Clothes

Clothes Attributes

  1. Efficiency (HLT Earning) – Solo Mode In Solo Mode, Efficiency plays a part in HLT earnings. Having a higher Efficiency Attribute will result in better HLT earnings per Energy spent.

  2. Luck (Mystery Box) – Solo Mode, Clothes Rental (Coming Soon) Luck determines the frequency and quality of a Mystery Box drop. Users are also able to receive Mystery Box drops while their Sneakers are leased out.

  3. Comfort (GHLT Earning) – Solo Mode The Comfort value has been reworked and currently under development.

  4. Resilience (Durability/Repair) – Solo Mode

    In Solo Mode, Resilience affects the decay rate of Durability. Higher Resilience will be slow to get dirty your clothes. The higher the Clothes’s level or quality, the higher the repair cost. Durability is a Clothes’s “Cleaning” bar. As a user moves, Durability will decrease. Clothes receive a “worn-out” penalty at 2 Durability touch points:

    1. At 50/100 Durability, Sneaker Efficiency drops to 90%

    2. At 20/100 Durability, Sneaker Efficiency drops to 10%

Users will be able to burn HLT/GHLT to reset the Clothes’s Attribute points. The more frequent the reset, the more expensive it will be, with the cost capping at a certain level (Under Development).

Clothes Types

There are three Clothes types, each designed to suit a different abilities:

Name

Charactaristic

Magnification

Normal

The higher the continuity, the easier it is to earn

fluctuation

Water

Easy to earn on rainy days

120%(on rainy days)

heat

Easy to earn on hot days

fluctuation

Cold

Easy to earn on cold days

fluctuation

Wind

The faster you run, the easier it is to earn

fluctuation

Users’ base HLT return is not static, and several factors may cause it to fluctuate:

  1. Sneaker Efficiency (Low Durability affects Efficiency).

  2. GPS signal - users will earn less if GPS signal is poor.

  3. Mobile Data signal strength and stability – if data signal is choppy, it could also reduce earnings.

  4. Randomization.

Information on GMT Return rates will be provided in future updates.

Clothes Quality

There are five Clothes qualities. When a Clothes is minted, the value of each Attribute will be chosen at random within the min. and max. values according to Clothes quality. As such, even Clothes of the same quality may have vastly different Attribute distributions.

QualityMin. AttributeMax. Attribute

Common

1

10

Uncommon

8

18

Rare

15

35

Superrare

28

63

Legend

50

112

Clothes Level

Users can level up their Clothes by burning HLT. Each level-up takes a fixed time to complete, which increases along with the amount of HTL required according to the Clothes level. This process can be speed up by using even more HTL.

Additionally, GHTL will also be required to level a Sneaker to Level 29 and 30.

Upon level-up, users will attain 4 - 12 additional Attribute points to assign according to their Sneaker quality.

QualityAttribute Point/Level up

Common

4

Uncommon

6

Rare

8

Superrare

10

Legend

12

At max level, user need to choose between earning HTL or GHTL. Switching between HTL/GHTL earning is allowed, but will be subject to a cooldown duration.

Clothes Customization (Under Development)

At Level 30, users have the option of burning HTL/GHTL/NFT to customize their Clothes, including but not limited to - name changing, adding a quote, adding extra Attribute points etc. More detail about customization will be released soon.

Genesis Clothes

Genesis Clothes on ASTR are Sneakers #1 - 10,000

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