Whitepaper v.1.0 - Rising Sun
  • Game Overview
    • Explore
    • Play
    • Earn
  • Mission
  • City & Infrastructure
    • City
    • Personal Avatar
    • Apartments
  • Game Mechanics
    • Battle Arena
    • Kami
    • Battle Guilds
    • Fair Play
    • Game Seasons
    • Battle Pass
    • Equipment
  • Financial ecosystem
    • Create2Earn
    • Partner Airdrops
    • Play2Earn Mechanics
  • In-Game Market
    • Art Gallery
  • B2B Partnerships
    • B2B collaborations
      • DeFi
      • Retail
    • Interactive Events
  • Competitor Analysis
  • Tokenomics
  • Roadmap
  • Game and Backend Technology
    • Game Engine
      • HDRP
      • URP
      • DATA-ORIENTED TECHNOLOGY STACK (DOTS)
    • Backend
  • Disclaimer
Powered by GitBook
On this page
  1. Game Mechanics

Equipment

Kami equipment is divided into two caregories:

Active use gear - single-use items that can be used by the player in combat. Generally, these items have instant effects - damage, short-term characteristic boost, status-effect overturn.

Passive use gear - NFT items that are put on Kami before a battle. This equipment can affect all of Kami's characteristics and give a small boost to them, as well as a big one to the detriment of other stats, or affect the elemental strength and weakness of a character by enhancing the assigned element or weakening those of the opponents.

The purpose of the equipment system is to add variety to matchmaking at an advanced level of the game without greatly increasing Kami levels. For this reason, any large boosts always have counterbalancing downsides, making advanced players adjust their team make-up in a thoughtful manner.

PreviousBattle PassNextFinancial ecosystem

Last updated 2 years ago