> For the complete documentation index, see [llms.txt](https://wiki.cyberpunks.world/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.cyberpunks.world/v1-launch-phase/game-assets.md).

# Game Assets

All assets in **Cyberpunks World** are **fully tokenized** and tied to the player’s wallet, ensuring **true ownership**. Assets cannot be wiped or deleted, and players have full control to trade, collect, or use them in activities.

V1 introduces the **core foundation of assets**, while V2 will expand into a broader production-based ecosystem where most assets will come from **crafting and resource gathering**.

In V1 assets are more limited and primarily acquired through **lootboxes** or specific early activities. Rewarding early players.

<details>

<summary><strong>Heroes</strong></summary>

Heroes are the core of Cyberpunks World. Every player needs a hero to participate in activities, unlock opportunities, and progress in the game world.

</details>

<details>

<summary><strong>Hero Avatars</strong></summary>

Most heroes start with a non-transferable default profile picture (PFP). Over time, a limited NFT avatar collection will be released, offering some in-game features and being fully tradable.

</details>

<details>

<summary><strong>Hero Names</strong></summary>

Similar to ENS, Cyberpunks World allows players to mint and trade unique names.

</details>

<details>

<summary><strong>Weapons</strong></summary>

Mintable via lootboxes. Weapons are used in fights and are fully tradable.

</details>

<details>

<summary><strong>Armor &#x26; Combat Gear</strong></summary>

Mintable via lootboxes. Provides defense in battles and is fully tradable.

</details>

<details>

<summary><strong>Ability Charges</strong></summary>

Mintable via lootboxes. Required to use abilities in combat and fully tradable.

</details>

<details>

<summary><strong>Consumables</strong></summary>

Provided weekly by the game protocol with supply limits. Consumables are tradable and support players in combat or recovery.

</details>

<details>

<summary><strong>AI Fighter Parts</strong></summary>

Players can mint and trade parts through in-game activities. Parts can be combined into fully functional AI Fighters, usable in AI vs AI or AI vs Player battles.

</details>

<details>

<summary><strong>Basic Resources</strong></summary>

V1 will introduce basic resources that will be tied into most game activities.

</details>

<details>

<summary><strong>Other Assets</strong></summary>

As V1 evolves, more asset types will be introduced with new activities. For example: the Hospital location will feature both public and user-owned bed space for post-trauma regeneration.

</details>


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