MADE ONCE
1,000,000,000
Oro, created once. Nobody can ever create more.
ONE ORO
Bound Oro is mined or won, and only spent in the game. Oro in your wallet can be sold.
SPENT IS GONE
Every Oro spent in the game is destroyed, Bound Oro and wallet Oro alike.
THE SPLIT

Oro is created into three contracts, and none of it goes to a person.
The game shows Oro only in whole numbers.
THE FLOW
Where Oro comes from and where it goes.
The squares show which way Oro moves.
SWIPE THE DRAWING SIDEWAYS ▶
- 1All Oro is created at the start and split into three contracts.
- 2Staked Spirits mine Bound Oro.
- 3The prize contract grants Bound Oro for quests and events.
- 4It sells Oro for USDG and buys any Oro back.
- 5Outside the game, holders can trade Oro with each other in a pool. A guard keeps every trade there between the Trading House's two prices while the Trading House has Oro to sell. The game doesn't use it.
- 6Oro and Bound Oro both buy any item in the game.
- 7Spent Oro is gone. The USDG backing that spent wallet Oro frees stays in the Trading House.
1THE SUPPLY
All Oro, 1,000,000,000, is created in a single transaction at the start and goes straight into contracts. Half goes to the staking contract, for Spirits to mine. The rest is split between the Trading House, which holds 450,000,000 to sell, and the prize fund, which holds 50,000,000 for quests and events. No wallet receives any. No contract can create more, and no key exists that could change the split.
A supply created once, with nothing kept back for a person, means the game's makers can never add Oro or hand any to themselves. The split is fixed so that no part can ever be moved from one purpose to another.
Many game coins are created a little at a time for as long as the game runs, and somebody holds the key that sets the pace. Oro has no such key.
2MINING
Every 14 days the mining pot pays out 2% of what remains, shared among the staked Spirits by tier, a mythic counting nine times a common. Boosts can raise a Spirit's share to at most twice its rate, and the full rules are under Staking. What a Spirit mines is Bound Oro, held for whoever staked it, and it never expires.
Spirits stay in their wallets, so staking moves nothing and asks for no permission over them. The 2% schedule has no end, so mining goes on, a little less each fortnight, and the pot can never be emptied in a rush.
3THE PRIZE FUND
The prize fund holds 50,000,000 Oro in its own contract. It can do two things: grant Bound Oro into a player's game balance, or destroy some of its own. Its limits are written into the contract: no more than 0.5% of the fund can go out in one day, and no player can receive more than 10,000 Oro in one day. The game uses it for quests and events.
With the limits in the contract, nobody can empty the fund in a day, and a stolen key could only hand out Bound Oro slowly until it is replaced. Prize Oro is Bound Oro, so it is spent in the game and never reaches a wallet.
4THE TRADING HOUSE
Players buy Oro from the Trading House with USDG, at one price for everyone, and sell any Oro in their wallet back to it at its buy-back price, 80% of the selling price. The split is the same for every payment, and it is written into the contract. When the reserve holds more than its promise needs, the buy-back price can go up. The Trading House sells any Oro it holds, including Oro it has bought back.
The reserve is what lets it promise to buy every Oro back. The promise is checked by the contract after every trade. Its rules were fixed when it was created, and nobody holds a key that could loosen them.
5THE POOL
Outside the game, holders can trade Oro with each other in a pool. A guard keeps every trade there between the Trading House's two prices while the Trading House has Oro to sell. The game doesn't use it.
6SPENDING
Any item in the game shop takes Oro from mining or from your wallet. Items are priced in dollars, from the Trading House's selling price, so an item costs the same in dollars from one day to the next. A player with Bound Oro from mining and a player with Oro bought from the Trading House get the same goods for it.
Pricing in dollars keeps the shop steady for players from month to month. One shop for Oro, bound or in your wallet, treats a player who mined and a player who bought the same.
7WHAT SPENDING DOES
Spending in the shop destroys the Oro used, bound or from your wallet. When wallet Oro is destroyed, the USDG that stood behind it is freed, and it stays in the Trading House as reserve. Destroyed Bound Oro frees nothing, because nothing stood behind it.
The shop takes nothing for itself from spent Oro. The game's share was taken once, when the Oro was first sold.
Many game coins send what players spend to a wallet that can sell it again. Spent Oro is destroyed in the same moment.
ONE ORO, HELD TWO WAYS
There is one Oro and one supply of 1,000,000,000. Bound Oro is that same Oro held in the game for you, and Oro in your wallet is that same Oro held by you.
| BOUND ORO | ORO IN YOUR WALLET | |
|---|---|---|
| THE SAME COIN | Yes | Yes |
| COMES FROM | Mining and prizes | The Trading House, or another player |
| SPEND IT | Yes | Yes |
| SELL IT | Never | Yes |
| KEPT | In the game, for you. Nobody can unbind it. | In your wallet |
THE TRADING HOUSE
Oro is not on sale anywhere.
- Oro for your wallet comes only from the Trading House in the game, which trades Oro and USDG, or from another player.
- The Trading House sells Oro at one price for everyone. Of each payment, 80% is kept as reserve to buy that Oro back, 15% adds to that backing, and 5% runs the game. Its buy-back price is 80% of its selling price, and it never falls while USDG and the chain work.
- In the game, you sell Oro from your wallet back to the Trading House at its buy-back price. The game trades only at the Trading House's prices.
- Oro charges nothing extra when it moves between wallets.
- The Trading House opens only after its code has passed review.
The reserve behind the Oro you bought.
It adds to the reserve behind all the Oro sold, which is how the buy-back price can rise.
For running the game, and only that. It is the game's only income from Oro.
So 95% of every payment stays behind the Oro.
The prize fund is separate: 5% of all Oro, set aside as Bound Oro for players.
WHO HOLDS THE KEYS
The whole design has one standing key, and it can only hand out prizes, within fixed limits.
It has no owner. Nobody can pause it, block a wallet, change it or create more.
It has no owner, no admin switch, no pause and no upgrade. Nobody can take money out of it or change its prices.
It has no owner, no admin, no pause and no upgrade. Nobody can change it or release Bound Oro from it to a wallet. The game's keeper can only end a stake whose Spirit has left its owner's wallet, or a Scout's boost once that Scout has left, and anyone can do that.
The owner's, used by the game. It only grants Bound Oro, at most 0.5% of the fund a day and 10,000 Oro a player a day. Those limits are fixed in the contract. It cannot touch the Trading House.
- The game's wallet can only collect the 5% of each payment that the Trading House's own records say the game is owed. It can never take the backing.
- The owner's hardware wallet opens the Trading House once, and one allowed account creates Oro's contracts at the start. Each permission is used up when used.
- Anyone can send the daily nudge that lets the buy-back price rise, and the game sends it once a day. It gives no power.
- One power sits outside the game: USDG's issuer can pause or freeze USDG itself. That would stop every trade with the Trading House while it lasts.
STAKING
How much Oro a common Spirit mines a day: not decided yet.
- Only a revealed Spirit can be staked. It stays in your wallet the whole time.
- A staked Spirit mines Bound Oro, kept for the player who staked it. There is no claim.
- Its tier sets its rate, as a multiple of a common Spirit's: uncommon 1.2, rare 1.5, epic 2, legendary 3, mythic 9.
- One Scout can boost one Spirit. The boost is set by the Scout's public traits, and it is one of +10%, +17%, +24%, +32% or +40%.
- Staking Spirits of different tiers adds 5% for each different tier, up to 25%.
- A Spirit mines 5% more while its own wallet holds a set small amount of a listed Stock Token. The list is fixed. It is the same 18 Stock Tokens the game ties to the Spirit types: SPY, QQQ, NVDA, MU, AAPL, GOOGL, META, PLTR, MSTR, COIN, SPCX, TSLA, GLD, AMZN, AMD, INTC, GME and CRCL. While a Stock Token's own issuer pauses it, its 5% is off.
- In the game, each Spirit's perk is the Stock Token tied to its type. A Spirit of two types takes either of its two.
- All of these together can at most double a Spirit's rate.
- A boost counts from the moment it applies.
- Mining slowly falls over time, because each 14 days pays out 2% of what is left in the pot. This never stops.
- A staked Spirit that leaves your wallet keeps mining for you until the game clears its stake. What it mined stays yours. A Spirit never carries mined Oro to its next owner.
STAYING SAFE
CONTRACTS
Every official address, and what each one is.
The same address as the official one at the top.
none yetRecords every stake and holds the Oro that Spirits mine.
none yetTrades Oro and USDG, and holds the backing.
none yetHolds the Oro for prizes.
none yetCreated Oro's contracts at the start, and can never run again.
none yetThe packs, Eggs, Spirits and Scouts that staking reads.
none yetThe owner's Safe, the prize fund's one key.
none yetThe owner's hardware wallet that opens the Trading House.
none yetCollects the game's 5% of each payment.
none yet
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