cf7B31889542f6A24f085a8E56e80**

-> Receives 40% of the taxes

-> Funds the P2E Claim contract an the Burn Wallet<br>

\
**Team Wallet: 0x4f13CcD82a16664cd735dc48660963D4731c7427**\
-> Receives 40% of the taxes

-> Used for Marketing, Game Development, Daily operations, Legal and Accounting Services

**Tax Trigger Wallet: 0xA6A880f777470e4D493d1b490790CFB0844A9736**

-> Triggers the swap of taxed $CHAMPZ to ETH at random times

-> In some tools (Dextools, Dexscreener, ...) it will appear as if this wallet sold $CHAMPZ. This  however is not the case

**Community Will Wallet: 0xDb84DFBef0f89EAbBd7220A6B6C98120517463B7**

-> The player Community has the option to donate truffles in order to initiate Buy Backs, Wallet Fundings, Tournaments etc (Action to be decided by voting). In case this action requires a blockchain transaction, this wallet will take care.

**Neo Tokyo S1 Wallet: 0x64c96EFBcE7AF236690c49011130c2eEC9f877b5**

-> Our valuable Neo Tokyo Citizen is held in a separate wallet for security reasons

**Neo Tokyo S2 Wallet: 0x1DD325d86DaEEBAAbaD3d06DE74a8E2EC5A3177E**

-> Our valuable Neo Tokyo Outer Citizen is held in a separate wallet for security reasons

**NFT Proxy Contract: 0x0c5E8068bB4edBC6512EFf42DA1F40E67081e3d1**

This list will always be updated.\
Last Update: 08.12.2024

<mark style="background-color:red;">**Please note that the Champz team does not own any ENS. Any champz related ENS showing up on NFT Markets or Holder lists is not related to the team.**</mark>

<br>


# Referral System

## Referral System

***

### How the Referral System Works

1. **Referral Link**:\
   Each player receives a unique referral link. When a new player signs up using this link, both the referrer and the referred player qualify for rewards.

<figure><img src="/files/RixBk2F6PtBkbR4kjsGu" alt=""><figcaption></figcaption></figure>

2. **Adding the Referral Link**:\
   The referred player must use the referral link for their first login.

***

### Referred Player Rewards

When a new player signs up using a referral link, they receive the following benefits:

* **2 Full Sets of Base Equipment**:\
  Upon their first login, the referred player is awarded 2 full sets of level 1 equipment.
* **Truffle Purchase Bonuses**:
  * **+10% Bonus** on their first truffle purchase.
  * **+5% Bonus** on their second truffle purchase.

***

### Referrer Rewards

The referrer earns rewards based on the activity, progress, and purchases of the referred player:

#### 1. **Activity-Based Rewards**

* **1,000 Truffles (0.1 USDC)**:\
  Earned when the referred player reaches account level 3, qualifying them as an "active" referral.

#### 2. **Milestone Rewards**

* **10,000 Truffles (1 USDC)**:\
  Earned when the referred player reaches account level 25.

#### 3. **Purchase-Based Rewards**

* **Truffle Purchases**:
  * 10% of the referred player's first truffle purchase.
  * 5% of their second truffle purchase.

***

### Referral Milestone Rewards

Referring multiple players unlocks escalating rewards:

* **3 Referrals**: Additional free-to-play character slot.
* **10 Referrals**: Additional free-to-play character slot.
* **25 Referrals**: Gain access to a play-to-claim spot. (Recurring rewards start here.)

#### Recurring Rewards

Players with **100,000 $Champz** or more in their wallet are eligible for recurring rewards:

* **Every 25 Referrals**:
  * Gain access to an additional play-to-claim spot.

#### Important Note About Play-to-Claim Spots

Play-to-claim spots are limited in number. Once all available spots are claimed, this particular reward will be replaced with a different benefit. Referrers are encouraged to secure their spots early to maximize rewards.

***

### Badge System

Players earn badges to commemorate their referral achievements. These badges, displayed on the player's profile, highlight milestones such as:

* **1, 5, 20, 50, 100, 200, and 500 Referrals**.

Badges serve as a mark of accomplishment and prestige within the game.

***

By actively referring others and engaging in the system, players unlock valuable rewards and contribute to the game's growing community, all while enhancing their own gameplay experience.


# Balancing changenotes

### 2025-03-30

**Items:**

new:\
Epic Staff of Life: % Regeneration: 7 -> 3\
Legendary Staff of Life: % Regeneration: 7 -> 4\
Ancient Staff of Life: % Regeneration: 10 -> 6

Magic Purified Staff: % Regeneration: 2 -> 1\
Epic Purified Staff: % Regeneration: 3 -> 2\
Legendary Purified Staff: % Regeneration: 4 -> 3\
Ancient Purified Staff: % Regeneration: 6 -> 5

### 2025-03-28

**Defense Rating:**

* old:

  Defense value can directly be applied to damage mitigation. 1 defense blocks 0.25 incoming damage - 100 defense would block 25 incoming damage.
* new:

  The defense value determines a factor that reduces incoming damage.\
  Incoming\_damage = attack\_damage \* (1 - damage\_reduction). For defense to reduction relation please take a look at the graph below.<br>

  <figure><img src="/files/9g4hQorXlUPLIEf9vz0M" alt=""><figcaption></figcaption></figure>

**Characters:**

Decreased priest regenerate from 15% per instance to 10% per instance

**Items:**

Evasion decrease on all items (roughly to 2/3rd).

### 2024-04-22

**Characters:**

* Increased Lumberjacks damage reflect from 50% to 75%
* Increased Alchemists accuracy reduction from 70% to 75%<br>
* Jester ability rework:
  * old
    * target is confused for three instances
    * confused characters have a 60% chance to hit themselves with their attack/spell&#x20;
  * new
    * target is confused for two Instances
    * confused characters will hit any random target with their attacks and spells<br>
* Decreased base mana pool from 6 to 3

**Fight Mechanic:**

* Decrease normal attack miss chance from 15% to 10%
* Decrease heavy attack miss chance from 65% to 60%


# Patchnotes

Game Patchnotes

**v2.4a - Balance Changes - 2025-06-05**

* Introduced a LVL12 Hill for the RoP Quests
* Reduced time to think to 10 seconds for LVL20 RoP Quest Hill
* Sudden Death starts after Round 1 for LVL20 RoP Quest Hill
* LVL20 RoP Quest Hill now earns 1.3 points per minute holding
* Robe of the Herald min level for equipment increased to 4
  * For this all Robe of the Herald's have been unequipped
* Royal Trident min level for equipment increased to 7
  * For this all Royal Tridens have been unequipped

**v2.4 - Truffles, RoP and new Quests - 2025-05-29**

* You can now purchase Truffles in the game for USDC
* New Quest Line for Reign of Power with own Treasure rewards introduced. Complete your daily quest and unlock up to two more daily quests
* Badges introduced for Reign of Power points (in Quest mode)
* 3 new Items: Royal Scepter, Royal Cloak, Royal Crown. Watch out for combination possibilities
* Merchandise store went live

**v2.3a - Balance update - 2025-05-11**

* Changed defense Reduction Values for Purified Axes from - % to + %

**v2.3 - RoP Badges Truffle Rewards - 2025-05-06**

* Players of RoP Season 1 and Season 1 Guild Edition received badges in game
* Champz Balances now got Tiers with Min and Max Range of Truffle rewards for Leprechaun as following:

  <figure><img src="/files/m7cdQidtJV8m53K1OrKy" alt="" width="316"><figcaption></figcaption></figure>
* RoP King now receives a Status Effect Bonus of 25% Attack and 25% Defense for 15 Rounds
* Fixed a bug not allowing to heal more than your Champ started initially with in the Fight and after Fight
* Healing costs now increase with HP healed as well, not only with character level

**v2.2 - Various Bug fixes - 2025-05-01**

* Introduced a link to this patchnotes page in the game
* Fixed a bug with not allowing Spellbook equipping with message "Item already equipped"
* Fixed a bug not showing Spellbooks equipping status in the inventory properly
* Fixed various bugs related to Spellbook usage and Mana availability in the fight
* Fixed a bug with Book of Shield Break not working all of the time
* When your mana costs are increased in a fight, it's now also shown in the mana required numbers
* Fixed a bug stacking Attack and Defense reduction buffs occasionally
* Fixed a bug not showing Doomed Axe's in the forging

**v2.1 - Easter Event, Reign of Power & New Spells - 2025-04-17**

**Happy Easter:**

* Easter Event is live from Day 675 - 678. Have fun hunting these baskets!

**Reign of Power Changes:**

* New season started: Reign of Power Guild Edition
* Three permanent training hills activated. They will not provide points but give a chance of 10% to drop 10 Truffles to an attacker in case they won, and 2.5% chance in case they lose

**Spells:**

* Empty Spellbooks can now be combined with other ingredients to create inscribed Spellbooks
* Upon forging an inscribed Spellbook, an NFT will actually be minted to your passport account
* You can trade these NFTs on our Altura Secondary market: <https://marketplace.champz.world/explore>
* Equipping an inscribed Spellbook provides your Champ the ability to cast this spell in a fight
* See the docs for details about our spells: <https://docs.champz.world/fight-mechanics/abilities-magic-spells>

**Forging:**

* To support easier forging of Spells, we allowed to enter a desired number of forges to the crafting workbench

**v2.0.1a  - Reign of Power Season 2**

**Reign of Power Changes:**

* Skip fight removed / surrend option added
* Fight end screen will show the current King of the Hill
* A player may only hold 2 hills at one time. If the player enters a fight on a 3rd hill and wins, the current King will be kicked out and the default creep will be installed as new King.&#x20;
* Start and end days of current season are shown on the hill overview page

**Game Rebalancing:**

* Day switch changed to 8 pm UTC

**Defense Rating:**

* old:

  Defense value can directly be applied to damage mitigation. 1 defense blocks 0.25 incoming damage - 100 defense would block 25 incoming damage.
* new:

  The defense value determines a factor that reduces incoming damage.\
  Incoming\_damage = attack\_damage \* (1 - damage\_reduction).

**Characters:**

Decreased priest regenerate from 15% per instance to 10% per instance

**Items:**

Evasion decrease on all items (roughly to 2/3rd).

###

### v1.6.6 - Leprechaun, Mycelium, PvP Wager Jackpot - 2024-07-23

* Leprechaun Introduction
  * Meet the Leprechaun in a fight or explore and try to beat him. If you win he will drop juicy truffles. See ([Docs](https://docs.champz.world/gameplay/play-and-earn-eth/the-leprechaun)) for more info.
* PvP Wager Jackpot
  * Playing truffle wagered PvPs can now be double rewarding through our brand new Jackpot mechanic. See ([Docs](https://docs.champz.world/gameplay/play-and-earn-eth/pvp-wager-jackpot)) for details.
* Mycelium
  * Mycelium Essence, one of the most valuable resources, is the foundational element from which new life in the realm emerges.
* UI/UX Improvements
  * PvP Spectator Mode allows you to watch live PvP games in real-time ([Docs](https://docs.champz.world/gameplay/actions/pvp-spectator-mode))
  * Equip list now only shows one item of each type

### v1.6.5b - Minor adaption - 2024-06-19

Minimum account age to swap Truffles set to 7 days

### v1.6.5a - Minor fixes - 2024-06-13

* Fixes
  * Fixed Burn reward payout issue
  * Fixed a performance issue loading the burn tables
* Misc
  * Total burn leaderboard extended to 100 and will not show the burns of the current day anymore

### v1.6.5 - Anniversary Patch - 2024-06-11

* Free to Play
  * Champz is for everyone. With this patch, every account will be able to create up to 6 characters of the new generation. ([Docs](https://docs.champz.world/gameplay/characters-champz/free2play-champz))
  * To maintain a fair and balanced gaming environment, we strictly prohibit the use of multiple accounts by a single player (multi-accounting). You can read more about this in our [Terms of Use](https://champz.world/terms)
  * Account transfer functionality has been deactivated until further notice
* New Quest System
  * Quest system has been reworked, differentiating between Daily, Weekly and Truffle quests. See ([Docs](https://docs.champz.world/gameplay/quests)) for details
  * Truffle quests have been reduced from 3 to 2, but the reward multiplier have been increased, leaving the total amount of Truffles outflow the same
  * PvP quests are part of the Daily quest pool now
  * Free to play accounts can not participate in Truffle rewarding quests. Their daily login quests rewards with Quest Treasures
* New Burn Raffle System
  * The Spores Burn raffle system has been reworked, now rewarding a significant amount of player every day. See ([Docs](https://docs.champz.world/gameplay/play-and-earn-eth)) for details
* Truffle Purchase
  * It is now possible to buy truffles with ETH. Note that there is a tax included with that sale to avoid abusing and destroying the in-game economy ([Docs](https://docs.champz.world/gameplay/buying-truffles-eth-truffles))
* UI/UX Improvements
  * Treasure contents can now be seen at the quest rewards and in the marketplace

### v1.6.4a - Minor fixes - 2024-06-03

* Fixes
  * Tweaked settings to eliminate unwanted logouts
* Misc
  * Prepared first Revenue Share payout

### v1.6.4 - PvP Updates & Bug fixes - 2024-05-26

* PvP Updates
  * Truffler wagering is now active for PvP
  * Surrender option is disabled until round 5
* UX/UI Improvements
  * Added revive all option in PvP Squad selection screen
  * Added unforage all option in PvP Squad selection screen
  * Added PvP Leaderboard
  * Added Login Streak Leaderboard
  * Removed donation option until further notice
* Bug fixes
  * Fixed a bug not properly considering malus heal on items
  * Fixed a bug not correctly counting accuracy bonuses always
  * Fixed a bug not correctly showing the donation counts in the leaderboard
  * Removed last Champ Standing Leaderboard until further notice

### v1.6.3 - Balance updates & Trade for truffles - 2024-04-22

* Balance updates
  * Check the ([Docs](https://docs.champz.world/balancing-changenotes)) for the game balance updates applied!
* Trade items for truffles
  * Beside spores, you can now list and buy items for truffles
  * When listing you will see the current floor price of the item
  * You can list an item directly out of the forging screen
* Bug fixes / UI Improvements
  * Fixed a display bug after PvP where a standard 1v1 PvE was shown as teamfight

### v1.6.2 - Security Fix - 2024-04-17

* Security Update
  * Implemented auto session logout on multiple window usage of same wallet
* UI/UX Improvements
  * You can now level down your chars to any lower level

### v1.6.1a - Quest Updates - 2024-04-08

* There is a dedicated Quest slot for PvP now
* Sharpen your fighting skills and enjoy new treasures

### v1.6.1 - PvP Updates - 2024-04-02

* PvP Updates
  * You can now continue to play your day while waiting in the PvP Queue for an opponent
  * Defined max level ranges to be used: 4, 7, 10, 14, 17, 20
  * This way it is easier to prepare squads for a PvP
  * A standard of 30 seconds will be added on top before the first round in PvP to inspect the opponent
  * It is now random which players first Champ will start the round
  * Stability improvements in the backend
* UX Improvements
  * You can now merge your ETH packages to save gas costs when claiming
  * The charlist now has an own section for Foraging
  * Icon changes for Play2Claim conditions
* Bugfix
  * Fixed a bug now showing the truffles earned for Easter Baskets

### v1.6.0b - Small Bug fix - 2024-03-26

* Fixed a bug showin fallen Champz and Creep when reconnecting

### v1.6.0a - Minor Fixes - 2024-03-24

* Fixed a bug in the status check routine for PvP and PvE Squad selection
* Char picking window is now sorted by level and shows the status

### v1.6.0 - Teamfights / PvP / Easter - 2024-03-23

* Squads / Teamfight
  * You can now form squads with your Champz and enjoy teamfights
  * A squad starts with 2 and can have up to 4 Champz
  * Check the ([Docs](https://docs.champz.world/gameplay/actions/fighting-squad-pve)) for more details on how to use it!
  * A tour will guide you through your first teamfight. You can reactivate this tour in your preferences
* Player vs. Player (BETA)
  * You can now compete against other player and wager for Spores
  * Truffle wagering on PvP will come after the team sees it is running stable
  * Check the ([Docs](https://docs.champz.world/gameplay/actions/fighting-squad-pvp)) for more details on how the PvP works!
* Balancing / Main Attribute Reroll
  * The main attribute of every Champ has been increased by 50%
  * The main attribute can now be rerolled for Truffles. Attention: The logic differs from the secondary attributes reroll, so take your time and check the ([Docs](https://docs.champz.world/gameplay/characters/character-main-attribute-reroll)) for more details!
* Bug fixes / UI Improvements
  * Fixed a display bug in the player profile and lock / unlock screens
* Easter Event Started
  * Last but not least, the Easter event started! Enjoy hunting for Easter treasures!
  * The event will be active until incl day 294

### v1.5.2b - New daily burn mechanic - 2024-02-26

* Daily Burn Rework
  * Daily Spores Burn will now reward five players and follow new mechanics from day 260 burn onwards! Check the ([Docs](https://docs.champz.world/gameplay/earn-burn-tokenomics.../play-and-earn-eth)) for more details!
* Bug fixes
  * Fixed a performance issue in Equip/Unequip and Explore
  * Fixed a display bug indicating equipping would cost 20 Spores after Rebirth / Reset to Level 1

### v1.5.2a - Attribute graphics update - 2024-02-18

* Primary attribute is now shown as first attribute for every Champ and in another colour
* Fixed small visual bugs

### v1.5.2 - Attribute reroll, Multi Forge - 2024-02-17

* Attribute Reroll
  * Bonus Attributes of rebirthed Champz can now be rerolled for truffles! Check the ([Docs](https://docs.champz.world/gameplay/characters/character-secondary-attribute-reroll)) for more details!
  * Main Attributes can not yet be rerolled (coming soon)
* UX/UI Improvements
  * Multi Forge: Repeat a specific forging recipe as long as items are available
  * Locale display of numbers
  * Profile of guild join requests can now be opened
  * Equipped item now highlighted in equipment screen

### v1.5.1g - Attribute graphics - 2024-01-30

* Bonus Attributes
  * Bonus Attributes of Champz will now be displayed graphically
  * Click on a Bonus Attribute to find out more
* A player can now reset the Champ level to 1 for free by clicking on the Level information in the showcase
* Added a link to the docs in the top navigation bar

### v1.5.1f - Small Fixes - 2024-01-24

* Images
  * All character images should now be available
  * Guild images can now be changed/uploaded again
* Fixed a bug at forging when selecting and deselecting a consumable

### v1.5.1e - New hosting provider - 2024-01-21

* Due to issues with our former hosting provider we had to change now and unprepared
* The process took longer than anticipated and was paired with several issues as some of the code needed to be refactored to fit to the new environment
* Uploading images is not possible for now, so changing images of existing guilds or creating new guilds with images is not possible until further notice
* Spore balances had to be recalculated
  * We've been missing a timespan of about 10 days in the logs for the income/outcome calculations
  * This means some players will experience a not 100% accurate spore amount
  * The missing deltas will be corrected as soon as our former hosting provider provisioned a usable backup
  * The truffle balances are not effected by this issue
* Wallet notification history has not been migrated
* Last Champ Standing history not accessible until further notice
* If you experience other issues please let the team know in the TG channel or Discord
* Benefits of this migration
  * Point in time backups recovery allow us to restore the data to any point in time within the last 7 days
  * We can scale up fast if the traffic requires us to
  * We have much more control on the application and database settings now
  * Dedicated productive environment server and database cluster - former setup was a shared environment
* While this came unexpected to us, we are convinced we made the best out of this situation
* Thanks for your understanding and patience

### v1.5.1d - Small Bug fixes - 2024-01-17

* Burn stats
  * Fixed a bug reducing the total burn numbers with day switch
* Guild join/reject
  * Fixed a bug with sending Guild join requests
  * Fixed a bug allowing to accept join requests above guild member maximum
* Screen improvements
  * Fixed a small issue showing a scroll bar in the quest screen for desktop
  * Removed Completed and Dismissed Quest views based on poor usage statistics

### v1.5.1c - Small improvement updates - 2024-01-05

* Player profile
  * Default profile created for every player with their player name
  * Player Name can only be edited in profile
  * Player Profile accessible from all ranking lists
* UI/UX improvements
  * Renamed $Spores to Spores. Spores are now integers (no comma values)
  * Indicator on character list if a character can level up
  * Item filter possibilities turned into switch buttons
  * Class and Level fit preselected for Character equipment screen
  * PvE sudden death now applies to both Character and Creep at the same time

### v1.5.1b - Sudden Death - 2023-12-28

* Reintroduced Sudden Death in PvE 1v1 from Round 20 onwards

### v1.5.1a - Profile Access Bugfix - 2023-12-27

* Fixed a bug accessing the player profile without guild membership

### v1.5.1 - Christmas Event - 2023-12-23

* Introduced the Christmas Event
  * 29 new items
  * 3 new encounters. Be careful, they might have special attacks
  * Various new events
* But wait there's more
  * Introduced Player Profiles (check your preferences)
  * Introduced Player Badges (first are earnable via Christmas events)
  * You can now access a list of all guilds in the rankings section

### v1.5.0b - ETH Claim Fix - 2023-12-17

* Fixed a bug that randomly caused Invalid Signature errors when claiming ETH packages

### v1.5.0a - Minor Fixes - 2023-12-16

* Fixed a bug changing guild logo
* Removed Sudden Death from PvE

### v1.5.0 - NFTs, Guilds, first PvP Mode - 2023-12-15

* Introduced NFTs! Check the ([Docs](https://docs.champz.world/gameplay/characters/nft-claim)) for more details!
  * All Champz are now mintable as NFTs
  * To continue playing, the Champ must be minted and locked
  * Locked State: Can play the game, but NFT can not be sold or transferred to another wallet
  * Unlocked State: Can not play the game, but NFT can be sold or transferred to another wallet
  * The owner can switch between Lock/Unlock anytime (gas costs apply)
  * All Champz have been unequipped and ordered back to idle from foraging
* Introduced Guilds! Check the ([Docs](https://docs.champz.world/gameplay/guilds)) for more details!
  * Create/Edit Guild with logo - requires to hold >5 Mio $CHAMPZ
  * Guild can have up to 20 members
  * Guild Treasury: Share Spores, Truffles, Items
  * Guild Socials: Own Chat room per guild
  * Guld roles: Role management with various possibilities to assign different positions within a guild
  * Guild log: Keep an eye on what happened in your guild
* Introduced a first version of PvP (BETA)! Check the ([Docs](https://docs.champz.world/gameplay/guilds/sparring)) for more details!
  * Within a guild, player can compete against each other in friendly sparring fights
  * These are the first steps to a complex PvP system
* Account Transfer
  * To consolidate accounts or if a wallet was compromised, the full account can be transferred
  * This feature is solely for wallet consolidation and in case of issues with wallets
  * We will monitor any abuse of this functionality to ensure a fair game for everyone
* UX/UI Improvements
  * Filter for Level and Class fit in equip screen
  * Show total amount earned in ETH reward screen
  * Various screen improvements
  * Truffle rewards now rounded to hundrets
  * Consumables with 0 quantity are not shown anymore in the inventory

### v1.4.0b - Halloween - 2023-10-30

* Halloween events, items, enemies, quests
* Explore to Fight mechanic in Halloween quests

### v1.4.0a - Minor fixes - 2023-10-14

* Fixed skip fight to the end button not showing for Reborn Champs Level 1
* Daily burn leaderboard is now hidden
* Daily burn truffle winners will be visible checking the history leaderboards
* Revive disabled when Champ has 0 AP

### v1.4.0 - Quests & Truffles - 2023-10-12

* Introduced Quests
  * Rewards for Daily Login
  * 3 Quest slots per player per day. Quests earn you truffles, truffles can be swapped to ETH. Read everything about it in our [Docs](https://docs.champz.world/gameplay/play2earn-eth)
* Wallet Notification Log
  * The wallet notification log will inform you about events that you might have missed such as consumable drops for Foraging or Burn rewards
* Gameplay updates
  * Burning rewards are back! Read everything about it in our [Docs](https://docs.champz.world/gameplay/play2earn-eth)
  * Dead chars can not equip anymore
  * Revive does not restore any AP anymore
* UI/UX updates
  * Account section in preferences gives detail insights on truffle earning bonus multiplier
  * A rebirthed char level 1 can now skip fights to the end
  * Clicking on the image of a item to be forged will show you its stats before you actually forge it
  * Attack min and Attack Max stats are now shown as combined Attack stat in fights. This is just visual. For the background calculation, the Attack Min and Attack Max are still in place.
  * Defense stats are now shown as rounded integer. This is just visual. For the background calculation, it still uses decimal places
  * Screen optimizations and sub navigation items

### v1.3.0b - Small corrections - 2023-09-17

* Corrected Last Shroom Standing bug
* Renamed Last Shroom Standing to Last Champ Standing and will restart day 102
* Character display in Last Champ Standing leaderboard now shows the stats and equipment out of the last wave
* Explore events with text input can now be submitted by pressing Enter as well (<3 Domsy)
* Service Worker update for cache management

### v1.3.0a - Minor Bugfix - 2023-09-16

* Fixed a bug not correctly resetting defense reduced by Break

### v1.3.0 - Last Shroom Standing - 2023-09-15

* Last Shroom Standing (Single)
  * Introduced game mode Last Shroom Standing. Season 1 starts on day 100. Check the ([Docs](https://docs.champz.world/gameplay/special-events/last-shroom-standing)) for more details
* Item Forging
  * Introduced 42 new item forging combinations
  * Tridents are now forgable
  * Cursed items are now forgable. As they are cursed, combination keys need to be figured out
* Smaller updates
  * Level 1 char will now only face level 1 enemies
  * Leaderboard now show rebirthed titles
  * Click a char on the leaderboard now shows it's stats
* Bugfixes
  * Fixed a bug not correctly applying lifesteal
  * Fixed a bug with critical strike item attribute display. Critical strike is a double damage, so the bonus dmg is 100%

## v1.2.1 - Special Item Forging (2023-08-17)

* Marketplace
  * Marketplace was moved from the Char navigation to the general one to get more space
  * Added sort by price or by time left functionality to marketplace
  * Consumables are now tradable
* Forging
  * Special Items can now be forged
  * Consumables listed on the marketplace are deducted in their quantity for forging
  * Items listed on the marketplace are not available for forging
  * Unique Items are not shown in forging anymore
  * Learn everything about the item combination in (Item Combining)
* Weapon Classes
  * Each character has a unique weapon class and each item is assigned to fit to either a specific weapon class, or to all
  * Char equipment screen now indicates if an item does not fit according to it's weapon class. Equipped either way, a weapon that does not fit will have it's base bonus attributes halfed
  * To avoid reequip cost for all, every offensive weapon have been automatically unequipped with the update and a free equip is granted to everyone
  * Learn everything about equiping in our ([Docs](https://docs.champz.world/gameplay/items))

## v1.2.0a - Minor Fixes & Day Switch (2023-08-04)

* Day Change
  * Day change now happens 9pm UTC instead of midnight UTC
* Performance improvements on SPORE relevant transactions
* Fixed spam prevention issue on Heal > Fight spam

## v1.2.0 - Item combinations (Forging) & more (2023-07-30)

* Forging
  * Offensive and Defensive Items can now be forged across 8 differents paths
  * In total, 130 items of different kinds are now available in the game
  * Items receive unique passive abilities with higher rariy levels
  * Learn everything about the item combination in ([Item Combining](/main-screen/inventory-and-item-forging))
* Consumables
  * Introduced Consumables into the game. These are drops that can be used for certain purposes
  * This version features Consumables to be used for forging (Essences)
* Text Filter
  * Inventory, Marketplace, Forging and Equip screen now received text filter to easy search for a name or specific attribute
* Drop probabilities changed
  * With the introduction of Consumables and Forging, the item drop probabilitiy has been doubled
  * Increased the ETH package drop probability
* Adapted tiered entries
  * Enabled access to the game from 35.000 $CHAMPZ onwards.
* Smaller updates
  * Several small bug fixes and security fixes
  * Screen optimizations for Mobile and Desktop
  * Rebirth now automatically unequips a character
  * Implemented a check on the chars level & equipped items when going for a fight

## v1.1.1c - Security patch & mobile screen fixes (2023-07-14)

* Various security improvements
* Mobile view fixes for Char Screen, Marketplace, Fight, Explore

## v1.1.1b - Small Balance patch (2023-07-12)

* Increased defense reduction of Break (Warriors ability) from -60% to -100%
* Break now applies a stun for 1 instance

## v1.1.1a - Mobile Screen improvements (2023-07-11)

* Various screen improvements for mobile devices

## v1.1.1 - Tiered Entries (2023-07-10)

* Enabled access to the game from 100.000 $CHAMPZ onwards.

## v1.1.0 - Mana, Abilities and Effects (2023-07-05)

* Introduced Mana and a signature ability per class! Check the ([Docs](https://docs.champz.world/gameplay/fighting-defending/abilities-magic-spells)) for more details!
  * Alchemist - Spore Cloud
  * Hunter - Paralyzing Arrow
  * Jester - Confuse
  * Lumberjack - Spike Shield
  * Priest - Regenerate
  * Warrior - Break
* Introduced Effects in Fights! Check the ([Docs](https://docs.champz.world/gameplay/fighting-defending/effects)) for more details!
  * Accuracy reduced
  * Confused
  * Defense reduction
  * HP regeneration plus
  * Reflect damage
  * Stunned
* UX/UI Improvements
  * Introduced Player Preferences to switch on info in fight automatically
  * Daily Burn leaderboard can now be traced back to day 15 (when it started)
  * Mobile Screen improvements, especially in fights
  * Rearranged some information positioning and size
  * Character ID now shown in the Character display

## v1.0.2 - Arborethia's Blessing (2023-06-22)

* Introduced Arborethia's blessing, higher valued ETH drops to catch. Check the ([Arborethias Blessing](/currencies/earn-truffles/the-leprechaun)) for more details!
* You can now Burn2Earn. Check the ([Burn baby burn...](/usdchampz-tokenomics)) for more details!

## v1.0.1d - Minor Bugfix (2023-06-18)

* Fixed mobile view for EXP Leaderboards

## v1.0.1c - Play 2 Earn Update (2023-06-16)

* The P2E rates have been updated, Threshold to access the game has been reduced. Check the ([Play2Earn](broken://pages/0fqv42YbHmsmuWrHsjT3)) for more details!
* EXP Leaderboard introduced for all classes (styling follows)

## v1.0.1b - New Burn mechanics (2023-06-13)

* The Burn mechanics have been updated. Check the ([Burn baby burn...](/usdchampz-tokenomics)) for more details!

## v1.0.1a - Minor Balance Patch (2023-06-10)

* Spore costs for Revive have been halfed

## v1.0.1 - Play-2-Earn Launch! (2023-06-10)

* Check the ([Play2Earn](broken://pages/0fqv42YbHmsmuWrHsjT3)) for more details!

## v1.0.0a - Security Patch (2023-06-09)

* Prevent character roll spamming

## v1.0.0 - Initial Build (2023-06-08)

* Create new character (Autoroll)
  * Alchemist
  * Hunter
  * Jester
  * Lumberjack
  * Priest
  * Warrior
* Fighting (Single)
  * Standard Attack
  * Massive Attack
  * Flee
  * Missing
  * Passive Heal
  * Spores Loot
  * Item Loot
* Foraging
* Explore Events
* Heal
* Revive
* Levelup
* Item Slot Types
  * Attack
  * Defense
  * Special
* Equip / Unequip
  * 1 Free Equip per Char, Slot and Level
* Rebirth
  * Mushrooms having level 15 or higher can now choose to be reborn ([Docs](https://docs.champz.world/gameplay/character-rebirth))
* Inventory
* Marketplace
  * List / Delist
  * Buy
* Spores Log
* Burn Spores
* Day Switch
* EXP Leaderboard
* Burn Leaderboard
* Preferences
  * Give your wallet a player name


# FAQ

some frequently asked questions

**How to play the game?**\
To play the game, you simply need to log into the game and create your squad of up to six characters (Champz).

**Do i need a Champ NFT?**\
No you can play the game wihtout owning a NFT.&#x20;

**Where can i buy a Champ NFT?**\
Opensea: [https://opensea.io/collection/champz-official ](<https://opensea.io/collection/champz-official >)

**Where can i access the game?**\
<https://play.champz.world>

**Is there a whitepaper available? / Where can I find important information about the game?**\
[https://docs.champz.world](https:docs.champz.world) - right here where you are

**How can i earn USDC?**\
Hold at least 25,000 $CHAMPZ to withdraw your truffles as USDC - refer to [Play and Earn](/currencies/earn-truffles).

**Can i earn USDC as a Free2Play Player?**\
No - refer to [Play and Earn](/currencies/earn-truffles). Altough there are ways to earn truffles ingame without holding $CHAMPZ, there is no way to exchange the truffles if you hold no $CHAMPZ.

**Youtube, Twitter, TikTok?**\
<https://www.youtube.com/ChampzERC>\
<https://twitter.com/ChampzErc>\
[https://www.tiktok.com/@ChampzERC](https://www.tiktok.com/@champzerc)

**How much Characters can i get?**\
Every Player can roll up to 6 F2P Champz. More Champz can be acquired as NFTs. Players are limited to play 6 F2P Champz (initial limit) and additional 2 Champz NFT. However if a player holds more than 50.000 $CHAMPZ in his wallet the character limit is removed for that wallet.

**What if i lose connection during playing?**\
Once you logged in again you can continue playing at the point that you lost connection.

**Where can I get updates?**\
The team is constantly working on updates in the background. You will always get the latest news in the telegram channel - please seek for information there (most likely pinned messages).

**"Can you implement xyz...?", "i have an amazing idea...", "How about reaching out to xyz.."**\
If you have any ideas regarding the game, the project, etc., please submit them under <https://forms.gle/7vFhSrSQ1Xyat2218> \
or write an email directly to \
<ideas@champz.world>

**Where is the team located?**\
The core team is located in Austria and the US.

**KYC?**\
Champignons of Arborethia and $CHAMPZ is a property of a registered company in Wyoming.


