> For the complete documentation index, see [llms.txt](https://guide.chronoforge.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://guide.chronoforge.gg/collectibles/economy-sustainability/preventing-pay-to-win.md).

# Preventing 'Pay to Win'

Although this is a PVE game, several mechanisms have been introduced to prevent wealthy players from dominating in-game achievements:&#x20;

1. Unlike items crafted or earnt in game, items bought from the game shop do not increase combat effectiveness&#x20;
2. Combat statistics are primarily dependent on gear, not character&#x20;
3. Characters require a minimum level to equip more powerful gear&#x20;
4. Characters require a minimum level before being to fuse into a more powerful character. The fusing process also reduces the supply of high-level characters on the secondary market.&#x20;
5. The crafting process requires burning the previous tier of items, thus reducing excess supply circulating on secondary markets.&#x20;
6. Randomness of dungeon combat bonuses based on daily and weekly achievements will ensure that every class and race will ‘have its day’ in the calendar month where it is a bit more powerful.&#x20;
7. Combat success is driven by skill and complimentary-class combat. A single very well equipped player will still fail miserably in combat if they do not effectively work with other players and adjust their strategies depending on the enemy and environment.
