# Avatars | Tiers, Perks & Progression

Avatar types, like everything else, have their own rarity and skill capacity.

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**Common** rarity is always non-NFT.
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All presented perks are intended as examples only.
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{% hint style="success" %} <mark style="color:yellow;">Legendary</mark> avatar can have 7 perks out of 8, but only if the requirements are met.
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Avatar perks are unlocked immediately, with the exception of Common, according to the following algorithm:

<table><thead><tr><th width="159">Avatar’s Rarity</th><th width="202">Perks &#x26; Modifiers</th><th width="193">Lvl. 40 perks</th><th>Lvl. 60 perks</th></tr></thead><tbody><tr><td>Common</td><td>1 perk immidiately (debuff x0.5)</td><td>+1 additional perk (debuff x0.5)</td><td>+1 additional perk (debuff x0.5)</td></tr><tr><td><mark style="color:green;">Uncommon</mark></td><td>1 perks immediately</td><td>+1 additional perk</td><td>+1 additional perk</td></tr><tr><td><mark style="color:blue;">Rare</mark></td><td>2 perks</td><td>+1 additional perk</td><td>+1 additional perk</td></tr><tr><td><mark style="color:purple;">Epic</mark></td><td>2 perks (XP boost x2)</td><td>+1 additional perk</td><td>+1 additional perk</td></tr><tr><td><mark style="color:yellow;">Legendary</mark></td><td>2 perks (XP boost х2)</td><td>+1 additional perk (XP boost x2)</td><td>+2 additional perks (XP boost x2)</td></tr></tbody></table>

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Players cannot receive the same perk twice. If a particular perk is dropped, it will be excluded from the "Drops" list.
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If the player's avatar allows him to add a third perk, then this will happen from Level 40 according to a complete random algorithm with equal chances, also upon reaching Level 80.

The <mark style="color:yellow;">Legendary</mark> avatar have 4 basic perks, but:&#x20;

* 5th Perk slot becomes available after reaching level 40;
* 6th and 7th perk slot becomes available after reaching level 60;

All perks have a double XP boost.

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For more information about progression, see the [Profile tab](https://fortune-pike.gitbook.io/fortune-pike/singleplayer/in-game-profile-and-equipment).
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A Player may have several passive perks at the same time:

* **PERK A** | +n% chance for free casting bait;
* **PERK B** | +n% bonus for fish weight;
* **PERK C** | +n% сhance to catch valuable fishes.

The number of pieces of equipment worn affects the total number of abilities as well as their strength. Each piece of equipment can have its own primary, major and minor perks.

Perks also have their own rarity and drop rate:

<table><thead><tr><th width="151.33333333333331">Perk's Tier</th><th width="288">Description</th><th>Avatar's visual element</th></tr></thead><tbody><tr><td>Common</td><td>Additional Fishcoins</td><td>Neck accessory</td></tr><tr><td><mark style="color:green;">Uncommon</mark></td><td>ХР bonus</td><td>Piercing</td></tr><tr><td><mark style="color:green;">Uncommon</mark></td><td>+n% discount for in-game purchases</td><td>Eye wear</td></tr><tr><td><mark style="color:blue;">Rare</mark></td><td>+n% chance to craft NFT fish</td><td>Head accessory</td></tr><tr><td><mark style="color:blue;">Rare</mark></td><td>+n% chance to catch NFT fish</td><td>Tattoo</td></tr><tr><td><mark style="color:purple;">Epic</mark></td><td>Additional daily Baitcoins</td><td>Hand item</td></tr><tr><td><mark style="color:purple;">Epic</mark></td><td>Avatar perk upgrade boost (x2)</td><td>Environment element</td></tr><tr><td><mark style="color:yellow;">Legendary</mark></td><td>Additional Baitcoins with balance deposit</td><td>Fish</td></tr></tbody></table>

With a flexible perk system, players can create their own equipment builds to enhance the perks they want.

For example, players can choose between Common fishing rods, boats, reels and other equipment that have different primary, major, and minor perks.

By equipping and using a particular item, the player improves all the active perks of the other equipped items.

Let us say the player wants to achieve the highest possible chance for a certain perk. For example, the free cast chance for **PERK A**. In this case, the player must select multiple equipment items that contain the same perk (the percentage may vary) to add up all probabilities.

* MAJOR PERK A = n%
* MINOR PERK B = n%
* MINOR MINOR PERK C = n%

The progression window will be in the profile and boats tab (third tab), where it will go as a pumping tree.&#x20;

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The tree opens from level 5, and the NFT avatar status from level 20 with the need to claim rewards manually!
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<figure><img src="https://1866468859-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FdImM5xgJjySUkyuXP23B%2Fuploads%2FaPLlWCYeNnVq0RMgMk1Z%2Ftree_fortunepike.png?alt=media&#x26;token=67cd4860-01c5-4c01-859d-6a77172d88a4" alt=""><figcaption><p>Example of tree progression</p></figcaption></figure>

The leveling tree is limited, the player can buy upgrades upon reaching the required level, there are a total of 75 such steps. The tree is a key indicator of the final Rarity Score of the profile.&#x20;

Upgrade is carried out according to the principle of complete randomness, the player does not see what awaits him at the next step. Every time player buys an upgrade - gambling on upgrading different perks.

The progression step goes from 1% to 3%.

You can start leveling up at the moment when all available perks are open / perk slots are occupied, so that the selection is random based on all possible equipped perks, or you can choose a different strategy, get 1 valuable perk and level up only that.

Let’s imagine that a player has a Legendary profile, 7 perks, and its Legendary perk has been upgraded to all levels of the tree, this is an enormous rarity, but the value of such a card will also be high!
