> For the complete documentation index, see [llms.txt](https://the-life-bomb.gitbook.io/whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://the-life-bomb.gitbook.io/whitepaper/move-to-earn/worker-bees/enhancement.md).

# Enhancement

## 🐝 Bee Enhancement

By burning **$CATKN**, **$HELT**, and a certain number of bees of a **degree of excellence N**, players can obtain:

* **A bee of degree of excellence N+1**
* **A bee of degree of excellence N+2** *(rare)*
*

```
<figure><img src="/files/wVFELMZ0LUg08KA2jYNI" alt=""><figcaption></figcaption></figure>
```

***

#### **📜 Enhancement and Conditions for Worker Bees**

{% tabs %}
{% tab title="Enhancement Classic" %}

* Cost: $CATKN + $HELT
* Consumption: **5 Classic Worker Bees**

{% hint style="info" %}
All bees must have the **same degree of excellence**.
{% endhint %}
{% endtab %}

{% tab title="Enhancement OG" %}

* Cost: $CATKN + $HELT
* Consumption: **5 Classic Worker Bees + 1 OG Worker Bee**

{% hint style="info" %}
All bees must have the **same degree of excellence**.
{% endhint %}
{% endtab %}

{% tab title="Enhancement Genesis" %}

* Cost: $CATKN + $HELT
* Consumption: **6 Classic Worker Bees + 1 Genesis Worker Bee**

{% hint style="info" %}
All bees must have the **same degree of excellence**.
{% endhint %}
{% endtab %}
{% endtabs %}

***

#### **🆔 ID Assignment**

* **Enhanced Classic** → inherits the **shortest/lowest ID** among the 5 burned bees.
* **Enhanced OG** → inherits the **ID of the burned OG Bee**.
* **Enhanced Genesis** → inherits the **ID of the burned Genesis Bee**.

***

#### **⚙️ Function of the Enhanced Bee**

The **function** is randomly determined from the types of the burned bees.

* The more a function is represented, the higher the probability of obtaining that function.

**Classic enhancement examples:**

* 5 *Forager* burned → **100%** chance to get a *Forager*.
* 3 *Foragers* out of 5 burned bees → **60%** chance to get a *Forager*.

***

#### **🎒 Pockets**

Each **Pocket** is randomly assigned from the colors present on the burned bees.

* Same probability rule as for functions.

**Classic enhancement examples:**

* Slot 1: 5 Yellow Pockets → **95%** chance to get a Yellow Pocket.
* Slot 1: 3 Yellow Pockets out of 5 bees → **55%** chance to get a Yellow Pocket.

This rule applies **independently to each available Pocket slot**.

#### Enhance your chances of inheritance

Users can increase the inheritance of their pocket by having unlocked pockets.

**Slot 1 :**

* 5 Yellow Pockets -> 95% chance of getting a Yellow Pocket

1. Of which 5 yellow pockets are unlocked -> + 5% (So 100%)
2. Of which 4 yellow pockets are unlocked -> + 4% (So 99%)
3. Of which 3 yellow pockets are unlocked -> + 3% (So 98%)

... etc

**Slot 2 :**

* 3 Yellow Pockets -> 57% chance of getting a Yellow Pocket

1. Of which 3 pockets are unlocked -> + 3% (So 60%)
2. Of which 2 pockets are unlocked -> + 2% (So 59%)
3. Of which 1 pocket is unlocked -> + 3% (So 58%)

***

#### **🎨 Bee Skin**

* If **a special skin** is present among the burned bees → the enhanced bee will inherit that skin.
* If **multiple special skins** are present → the skin is chosen randomly from the available special skins.

***

#### 🆙 **Keep your Level Up points**

By adding an extra bee to the enhancement process, the user can retain the attribute points gained from the level-up of a selected bee and redistribute them to the enhanced bee.

{% hint style="info" %}
**Example:**

• In a standard enhancement, if the user burns only **5 bees**, no level-up points are retained.\
• However, by burning **6 bees**, the user retains **all the level-up points** from the bee they selected.
{% endhint %}

{% hint style="success" %}
The level-up points are therefore **redistributable** after the enhancement.
{% endhint %}

***
