The latest Rarity expansion adds Feats for Summoners. Feats will be required to equip your summoners and is a critical release before equipment sets can be introduced. Once equipment sets are available, Summoners will be able to attempt Rarity: Tower, Rarity: Gates, and Rarity: World Bosses.

Classes earn feats as follows;

All classes earn (level / 3) + 1 base feats.

Fighters earn additional feats equal to (level / 2) + 1

Monks earn an additional feat at levels 1, 2, and 6.

Wizards earn additional feats equal to (level / 5)

Classes earn the following feats automatically;

Simple Weapon…


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You can do the above on fixedforex.fi/options, …


Rarity’s design architecture is inspired by defi legos. Instead of one monolithic design, it creates small modular designs. At its base, is the summoner, a simple composable unit that consists of a level, a class, and experience. Everything else in the Rarity world is built ontop of this base building block. Perhaps you don’t like the d&d attributes, and instead, would like to incorporate a BESM stat implementation, or a white wolf implementation, the choice is up to the individual builder.

As such, we are creating an ecosystem fund to help fund any games or other legos built ontop of…


Crafting (I) has been released. These are regular goods, armor and weapons.

Each crafting attempt costs 250xp per attempt, representing 1 day of effort.

A crafter must have at least 1 skill point in Skills (Craft) to be able to attempt crafting.

The difficult class (DC) of crafting is based on the type of item.

A crafter can craft;

  • Goods (DC 20)
  • Armor (DC 20 + armor bonus)
  • Weapons (DC 20, DC 25, And DC 30 for Simple, Martial, and Exotic)

The craft check is calculated as follows;

1d20 + craft skill ranks + INT modifier

The DC can be…


Rarity’s first low level dungeon has been released;

Dungeon stats;

  • 10 health
  • Deals 2 damage per turn
  • Has a to hit AC of 2
  • Has a hit AC of 3

Can be completed once per day.

As The Cellar is an enclosed space it makes it difficult for ranged or spell combat, as such it is recommended for;

Barbarians, Fighters, and Paladin

It is recommended to first scout(summoner) the dungeon, to see if you will receive any rewards, if you do receive rewards, you can adventure(summoner). The dungeon rewards Crafting Materials (I), which is used in low level gear and potion crafting (released at level 3).

Recommended Attributes;

Strength, Dexterity, and Constitution.

Happy Adventuring!

Technical

The Cellar 0x2A0F1cB17680161cF255348dDFDeE94ea8Ca196A

scout(summoner)

adventure(summoner)

Github

License

License here


The next expansion to Rarity adds skills to the game world;

Mechanics

Each class receives an amount of skill points at each level based on their class and Int modifier (amounts below).

Each class has class skills, and cross-class skills.

  • Class skills maximum rank is character level + 3
  • Cross-class skills are 1/2 class skill maximum rank

Barbarian

(4 + Int modifier) × (level+3).

The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Bard

(6 + Int modifier) × (level+3).


Rarity Gold is an ERC20 for NFTs :)

Any game economy needs currency, but again, this gold shouldn’t be gated, nor should it turn into a speculative asset. As per wealth per level guidelines, summoners can claim gold after each level advancement. Gold is however not owned by the address, nor is it a standard ERC20, but instead, gold is an ERC20 owned by the summoner (the NFT itself). Summoners can trade between each other as per normal (with transfer), and auction houses / merchants / stores can be created via transferFrom), but only a summoner can be an owner of gold.

A summoner can claim gold starting from level 2 and every level thereafter. Gold will be the default currency for auction houses, merchants, npcs, quests, and stores implemented in the default universe.

Technical

0x2069B76Afe6b734Fb65D1d099E7ec64ee9CC76B2

Github


An explanation of the architecture design I’m going for;

At the base, you have a summoner NFT, it has a class, xp amount, and level, this can only grow through time and dedication.

Separate to the summoner are Attributes, can read more here, this is a completely independent contract from the summoner NFT, but it builds on top of the summoner NFT.

Next will be (not necessarily in this order), and all individual composable building blocks;

  • Skills
  • Economy
  • Feats
  • Spells
  • Spell Books
  • Crafting
  • Equipment

So why not combine all the above into 1 NFT? For one, complexity, and two, composability…


A summoner isn’t much without attributes, there are 6 core attributes;

Strength (Str)

Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

You apply your character’s Strength modifier to:

Dexterity (Dex)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most…

Andre Cronje

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