šŸ•¹ļø
2Worlds VR FPS Documentation
  • šŸš€Welcome to 2Worlds
  • šŸ“–The 2Worlds Universe
    • Lore & Setting
    • World Dynamics
    • Player Role
  • šŸŽ²Gameplay Overview
    • Core Gameplay Loop
    • Game Modes
    • Adaptive Difficulty System
    • Platform Compatibility
  • šŸ‘¤Character & Class System
    • Dynamic Role System
    • Character Creation
    • Stats & Attributes
    • Loadout System
  • šŸ”„Combat System & Equipment
    • Weapon Classes
  • Ammo & Elemental System
  • Chips & Mods
  • šŸ‘¾ Enemies & Dungeon System
    • Enemy Types
      • Form Classifications
      • Role Archetypes
      • Rank System
      • Armor Types & Hit Zones
      • Enemy Class Summary Table
  • Dungeon & Contract System
    • What Are Contracts?
    • Dungeon Format
    • Scaling Difficulty
    • Contract UI Breakdown
    • Campaign Mode
    • Fail & Win Conditions
  • šŸ“ˆGame Economy
    • $JOC Token
    • $2W Token
  • NFTs in 2Worlds
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  1. Dungeon & Contract System

What Are Contracts?

In 2Worlds, PvE gameplay is structured through a Contract System, where players engage in procedurally generated dungeons with various objectives, enemy spawns, and loot dynamics.

Contracts are quests that players accept to enter instanced PvE missions. Each contract specifies:

  • Objective type

  • Required player level/rank/equipment

  • Estimated difficulty and duration

  • Loot rewards (resources, tokens, blueprints, NFTs)

Contracts can be:

  • Solo-played, lobby-created, or auto-matched

  • Accepted via UI or NPC

  • Posted by players for others to join

āœ… Higher rank = access to harder contracts + better rewards āœ… Each contract has refresh cooldowns and limited retries

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Last updated 1 month ago