# Welcome to the Big Time Wiki!

Please note that our wiki is still under development as the game continues to evolve.

{% hint style="info" %}
If on mobile, click the line menu icon in the upper left to access the navigation.
{% endhint %}

Welcome Adventurer, here you'll find some useful information about Big Time, the free-to-play multiplayer action RPG game that combines fast-action combat and adventure.

Whether you're a seasoned player or a new adventurer, our wiki is the perfect place to learn more about the game's economy and find useful information from our community!

## Recent News and Articles

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><a href="https://medium.com/@playbigtime/times-end-blog-for-november-6-2023-3140910f6e6c"><strong>Time’s End Blog for November 6, 2023</strong></a></td><td></td><td></td><td><a href="/files/9olvMhmS0W2KVWPtKStS">/files/9olvMhmS0W2KVWPtKStS</a></td></tr><tr><td><a href="https://medium.com/playbigtime/economy-balance-changes-oct-26th-2023-8d212c25b35b"><strong>Economy Balance Changes - Oct. 26th, 2023</strong></a></td><td></td><td></td><td><a href="/files/zyz5peMQcT8iVEITCwir">/files/zyz5peMQcT8iVEITCwir</a></td></tr><tr><td><a href="https://medium.com/playbigtime/economy-update-oct-18th-2023-68b2e5c84439"><strong>Economy Update Oct. 18th, 2023</strong></a></td><td></td><td></td><td><a href="/files/9kjylDgdLODA80qBFGYT">/files/9kjylDgdLODA80qBFGYT</a></td></tr></tbody></table>

***

## Community Spotlight

[BigTime Gameplay](https://www.youtube.com/@BigTimeGameplay420) gives an awesome tribute to Big Time!

{% embed url="<https://www.youtube.com/watch?v=0J0rUxUv4Ls>" %}

***

## Featured Community Links

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="https://evermorewardens.com/"><strong>Evermore Wardens</strong></a></td><td>A community of players with a shared passion and commitment to learning every facet of Big Time</td><td><a href="/files/MPWBKa6rbiJKcTy8dphy">/files/MPWBKa6rbiJKcTy8dphy</a></td></tr><tr><td></td><td><a href="https://dashloot.com/"><strong>Dash Loot</strong></a></td><td>Community aftermarket tracker for Open Loot</td><td><a href="/files/ByPH2exffQ1gqmQgSVhx">/files/ByPH2exffQ1gqmQgSVhx</a></td></tr><tr><td></td><td><a href="https://vastimpactgaming.com/"><strong>Vast Impact Gaming</strong></a></td><td>Vast Impact Gaming is an investor-centric guild that seeks to connect investors and gamers alike in a shared community.</td><td><a href="/files/pShJhRgUo7Q36PwWx3K1">/files/pShJhRgUo7Q36PwWx3K1</a></td></tr></tbody></table>

***

## Official Links

#### Big Time

**Our Website:** <https://bigtime.gg/>\
**Our Help-center:** <https://bigtimestudios.zendesk.com/hc/en-us>\
**Our Discord:** [<img src="/files/aYGAy1VctuAtejfMIL4j" alt="" data-size="line"> Discord](https://discord.com/invite/bigtime)


# Big Time Collectibles

Big Time offers two types of Collectibles in-game: cosmetic and utility Collectibles (SPACE). The latter gives you the ability to produce, upgrade, and repair in-game items such as rare weapons, armor skins, and the Hourglass, which unlocks token loot.  Collectibles can be obtained in-game by defeating enemies and bought/sold in the Open Loot Marketplace.

{% hint style="info" %}
SPACE Collectibles features are coming soon but are unavailable for now. More space features will be released with the SPACE holders and invite-only beta Periods. check the [Timeline](https://wiki.bigtime.gg/big-time-getting-started/timeline) for reference&#x20;
{% endhint %}

### Cosmetic Collectibles

Cosmetic Collectibles can be found in-game by defeating enemies or purchased from other players in the Marketplace. These Collectibles enhance the appearance of your weapons and armor with additional flairs such as particle effects and sounds. They do not affect in-game stats such as strength or dexterity; in that sense, Big Time is not a pay-to-win game. Cosmetic Collectibles are produced primarily by Armories and Forges, which are player-operated.

{% hint style="info" %}
Examples include weapon and armor cosmetic skins.
{% endhint %}

### SPACE

SPACE Collectibles are used in-game to expand your Personal Metaverse. Time Wardens, Forges, and Armories are installed onto your SPACE to let you engage in the in-game creator economy. For example, Time Wardens produce Hourglass Collectibles, which can be equipped to unlock token loot.

{% hint style="info" %}
Examples include SPACE, Time Wardens, Forges, Armories, and Hourglasses.
{% endhint %}

#### Binance Collectible Collectibles

Big Time released four sets of collectible postcards on Binance via Mystery Boxes. Each collection has a total of six postcards. Collect all six postcards from any collection below to get an exclusive wearable inside the game after the game launch. These animated postcards feature stunning vistas from four different locations in Big Time:&#x20;

* Time’s End - the last planet at the end of the universe.
* The Syphon - where ancient technology draws power from a collapsing star.
* The Paradox Forge - where alien craftsmen harness cosmic power for their dark purpose.
* The Infinity Vault - what terrible secrets are held within its walls?&#x20;

{% hint style="warning" %}
You must collect all six postcards from within any one of the collections above to redeem your exclusive in-game wearable.
{% endhint %}

{% hint style="info" %}
More information on redeeming your complete collection set for an in-game wearable is coming soon.&#x20;
{% endhint %}


# Buying Collectibles

Learn how to purchase Collectibles and use them on Big Time

To buy a collectible you need to interreact with our partnered marketplace: [Open Loot](https://openloot.com/)

You can Follow the instructions posted in the following help center article to purchase your next collectible:

{% embed url="<https://openloot.zendesk.com/hc/en-us/articles/9920133165332-How-to-make-a-purchase>" %}

Once your transaction has been completed, the items will show on your account on your collection under "Items to sell". To be able to use your collectibles in the game you have to move them to "in-game". You can read more about your collection at the following link:  [My collection](https://openloot.zendesk.com/hc/en-us/articles/11173987256852-My-Collection).

Once your items are "in-game", you can equip them by pressing I and going to the "cosmetics" section.\
Please do notice that to use Space/utilities/decorations, you need to be on your Personal Metaverse (check [Broken mention](broken://pages/Eg09q9pf0kxL258DzAhB#skills-and-stat-points)), and after that use the key binding B, to use decorations. you can read more about using space here: [What is space and how to use it](https://bigtimestudios.zendesk.com/hc/en-us/articles/14473250901396-What-is-Space-and-how-to-use-it)?

<figure><img src="/files/F0UrtlRF72Ixj38QLA4f" alt=""><figcaption><p>Cosmetics view; you can look at your character with all the slots view; or all the cosmetics you have in game by clicking "All Cosmetics". To equip them just drag them to the proper slot or double click on them</p></figcaption></figure>


# Selling Collectibles

Learn how to remove your Collectibles from your in-game inventory to sell on the Marketplace.

You can check how to sell Collectibles on the following link: \
&#x20;

{% embed url="<https://openloot.zendesk.com/hc/en-us/articles/9482910447636-How-to-sell-a-collectible>" %}


# Deposits & KYC

Read below to learn more about how to deposit funds into the Marketplace. Also learn about how to complete the Know Your Customer (KYC) process, as well as resolutions to common issues:

{% embed url="<https://openloot.zendesk.com/hc/en-us/sections/9482998772244-Security>" %}

* [How to deposit NFTs](https://openloot.zendesk.com/hc/en-us/articles/19129651284116-How-to-Deposit-Open-Loot-NFTs)
* [How to deposit $BIGTIME tokens ](https://openloot.zendesk.com/hc/en-us/articles/19003406228884-How-to-Deposit-Open-Loot-Tokens-ERC-20-)


# Withdrawals

You can read the following article to learn more about Withdraws

{% embed url="<https://openloot.zendesk.com/hc/en-us/articles/11748541134612-How-to-Withdraw-Funds-from-Account-Balance>" %}

* [How to withdraw NFTs](https://openloot.zendesk.com/hc/en-us/articles/19129636141460-Withdrawing-NFTs-from-Open-Loot)
* [How to withdraw $BIGTIME tokens](https://openloot.zendesk.com/hc/en-us/articles/18975036929812-Withdrawing-Tokens-ERC-20-from-Open-Loot)


# Economy Overview

<figure><img src="/files/KKXajMrchhbOabB3IA70" alt=""><figcaption><p>Welcome to Big Time's Economy Overview.</p></figcaption></figure>

## Our Cosmetic Based Economy

<figure><img src="/files/qZtjUfhoSTvYj9CXZ90G" alt=""><figcaption><p>Free-to-Play cosmetic based economy compared to Big Time's Economy Structure.</p></figcaption></figure>

At Big Time, one of our main design pillars is fair play, which is why we built our economy to be a “Cosmetic Based Economy”\
\
For comparison, in a typical free-to-play cosmetic economy, something such as League of Legends, Fortnite, or Valorant, the game studio would sell skins directly to the players.

At Big Time, instead, we empower our players by giving them the ability to craft cosmetics and letting them control the creation and selling of cosmetics in the game. By enabling them to do that,  we are inviting them to be deeply rooted in our business model.

The way it works is that we create the 3D models, and then list the recipes for players to craft.

## Our Special Cosmetic Collectibles

<figure><img src="/files/fquJfP9yaqaJco1fOl2E" alt=""><figcaption><p>Special perks about our Cosmetic Collectibles.</p></figcaption></figure>

Our Cosmetics look awesome and they convey status and uniqueness. Our game is a multiplayer Action-RPG which makes it an excellent canvas to show off your unique Possessions.

All our Cosmetics are **Digital Collectibles** with a limited and immutable supply, meaning any given line of cosmetics will have a fixed number of copies, and that number will never change.

Our [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) will also be player-owned, meaning that players will always have the ability to trade or sell them whether on [**Open Loot**](https://wiki.bigtime.gg/big-time-economy/www.openloot.com) or outside our platforms.

Lastly, Owning [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) would give players access to exclusive areas in the game, which could take the form of an exclusive lounge or a portal that has different non-power-related loot tables.

## Crafting Collectibles

<figure><img src="/files/nSsPwbZju22NYlK5SxpJ" alt=""><figcaption><p>SPACE, Utility NFTs and Crafting.</p></figcaption></figure>

Players can participate in the crafting economy by acquiring [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) and a [**Utility Collectible**](/big-time-economy/economy-components/personal-metaverse/workshops) such as an [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories), [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges), or [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens).

[**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) is Big Time’s version of digital land, and [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops) are the factories that enable the crafting of  [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) and [**Hourglasses**](/big-time-economy/economy-components/hourglasses).

## $BIGTIME Token Design

[**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) is a fair launch token with no allocation to the team or investors. The primary way to get [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) will be through in-game drops.

[**Hourglasses**](/big-time-economy/economy-components/hourglasses) are **limited supply** artifacts that, once equipped, would allow the player to start generating [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) while playing the game.

<figure><img src="https://lh5.googleusercontent.com/ma0O7-Y3j4AUpGnxfqP6rw_8CP6Ysf0GRlQjsp8S9fXk2k5JivPwYdFFMoQ4pon4qg-UpWIFTxvX5dBCMM1pvUIb0RETXvAT1leatuS2CEVzZS7XhbIuNtAgNpGqXM-bbiClqEDnPKkEXB9ymyy1Subt0Q=s2048" alt=""><figcaption><p>Supply &#x26; Demand Dynamics of $BIGTIME Token depending on our player base.</p></figcaption></figure>

[**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) is a cryptocurrency that acts as the glue of our economy. Since [**Hourglasses**](/big-time-economy/economy-components/hourglasses) are limited in supply, only a **fixed number** of players can equip them at any given moment, regardless of the number of active players.

On the other hand, [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) can be spent by any player, meaning the potential sinks for [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) in the economy are **limited only by the number of players in our game**.

The dynamic that emerges from these two systems is that if the **player base grows**, the supply of [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) **is capped** and won’t ever change, but the **sinks of** [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) **will keep growing** as the player base grows.

## The Value Chain of Big Time's Economy

To summarize it all, Big Time's Economy Value Chain in Action looks like this:

<figure><img src="/files/FwgMVyDxXR4RxM3KYskA" alt=""><figcaption><p>Big Time's Value Chain In Action.</p></figcaption></figure>

Now to bring it all together, our value chain would look something like this:

1. [**Time wardens**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens) would craft [**Hourglasses**](/big-time-economy/economy-components/hourglasses).
2. [**Hourglasses**](/big-time-economy/economy-components/hourglasses) are required by our [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) suppliers who would equip them and start generating [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens).
3. [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) are required by our [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) and [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) owners, who need them to craft [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles).
4. [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) then would be listed on our marketplace for all our non-[**Utility Collectible**](/big-time-economy/economy-components/personal-metaverse/workshops) owners to buy.

In a nutshell, that's how our game economy would work.


# FAQ

{% content-ref url="/pages/TUtzXKEMAlG7v1etUs7Y" %}
[How Do I Obtain Digital Collectibles?](/big-time-economy/faq/how-do-i-obtain-digital-collectibles)
{% endcontent-ref %}

{% content-ref url="/pages/d4rZcMjaEzuRfsr9QR7f" %}
[How Is Big Time Different From Other Web3 Games?](/big-time-economy/faq/how-is-big-time-different-from-other-web3-games)
{% endcontent-ref %}

{% content-ref url="/pages/Gar8vXbS66QcwwSCllLG" %}
[How is Early Access Launch Different From the Final Economy?](/big-time-economy/faq/how-is-early-access-launch-different-from-the-final-economy)
{% endcontent-ref %}

{% content-ref url="/pages/Zi5mO6y5zYoA3iMTGx86" %}
[How Do Cosmetic Collectible Crafters Participate In The Economy?](/big-time-economy/faq/how-do-cosmetic-collectible-crafters-participate-in-the-economy)
{% endcontent-ref %}


# How Do I Obtain Digital Collectibles?

There are different types of **Digital Collectibles** in Big Time and here is how to obtain each of them:

## **How to Acquire** [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space)

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/)
* Acquired as a very rare random drop in-game for performing game actions (e.g. killing enemies, completing quests, beating dungeons, etc.)

## **How To Acquire** [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops)

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/explore?utm_medium=email&_hsmi=229270919&_hsenc=p2ANqtz-8KRGcOPLrtRHcJDRKk95K7dzsC3sZ4p6GlzUqwBVw9Hze3VsBmYWGEg0ukhpI-gEblTATavMsyTL6oQtoU0VR_dUjwUQ\&utm_content=229270919\&utm_source=hs_email\&category=space\&sort=price-asc)
* Acquired as a very rare random drop in-game for performing game actions (e.g. killing enemies, completing quests, beating dungeons, etc.)
* Opening [**Utility Collectible Mystery Boxes**](/big-time-economy/mystery-boxes)

## **How to Acquire** [**Hourglasses**](/big-time-economy/economy-components/hourglasses)

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/explore?utm_medium=email&_hsmi=229270919&_hsenc=p2ANqtz-8KRGcOPLrtRHcJDRKk95K7dzsC3sZ4p6GlzUqwBVw9Hze3VsBmYWGEg0ukhpI-gEblTATavMsyTL6oQtoU0VR_dUjwUQ\&utm_content=229270919\&utm_source=hs_email\&category=space\&sort=price-asc)
* Crafting them through a [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens).

## **How to Acquire** [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles)

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/).
* Crafted from a [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories).

## **How to Acquire** [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles)

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/).
* Random drop in-game for performing game actions (e.g. killing enemies, completing quests, beating dungeons, etc.)


# How Is Big Time Different From Other Web3 Games?

Unlike other Web3 games, Big Time’s primary goal is to create the most enjoyable game possible, resulting in:

## True AAA Gaming Experience

Big Time is built with the intention to **compete with the top games** out there, **not only web3**. Our team consists of **gaming veterans** from top **gaming companies.**

## Highly Accessible

Big Time is **Free-to-Play** and requires **No Collectibles** to be played. We are also using **Open Loot**, a platform that breaks all the **complexity hurdles of web3** when it comes to onboarding, buying, and selling Collectibles.

## Durable Game Economy

Our Game Economy is **Transparent, Simple, and Realistic**. We carefully constructed Big Time's Economy to be **Sustainable** and **Durable.**  That can be seen in our tokenomics and economy systems designs, which are explained in depth within this Wiki.


# How is Early Access Launch Different From the Final Economy?

Big Time is currently in Early Access Launch. It is important to note that the current economy is not representative of Big Time’s final form.

The table below highlights the planned differences between Big Time's Early Access Launch economy and what will be Big Time's final economy.

<figure><img src="/files/BfsHlVqfkGPgx3MK0DkF" alt=""><figcaption><p><strong>Early Access vs. Open Beta.</strong></p></figcaption></figure>

**Note:** Players will have access to their Personal Metaverse before the open invite beta is live.

In addition, the [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles) currently dropping in the Early Access Launch will not drop after the conclusion of the Early Access Period. These particular [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles) will have unique "Fashion" tags, which will never drop again. In the Open Invite Beta and beyond, the only source of these collectibles will be from Early Access players.


# How Do Cosmetic Collectible Crafters Participate In The Economy?

<figure><img src="/files/2XknCmyZSMGnJiADXeMq" alt=""><figcaption><p>Big Time's Economy Value Chain.</p></figcaption></figure>

To become a [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles) crafter, a player must acquire [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) and either an [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) or a [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges).

After connecting their [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) or [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) to their [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space)**,** the player can craft and upgrade [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) by using the required crafting materials.

Once a player finishes crafting their collectible, they can list it for sale on the [**Open Loot Marketplace**](https://openloot.com/explore).


# Economy Components

{% content-ref url="/pages/JMat4K5ZrxSE1HPrMmT4" %}
[Personal Metaverse](/big-time-economy/economy-components/personal-metaverse)
{% endcontent-ref %}

{% content-ref url="/pages/QEoaycwtq1EsQFYaPO6U" %}
[Hourglasses](/big-time-economy/economy-components/hourglasses)
{% endcontent-ref %}

{% content-ref url="/pages/8Xa8latrhf4h49HQbeLL" %}
[Resources](/big-time-economy/economy-components/resources)
{% endcontent-ref %}

{% content-ref url="/pages/Wh766gcFXgFDaehgV550" %}
[Cosmetic Collectibles](/big-time-economy/economy-components/cosmetic-collectibles)
{% endcontent-ref %}


# Personal Metaverse

Each player will have access to their own **Personal Metaverse**. It is accessible anytime, anywhere, and comes with a [**Starter Area**](/big-time-economy/economy-components/personal-metaverse/starter-area).  Inside the **Personal Metaverse**, players can decorate, host friends, and augment their metaverse by attaching [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space).

<figure><img src="/files/JZ9rHWux3jIj8Wmf9Bl6" alt=""><figcaption><p>Personal Metaverse accessibility.</p></figcaption></figure>


# Starter Area

**Starter Areas** are the first point of connection in players' [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse). All players will have access to these starter areas, and they would be able to decorate them as well as place vendors and storage units within them.

<figure><img src="/files/0c6nEj8a8x35Y6pp3c3j" alt=""><figcaption><p>Every player will have a Starter Area within their Personal Metaverse.</p></figcaption></figure>


# SPACE

**SPACE** are Big Time’s version of **Virtual Land**. **SPACE** enables players to expand their [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse) and connect [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops).

### **What SPACE Is Used For**

* Expanding the [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse)
* Connecting [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) (Forges, Armories & Time Wardens)
* Placing [**Decoration Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/decoration-collectables)&#x20;
* Hosting friends
* Acquiring [**Cracked Hourglasses**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses)

### How to Acquire SPACE

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/)

### SPACE Maximum Issuance

The issuance amounts in the table below are **immutable and** **will never change**.

<figure><img src="/files/PCQDI5iXYuIawNWbn4lz" alt=""><figcaption><p>SPACE Max Issuance by Rarity and Size.</p></figcaption></figure>

### SPACE Entrances and Exits

Within each **SPACE**, there is a **Single Entrance** and **Multiple Exits**. For players who want to connect their **SPACE** to their [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse)**,** they will need to use that **SPACE**'s **Entrance**.

<figure><img src="/files/lMvmQkKuTN2nzYomgKSQ" alt=""><figcaption><p>Connecting a SPACE to your Personal Metaverse.</p></figcaption></figure>

Players can connect multiple **SPACE** to one another to further expand their [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse).

<figure><img src="/files/FhbN1wCS2VjJco5DMNyC" alt=""><figcaption><p>Connecting multiple SPACE to one another.</p></figcaption></figure>

To connect two **SPACE,** an **Entrance** needs to be attached to an **Exit**.

<figure><img src="/files/rwByKk8vJgNmqlk3xYvC" alt=""><figcaption><p>Connecting SPACE requires an Exit to be connected to an Entrance.</p></figcaption></figure>

&#x20;**Exits** are also used to connect [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) to the **SPACE**.

<figure><img src="/files/AxXMluDVAMMeGStaTVim" alt=""><figcaption><p>More Exits also means more Utility Collectibles that can be connected.</p></figcaption></figure>

The number of **Exits** depends on the **SPACE** Rarity and size.

<figure><img src="/files/JNvZEkkUX99cgOZyYwsS" alt=""><figcaption><p>SPACE Size determines number of Exits.</p></figcaption></figure>

### **SPACE Size and Rarity Benefits**

**SPACE** comes in various **Rarities** and **Sizes**. Larger **SPACE** will allow players to connect more [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops), place more [**Decoration Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/decoration-collectables)**,** and host more friends in their **SPACE**.

<figure><img src="/files/Pbmb77nYkl4C8xZg0gRv" alt=""><figcaption><p>Exits by SPACE Rarity and Size.</p></figcaption></figure>

**Higher Rarity** [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) are only attachable to **Higher Rarity** **SPACE**.

<figure><img src="/files/Bw28EeDY6CrqAbBgaINJ" alt=""><figcaption><p>Eligibility of Utility Collectible attachment given a SPACE Rarity.</p></figcaption></figure>

**Some Higher Rarity** [**Decoration Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/decoration-collectables) are only attachable to **Higher Rarity** **SPACE,** and some may require certain sizes of SPACE (e.g. A giant Dinosaur Skeleton may require a Large SPACE).

<figure><img src="/files/Oerwxig30pTGhqpRz91Y" alt=""><figcaption><p>Decoration Collectibles Attachment given SPACE Rarity.</p></figcaption></figure>

**Higher Rarity** **SPACE** have a higher chance of dropping a **Higher Quality** [**Cracked Hourglass**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses) in them.&#x20;

On the other hand, **SPACE Sizes** determines the quantity of [**Cracked Hourglasses**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses) that can spawn in that **SPACE**. The larger the size, the higher the chance of getting more than one [**Cracked Hourglass**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses).

<figure><img src="/files/bZgLVZfE69bVo4LWRmxA" alt=""><figcaption><p>Cracked Hourglass Drop Rate Given SPACE Rarity.</p></figcaption></figure>

### **“Unwrapping” SPACE**

**SPACE** comes with a different internal configuration that determines:&#x20;

* The placement of area-specific features&#x20;
* The locations of the Exits&#x20;
* The theme of each SPACE (e.g. Egyptian, Arthurian, etc.)

**SPACE** comes **“Wrapped”**.  Players know the rarity and size of their wrapped **SPACE**, but do not know the internal configuration or theme until it is "**Unwrapped"**.  Once a SPACE is unwrapped the internal configuration is **Permanent**.

Players may sell wrapped or unwrapped **SPACE** on the [**Open Loot Marketplace**](https://openloot.com/explore?category=space)**.**

<figure><img src="/files/B1tqciWiVssfQcgMNV0B" alt=""><figcaption><p>Process of unwrapping SPACE.</p></figcaption></figure>

## SPACE Renting

Renting assets is an important part of the Big Time economy and is facilitated through the Open Loot platform. For SPACE owners who aren't actively using their SPACE, renting provides a way to generate passive yield while making that utility available to other players.

Key features of the Renting System:

* Players with multiple **SPACEs** and [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) can lend their assets to others.
* Players who do not own **SPACE** or [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) can still participate in the crafting system by renting them through the Open Loot platform.


# Workshops

**Workshops** connect to [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space), enabling players to craft and upgrade [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) and [**Hourglasses**](/big-time-economy/economy-components/hourglasses).

<figure><img src="/files/ylyfFetVtepXbZ8CUKAV" alt=""><figcaption><p>The three types of Utility Collectibles.</p></figcaption></figure>

### Types Of Workshops

* [**The Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges)**:** Craft and upgrade Weapon Cosmetic Collectibles as well as refine Cosmetic Shards.
* [**The Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories)**:** Craft and upgrade Armor Cosmetic Collectibles as well as refine Cosmetic Shards.
* [**The Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens)**:** Craft, upgrade, and recharge Hourglasses as well as Dismantle Cracked Hourglasses.

### How to Acquire Workshops

* Purchase on the [**Open Loot Marketplace**](https://openloot.com/explore?utm_medium=email&_hsmi=229270919&_hsenc=p2ANqtz-8KRGcOPLrtRHcJDRKk95K7dzsC3sZ4p6GlzUqwBVw9Hze3VsBmYWGEg0ukhpI-gEblTATavMsyTL6oQtoU0VR_dUjwUQ\&utm_content=229270919\&utm_source=hs_email\&category=space\&sort=price-asc)
* Opening [**Workshop Mystery Boxes**](/big-time-economy/mystery-boxes)


# Forges

**Forges** are [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that focus mostly on crafting and upgrading **Weapon** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) as well as refining [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) into [**Refined** **Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards).

<figure><img src="/files/UGT0t4H9BhGs2fagkzwb" alt=""><figcaption><p>Forge Actions Overview.</p></figcaption></figure>

## **Forge Max Issuance, Rarity & Types**&#x20;

<figure><img src="/files/bgv6xxdALLTuKzfZLwt8" alt=""><figcaption><p>Forges Max Issuance by Rarity and Type.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.

### **Rarity**

**Forges** have ten rarity tiers: **Common** through **Unique**. A **Forge** can only Craft or Upgrade [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) equal to its rarity tier but with **Bonus Rolls**, they can craft up to two rarity tiers higher.

### **Types**

There are ten types of **Forges**, each type has a **Specialization Bonus** and a **Collective**.

| Forge Type            | Collective           | Specialization                 |
| --------------------- | -------------------- | ------------------------------ |
| Forge of Quickness    | 🔴Light Hammer       | 2-Hand Axe                     |
| Forge of Rapidness    | 🔴Light Hammer       | 2-Hand Sword                   |
| Forge of Swiftness    | 🔴Light Hammer       | Staves + Dual Wield            |
| Forge of Decisiveness | 🔵Steady Anvil       | 2-Hand Hammer                  |
| Forge of Diligence    | 🔵Steady Anvil       | 1-Hand Weapons                 |
| Forge of Acuity       | 🔵Steady Anvil       | 2-Hand Axes & 2-Hand Swords    |
| Forge of Chance       | 🟢Four-leaf Clover   | Staves                         |
| Forge of Luck         | 🟢Four-leaf Clover   | Dual Wield                     |
| Forge of Fortune      | 🟢Four-leaf Clover   | 2-Hand Hammer & 1-Hand Weapons |
| Forge of Triumph      | 🌈Prismatic Radiance | All of the above               |

*Note: Weapons assigned to specialization are subject to change and are not finalized.*

{% hint style="info" %}
**New Weapons**

Every time we introduce new weapon types to the game, we'll assign a specialization bonus to one of the existing Forge Types to incorporate them.
{% endhint %}

### Specialization <a href="#specialization" id="specialization"></a>

Each **Specialization** increases the **Crafting Speed** of a particular weapon piece. The **Specialization's** extra speed depends on the rarity, and generally, single specializations would have faster speed compared to multiple specializations with the exception of the Rainbow colors.

### Collective <a href="#colors" id="colors"></a>

Each **Collective** will have a specific group bonus plus it would be used to unlock the [**Workshop Collective Set Bonus**](/big-time-economy/economy-components/personal-metaverse/workshops/workshop-collective-set-bonus) which looks into the [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that are set up within one [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space).

Note that the 🌈**Prismatic Radiance** collective would allow players to select between the three basic collectives and only the selected color would be active.

| Collective                            | Group Type Bonus                               |
| ------------------------------------- | ---------------------------------------------- |
| 🔴Light Hammer: **Speed**             | Faster Crafting & Refining.                    |
| 🔵Steady Anvil: **Efficiency**        | less $BIGTIME needed when Crafting & Refining. |
| 🟢Four-leaf Clover: **Luck**          | Extra Bonus Roll Slot.                         |
| 🌈Prismatic Radiance: **Everything!** | All of the above                               |

*Note: Group Type Bonuses are subject to change for balancing reasons.*

## Refining, Crafting, and Upgrading

### **Refining**

**Forges** can refine [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) into [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards) which are then used for crafting.

Only **Wild or Forge** type [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) can be refined using a **Forge**, and the output will be [**Refined Forge Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards), which are used for crafting with a **Forge**.

<figure><img src="/files/IQ5wlbdIcKbB4HezUxSi" alt=""><figcaption><p>Forge refinement process. (Values are for illustration purpose only)</p></figcaption></figure>

There are multiple **Tiers** of [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards). You can check the [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards) page for more details.

<table><thead><tr><th width="217.33333333333331">Recipe Output</th><th width="108">$BIGTIME</th><th>Requirement</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Tier 1 Refined Cosmetic Shards <strong>x25</strong></td><td>30</td><td>Cosmetic Shards <strong>x75</strong></td><td>0.3</td></tr><tr><td>Tier 2 Refined Cosmetic Shards <strong>x25</strong></td><td>90</td><td>Tier 1 Refined Cosmetic Shards <strong>x75</strong></td><td>1</td></tr><tr><td>Tier 3 Refined Cosmetic Shards <strong>x25</strong></td><td>270</td><td>Tier 2 Refined Cosmetic Shards <strong>x75</strong></td><td>3</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

### **Crafting**

**Forges** can craft [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) and [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards)**.**

<figure><img src="/files/GB9Ahy0AAIt6jfZ5S6i4" alt=""><figcaption><p>Forge Cosmetic Collectible crafting example. (Values are for illustration purpose only)</p></figcaption></figure>

**Forges** can **upgrade** a [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles) to its next **Rarity Tier** by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens)**,** [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards)**,** and **x3** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) of the Collectible line desired to be upgraded.

<figure><img src="/files/E1anEeCw7XAkX9Q34ycs" alt=""><figcaption><p>Forge Cosmetic Collectible upgrading example. (Values are for illustration purpose only)</p></figcaption></figure>

<table data-full-width="true"><thead><tr><th width="154">Rarity</th><th width="118">Prev Rarity</th><th width="121">$BIGTIME</th><th width="141">Tier 1 Shards</th><th width="135">Tier 2 Shards</th><th width="135">Tier 3 Shards</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Common</td><td>0</td><td>50</td><td>25</td><td>0</td><td>0</td><td>1.0</td></tr><tr><td>Uncommon</td><td>3</td><td>100</td><td>50</td><td>0</td><td>0</td><td>1.5</td></tr><tr><td>Rare</td><td>3</td><td>200</td><td>100</td><td>0</td><td>0</td><td>2.0</td></tr><tr><td>Epic</td><td>3</td><td>300</td><td>0</td><td>25</td><td>0</td><td>2.5</td></tr><tr><td>Legendary</td><td>3</td><td>500</td><td>0</td><td>50</td><td>0</td><td>3.0</td></tr><tr><td>Mythic</td><td>3</td><td>1,000</td><td>0</td><td>100</td><td>0</td><td>3.5</td></tr><tr><td>Exalted</td><td>3</td><td>2,000</td><td>0</td><td>0</td><td>25</td><td>4.0</td></tr><tr><td>Exotic</td><td>3</td><td>5,000</td><td>0</td><td>0</td><td>50</td><td>5.0</td></tr><tr><td>Transcendent</td><td>3</td><td>15,000</td><td>0</td><td>0</td><td>100</td><td>6.0</td></tr><tr><td>Unique</td><td>3</td><td>30,000</td><td>0</td><td>0</td><td>200</td><td>7.0</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

<figure><img src="/files/ZD5z3mXsDIvIYlXV0pRq" alt=""><figcaption><p>Crafting Screen Example.</p></figcaption></figure>

**Refining, Crafting, and Upgrading** actions will almost always have duration to be completed and players can always **Speed up** the process by spending [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens)**.**

## Leveling Up a Forge

A **Forge** can **Level Up** to gain better **Crafting Stats**.

<figure><img src="/files/qrTV9VjLjd4JW8Nuz1no" alt=""><figcaption><p>Steps to Level Up a Utility Collectibles. (Values are for illustration purpose only)</p></figcaption></figure>

### Forge EXP

To level up a **Forge**, a player needs to earn the required amount of **Forge EXP**, which is earned through actions such as **Refining, Crafting, and Upgrading**.

### Spend Time Crystals to Level Up

Once the **Forge** has the required amount of **EXP**, players can spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) to level it up, which happens instantly.

### Crafting Benefits for Leveling Up

1. Increases the **Crafting and Upgrading** efficiency depending on the type of **Forge (Boosts Specialization Bonus)**
2. Unlocks additional **Bonus Roll** slots
3. Unlocks special **Bonus Roll** benefits

### Forge Max Level By Rarity

A **Forge**'s Max Level depends on its **Rarity,** the more **Rare** it is, the higher its **Max Level**.  Here is an example chart of Rarity and the Max Level allowed:

| Rarity       | Max Level |
| ------------ | --------- |
| Common       | 10        |
| Uncommon     | 15        |
| Rare         | 20        |
| Epic         | 25        |
| Legendary    | 30        |
| Mythic       | 35        |
| Exalted      | 40        |
| Exotic       | 45        |
| Transcendent | 50        |
| Unique       | 60        |

## Bonus Rolls

**Bonus Rolls** are optional actions the player can take to increase the output of their **Crafting Action**.

<figure><img src="/files/ZGEq8qNkB2fWfS7pYsdk" alt=""><figcaption><p>Bonus Roll Example. (Values are for illustration purpose only)</p></figcaption></figure>

**Steps When Bonus Rolling:**

* Whenever a player initiates a **Crafting Action** in the **Forge**, they will have the option to **Bonus Roll**.
* Players spend [**Workshop Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/workshop-mod-chips) to **Bonus Roll**.
* Then they can decide on which of the **Crafting Bonuses** they want to **"Lock in"** before they roll again.  The goal, of course, is to fill all the slots with the perfect set of **Crafting Bonuses.**
* Each **Locked slot**, will **increase the cost** of the **subsequent roll**.

<figure><img src="/files/9KXitLlKQyOjwnhSY0yH" alt=""><figcaption><p>Before and After Bonus roll Example.</p></figcaption></figure>

The **Number of Slots** depends on the **Forge Level** and the chances for better **Crafting Bonuses** depend on the **Forge Rarity**.

| Utility Collectible Level | Slots Available |
| ------------------------- | --------------- |
| 1                         | 2               |
| 10                        | 3               |
| 20                        | 4               |
| 30                        | 5               |
| 40                        | 6               |
| 50                        | 7               |
| 60                        | 8               |

*Note: Values in the table above are subject to change for balancing reasons.*

Here are some examples of the **Crafting Bonuses**:

* **Extra output:** Increase the number of output by 1. (Get 2 Cosmetic Collectibles instead of 1)
* **Skip Rarity Tier:** Increase the rarity of the Cosmetic Collectible output by 1 tier. (ex: common > uncommon)
* **25% faster:** Decrease the duration of the crafting action by 25%.
* **Quad Right:** Boosts the effect of the bonus slot to the right by 4 times (successively if the bonus slot to the right is a percentage).

{% hint style="info" %}
**Dark Purple Multipliers**\
The dark purple multipliers do not work additively, but successively instead.\
Here’s an example of how a **4x** multiplier (like “**Quad Right**”) would affect a **25%** bonus (like “**25% Less Time Crystals**”).\
\
If we take a starting cost of **100 Time Crystals**:

1. First Step: **100–25% = 75** Time Crystals
2. Second Step: **75–25% = 56** Time Crystals
3. Third Step: **56–25% = 42** Time Crystals
4. Fourth Step: **42–25% = 32** Time Crystals

**Final cost: 32 Time Crystals (68% discount)**
{% endhint %}

And many more...

{% hint style="info" %}
**Bonus Type Pool**\
Not all bonuses are available for all the crafting recipes, for example, skipping a rarity bonus would not be in the pool of possible bonuses when crafting a transcendent rarity collectible.

The pool of possible bonuses is dependent on the recipe being crafted as well as the rarity of the Utility Collectible (Forge, Armory, Time Warden)
{% endhint %}


# Armories

**Armories** are [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that focus mostly on crafting and upgrading **Armor** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) as well as refining [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) into [**Refined** **Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards).

<figure><img src="/files/5ziBcqHvztZ50NO4HC0a" alt=""><figcaption><p>Armory Actions Overview.</p></figcaption></figure>

## **Armory Max Issuance, Rarity & Types**

<figure><img src="/files/FEWjSc4EQjgJsKQb4bQC" alt=""><figcaption><p>Armory Max Issuance by Rarity and Type.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.

### **Rarity**

**Armories** have ten rarity tiers: **Common** through **Unique**. An **Armory** can only Craft or Upgrade [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) equal to its rarity tier but with **Bonus Rolls**, they can craft up to two rarity tiers higher.

### **Types**

There are ten types of **Armories**, each type has a **Special Bonus** and a **Color**.

| Armory Type            | Collective           | Specialization    |
| ---------------------- | -------------------- | ----------------- |
| Armory of Quickness    | 🔴Light Hammer       | Gloves            |
| Armory of Rapidness    | 🔴Light Hammer       | Helmets           |
| Armory of Swiftness    | 🔴Light Hammer       | Legs + Shields    |
| Armory of Decisiveness | 🔵Steady Anvil       | Shoulders         |
| Armory of Diligence    | 🔵Steady Anvil       | Chest             |
| Armory of Acuity       | 🔵Steady Anvil       | Gloves + Helmet   |
| Armory of Chance       | 🟢Four-leaf Clover   | Legs              |
| Armory of Luck         | 🟢Four-leaf Clover   | Shields           |
| Armory of Fortune      | 🟢Four-leaf Clover   | Shoulders + Chest |
| Armory of Triumph      | 🌈Prismatic Radiance | All of the above  |

*Note: Armors assigned to specialization are subject to change and are not finalized.*

{% hint style="info" %}
**New Armors**

Every time we introduce new armor types to the game, we'll assign a specialization bonus to one of the existing Armory Types to incorporate them.
{% endhint %}

### Specialization <a href="#specialization" id="specialization"></a>

Each **Specialization** increases the **Crafting Speed** of a particular Armor piece. The **Specialization's** extra speed depends on the rarity, and generally, single specializations would have faster speed compared to multiple specializations with the exception of the Rainbow colors.

### Collectives <a href="#colors" id="colors"></a>

Each **Collective** will have a specific group bonus plus it would be used to unlock the [**Workshop Collective Set Bonus**](/big-time-economy/economy-components/personal-metaverse/workshops/workshop-collective-set-bonus) which looks into the [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that are set up within one [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space).

Note that the 🌈**Prismatic Radiance** collective would allow players to select between the three basic collectives and only the selected color would be active.

| Collective                            | Group Type Bonus                               |
| ------------------------------------- | ---------------------------------------------- |
| 🔴Light Hammer: **Speed**             | Faster Crafting & Refining.                    |
| 🔵Steady Anvil: **Efficiency**        | less $BIGTIME needed when Crafting & Refining. |
| 🟢Four-leaf Clover: **Luck**          | Extra Bonus Roll Slot.                         |
| 🌈Prismatic Radiance: **Everything!** | All of the above                               |

*Note: Group Type Bonuses are subject to change for balancing reasons.*

## Refining, Crafting, and Upgrading

### **Refining**

**Armories** can refine [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) into [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards) which are then used for crafting.

Only **Wild or Armory** [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) can be refined using an **Armory**, and the output would be **Refined Armory Cosmetic Shards**, which is usable for crafting using an **Armory**.

<figure><img src="/files/JHZlkRdKmNWXYOSX7XK0" alt=""><figcaption><p>Refinement process for Armories. (Values are for illustration purpose only)</p></figcaption></figure>

There are multiple **Tiers** of [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards). You can check the [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards) page for more details.

<table><thead><tr><th width="217.33333333333331">Recipe Output</th><th width="114">$BIGTIME</th><th>Requirement</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Tier 1 Refined Cosmetic Shards <strong>x25</strong></td><td>30</td><td>Cosmetic Shards <strong>x75</strong></td><td>0.3</td></tr><tr><td>Tier 2 Refined Cosmetic Shards <strong>x25</strong></td><td>90</td><td>Tier 1 Refined Cosmetic Shards <strong>x75</strong></td><td>1</td></tr><tr><td>Tier 3 Refined Cosmetic Shards <strong>x25</strong></td><td>270</td><td>Tier 2 Refined Cosmetic Shards <strong>x75</strong></td><td>3</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

### **Crafting**

**Armories** can craft [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) and [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards).

<figure><img src="/files/ktUeUGRE3mUyQboFojlW" alt=""><figcaption><p>Armory Cosmetic Collectible crafting example. (Values are for illustration purpose only)</p></figcaption></figure>

**Armories** can upgrade a [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) to its next **Rarity Tier** by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens)**,** [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards)**,** and **x3** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) of the Collectible line desired to be upgraded.

<figure><img src="/files/fjKIK9t9E3QxchvuEMgi" alt=""><figcaption><p>Armory Cosmetic Collectible upgrading example. (Values are for illustration purpose only)</p></figcaption></figure>

<table data-full-width="true"><thead><tr><th width="161">Rarity</th><th width="126">Prev Rarity</th><th width="121">$BIGTIME</th><th width="141">Tier 1 Shards</th><th width="136">Tier 2 Shards</th><th width="137">Tier 3 Shards</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Common</td><td>0</td><td>50</td><td>25</td><td>0</td><td>0</td><td>1.0</td></tr><tr><td>Uncommon</td><td>3</td><td>100</td><td>50</td><td>0</td><td>0</td><td>1.5</td></tr><tr><td>Rare</td><td>3</td><td>200</td><td>100</td><td>0</td><td>0</td><td>2.0</td></tr><tr><td>Epic</td><td>3</td><td>300</td><td>0</td><td>25</td><td>0</td><td>2.5</td></tr><tr><td>Legendary</td><td>3</td><td>500</td><td>0</td><td>50</td><td>0</td><td>3.0</td></tr><tr><td>Mythic</td><td>3</td><td>1,000</td><td>0</td><td>100</td><td>0</td><td>3.5</td></tr><tr><td>Exalted</td><td>3</td><td>2,000</td><td>0</td><td>0</td><td>25</td><td>4.0</td></tr><tr><td>Exotic</td><td>3</td><td>5,000</td><td>0</td><td>0</td><td>50</td><td>5.0</td></tr><tr><td>Transcendent</td><td>3</td><td>15,000</td><td>0</td><td>0</td><td>100</td><td>6.0</td></tr><tr><td>Unique</td><td>3</td><td>30,000</td><td>0</td><td>0</td><td>200</td><td>7.0</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

<figure><img src="/files/j3JDqAa9kJHedHJmJYTj" alt=""><figcaption><p>Crafting Screen Example.</p></figcaption></figure>

**Refining, Crafting, and Upgrading** actions will almost always require **Time** to be completed and players can always **Speed Up** the process by spending [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens)**.**

## Leveling Up an Armory

An **Armory** can **Level Up** to gain better **Crafting Stats**.

<figure><img src="/files/HwR3xhia5wGXI8s3RYtT" alt=""><figcaption><p>Steps to Level Up a Utility Collectible. (Values are for illustration purpose only)</p></figcaption></figure>

### Armory EXP

To level up an **Armory**, a player needs to earn the required amount of **Armory EXP**, which is earned through actions such as **Refining, Crafting, and Upgrading**.

### Spend Time Crystals to Level Up

Once the **Armory** has the required amount of **EXP**, players can spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) to level it up, which happens instantly.

### Crafting Benefits for Leveling Up

1. Increases the **Crafting and Upgrading** efficiency depending on the type of **Armory**
2. Unlocks additional **Bonus Roll** slots
3. Unlocks special **Bonus Roll** benefits

### Armory Max Level By Rarity

An **Armory**'s Max Level depends on its **Rarity,** the more **Rare** it is, the higher its **Max Level**.

| Rarity       | Max Level |
| ------------ | --------- |
| Common       | 10        |
| Uncommon     | 15        |
| Rare         | 20        |
| Epic         | 25        |
| Legendary    | 30        |
| Mythic       | 35        |
| Exalted      | 40        |
| Exotic       | 45        |
| Transcendent | 50        |
| Unique       | 60        |

## Bonus Rolls

**Bonus Rolls** are optional actions the player can take to increase the output of their **Crafting Action**.

<figure><img src="/files/epr0LfZr3tDjbUpT7OIe" alt=""><figcaption><p>Bonus Roll Example. (Values are for illustration purpose only)</p></figcaption></figure>

**Steps When Bonus Rolling:**

* Whenever a player initiates a **Crafting Action** in the **Forge**, they will have the option to **Bonus Roll**.
* Players spend [**Workshop Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/workshop-mod-chips) to **Bonus Roll**.
* Then they can decide on which of the **Crafting Bonuses** they want to **"Lock in"** before they roll again.  The goal, of course, is to fill all the slots with the perfect set of **Crafting Bonuses.**
* Each **Locked slot**, will **increase the cost** of the **subsequent roll**.

<figure><img src="/files/IN1CJhlooigg9AsUQwBr" alt=""><figcaption><p>Before and After Bonus roll Example.</p></figcaption></figure>

The **Number of Slots** depends on the **Armory Level** and the chances for better **Crafting Bonuses** depend on the **Armory Rarity**.

| Utility Collectible Level | Slots Available |
| ------------------------- | --------------- |
| 1                         | 2               |
| 10                        | 3               |
| 20                        | 4               |
| 30                        | 5               |
| 40                        | 6               |
| 50                        | 7               |
| 60                        | 8               |

*Note: Values in the table above are subject to change for balancing reasons.*

Here are some examples of the **Crafting Bonuses**:

* **Extra output:** Increase the number of output by 1. (Get 2 Cosmetic Collectibles instead of 1)
* **Skip Rarity Tier:** Increase the rarity of the Cosmetic Collectible output by 1 tier. (ex: common > uncommon)
* **25% faster:** Decrease the duration of the crafting action by 25%.
* **Quad Right:** Boosts the effect of the bonus slot to the right by 4 times (successively if the bonus slot to the right is a percentage).

{% hint style="info" %}
**Dark Purple Multipliers** \
The dark purple multipliers do not work additively, but successively instead. Here’s an example of how a **4x** multiplier (like “**Quad Right**”) would affect a **25%** bonus (like “**25% Less Time Crystals**”). \
\
If we take a starting cost of **100 Time Crystals**:

1. First Step: **100–25% = 75** Time Crystals
2. Second Step: **75–25% = 56** Time Crystals
3. Third Step: **56–25% = 42** Time Crystals
4. Fourth Step: **42–25% = 32** Time Crystals

**Final cost: 32 Time Crystals (68% discount)**
{% endhint %}

And many more...

{% hint style="info" %}
**Bonus Type Pool**\
Not all bonuses are available for all the crafting recipes, for example, skipping a rarity bonus would not be in the pool of possible bonuses when crafting a transcendent rarity collectible.

The pool of possible bonuses is dependent on the recipe being crafted as well as the rarity of the Utility Collectible (Forge, Armory, Time Warden)
{% endhint %}


# Time Wardens

**Time Wardens** are [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that focus mostly on crafting, upgrading, and Recharging [**Hourglasses**](/big-time-economy/economy-components/hourglasses)**.**

<figure><img src="/files/B2KLYKClMuMRoqbT91ed" alt=""><figcaption><p>Time Warden Actions Overview.</p></figcaption></figure>

## **Time Wardens Issuance, Rarity & Types**

<figure><img src="/files/5rIhf0jDO3PFxsBlkoa9" alt=""><figcaption><p>Time Wardens Max Issuance by Rarity and Type.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.

### **Rarity**

**Time Wardens** have ten rarity tiers: **Common** through **Unique**. A **Time Warden** can only Craft, Upgrade, or Recharge [**Hourglasses**](/big-time-economy/economy-components/hourglasses) equal to its rarity tier but with **Bonus Rolls**, they can craft up to two rarity tiers higher.

For example, a **Legendary Time Warden** will be able to craft Common, Uncommon, Rare, Epic, and Legendary Hourglasses.

### **Types**

There are four types of **Time Wardens**, each type has a **Special Bonus** and a **Collective**.&#x20;

<table><thead><tr><th width="182">Time Warden Type</th><th width="337.3333333333333">Collective</th><th>Specialization</th></tr></thead><tbody><tr><td>Time Warden of Brilliance</td><td>🔴Light Hammer / 🔵Steady Anvil</td><td>Recharging Hourglass</td></tr><tr><td>Time Warden of Prosperity</td><td>🔵Steady Anvil / 🟢Four-leaf Clover</td><td>Crafting Hourglass</td></tr><tr><td>Time Warden of Expedience</td><td>🟢Four-leaf Clover / 🔴Light Hammer</td><td>Recharging Hourglass + Crafting Hourglass (50%)</td></tr><tr><td>Time Warden of Ascendancy</td><td>🌈Prismatic Radiance</td><td>Recharging Hourglass + Crafting Hourglass (100%)</td></tr></tbody></table>

*Note: Assigned to specialization are subject to change and are not finalized.*

### Specialization <a href="#specialization" id="specialization"></a>

Each **Specialization** increases the **Speed** of a particular **Crafting Action**. The **Specialization's** extra speed depends on the rarity, and generally, single specializations would have faster speed compared to multiple specializations with the exception of the Rainbow colors.

### Collectives <a href="#colors" id="colors"></a>

Each **Collective** will have a specific group bonus plus it would be used to unlock the [**Workshop Collective Set Bonus**](/big-time-economy/economy-components/personal-metaverse/workshops/workshop-collective-set-bonus) which looks into the [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) that are set up within one [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space).

Note that the 🌈**Prismatic Radiance** collective would allow players to select between the three basic collectives and only the selected color would be active.

**Time Wardens** are special since besides the 🌈**Prismatic Radiance** collective, the other types have **Dual Collectives**, which allows the player to select one out of those two collectives.

| Collective                          | Group Type Bonus                                                      |
| ----------------------------------- | --------------------------------------------------------------------- |
| 🔴Light Hammer / 🔵Steady Anvil     | <p>5% Faster Crafting & Recharging<br>5% Less Time Crystals Cost</p>  |
| 🔵Steady Anvil / 🟢Four-leaf Clover | <p>Get 1 Extra Bonus Roll Slot<br>5% Less Time Crystals Cost</p>      |
| 🟢Four-leaf Clover / 🔴Light Hammer | <p>5% Faster Crafting & Recharging<br>Get 1 Extra Bonus Roll Slot</p> |
| 🌈Prismatic Radiance                | All of the above                                                      |

*Note: Group Type Bonuses are subject to change for balancing reasons.*

## Crafting, Upgrading & Recharging Hourglasses

### Crafting

**Time Wardens** can craft [**Hourglasses**](/big-time-economy/economy-components/hourglasses) by using [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals).

<figure><img src="/files/rMIqQbkv1eLgL3qGIdcD" alt=""><figcaption><p>Time Warden Hourglass Crafting example. (Values are for illustration purpose only)</p></figcaption></figure>

**Time Wardens** can upgrade an [**Hourglass**](/big-time-economy/economy-components/hourglasses) to its next **Rarity Tier** by using [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) and **x3** [**Hourglasses**](/big-time-economy/economy-components/hourglasses) of the Rarity to be upgraded.

<figure><img src="/files/4mnLhSVqchiPv7grq0CL" alt=""><figcaption><p>Time Warden Hourglass Upgrading example. (Values are for illustration purpose only)</p></figcaption></figure>

Note that the crafted hourglass would be empty and will need to be recharged before it can be equipped to generate [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens).

<table data-full-width="true"><thead><tr><th width="153">Rarity</th><th width="159">Previous Rarity</th><th>Time Crystals</th><th>Shards</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Common</td><td>0</td><td>150</td><td>24 - Tier 1</td><td>2</td></tr><tr><td>Uncommon</td><td>3</td><td>300</td><td>48 - Tier 1</td><td>3</td></tr><tr><td>Rare</td><td>3</td><td>600</td><td>96 - Tier 1</td><td>4</td></tr><tr><td>Epic</td><td>3</td><td>900</td><td>24 - Tier 2</td><td>5</td></tr><tr><td>Legendary</td><td>3</td><td>1,500</td><td>48 - Tier 2</td><td>7</td></tr><tr><td>Mythic</td><td>3</td><td>3,000</td><td>96 - Tier 2</td><td>10</td></tr><tr><td>Exalted</td><td>3</td><td>6,000</td><td>24 - Tier 3</td><td>14</td></tr><tr><td>Exotic</td><td>3</td><td>15,000</td><td>48 - Tier 3</td><td>21</td></tr><tr><td>Transcendent</td><td>3</td><td>45,000</td><td>96 - Tier 3</td><td>28</td></tr><tr><td>Unique</td><td>3</td><td>100,000</td><td>192 - Tier 3</td><td>35</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

<figure><img src="/files/vLgmjCCEO30jNwDPbHdm" alt=""><figcaption><p>In-game UI Example. (Crafting Hourglass)</p></figcaption></figure>

### **Recharging Hourglasses**

[**Hourglasses**](/big-time-economy/economy-components/hourglasses) will run out of sand over time when equipped and need to be **Recharged** by a **Time Warden** by using [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals).

<figure><img src="/files/YobbC32rt1UDCbmh3vjN" alt=""><figcaption><p>Time Warden Hourglass Recharging example. (Values are for illustration purpose only)</p></figcaption></figure>

<figure><img src="/files/B9e6dCJ9qQDOhIXNI3OR" alt=""><figcaption><p>In-game UI Example. (Recharging Hourglass)</p></figcaption></figure>

**Time Warden** owners will have multiple options when it comes to **Recharging** [**Hourglasses**](/big-time-economy/economy-components/hourglasses).

<table><thead><tr><th>Recharge Type</th><th width="166">Active Time (M)</th><th width="173">Time Crystal Cost</th><th>Recharge Duration (D)</th></tr></thead><tbody><tr><td>Short Recharge</td><td>90</td><td>300</td><td>0.5</td></tr><tr><td>Medium Recharge</td><td>480</td><td>1500</td><td>2.5</td></tr><tr><td>Long Recharge</td><td>2160</td><td>5700</td><td>8</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

**Recharging, Crafting, and Upgrading** actions will almost always require **Time** to be completed and unlike the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) and [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) Crafting Actions, players won't be able to Speed Up any **Hourglass Crafting** but will be able to speed up **Recharging** and **Dismantling** Crafting Action with [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals).

## Dismantling Cracked Hourglasses

Players who have a surplus of [**Cracked Hourglasses**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses) will have the option to **Dismantle** them and get a portion of the [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) they could have gotten if they used up their active time killing monsters.

This action is specifically designed for players who either have a lot of [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) and there for a lot of [**Cracked Hourglasses**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses) or for players who already have a full rotation of high rarity Hourglasses and therefore don't have the time to playout the [**Cracked Hourglasses**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses).

Dismantle will cost a small amount of [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) and will take 3 hours to be completed. The amount of [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) gained depends on the quality of the [**Cracked Hourglass**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses).

{% hint style="info" %}
**Cracked Hourglass Rarity**

A Cracked Hourglass can only be dismantled by a Time Warden of the same or higher rarity (e.g. a Legendary Cracked Hourglass needs a Legendary or higher Time Warden to dismantle it).
{% endhint %}

*Note: This feature is still under development and is subject to significant changes.*

## Leveling Up a Time Warden

A **Time Warden** can **Level Up** to gain better **Crafting Stats**.

<figure><img src="/files/bUmzmlUXSfQX8Pxlk9Ol" alt=""><figcaption><p>Steps to Level Up a Utility Collectible. (Values are for illustration purpose only)</p></figcaption></figure>

### Time Warden EXP

To level up a **Time Warden**, a player needs to earn the required amount of **Time Warden EXP**, which is earned through actions such as **Crafting, Upgrading, and Recharging Hourglasses**.

### Spend Time Crystals to Level Up

Once the **Time Warden** has the required amount of **EXP**, players can spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) to level it up, which happens instantly.

### Crafting Benefits for Leveling Up

1. Increases the **Crafting, Upgrading, and Recharging** efficiency depending on the type of **Time Warden.**
2. Unlocks additional **Bonus Roll** slots.
3. Unlocks special **Bonus Roll** benefits.

### Time Warden Max Level By Rarity

A **Time Warden**'s Max Level depends on its **Rarity,** the more **Rare** it is, the higher its **Max Level**.

| Rarity       | Max Level |
| ------------ | --------- |
| Common       | 10        |
| Uncommon     | 15        |
| Rare         | 20        |
| Epic         | 25        |
| Legendary    | 30        |
| Mythic       | 35        |
| Exalted      | 40        |
| Exotic       | 45        |
| Transcendent | 50        |
| Unique       | 60        |

## Bonus Rolls

**Bonus Rolls** are optional actions the player can take to increase the output of their **Crafting Action**.

<figure><img src="/files/X6tppDT7KGA0pEZFcUGf" alt=""><figcaption><p>Bonus Roll example. (Values are for illustration purpose only)</p></figcaption></figure>

**Steps when Bonus Rolling:**

* Whenever a player initiates a **Crafting Action** with the **Time Warden**, they will have the option to **Bonus Roll**.
* Players spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) to **Bonus Roll**.
* Then they can decide on which of the **Crafting Bonuses** they want to **"Lock in"** before the roll again, hoping to fill all the slots with the perfect set of **Crafting Bonuses** in all of the slots.

<figure><img src="/files/S6Qp8eSKDIMPd78WWIui" alt=""><figcaption><p>Before and After Bonus roll Example.</p></figcaption></figure>

The **Number of Slots** depends on the **Time Warden Level** and the chances for better **Crafting Bonuses** depend on the **Time Warden Rarity**.

| Utility Collectible Level | Slots Available |
| ------------------------- | --------------- |
| 1                         | 2               |
| 10                        | 3               |
| 20                        | 4               |
| 30                        | 5               |
| 40                        | 6               |
| 50                        | 7               |
| 60                        | 8               |

Here are some examples of the **Crafting Bonuses**:

* **Extra output:** Increase the number of output by 1. (Get 2 Cosmetic Collectibles instead of 1)
* **Skip Rarity Tier:** Increase the rarity of the Cosmetic Collectible output by 1 tier. (ex: common > uncommon)
* **25% faster:** Decrease the duration of the crafting action by 25%.
* **Quad Right:** Boosts the effect of the bonus slot to the right by 4 times (successively if the bonus slot to the right is a percentage).

{% hint style="info" %}
**Dark Purple Multipliers** \
The dark purple multipliers do not work additively, but successively instead. Here’s an example of how a **4x** multiplier (like “**Quad Right**”) would affect a **25%** bonus (like “**25% Less Time Crystals**”). \
\
If we take a starting cost of **100 Time Crystals**:

1. First Step: **100–25% = 75** Time Crystals
2. Second Step: **75–25% = 56** Time Crystals
3. Third Step: **56–25% = 42** Time Crystals
4. Fourth Step: **42–25% = 32** Time Crystals

**Final cost: 32 Time Crystals (68% discount)**
{% endhint %}

And many more...

{% hint style="info" %}
**Bonus Type Pool**\
Not all bonuses are available for all the crafting recipes, for example, skipping a rarity bonus would not be in the pool of possible bonuses when crafting a transcendent rarity collectible.

The pool of possible bonuses is dependent on the recipe being crafted as well as the rarity of the Utility Collectible (Forge, Armory, Time Warden)
{% endhint %}


# Workshop Collective Set Bonus

<figure><img src="/files/FAICSHfwheT6BUYOjz4x" alt=""><figcaption></figcaption></figure>

This is a mechanic that gives players additional bonuses for their [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) within a single [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) depending on the **Collective** they got.

## Collectives

Each [**Workshop**](/big-time-economy/economy-components/personal-metaverse/workshops) can have a Collective. These **Collectives** are used to unlock **Workshop Set Bonuses** that give Crafting Perks.

| Collective           | General Benefit Type |
| -------------------- | -------------------- |
| 🔴Light Hammer       | **Speed**            |
| 🔵Steady Anvil       | **Efficiency**       |
| 🟢Four-leaf Clover   | **Luck**             |
| 🌈Prismatic Radiance | **Everything!**      |

## Set Bonuses

These are the Crafting perks players can achieve by having a set of colors. Note that these bonuses affect only one [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) and not the entire [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse).

<table><thead><tr><th width="184">Bonus Name</th><th>Bonus Effect</th></tr></thead><tbody><tr><td><strong>Efficiency</strong></td><td><p>Reduce the cost of $BIGTIME and Time Crystals for all crafting and Upgrading actions.</p><p></p><p>🔵🔵2 Blue) <strong>10%</strong> less $BIGTIME &#x26; Time Crystals.</p><p>🔵🔵🔵3 Blue) <strong>15%</strong> less $BIGTIME &#x26; Time Crystals.</p><p>🔵🔵🔵🔵4 Blue) <strong>20%</strong> less $BIGTIME &#x26; Time Crystals.</p></td></tr><tr><td><strong>Quickness</strong></td><td><p>Reduce the duration for all crafting, refining, recharging and upgrading actions.</p><p></p><p>🔴🔴2 Red) <strong>15%</strong> less Duration.<br>🔴🔴🔴3 Red) <strong>25%</strong> less Duration.<br>🔴🔴🔴🔴4 Red) <strong>35%</strong> less Duration.</p></td></tr><tr><td><strong>Fortunate</strong></td><td><p>Reduce the cost of the first Bonus Roll.</p><p></p><p>🟢🟢2 Green) <strong>1</strong> Chip less.<br>🟢🟢🟢3 Green) <strong>2</strong> Chip less.<br>🟢🟢🟢🟢4 Green) <strong>3</strong> Chip less.</p></td></tr><tr><td><strong>Industrious</strong></td><td><p>Get better output from refining and Hourglass Recharging.</p><p></p><p>🔵🔴🔴2 Blue &#x26; 3 Red) <strong>25%</strong> more Shards &#x26; Hourglass Charges.</p></td></tr><tr><td><strong>Calculated Risk</strong></td><td><p>Reduce the cost of the first Bonus Roll Lock.</p><p></p><p>🟢🔵🔵2 Green &#x26; 3 Blue) <strong>0</strong> additional cost for First Lock.</p></td></tr><tr><td><strong>Quick Rolls</strong></td><td><p>Reduce the duration of the workshop action when at least one Bonus roll is applied.</p><p></p><p>🔴🟢🟢2 Red &#x26; 3 Green) <strong>15%</strong> less Duration.</p></td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

{% hint style="info" %}
**Set Bonus Rotations**

Each season, there will be changes to the selection of set bonuses, particularly those that involve multiple colors.
{% endhint %}


# Hourglasses

**Hourglasses** are Collectibles crafted by the **Time Warden** and they serve as the main way to acquire [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens).

<figure><img src="/files/49dAvu8yqYTKFVLzRP7n" alt=""><figcaption><p>Hourglass Overview</p></figcaption></figure>

## How to Acquire Hourglasses

* Purchase on the [**Open Loot Marketplace**](https://openloot.com/explore?utm_medium=email&_hsmi=229270919&_hsenc=p2ANqtz-8KRGcOPLrtRHcJDRKk95K7dzsC3sZ4p6GlzUqwBVw9Hze3VsBmYWGEg0ukhpI-gEblTATavMsyTL6oQtoU0VR_dUjwUQ\&utm_content=229270919\&utm_source=hs_email\&category=space\&sort=price-asc)
* Crafting them via the [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens).

## **Hourglass Max Issuance & Rarity**

<figure><img src="/files/YAzxdrgesJLB9WTiVcS7" alt=""><figcaption><p>Hourglass Max Issuance by Rarity.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.

### **Rarity**

**Hourglasses** have ten rarity tiers: **Common** through **Unique**. The higher the rarity tier, the more [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) they can generate.

## Acquiring $BIGTIME With Hourglasses

When equipped, **Hourglasses** allow players to acquire [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) while adventuring. The amount of [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) acquired increases depending on the number of equipped **Hourglasses** and their rarity.

[**$BIGTIME Token**](/big-time-economy/economy-components/resources/usdbigtime-tokens) generation not only depends on the Rarity but also on a player’s skill and efficiency at playing the game — the harder the content, the more [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) they will collect.

### Equipping Multiple Hourglasses

Players can spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) to increase the number of **Hourglasses** equipped. Players can equip up to 5 **Hourglasses** at once.

| Slot number | Time Crystal Cost |
| ----------- | ----------------- |
| 1           | 0                 |
| 2           | 6,250             |
| 3           | 12,500            |
| 4           | 25,000            |
| 5           | 50,000            |

*Note: Values in the table above are subject to change for balancing reasons.*

{% hint style="info" %}
**Hourglass Equip Slot Cost**

To unlock all 5 equip slots, you will need a total of **93,750 Time Crystals** (the sum of all 4 extra equip slots), once the slots are unlocked, they will be available for all pocket watches since this is a one-time purchase.
{% endhint %}

## Hourglass Active Time

<figure><img src="/files/CGmQYxfxfxpbXogJsoIj" alt=""><figcaption><p>Hourglass Cycle.</p></figcaption></figure>

An **Hourglass** has a limited **Active Time** and players will be able to generate $BIGTIME if the Hourglass is equipped and it has an **Active Time.** Once the **Hourglass** is depleted, players can recharge it via the [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens) by using the **Recharge Hourglass** action.


# Cracked Hourglasses

**Cracked** **Hourglasses** are in-game consumables that can generate [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) when equipped but will vanish from the player's inventory once their sand is depleted.  They are soul-bound and cannot be traded.

<figure><img src="/files/rfgkrbqmq9Ls1C2SQasJ" alt=""><figcaption><p>Cracked Hourglass overview</p></figcaption></figure>

## How to Acquire **Cracked** Hourglasses

[**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) randomly spawns **Cracked Hourglasses** and **Larger** or **Higher rarity** [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) have **Higher drop rates**.&#x20;

<figure><img src="/files/plSX8xWaF8HT5LKs7LbO" alt=""><figcaption><p>Cracked Hourglass drop rate by SPACE Rarity.</p></figcaption></figure>

## Types of Cracked Hourglasses

Multiple types of Cracked Hourglass have different rarity tiers, from **Common up to Legendary**.&#x20;

## SPACE Spawning

Each [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) that is connected and is a part of the [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse), will have a chance to spawn a **Cracked Hourglass** depending on the **Rarity and Size** of the [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space).

The **Size** of the [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) determines the **Quantity** spawned. While the **Rarity** of the [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) determines the **Quality** of the **Cracked Hourglass**.

## Acquiring $BIGTIME With **Cracked** Hourglasses

**Cracked Hourglasses** enables players to collect [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens), and they will vanish from the inventory after their **sand or active time runs out**.

**Cracked Hourglasses** have a lower [**$BIGTIME Token**](/big-time-economy/economy-components/resources/usdbigtime-tokens) generation rate compared to [**Hourglasses**](/big-time-economy/economy-components/hourglasses) and are the only way players without an [**Hourglass**](/big-time-economy/economy-components/hourglasses) can generate [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens).


# Resources

For the crafting Economy, there are multiple primary **resources**:

* [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals)
* [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens)
* [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards)
* [**Bonus Roll Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips)
* [**Cosmetic Dust**](/big-time-economy/economy-components/resources/cosmetic-dust)


# Time Crystals

![](/files/iVSpCwEtSlwXaJmwuyzo)

**Time Crystals** are a non-crypto currency and are Big Time’s premium currency which can be purchased directly from Big Time.

## How To Acquire Time Crystals

* Purchased directly from Big Time.
* Rare random drop in-game.

## What Time Crystals Are Used For&#x20;

* Required to buy [**Bonus Roll Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips) and perform Bonus Rolls for [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops) or [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal).
* Required to perform [**Hourglass**](/big-time-economy/economy-components/hourglasses) crafting, upgrading, and recharging at the [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens)**.**
* Required to buy additional [**Hourglass**](/big-time-economy/economy-components/hourglasses) equip slots.
* Required to access some [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal).

## Trading Time Crystals

**Time Crystals** are bound to your account and can not be traded.

## Time Crystals Packs

**Time Crystals** are purchasable from Open Loot, this is the current pricing:

<table><thead><tr><th width="152">Package</th><th width="250">Time Crystals</th><th>USD Price</th></tr></thead><tbody><tr><td>1</td><td>500</td><td>$4.99</td></tr><tr><td>2</td><td>1,200</td><td>$9.99</td></tr><tr><td>3</td><td>2,500</td><td>$19.99</td></tr><tr><td>4</td><td>6,500</td><td>$49.99</td></tr><tr><td>5</td><td>13,500</td><td>$99.99</td></tr><tr><td>6</td><td>70,000</td><td>$499.99</td></tr></tbody></table>

&#x20;*Note: Values in the table above are subject to change for balancing reasons.*


# $BIGTIME Tokens

**$BIGTIME Token** is the main cryptocurrency that drives Big Time’s economy. **$BIGTIME** is a fair launch token with no allocation to the team or investors. The primary way to get **$BIGTIME** will be through in-game drops.

<figure><img src="/files/KNDNu5YJoDz7po8NpCVE" alt="" width="325"><figcaption></figcaption></figure>

## Max Issuance, Allocation & Vesting

The maximum issuance of **$BIGTIME Tokens** is **5,000,000,000** and the majority of it would be generated by playing the game with an [**Hourglass**](/big-time-economy/economy-components/hourglasses) equipped.

<figure><img src="/files/JVKE6zWb4XiKAsxUBztr" alt=""><figcaption><p>$BIGTIME Vesting (TGE 10/10/2023)</p></figcaption></figure>

<table><thead><tr><th width="268">Category</th><th width="118.33333333333331">Allocation</th><th>Description</th></tr></thead><tbody><tr><td><strong>Player Rewards</strong></td><td>60%</td><td>Tokens to be recieved by the players through in-game acitivies.</td></tr><tr><td><strong>Ecosystem / Treasury</strong></td><td>20%</td><td>Reserve to provide liquidity and perform other game actions to support the game economy and the project development and operation as needed.</td></tr><tr><td><strong>Community / Marketing</strong></td><td>20%</td><td>Tokens to be used for marketing and community activitis.</td></tr></tbody></table>

## How To Acquire $BIGTIME Tokens

* Random drop-in game for performing game actions with at least one [**Hourglass**](/big-time-economy/economy-components/hourglasses) or [**Cracked Hourglass**](/big-time-economy/economy-components/hourglasses/cracked-hourglasses) equipped (e.g. killing enemies, completing quests, beating dungeons, etc.).
* Imported into the game through a player's crypto wallet.

## **What $BIGTIME Tokens Are Used For**&#x20;

* Required to perform **Refining, Crafting, and Upgrading** at the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) and [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories).
* Required to speed up crafting timers at a [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories)**.**
* Required to access [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal).

## Trading $BIGTIME Tokens

**$BIGTIME Tokens** are non-tradable within the game or via our marketplace. However, as **$BIGTIME** is a cryptocurrency, players can export it from Open Loot to their crypto wallets. Once transferred, players gain the capacity to execute all standard cryptocurrency operations, including trading or transferring it as they see fit.


# Cosmetic Shards

**Cosmetic Shards** are in-game resource that can be acquired by all players and it's main usage is to be turned into [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards)**.**

## Types of Cosmetic Shards

**Cosmetic Shards** are classified by their **Function** and [**Season**](/big-time-economy/seasons).

### Type By Function

We have 3 types of **Cosmetic Shards**, sorted by function:

* [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) **Cosmetic Shards**: Can be used in the Forge to create Forge Refined Cosmetic Shards.
* [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) **Cosmetic Shards**: Can be used in the Armory to create Armory Refined Cosmetic Shards.
* **Wild Cosmetic Shards**: Can either be used in the Forge or Armory to create Forge/Armory Refined Cosmetic Shards.

<figure><img src="/files/I1HWVCbGB5U7dM5NNz6z" alt=""><figcaption><p>Forge &#x26; Wild Cosmetic Shards example. (Values are for illustration purpose only)</p></figcaption></figure>

<figure><img src="/files/bMVzyA9m2BVAxyP3Koc2" alt=""><figcaption><p>Armory &#x26; Wild Cosmetic Shards example. (Values are for illustration purpose only)</p></figcaption></figure>

### Type By Season

**Cosmetic Shards** are Seasonal and Each [**Season**](/big-time-economy/seasons)**,** new sets of **Cosmetic Shards** will be released and will be the main type used for that Season's [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles)**.**

<figure><img src="/files/sNXvokHzhAKOpTy04G99" alt=""><figcaption><p>Seasonal Cosmetic Shards Conversion Season-to-Season<strong>.</strong> (Values are for illustration purpose only)</p></figcaption></figure>

Previous [**Season**](/big-time-economy/seasons)'s **Cosmetic Shards** can be converted into the current [**Season**](/big-time-economy/seasons)'s **Cosmetic Shards** via an in-game vendor, the conversion rate will vary depending on multiple game economic factors. Previous [**Season**](/big-time-economy/seasons)'s **Cosmetic Shards** may also be usable for some recipes during the current [**Season**](/big-time-economy/seasons). (e.g. Previous season Cosmetic Shards could count twice for certain recipes.)

## How To Acquire Cosmetic Shards

* Purchase on the [**Open Loot Marketplace**](https://openloot.com/).
* Random drop in the game for killing enemies.

## **What** Cosmetic Shards **Are Used For**&#x20;

* Required to be refined into [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards) by [**Armories**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) and [**Forges**](/big-time-economy/economy-components/personal-metaverse/workshops/forges).

## Trading Cosmetic Shards

**Cosmetic Shards** are tradable via the [**Open Loot Marketplace**](https://openloot.com/).


# Refined Cosmetic Shards

**Refined Cosmetic Shards** are in-game resources that can be acquired by refining [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) and are mainly used for crafting [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles).

## Types of Refined Cosmetic Shards

**Refined Cosmetic Shards** are also classified by their **Function,** [**Season**](/big-time-economy/seasons)**,** and **Tier**

### Type By Function

We have 3 types of Refined Cosmetic Shards, sorted by function:

* [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) **Refined** **Cosmetic Shards**: Can be used in the Forge for Crafting and upgrading.
* [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) **Refined Cosmetic Shards**: These can be used in the Armory for Crafting and upgrading
* **Wild Refined Cosmetic Shards**: Can either be used in the Forge or Armory for Crafting and upgrading.

### Type By Season

**Refined Cosmetic Shards** are Seasonal and Each [**Season**](/big-time-economy/seasons)**,** new sets of **Refined** **Cosmetic Shards** will be released and will be the main type used for that Season's [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles)**.**

### Type By Tier

**Refined Cosmetic Shards** come in 3 tiers:

* Tier 1 **Refined Cosmetic Shards**: Used for low-rarity Crafting Recipes.
* Tier 2 **Refined Cosmetic Shards**: Used for mid-rarity Crafting Recipes.
* Tier 3 **Refined Cosmetic Shards:** Used for high-rarity Crafting Recipes.

## How To Acquire Refined **Cosmetic Shards**

<figure><img src="/files/po73yIUN9SiBhWe74Dnp" alt=""><figcaption><p>Cosmetic Shards Refinement. *values are for illustration purposes only.</p></figcaption></figure>

**Refined Cosmetic Shards** can either be acquired from the [**Open Loot Marketplace**](https://openloot.com/), rarely dropped in the game, or from Refining via the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories)**.**

Note that the **Rarity** of the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) determines which **Tier of Refining** they can perform as demonstrated in the table below:

| Refined Cosmetic Shards Tier | Min Armory/Forge Rarity Required |
| ---------------------------- | -------------------------------- |
| 1                            | Common                           |
| 2                            | Epic                             |
| 3                            | Exalted                          |

## **What Refined Cosmetic Shards Are Used For**&#x20;

* Required for **Crafting and Upgrading** [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles) by [**Armories**](/big-time-economy/economy-components/personal-metaverse/workshops/armories) and [**Forges**](/big-time-economy/economy-components/personal-metaverse/workshops/forges).

## Trading Refined **Cosmetic Shards**

**Refined Cosmetic Shards** are tradable via the [**Open Loot Marketplace**](https://openloot.com/).


# Bonus Roll Chips

<figure><img src="/files/aIXinjdt3LhqVVxxXI0g" alt=""><figcaption></figcaption></figure>

**Bonus Roll Chips** are in-game currency that can't be traded between players, and are mostly used to perform **Bonus Roll** activities for [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops) when **Crafting** or on [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal) when **Adventuring**.

## Types

There are two types of **Bonus Roll Chips**:

* [**Workshop Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/workshop-mod-chips): Used for crafting with [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops).
* [**Prestige Portal Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/prestige-portal-mod-chips): Used for modifying the bonuses for [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal).


# Workshop Mod Chips

![](/files/MWdtqldx7ZI183Krm8oM)

These are in-game currency that is not tradeable.

## Acquiring It

* Purchased with [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals).
* Purchased with [**Cosmetic Scraps**](/big-time-economy/economy-components/resources/cosmetic-dust).
* Rare random drop in-game.

## Spending It

* Bonus Rolls for all [**Utility Collectibles**](/big-time-economy/economy-components/personal-metaverse/workshops).


# Prestige Portal Mod Chips

![](/files/cuKZWHFEXD3gSONOXNSZ)

These are in-game currency that is not tradeable.

## Acquiring It

* Purchased with [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens).
* Purchased with [**Cosmetic Scraps**](/big-time-economy/economy-components/resources/cosmetic-dust).
* Rare random drop in-game.

## Spending It

* Bonus Rolls for all [**Prestige Portals**](/big-time-economy/economy-components/prestige-portal).


# Cosmetic Dust

![](/files/VwNu6WavXw8glNs1xu7e)

**Cosmetic Dust** is a currency that is in-game only and cannot be traded between players.

## How To Acquire Cosmetic Dust

* Rare random drop in-game.
* Dusting a [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles).

## What Cosmetic Dust Is Used For&#x20;

* Purchase [**Bonus Roll Chips.**](/big-time-economy/economy-components/resources/bonus-roll-chips)

## What Is Dusting

Dusting is where a player forfeits a [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles) to acquire a small amount of **Cosmetic Dust**.

**Dusted** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) will go back to the pool of droppable/Craftable Cosmetic Collectibles. The amount of Cosmetic Dust will depend on the rarity of the [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles) **Dusted**.

{% hint style="info" %}
**Dusting Availability**

Not any Cosmetic Collectible can be dusted, there will be a daily or weekly rotation of specific Cosmetics that the vendor will accept or trade-in for Cosmetic Dust.
{% endhint %}


# Cosmetic Collectibles

**Cosmetic Collectibles** enhance the appearance of players via Weapon and Armor cosmetics and allow further flexing of oneself via Titles, Footsteps, Music Tracks, Emotes, Rest Animations, and more.

<figure><img src="/files/HZuwOtwlIrKXY8LBhXjM" alt=""><figcaption><p>Cosmetic Collectibles showcase.</p></figcaption></figure>

## Types Of Cosmetic Collectibles

There are two types of Cosmetic Collectibles:

* [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles).
* [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles).


# Craftable Cosmetic Collectibles

**Craftable Cosmetic Collectibles** are a type of [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) that can be acquired through crafting by the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories).

## **Max Issuance & Rarity**

<figure><img src="/files/txaeMiE7ogJOBNtSdUoz" alt=""><figcaption><p>Max issuance numbers for craftable cosmetics by rarity.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.&#x20;

We might decide to change that number in the future for the newer sets of **Craftable Cosmetic Collectibles**, but that won't affect the issuance numbers for the older sets.

Note that when a **Cosmetic Craftable Collectible** is burnt, it would free up the allocated issuance of that Collectible line. This will typically happen when upgrading a **Craftable Cosmetic Collectible** to a higher rarity.

### **Rarity**

**Craftable Cosmetic Collectibles** have ten Rarity tiers: **Common** through **Unique**. Across the different Rarity tiers, the Cosmetic Collectibles will have the same baseline visuals but will look significantly more impressive the higher the rarity tier is.

## How To Acquire Craftable Cosmetic **Collectibles**

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/).
* Crafted from the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges) or [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories).


# Non-Craftable Cosmetic Collectibles

**Non-Craftable Cosmetic Collectibles** are a type of [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) that can be acquired from random in-game drops.

## **Max Issuance & Rarity**

### **Max Issuances**

#### Weapons and Armors

| Rarity       | Max Supply |
| ------------ | ---------- |
| Common       | 5,000      |
| Uncommon     | 2,000      |
| Rare         | 1,500      |
| Epic         | 800        |
| Legendary    | 500        |
| Mythic       | 200        |
| Exalted      | 100        |
| Exotic       | 50         |
| Transcendent | 10         |
| Unique       | 1          |

#### Decorations

| Rarity       | Max Supply |
| ------------ | ---------- |
| Common       | 25,000     |
| Uncommon     | 10,000     |
| Rare         | 7,500      |
| Epic         | 4,000      |
| Legendary    | 2,500      |
| Mythic       | 1,000      |
| Exalted      | 500        |
| Exotic       | 250        |
| Transcendent | 50         |
| Unique       | 1          |

#### Titles, VFX, Emotes

| Rarity       | Max Supply |
| ------------ | ---------- |
| Common       | 15,000     |
| Uncommon     | 6,000      |
| Rare         | 4,500      |
| Epic         | 2,500      |
| Legendary    | 1,500      |
| Mythic       | 600        |
| Exalted      | 300        |
| Exotic       | 150        |
| Transcendent | 30         |
| Unique       | 1          |

{% hint style="info" %}
**Legacy Max Supply Values**

Cosmetic Collectibles that were added to the game in the initial patches will have a different max supply value.
{% endhint %}

### **Rarity**

**Non-Craftable Cosmetic Collectibles** have ten Rarity tiers: **Common** through **Unique**. Across the different Rarity tiers, the [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) will have the same baseline visuals but will look significantly more impressive the higher the rarity tier is.&#x20;

## How To Acquire Craftable Cosmetic **Collectibles**

* Purchase from the [**Open Loot Marketplace**](https://openloot.com/).
* Random drop in-game for performing game actions (e.g. killing enemies, completing quests, beating dungeons, etc.)


# Decoration Collectables

Players can **Decorate** their [**Personal Metaverse**](/big-time-economy/economy-components/personal-metaverse) with **Decoration Collectibles**. These collectibles can be gained through adventuring and defeating enemies.  Additionally, they may be part of future Mystery Boxes.

Some Higher Rarity **Decoration Collectibles** are only compatible with **Higher Rarity** [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space). For example, a player can only display a **Mythic Golden God Head Statue** in a **Mythic** [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) or higher.

<figure><img src="/files/UUgkPuljeIEoGRXEEhST" alt=""><figcaption><p>Digital Collectibles Attachment given SPACE Rarity.</p></figcaption></figure>


# Prestige Portal

<figure><img src="/files/s07sveZN9jDD64BbTdwg" alt=""><figcaption><p>Prestige Portal Concept Art</p></figcaption></figure>

**Prestige Portals** are a special type of portal that has increased drop rates for [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals), [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens), [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards), [**Bonus Roll Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips)**,** and [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles).

## Entry Restriction

<figure><img src="/files/8gulFE3tpwCv5loaPu2g" alt=""><figcaption><p>Prestige Portal UI (This is work in-progress)</p></figcaption></figure>

To enter Prestige Portals players will have the do the following:

* Fulfill the [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles) requirement.
* Pay an entry fee that will be in [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) or [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals).

### Cosmetic Requirement

**Cosmetic Requirements** consist of requirements that players need to meet to be able to enter the **Prestige Portal**. These requirements will be related to [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles), besides **Rarity,** restrictions could be on tags, examples of tags are:

* **Source:** The source of this Collectible. (Craftable, Non-craftable, etc.)
* **Theme:** The theme of the Collectible (Viking, Medieval, etc.)
* **Season:** The season the Collectible was released (EAL, Preseason, Season 1, etc.)
* **Color:** The color of the Collectible (Red, Blue, etc.)&#x20;

*Note: these are just examples and not the final list of tags that will go into the game.*

{% hint style="info" %}
**Examples of Cosmetic Requirements:**

* Equip at least **3** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) of **Rare** Rarity or higher.
* Equip at least **3** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) with the **tag:** **Viking**.
* Equip at least **2** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) with the **tag:** **Blue.**
* Equip at least **1** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles) with the **tag:** **EAL.**
  {% endhint %}

### Entry Fee

Once the **Cosmetic Requirements** are met, Players can pay the **Entry Fee** to enter. The **Entry Fee** can either be [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) or [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals)**.** Some **Prestige Portals** may also have no **Entry Fee**.

## Portal Modifiers

These are mods that can affect certain variables related to the portal:

<figure><img src="/files/wLA84bJopJLFexLKhiIR" alt=""><figcaption><p>Prestige Portal Modifiers (Mod variables are for illustration purpose only)</p></figcaption></figure>

There will be two types of Mods:

* Cosmetic Economy Modifiers.
* Gameplay Modifiers.

#### Cosmetic Economy Modifiers

These are modifiers that can affect the Cosmetic Economy Drops such as [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals), [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens), [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards), [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles), etc.

#### Gameplay Modifiers

These are modifiers that can affect the gameplay, things that can make the encounter or adventure harder or easier, depending on the mods.

{% hint style="info" %}
**Acquiring Power Through Prestige Portals**

Prestige Portals **DO NOT** have any advantages when it comes to getting power-related items.
{% endhint %}

### Modifier Slots

Each **Prestige Portal** will have two types of **Modifier Slots**:

* Preselected Slots
* Bonus Roll Slots

#### Preselected Slots

These are slots that are preselected on the **Prestige Portal** at the moment it spawns and cannot be changed or adjusted by the player. While **Prestige Portal** may have **4** (Subject to change) number of preselected slots, not all of them will be filled or set, and that's how certain **Prestige Portals** would be very rewarding compared to others.

#### Bonus Roll Slots

These are slots that are always empty and can be set by players through **Bonus Rolls.** The number of available slots depends on the **Prestige Portal** (at the time it spawns) and is not always constant.

**Steps When Bonus Rolling**

* Before entering a **Prestige Portal**, players will have the option to **Bonus Roll**.
* Players spend [**Prestige Portal Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/prestige-portal-mod-chips) to **Bonus Roll**.
* Then they can decide on which of the **Mod Bonuses** they want to **"Lock in"** before they roll again.  The goal, of course, is to fill all the slots with the perfect set of **Portal Mods.**
* Each **Locked slot**, will **increase the cost** of the **subsequent roll**.

{% hint style="info" %}
**Regular Portals Modifiers & Bonus Rolls**

While Prestige Portals have cosmetic economy and gameplay Modifiers, **Regular Portals** will have **Power Items and gameplay Modifiers**.

The idea is for players to run **Regular Portals** to get power items and **Prestige Portals** for Cosmetic Items.

**Regular Portals** can also be **Bonus rolled** via a currency that can only be obtained through random monster drops.
{% endhint %}


# Lunar New Year Mystery Box

<figure><img src="/files/xSE0og1Q3ZDCSgy4fRQo" alt=""><figcaption><p>Promo Event 2/9/2024</p></figcaption></figure>

This Mystery Box is part of the Lunar New Year special event that took place on 2/9/2024. Although this mystery box cannot be opened as of now, the contents are as follows:

## Slot #1 - Time Crystals

| Time Crystals Amount | Chance |
| -------------------- | ------ |
| 500 Time Crystals    | 50%    |
| 1,500 Time Crystals  | 30%    |
| 4,500 Time Crystals  | 15%    |
| 13,500 Time Crystals | 5%     |

## Slot #2 - Special Decoration

| Rarity    | Chance |
| --------- | ------ |
| Legendary | 71%    |
| Mythic    | 29%    |

## Slot #3 - Special Ticket

| Rarity    | Chance |
| --------- | ------ |
| Legendary | 100%   |

More info on the decoration design and specialticket will be coming out soon...


# Mystery Boxes

**Mystery Boxes** are loot boxes that contain [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops)**,** [**Cosmetic Collectables**](/big-time-economy/economy-components/cosmetic-collectibles) **and/or** [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals)**.** The Quantity, Rarity, and Types of [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops) depend on the **Workshop's Mystery Box** Type.

## **Max Issuance & Types**

| Type                         | Max Issuance |
| ---------------------------- | ------------ |
| EAL Armory Box               | 3,500        |
| EAL Forge Box                | 3,500        |
| EAL Time Warden Box          | 3,500        |
| Holiday Mystery Box          | 6,000        |
| Spring Festival Mystery Box  | 8,250        |
| Bonus Gift Mystery Box       | 114,500      |
| Time Warden Gift Mystery Box | 25,500       |
| Deluxe Gift Mystery Box      | 10,000       |
| Grand Gift Mystery Box       | 3,000        |
| Exclusive Mystery Box        | 2,000        |
| Paragon Mystery Box          | 1,000        |
| Fabricator Mystery Box       | 6,000        |
| Tinkerer Jackpot Mystery Box | 4,000        |
| Lucky Draw Mystery Box       | 20,000       |
| Loyalty Bronze Box           | 5,600        |
| Loyalty Silver Box           | 1,100        |
| Loyalty Gold Box             | 1,100        |
| Loyalty Platinum Box         | 200          |

To view the detailed contents of each box, please refer to the following link:

<https://openloot.com/marketplace?category=mysterybox>


# Seasons

Big Time will follow a seasonal content release cadence, where each **Season** consists of **90 to 180 days** and will include the following content lines:

* New [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles)**.**
* New [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles)**.**
* New Seasonal [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards) & [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards).
* New Special Events.
* New Gameplay Content.

## Race To The Unique

A season from a crafter’s standpoint is a race, where all the crafters are rushing towards crafting that unique rarity [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles).

<figure><img src="/files/rDGakrADmq3NCN07I7oh" alt=""><figcaption><p>Race to the unique rarity Cosmetic Collectible.</p></figcaption></figure>

In the diagram below, on the left, you can see the max issuance numbers for [**Craftable** **Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles) depending on their rarity, and for any given line of [**Craftable** **Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles), there could only be only **1 unique**, and that's why it would be a race to see who would be able to craft this unique first.

<figure><img src="/files/dhoUc3ufBdpLyOPdAx58" alt=""><figcaption><p>Only 1 unique rarity can exist for each line of cosmetic collectible.</p></figcaption></figure>

Keep in mind that to craft a [**Craftable Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles), you would require 3 of the previous rarity, and in this example, we can see that **to craft a rare** which is the 3rd tier of rarity, we would **require** **9 commons** to be crafted.

Now if we take this and fast forward it to a **unique** which is our 10th rarity tier, then we would need almost **20k commons** to craft that unique.

This might look like a large number, but keep in mind that we look at this as being a **collaborative effort** between all the players of Big Time during a season, where each player has a role in the economy, whether that be providing [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards), [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) or crafting the low rarity cosmetics. Every player will have a role during a season and crafting a unique is the crown jewel of that collaborative effort.

<figure><img src="/files/XFT9WaHjg9fIDn1HDl4u" alt=""><figcaption><p>Crafted Cosmetic quantities during a Season.</p></figcaption></figure>

To touch on this a bit more, as the season goes by, the entire community would gradually climb through the rarity tiers to the unique which should happen towards the end of the season.


# Airdrops

Big Time has the following active airdrop programs:

* [**$BIGTIME Preseason Leaderboard Airdrop**](/big-time-economy/airdrops/usdbigtime-preseason-leaderboard-airdrop)


# Referral Leaderboard

<figure><img src="/files/fkIB6evAMOSSxbyIWI4d" alt=""><figcaption><p>$BIGTIME Referral Leaderboard</p></figcaption></figure>

The referral leaderboard serves as a means to reward players for actively recruiting new recruits to Big Time. By inviting players, the more in-game actions they perform, the greater the number of points you accumulate. Your eligibility for [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) rewards is then determined by your ranking on the **Referral Leaderboard**.

**Checkout the live ranks here:**

[**https://bigtime.gg/referral-leaderboard**](https://bigtime.gg/referral-leaderboard)

## Leaderboard Timeline

The Referral Leaderboard will commence and conclude simultaneously with the current $BIGTIME Leaderboard round. Moving forward, both leaderboards will always start and end at the same time.

**Start:  1/19/2024**

**End: 3/22/2024**

## Recruitment Window

To be classified as a "Valid Recruit," a player must be recruited after the commencement of the Leaderboard round (1/19/2024). Only Valid Recruits will have the ability to contribute points.

## How to Earn Points

Players can earn points based on the actions performed by their recruits. Actions undertaken directly by the player will not yield points for this leaderboard. Recruits can accumulate points for their recruiter through the following actions:

1. **Running Prestige Portals:** Low Points.
2. **Time Warden Action:** Medium Points.
3. **Armory/Forge Action:** High Points.

## Rewards

A total of **2.5m** [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) to be allocated for a max of **350 participants** as follows:

| Reward Tiers | $BIGTIME Reward | Seats Available Per Month |
| ------------ | --------------- | ------------------------- |
| Tier 5       | 90,000          | 5                         |
| Tier 4       | 30,000          | 15                        |
| Tier 3       | 15,000          | 30                        |
| Tier 2       | 6,000           | 100                       |
| Tier 1       | 3,000           | 200                       |

The reward will be distributed in **16 airdrop waves**, similar to the method used for the [**$BIGTIME Leaderboard**](/big-time-economy/airdrops/usdbigtime-preseason-leaderboard-airdrop).

{% hint style="info" %}
**Important notice:**

Any participants found to be manipulating the leaderboard by using multiple personal accounts will be removed from all leaderboards and will face suspension for violating our terms of service.
{% endhint %}


# $BIGTIME Preseason Leaderboard Airdrop

The [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) Leaderboard is a special airdrop program that rewards players with [**$BIGTIME Token**](/big-time-economy/economy-components/resources/usdbigtime-tokens) depending on their in-game actions.

The total amount of [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) allocated for each Leaderboard round will varry depending on the round.

<figure><img src="/files/k8hQIeHnPlZGhJ0F3tT9" alt=""><figcaption><p>$BIGTIME Leaderboard</p></figcaption></figure>

a **Live Leaderboard** will be showing the current rankings and will be **Updated Daily.** Once a leaderboard round is completed, all poitns will be reset for the next round to come.

<figure><img src="/files/1yoyfaba8D2SUUJG2uI8" alt=""><figcaption><p>$BIGTIME Leaderboard Example</p></figcaption></figure>

The Leaderboard can be accessible from this link:

[**https://bigtime.gg/big-time-leaderboard**](https://bigtime.gg/big-time-leaderboard)

## How To Get Points

Your leaderboard position determines your reward tier. The more points you get, the higher you'll move up the leaderboard, and the bigger your reward will be.

Players can get points by doing any of the following actions:

1. **Rank Up** - Low points
2. **Craft Collectibles** - High points
3. **Run Prestige Portals** - Medium points

### Rank Up

You'll earn leaderboard points when you **hit specific player ranks**. The higher the rank you reach, the more points you'll get. For instance, reaching rank 30 will earn you many more points than reaching rank 5.

### Craft Collectibles

Players would also get points when they craft via the [**Forge**](/big-time-economy/economy-components/personal-metaverse/workshops/forges), [**Armory**](/big-time-economy/economy-components/personal-metaverse/workshops/armories)**,** and [**Time Warden**](/big-time-economy/economy-components/personal-metaverse/workshops/time-wardens). The more valuable the recipe is, the more points it will contribute. For players to be able to Craft Collectibles, they will first need to own a [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space) then they would need to attach Workshop Collectibles (Armory, Forge & Time Warden) to it to start crafting.

The recipes that will contribute leaderboard points are as follows:

* Refining Cosmetic Shards.
* Crafting Cosmetic.
* Crafting Hourglass.
* Recharging Hourglass.
* Dismantling Cracked Hourglass.

**Note:** that Cosmetic Crafting & Refining cosmetic shards are the two actions that will give the most points compared to their relative crafting cost.

### Run Prestige Portals

[**Prestige Portals**](/big-time-economy/economy-components/prestige-portal) are unique portals that have a higher drop rate for **Cosmetic Collectibles** as well as [**Economy resources**](/big-time-economy/economy-components/resources) such as [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals) and [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards). To enter a [**Prestige Portal**](/big-time-economy/economy-components/prestige-portal), you'll need to fulfill certain requirements that could range from equipping specific Cosmetics, paying [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens)**,** or using [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals). Going through these portals will also earn you points, boosting your rank on the leaderboard.

## Leaderboard Details

The leaderboard will display the **top players who are eligible**, which is the number of **reward slots available** each leaderboard cycle. The leaderboard will be updated daily and reset at the end of each cycle. Keep in mind, that when the leaderboard is reset, everyone's points will go back to 0, but the **recruitment association will remain intact** throughout this event.

\
You can check your rank and points on the leaderboard by visiting this webpage:

[**https://bigtime.gg/big-time-leaderboard**](https://bigtime.gg/big-time-leaderboard)

## Reward Amount & Tiers

Reward amounts will be displayed on the Leaderboard. Note that reward amounts can varry depending on the Leaderboard Round.

Once a leaderboard Round is concluded, the reward will be distributed via airdrops in **16 weekly cycles**.

In addition to[ **$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens) we also have Cosmetic Collectible Titles that will be distributed after the end of the third leaderboard cycle:

<table><thead><tr><th>Rarity</th><th width="168.33333333333331">Max Supply</th><th>Allocated to</th></tr></thead><tbody><tr><td>Unique </td><td>1</td><td>Rank#1 player for month 1</td></tr><tr><td>Unique</td><td>1</td><td>Rank#1 player for month 2</td></tr><tr><td>Unique</td><td>1</td><td>Rank#1 player for month 3</td></tr></tbody></table>

## FAQ - Preseason Leaderboard Airdrop

**When will I get my rewards and how do I get them?**

You'll receive your rewards shortly after the leaderboard cycle has ended. Note that sometimes we may perform audit reviews on the leaderboard results which could 7 days or so and when this happens the reward distribution could be delayed.

**When will this airdrop program start?**

This Airdrop program will be kickstarted once the Preseason is live and will last for three months.

**Will you show the exact number of points we get for each action?**

We won't be sharing the exact values and formulas used to calculate the points but a general rule would be that the harder the action is, the more points it should contribute. For example, crafting a rare cosmetic would yield more points compared to crafting a common cosmetic and so on.

**What will happen to my points and my recruits once the leaderboard is reset?**

At the end of a leaderboard cycle, all players’ points will be reset to zero but the recruitment link will remain. What this means is that after a reset, if any of my recruits gained points, I would still get a bonus consisting of percentage of their points.

**How frequently will the leaderboard get updated?**

The leaderboard will be updated daily.

**Do I get points for ranking up pocket watches?**

For ranking up, points are only awarded for player rank and not for individual pocket watch ranks.

**Which rank thresholds will give me points?**

The higher the rank, the more points you will get. For example, reaching rank 5 would give fewer points than reaching rank 10, and so on.


# Leaderboard Challenges

<figure><img src="/files/9ekAvAaiN7KD7N7MTqhh" alt=""><figcaption><p>Leaderboard Challenges</p></figcaption></figure>

## Leaderboard Challenges

Leaderboard Challenges are objectives that players need to fulfill to earn extra Leaderboard points. These points are crucial in securing a high-ranking position.

There are two types of Leaderboard Challenges:

### **1. Round Challenges:**

These are available throughout the entire leaderboard round and can be completed at any time during this period.

#### Available Challanges For Leaderboard Round 4:

<table><thead><tr><th width="98">#</th><th width="448">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Open 5 Mystery Boxes.</td><td>15,000</td></tr><tr><td>2</td><td>Buy 20 Items of rarity Uncommon or higher from the secondary marketplace on Open Loot.</td><td>25,000</td></tr><tr><td>3</td><td>Loot 15,000 $BIGTIME from in-game drops.</td><td>20,000</td></tr><tr><td>4</td><td>Complete 200 Prestige Portals.</td><td>20,000</td></tr><tr><td>5</td><td>Open 75 Epoch Chests.</td><td>40,000</td></tr><tr><td>6</td><td>Complete the following Hourglass Crafts: <br>x5 Common Hourglass<br>x5 Uncommon Hourglass<br>x5 Rare Hourglass</td><td>35,000</td></tr><tr><td>7</td><td><p>Complete the following Hourglass Recharges:</p><p>x15 Short Recharge</p><p>x15 Medium Recharge</p><p>x15 Long Recharge</p></td><td>20,000</td></tr><tr><td>8</td><td>Dismantle 15 Stylish Cracked Hourglasses.</td><td>30,000</td></tr><tr><td>9</td><td>Craft 15 Weapon Cosmetics of rarity Rare or higher.</td><td>100,000</td></tr><tr><td>10</td><td><p>Complete the following Forge Cosmetic Shard Refining:</p><p>x27 Tier1 Forge Cosmetic Shards (675 Output)</p><p>x9 Tier2 Forge Cosmetic Shard (225 Output)</p><p>x3 Tier3 Forge Cosmetic Shards (75 Output)</p></td><td>70,000</td></tr><tr><td>11</td><td><p>Complete the following Armory Cosmetic Shard Refining:</p><p>x27 Tier1 Armory Cosmetic Shards (675 Output)</p><p>x9 Tier2 Armory Cosmetic Shard (225 Output)</p><p>x3 Tier3 Armory Cosmetic Shards (75 Output)</p></td><td>70,000</td></tr><tr><td>12</td><td>Craft 10 Armor Cosmetics of rarity Epic or higher.</td><td>175,000</td></tr></tbody></table>

### **2. Weekly Challenges:**

&#x20;These challenges must be completed within the week of their introduction. Weekly Challenges will be announced each Monday on Discord. Across the round, there will be a total of 9 Weekly Challenges. Each Weekly Challenge will consist of 3 objectives.<br>

**Leaderboard Weekly Challenges: Week#1**

Starting April 1st, 2024 and ending on April 7th, 2024

<table><thead><tr><th width="99">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Loot 1 Collectible from in-game drops.</td><td>2,500</td></tr><tr><td>2</td><td><p>Complete the crafting of the following Cosmetic Weapons: </p><p>x3 Staff of the Luminous Expanse II (Uncommon) </p></td><td>10,000</td></tr><tr><td>3</td><td>Buy 1 Items of rarity Epic or higher from the secondary marketplace on Open Loot.</td><td>3,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#2**

Starting April 8th, 2024 and ending on April 14th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Loot 150 Time Crystals from in-game drops.</td><td>1,500</td></tr><tr><td>2</td><td>Apply a Golden Bonus Roll 3 times when Refining a Tier 2 Armory Cosmetic Shard.</td><td>3,500</td></tr><tr><td>3</td><td>Apply a Golden Bonus Roll 3 times when Recharging an Hourglass with a Long Recharge.</td><td>1,500</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#3**

Starting April 15th, 2024 and ending on April 21st, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Open 3 Epoch Chests.</td><td>2,000</td></tr><tr><td>2</td><td>Craft 1 Cosmetics Weapons of rarity Epic or higher.</td><td>15,000</td></tr><tr><td>3</td><td>Open 2 Mystery Boxes.</td><td>5,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#4**

Starting April 22nd, 2024 and ending on April 28th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Loot 250 Raw Shards from in-game drops.</td><td>2,000</td></tr><tr><td>2</td><td>Complete the crafting of the following Cosmetic Armor:<br>x2 Mantle of the Onyx Throne Chest III (Rare) </td><td>13,500</td></tr><tr><td>3</td><td>Craft 3 Hourglass of rarity Rare or higher.</td><td>6,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#5**

Starting April 29th, 2024 and ending on May 5th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Complete 5 Daily Bounties.</td><td>1,500</td></tr><tr><td>2</td><td>Complte the following Forge Cosmetic Shard Refining: x5 Tier2 Forge Cosmetic Shards</td><td>6,000</td></tr><tr><td>3</td><td>Dismantle 20 Cracked Hourglasses.</td><td>1,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#6**

Starting May 6th, 2024 and ending on May 12th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Complete 10 Prestige Portals.</td><td>1,250</td></tr><tr><td>2</td><td>Craft 8 Cosmetics Armors of rarity Common or higher.</td><td>12,000</td></tr><tr><td>3</td><td>Recharge an Hourglass of Epic rarity or highter.</td><td>2,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#7**

Starting May 13th, 2024 and ending on May 19th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Loot 300 $BIGTIME from in-game drops.</td><td>3,000</td></tr><tr><td>2</td><td>Apply a Golden Bonus Roll 2 times when crafting a weapon with Legendary rarity or higher.</td><td>30,000</td></tr><tr><td>3</td><td>Buy 3 Items of rarity Common or higher from the secondary marketplace on Open Loot.</td><td>2,500</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#8**

Starting May 20th, 2024 and ending on May 26th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Complete 2 Weekly Bounties.</td><td>1,500</td></tr><tr><td>2</td><td><p>Complte the following Armory Cosmetic Shard Refining: </p><p>x9 Tier1 Armory Cosmetic Shards </p><p>x3 Tier2 Armory Cosmetic Shard</p><p>x1 Tier3 Armory Cosmetic Shards</p></td><td>12,000</td></tr><tr><td>3</td><td>Apply a Golden Bonus Roll 3 times when crafting an Hourglass.</td><td>1,250</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#9**

Starting May 27th, 2024 and ending on June 2nd, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Loot 3 Collectible from in-game drops.</td><td>5,000</td></tr><tr><td>2</td><td>Complete the crafting of the following Cosmetic Weapons: x1 Hatchling Hammer IV (Epic) </td><td>20,000</td></tr><tr><td>3</td><td><p>Recharge an Hourglass of the following rarities: </p><p>x1 Rare Hourglass</p><p>x1 Epic Hourglass</p><p>x1 Legendary Hourglass</p></td><td>2,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#10**

Starting June 3rd, 2024 and ending on June 9th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Open 5 Epoch Chests.</td><td>4,000</td></tr><tr><td>2</td><td>Apply a Golden Bonus Roll 3 times when crafting an armor with Rare rarity or higher.</td><td>20,000</td></tr><tr><td>3</td><td>Craft 5 Hourglass of rarity Common or higher.</td><td>2,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#11**

Starting June 10th, 2024 and ending on June 16th, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td>Complete 7 Daily Bounties.</td><td>3,500</td></tr><tr><td>2</td><td><p>Complete the crafting of the following Cosmetic Weapons:</p><p>x1 Zweihander of Molten Wrath III (Rare) </p></td><td>10,000</td></tr><tr><td>3</td><td>Open 1 Mystery Boxes.</td><td>3,000</td></tr></tbody></table>

**Leaderboard Weekly Challenges: Week#12**

Starting June 17th, 2024 and ending on June 21st, 2024

<table><thead><tr><th width="80">#</th><th width="431">Challenge</th><th>Leaderboard Points</th></tr></thead><tbody><tr><td>1</td><td></td><td></td></tr><tr><td>2</td><td></td><td></td></tr><tr><td>3</td><td></td><td></td></tr></tbody></table>

### Earning Leaderboard Points Through Challenges

The primary benefit of completing challenges is the acquisition of Leaderboard points. These points are crucial for players aiming to climb the ranks on the Leaderboard. To earn these points, players must successfully complete challenges. Consider the following example to illustrate this process:

**Challenge:** Craft 5 Weapon Cosmetics with a rarity of Legendary or higher.

**Reward:** 150,000 Leaderboard Points

To earn the substantial reward of 150,000 Leaderboard points, players must fully meet the challenge criteria. This requires crafting all 5 Legendary (or higher rarity) Weapon Cosmetics. It is important to note that crafting fewer than 5 items will not yield any of the rewarded Leaderboard points. Players must complete the entire challenge to receive the reward.

## Leaderboard Challenges FAQ

**Do I need to do these Challenges to earn leaderboard points?**

No, these challenges offer an extra amount of points on top of what you would typically get for doing the action. However, it would be very beneficial to complete these objectives to make sure you are getting a good amount of points to help with your journey to the top leaderboard positions.<br>

**Can I redo the challenge multiple times?**

No, once you have completed the challenge, you won't get any extra points form doing it again.

**If I completed a challenge do I get the points instantly?**

No exactly, you would get the points in the next leaderboard update. Typically the leaderboard would update once everyday at 1am UTC.

**What if you already completed the challenge that was announced, do you still get points?**

To get points you need to complete the challenge during the time window that was mentioned with the challenge, for Round Challenges the time window is from the start to the end of the leaderboard round, for Weekly Challenges the time window is from Monday to Sunday of that week.<br>

**Is the Leaderboard reward points mentioned with each challenge the total points i will get for doing that action or is it an extra on top?**

The reward for the Leaderboard Challenges will always be an extra on top of what you would normally get.<br>

**Do I get points for completing each challenge or do I need to complete the entire set of challenges to get the points?**

To get points you will need to complete a single challenge, meaning if a weekly challenge consisted of 3 tasks, completing only 1 task would still give you points. However, a task can require doing multiple things, for example “Complete 5 Prestige Portals”, to get points from this challenge you will need to complete the 5 portals and so on.<br>

**What if I started a craft to fulfill a challenge requirement but my craft will not be complete until after the deadline, will that still count?**

No, for crafting actions, we will always consider when the craft is completed to determine if it was done during the time window.<br>

**Is there a way for me to track my progress on any of these challenges?**

Initially there won't be any way to track the progress unfortunately, however we might add a method to see which challenges have been fulfilled by each player later on.


# Gift Mystery Box Airdrops

Now that our Economy design is fleshed out and we have our Collectibles **Max Issuances** set in stone, we can finally offer our loyal players and Collectible owners **Airdrops!**

## Gift Mystery Box Airdrop Program

<figure><img src="/files/NMAYLZAnBeCZvv941LgC" alt=""><figcaption><p>Account holdings will determine the quantity/quality of Airdrops received.<br><em>The images</em> shown are for <em>illustration</em> purposes only as examples, it's not mandatory to have those exact items to get the airdrops.</p></figcaption></figure>

## What Will Be Airdropped

<figure><img src="https://lh4.googleusercontent.com/lC5kNAQQ7136nXhn-pEBN6Ktm84kvplXAFLwEMOm8pr5D4tZJ_c1s7cgOTd9QymUwopOP_PR4EbPwNOwLlxO_XiLJa0EVPwfso2gy7h1V6NAB-UzxFQH4QmZ8XZMGDCoUJ4wpTB_U1VoWWz95IgoVbdkR7IbRv5xUFqrC-aZSZg77pnE4QQj6fkju5pg3g" alt=""><figcaption><p>Utility Collectible Airdrops.</p></figcaption></figure>

There will be a total of **153,000 Workshops** that will be **Airdropped.** We will bundle these **Workshops** in the form of **Gift Mystery Boxes**. Here is the info for these boxes:

<table><thead><tr><th width="155">Mystery Box</th><th width="97">Max Supply</th><th width="120">Utility Collectible/Box</th><th width="184">Workshop Type Chances</th><th>Workshop Rarity Chances</th></tr></thead><tbody><tr><td>Bonus Gift Mystery Box</td><td>114,500</td><td>1</td><td>Armory: 45%<br>Forge: 45%<br>Time Warden 10%</td><td>Common: 100%</td></tr><tr><td>Time Warden Mystery Box</td><td>25,500</td><td>1</td><td>Armory: 0%<br>Forge: 0%<br>Time Warden 100%</td><td>Common: 100%</td></tr><tr><td>Premium Gift Mystery Box</td><td>10,000</td><td>1</td><td>Armory: 45%<br>Forge: 45%<br>Time Warden 10%</td><td>Common: 50%<br>Uncommon: 30%<br>Rare: 20%</td></tr><tr><td>Special Gift Mystery Box</td><td>3,000</td><td>1</td><td>Armory: 45%<br>Forge: 45%<br>Time Warden 10%</td><td>Epic: 50%<br>Legendary: 33.3%<br>Mythic: 16.7%</td></tr></tbody></table>

## Eligibility

For players to be eligible for the airdrop they need to **own at least one Big Time collectible** and need to **play the game** during the previous month of when the airdrop will take place (for example: play during May to be eligible for an airdrop during June)

## Reward Allocation

We will be using an **Account** **Point Based System** to determine how to allocate the monthly **Airdrops**, where we sort accounts depending on their **gameplay activity** & **Big Time Collectible Holdings**, the more they hold, the higher the airdrop allocation.

* More Collectibles = More Points&#x20;
* Higher Rarity Collectibles = More Points
* More Valuable Collectibles = More Points
* More Portal/Dungeon/Adventures Completions = More Points

This means **Weapons, Armors, Titles, SPACE, Workshops, and Mystery Boxes** all will be contributing points towards your total account points.

Being eligible does not guarantee an airdrop reward as there are a limited number of Mystery Boxes each month. The allocation per account will depend on the points calculated given the account’s held Big Time Collectibles.

The more you play Big Time and the more Big Time Collectibles you own, the more points you will get, making you eligible for higher rewards during that month.

<figure><img src="/files/isbL0HG24zjNTs1jVTMM" alt=""><figcaption><p>Airdrop Points Calculation</p></figcaption></figure>

### **Account Points**

Account points are the main ingredient to get airdrop points, and we calculate them depending on an account's Big Time Collectible holdings (SPACE, Mystery Box, Cosmetic, etc.). The more you hold, the higher the account points.

To calculate the Account Points for players, we will take a snapshot of the account holdings on a random day during the previous month. For example, for March's Airdrops, the account holdings snapshot will be taken on a random February day.

### **Adventure Bonus**

Since Airdrops are available each month, players can complete adventures in Big Time to increase their Airdrop Points.

Each adventure completed during the month will increase the Account Points by 5%. The Adventure Bonus can only go up to 100%, meaning if you want to maximize your Airdrop points, you will have to complete at least 20 adventures during that month.

### **Airdrop Reward**

Accounts will get airdrops depending on their total airdrop points. The higher the points, the higher the reward.

### **Reward Tiers**

Reward tiers represent the number of seats available per month for each of the rewards baskets, and the distribution is as follows:

| Reward Tier | Seats Available per month |
| ----------- | ------------------------- |
| Tier 5      | 150                       |
| Tier 4      | 500                       |
| Tier 3      | 650                       |
| Tier 2      | 1,250                     |
| Tier 1      | N/A\*                     |

Each reward tier will be corresponding to the following rewards:

| Reward Tier | Rewards             |
| ----------- | ------------------- |
| Tier 5      | X1 Grand Gift       |
| Tier 4      | X1 Time Warden Gift |
| Tier 3      | X1 Deluxe Gift      |
| Tier 2      | X1 Bonus Gift       |
| Tier 1      | N/A\*               |

*Note: The number of reward tiers per month and the rewards given the tier are subject to change.*

*Tier 1: This reward tier is currently not active and may be activated later on.*


# $BIGTIME Token Generation Event Airdrop

<figure><img src="https://lh4.googleusercontent.com/iMKrX1m3fAz8nv5Kb0idLRnsYPD3_aqVz2x2MGI8EL8w0AA0cGnTuavQlr4NpSmgVfYGykq98JtpBNblr-t9pn1kGjAPKbcLZyqLXaNaVTKL9tbM-zWkLf1eCHsKwkv6UctcxBj7llDiAH62kE028sQ" alt=""><figcaption></figcaption></figure>

The big day has finally arrived! The [**$BIGTIME token**](/big-time-economy/economy-components/resources/usdbigtime-tokens) is now officially live, and we will celebrate it with the **$BIGTIME TGE Airdrop**!

## Purpose Of This Airdrop

This airdrop is specifically designed to kick-start the Big Time game economy.

If you've played recently, you might have seen that the hourglass crafting takes time to be fully up and running since more hourglasses are being used for crafting than generating [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens). This is normal since the economy is getting started. But for the Cosmetic Crafting part to work, it needs $BIGTIME. This is where the TGE Airdrop helps. It gives players diving into cosmetic crafting and those exploring prestige portals in high-end areas the [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) they need while the hourglass crafting ramps up.

## Eligibility

To be eligible for this airdrop, players need to have participated in any of our 8 [**Gift Mystery box airdrops**](/big-time-economy/airdrops/gift-mystery-box-airdrops) or played in the last patch. One of the main design pillars for [**$BIGTIME**](/big-time-economy/economy-components/resources/usdbigtime-tokens) is that it's made for the players, so adding this rule made sure that the eligible users are players who enjoy Big Time and want to enjoy it even more with the game economy features.

## Rewards

Distributed amounts range from **2,300 to 50,000** which are allocated based on points. Points are calculated in a similar way as the [**Gift Mystery Box Airdrop**](/big-time-economy/airdrops/gift-mystery-box-airdrops) but are slightly different since they factor in multiple months of activity.<br>


# Postcards Airdrop

<figure><img src="/files/iEricQ7KYNUClfuyX0FA" alt=""><figcaption></figcaption></figure>

## UPDATE - 11/3/2023

We would like to let you know that we're extending the Postcard redemption airdrop cut-off date to **November 20th**. This gives you extra time to ensure your postcard redemptions are all set.

We're committed to making this process as seamless as possible and look forward to seeing more of you participate!

## UPDATE - 10/6/2023

The postcard redemption tool has been updated to allow for single postcard redemptions to contribute towards the Postcard airdrop. For the postcard airdrop, we will factor in redemptions that have been made up until the cut-off date of **11/6/2023** so make sure to redeem those postcards before that date to be eligible for the airdrop! The airdrop will be sent out shortly after the cut-off date!

Big Time postcards were among the earliest collectibles we offered, and we want to express our gratitude to all our supporters, particularly those who've been with us from the start.&#x20;

During our Economy Reveal, we ensured to incorporate a special Airdrop reward for all our postcard holders and now, we're eager to share the specifics of these rewards with you.

## Goal Of This Airdrop

1. Give a special reward to players who have completed and redeemed a full set of postcards.
2. Add a representation for the Postcard Collectibles in-game by making them a SPACE decoration collectible.
3. Add a reward for players who did not complete a set but own multiple postcards.

## Eligibility

To be eligible for this reward, players need to fulfill any of the below criteria:

1. Redeem a full set of postcards.
2. Redeem 20 postcards (any cards, no set completion required)

## Airdrop Rewards

<table><thead><tr><th width="197.33333333333331">Cards Redeemed</th><th width="280">Special Reward</th><th>Gift Mystery Box Reward</th></tr></thead><tbody><tr><td>Time's End Set</td><td>X1 Loyalty Platinum Mystery Box</td><td><p>X1 Grand Gift Mystery Box</p><p>X1 Time Warden Gift Mystery Box</p></td></tr><tr><td>Paradox Set</td><td>X1 Loyalty Gold Mystery Box</td><td><p>X1 Deluxe Gift Mystery Box</p><p>X1 Time Warden Gift Mystery Box</p></td></tr><tr><td>Syphon Set</td><td>X1 Loyalty Gold Mystery Box</td><td><p>X1 Deluxe Gift Mystery Box</p><p>X1 Time Warden Gift Mystery Box</p></td></tr><tr><td>Infinity Vault Set</td><td>X1 Loyalty Silver Mystery Box</td><td><p>X1 Bonus Gift Mystery Box</p><p>X1 Time Warden Gift Mystery Box</p></td></tr><tr><td>Any 20 Postcards</td><td>X1 Loyalty Bronze Mystery Box</td><td>X2 Bonus Gift Mystery Box</td></tr></tbody></table>

## Loyalty Mystery Box Details

Loyalty Mystery Boxes will have four tiers, Platinum, Gold, Silver, and Bronze. Each box will have these rewards in them:

1. **Cosmetic Decoration**: A portrait of one of the postcards to hang in your Personal Metaverse!
2. **Time Crystals**: Special in-game currency used for crafting and other premium activities.
3. **Cosmetic Title**: A high-rarity title that is themed around the postcards.

| Loyalty Box Tier | Max Supply |
| ---------------- | ---------- |
| Platinum         | 200        |
| Gold             | 1100       |
| Silver           | 1100       |
| Bronze           | 5,600      |

Each Loyalty Mystery Box will contain the following:

<table data-full-width="true"><thead><tr><th width="179">Loyalty Box Tier</th><th width="148">Time Crystals</th><th>Cosmetics Included</th><th>Title Rarity Chance</th><th>Decoration Rarity Chance</th></tr></thead><tbody><tr><td>Platinum</td><td>10,000</td><td><p>X1 Title</p><p>X1 Decoration</p></td><td><p>Epic: 25%</p><p>Legendary: 75%</p></td><td><p>Mythic: 25%</p><p>Exalted: 75%</p></td></tr><tr><td>Gold</td><td>5,000</td><td><p>X1 Title</p><p>X1 Decoration</p></td><td><p>Rare: 20%</p><p>Epic: 35%</p><p>Legendary: 45%</p></td><td><p>Legendary: 27%</p><p>Mythic: 55%</p><p>Exalted: 18%</p></td></tr><tr><td>Silver</td><td>2,500</td><td><p>X1 Title</p><p>X1 Decoration</p></td><td><p>Rare: 30%</p><p>Epic: 50%</p><p>Legendary: 20%</p></td><td><p>Epic: 32%</p><p>Legendary: 50%</p><p>Mythic: 13%</p><p>Exalted: 5%</p></td></tr><tr><td>Bronze</td><td>1,000</td><td><p>X1 Title</p><p>X1 Decoration</p></td><td><p>Rare: 61%</p><p>Epic: 27%</p><p>Legendary: 12%</p></td><td><p>Epic: 65%</p><p>Legendary: 29.5%</p><p>Mythic: 3.5%</p><p>Exalted: 2%</p></td></tr></tbody></table>

## FAQ

**When will I receive this airdrop?**

We will announce the time of the Airdrop later on, note that we will have a cut-off period where redemptions after a specific date won't be rewarded with airdrops, we will make sure to announce the cut-off date 30 days in advance to give players a chance to redeem their postcards.

**If I redeemed my cards before the announcement, am I eligible?**

Yes, everyone who redeems their postcards before and after the announcement will be eligible. Note that we will announce a cut-off period for this program at least one month before that takes place.

**If I redeemed a set, will that count towards the 20 postcards redeemed?**\
Yes, redeeming a set, will count as 6/20 for the “any 20 postcard” redemption.<br>

**Does each player get only one Airdrop reward?**\
No, the amount of rewards that you could get depends on how many complete redemptions you fulfilled, a complete redemption can either be a full set or 20 postcards. For example, if a player redeemed two sets, and a total of 40 postcards, they would be eligible for four airdrop rewards.

**If only four Postcards will be made into collectibles, which ones will they be?**\
This will be either determined by the development team or resolved via a voting poll.<br>

**How come you don't make a collectible for each postcard?**\
Doing that would result in an additional 90k of collectibles to be added to circulation and at this point that would not be beneficial for the ecosystem. So adding only four postcards, with a max supply of 8,000 is a reasonable solution to have a representation for the Postcards in-game without oversupplying the marketplace.<br>

**What If I don't own a full set and I don't own 20 postcards?**\
Unfortunately, that won't make you eligible for any of the reward tiers assigned.<br>

**Can I keep my postcards and still get a reward?**\
No, to be eligible, the postcards need to be redeemed which means burnt through Openloot's redemption tool.<br>

**What will happen to the unclaimed rewards?**\
Once the program is delivered, any unclaimed rewards will be kept in Big Time’s vault. Most vaulted collectibles can be used later on for other events as the development team sees fit.

\
**Why are you giving away gift mystery boxes, aren't those for the gift mystery box airdrop program?**\
Players who owned postcards, technically own Big Time collectibles and missed out on a couple of months of airdrop rewards, so adding the gift boxes here compensates for the missed time.

**If I bought one of the hats that was the reward of a Postcard set redemption, am I eligible for the airdrop?**

No, the airdrop reward is only targeted for players who redeemed the cards as this is a part of their reward.


# Glossary of Terms

Big Time features its own lingo of colorful sayings and catchphrases.

**Adventure Instances**

Instanced Levels where a party of friends can play together. Most of the Adventure Instances are procedurally generated.

**Big Time**

Street slang for “Paradox Corporate,” the company that owns time.

**Dyson Sphere**

A Dyson sphere is a hypothetical megastructure that completely encompasses a star and captures a large percentage of its solar power output.

**Game Quests**

Story-based missions that the player receives from Non-Player Characters in the game.  These can be completed solo or with help from friends.  Most take place in the Hub world or procedurally generated instances.

**Hometime**&#x20;

When and where a person is originally from before coming to Time’s End.

**Pocketwatch**

Pocketwatches are earned in-game by defeating enemies. They allow players to switch between classes and save their progress for each class.

**Time’s End**

Time's End is a land at the end of space and time, converted into a refuge center for those fleeing the universe's collapse. It holds the repository of all the collected knowledge of the universe.&#x20;

**Time Machine**

Your personal universe inside Big Time. Expand your Time Machine and production capabilities with SPACE, Time Wardens, Armories, and Forges.&#x20;

**Timequake**

A paradox in the space-time continuum where historical norms are violated and significant ripple effects spread out and cause cracks in time and space.&#x20;

**Timerift**

Timerifts are cracks in time and space caused by Timequakes.  Timerifts only flow in one direction.  Objects and even people can fall through them.  They lead to other Time Collisions on any planet orbiting Time’s End. Most Timerifts are small, but sometimes even massive objects like the Titanic fall through large cracks in time.&#x20;

Time Collisions

Allow people to “live in the past” where they can come and go as quickly as walking through a doorway created by the Paradox Engine that allows multiple divergent copies of space-time to exist in parallel time bubbles.

**Wildones**

Uncharted and unstable time rifts are known as “wildones.” The cracks in time show up seemingly at random, but there is a pattern of when they open and where they lead.  Until a wildone has been stabilized, it is likely to disappear and reappear at a new location.&#x20;


# Procedural Generation

Big Time uses Procedural Generation to create an engaging and new experience in every battle. Procedural Generation uses algorithms that pull from human-made assets to create a new environment for every gameplay instance. Read more about how Big Time uses Procedural Generation below 👇

{% embed url="<https://medium.com/playbigtime/tech-spotlight-procedurally-generated-goodness-51ba1a748d45>" %}


# About Big Time Studios

Big Time Studios has recruited an all-star team of game industry veterans from the likes of **Epic Games, Blizzard, EA,** and **Riot.** Individually, we’ve contributed to some of the best-loved franchises in gaming history, including **Fortnite, God of War, Call of Duty,** and **Overwatch** just to name a few.\
\
Together, we aim to leverage our strengths to build something new and groundbreaking. Our fully remote team is working around the world… combining artistic prowess, technical innovation, and business leadership to set new standards in gaming.


