Minting Wearables
Minting Wearables
FITzOn wearables can be used to mint new NFTs an Unlimited number of times.
However, there is a cooldown time of 15 - 30 days. The higher the Wearable Level, the longer the cooldown will take.
To mint a wearable, the player must first choose a 'parent wearable' from their inventory. The 'child wearable' (new NFT wearable) will likely have similar Quality and Attributes randomly assigned to it.
Minting Costs
Minting new wearables will require burning $FIT and sometimes $FZN. They are calculated dynamically based on the current ecosystem economics and will be changed from time to time to ensure a healthy balance of the $FIT and $FZN tokens. Also, the more the wearable has previously minted, the higher the mint costs will be.
Bag Reveal
For every mint, the player will receive a Bag drop.
Every Bag consists of quality and attributes for the respective wearable.
The quality is determined by the parent wearable whereas the attributes are determined by the number of wearables the player owns. Meaning, the qualities the parent wearable has will be passed to the child wearable as the base qualities. A higher number of wearables in that player's inventory will result in a higher, rarer item with desirable qualities.
The Bag quality correlates to the mint quality is shown on the Bag. However, the type of wearable and its attributes will only be revealed when $FIT tokens are burnt to 'open' (reveal) the Bag.
Mint Booster
The player can double down with $FZN (Mint Booster) for a higher chance to roll a greater quality wearable or increase wearable attributes when revealing.
For example, If a player who owns 15 NFT wearables on their FITzOn app has minted a new wearable and receives a Bag of Boost quality. By default, he has 40% of chance to receive a Flex type for the new mint. If he selects the Mint Booster option and spends 30 $FZN, he now has 33% of chance for Flex type, 7% more chances on the other types and 2% extra to open the Bag and receive a Select quality NFT wearable.
Energy
20
Reduces 7% on the wearable type with highest probability and re-distribute at random to other wearable types
2% extra to become Boost
Boost
30
Reduces 7% on the wearable type with highest probability and re-distribute at random to other wearable types
2% extra to become Select
Select
40
Reduces 7% on the wearable type with highest probability and re-distribute at random to other wearable typesCardio
2% extra to become Limited Edition
Limited Edition
50
7% extra for
Reduces 7% on the wearable type with highest probability and re-distribute at random to other wearable types
2% extra to become Exclusive
Mint Quality
The new mint quality will be determined using the following probability table:
Energy
98
2
0
0
0
Boost
2
96
2
0
0
Select
0
2
96
2
0
Limited Edition
0
0
2
96
2
Exclusive
0
0
0
2
98
New Mint Type
The type of wearable the player receives every new mint depends on the following probability table:
<4
80
10
10
0
0
4 - 11
50
25
13
8
4
12 - 19
40
30
15
10
5
20 - 39
30
35
18
11
6
40+
20
40
20
12
8
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