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Fidelion NFT

The Harriers & The Citizens

In order to produce valuable goods in Black Market 2, you need to have at least one Fidelion NFT staked. Each NFT has different stats depending on its Fame level, stats, Purity, etc. The most important strategy in Black Market 2 is to place the right NFTs in each production process and combatant slot.

Affiliation

Fidelion NFTs were released in two collections: Harriers (1st Collection), which are NFTs with attributes of the 9 factions in the Fidelion universe, and Citizens (2nd Collection), which are part of the Fidelion Empire.

NFTs from each faction can be deployed in manufacturing activities to mine sSPL, but the difference is that Faction NFTs manufacture Luxuries and Empire NFTs manufacture Raw materials. (See the sSPL section)

Fame

NFTs can build up their fame by spending $VALOR tokens. The amount of $VALOR tokens is required to proportionally increase each level of the fame. The maximum level of Fame is 50.

As the NFT's Fame level increases, the maximum number of stats that can be raised increases, and the NFT can be placed on higher slots. (See the )

Fame Level
Maximum Stat Level
Available Slot

Power Stats

NFTs can spend $VALOR to level up their Power stats. There are five Power stats in total, of which LUK and DEX affect NFT's efficiency in the manufacturing process, while HP, ATK, and DEF are used to determine chances of winning in Looting (Battle). Each stat has a maximum level of 90, and the amount of $VALOR to increase the stat increases proportionally. (See the )

Purity

Harriers have a different set of attributes, each of which belongs to a specific faction. Purity is a measure of how much of an attribute an NFT has for a particular faction. In other words, if an NFT has 3 attributes like "[HT]~~~", it has a Purity of 3 for Hunters.

The categories of Attributes that determine purity are listed below.

  • Accessory

  • Clothing

  • Eyewear

  • Full-face Mask

(Note: Purity does not apply to Citizens)

Gold attributes

Some NFTs have special attributes that are made of gold. These gold attributes will give a boost to the production process. The list of attributes defined as Gold Attributes is as follows

Accessory
Full-face Mask
Hair
Headwear
Helmet
Marking
Mask
Special
Weapon

Special attributes

Some NFTs are not gold, but have rare attributes. The community calls these attributes Special attributes. Below is a list of Special attributes that are strongly recognized by the community. NFTs with Special attributes receive a boost during production.

Background
Accessory
Full-face Mask
Hair
Clothing
Helmet
Marking
Special
Weapon

Trade count

Trade count shows how many times the NFT has been traded on Fidelion's own marketplace (does not include trades on Magic Eden and Tensor). The more traded NFTs receive a discount when leveling up Fame and Stat. The discount rate is calculated as follows.

For example, if the NFT has been traded 50 times on Fidelion's own marketplace, the discount rate will be 5%. The maximum discount rate is 30%.

Overview

Project Fidelion is primarily focused on enhancing the experience for NFT holders. To transform the experience beyond merely acquiring tokens through staking, the studio has been launched a staking website - The Black Market, in 2023.

In less than a year, the Black Market has generated over 1 million transactions and has become the most actively played NFT-Fi with over 90% of holders. However, the simplicity of the Black Market, its limitations as a solo game, and its sustainability remained an issue.

Therefore, we decided to launch a new NFT-Fi, Black Market 2. Black Market 2 is designed to be a more complex and interesting strategy-based game than the simple iterations of the original Black Market, but it also inherits the story of the original Black Market. Black Market 2 is a prequel universe to the original Black Market 1, which tells the story of how the Luxuries looted by the Harriers were produced. Black Market 2 also adds a number of De-Fi elements (Customed DEX, customed sSPL, etc.) that will further enrich the game's ecosystem.

Black Market 2 launches with a new NFT collection, Empire NFTs, and a new utility token, $VALOR. While you can still play Black Market 2 with the existing Harriers, Citizens will play a key role in producing the raw materials that underpin the game. The existing Black Market utility token, $2080, will be used to mint the Citizen NFTs.

The tokens rewarded through staking content can be used in various channels within the Fidelion ecosystem, contributing to the revitalization of the ecosystem.

Fame Lv β‰₯ 40

89

1~5

Fame Lv = 50

90

1~6

Headwear
  • Helmet

  • Marking

  • Mask

  • Weapon

  • Commander of the faction

  • Gold Eye Smoke

    [BT] Gold Nail Spike Bat

    [HT] Gold Skull Necklace

    [BT] Gold Skull Gas Mask

    [KS] Gold Faceguard Great Helm

    [QS] Big Gold Hoop Earring

    [KS] Gold Skull Mask

    Gold Front All Cover Smoke

    [EP] Gold Flag

    [JB] Gold Pearl Necklace

    [BT] Gold Thug Robbery Mask

    [NF] Gold Eyes Great Helm

    [EP] Gold Face

    Gold Low Cover Smoke

    [EP] Gold Double Tactical Sword

    [JB] Gold Round Leaf Necklace

    [HT] Gold Hockey Mask

    [EP] Gold Helm

    [EP] Gold Revolver Rifle

    [NF] Gold Bars

    [JB] Gold Bandana Scarf

    [EP] Gold Solar Helm

    [EP] Gold Bayonet

    [NF] Gold Medalian

    [KS] Gold Teeth Iron Mask

    [EP] Gold Mask Helm

    [EP] Gold Royal Sword

    [NF] Gold Megaphone Necklace

    [EP] Gold Face Mask

    [EP] Gold Cross

    [QS] Gold Buddha Chain

    γ€€

    [EP] Gold Claymore

    [QS] Gold Buddha Necklace

    γ€€

    [EP] Gold Umbrella

    [QS] Gold Chain

    γ€€

    [EP] Gold Pistol

    [EP] Gold Belt

    Blood Double Breath Smoke

    Nouns Tribute

    Apollo

    DKS Tribute

    Bald

    BAYC Tribute

    Zeus Head

    ETH Forehead Tattoo

    Blood Single Breath Smoke

    CryptoPunks Tribute

    MonkeDAO Patch

    Azuki Tribute

    DKS Helmet

    SOL Eye Tattoo

    Blood Light Breath Smoke

    Zeus Lightning

    Emmy

    Zeus Clothing

    Solana Helmet

    DeGod City

    Blood Eye Smoke

    Torn Flag

    DeGod City B

    Solana Light

    Boogle Gun

    Pillars

    Backpack

    Holy Light

    OXT

    Curtains

    Dappie Gang

    Fidelion Mark

    Cigarette Smoke

    Bitcoin Pedestal

    Zeus Lightning Special

    Fame Lv β‰₯ 1

    29

    1

    Fame Lv β‰₯ 10

    44

    1~2

    Fame Lv β‰₯ 20

    59

    1~3

    Fame Lv β‰₯ 30

    74

    [HT] Gold Chest Rings

    [BT] Gold Red Eyes Skull Gas Mask

    Silver Locs with Gold Beads

    [EP] Gold Holy Light

    [HT] Gold Clown Mask

    [HT] Gold Double Ring Helix Piercing

    Sathoshi Nakamoto Background

    Boogle Tribute

    Doodle Emote Mask

    Zeus Hair

    Clayno Tribute

    SMB Tribute

    Discount rate(%)=Traded count10Discount\,rate(\%) = \frac{Traded\,count}{10}Discountrate(%)=10Tradedcount​
    Manufacturing section
    Power Stats section

    1~4

    [JB] Gold Pipe

    BTC Earring

    Procurement

    There is high demand for luxury items from each faction among the Empire’s elite, leading the Empire to post regular procurement announcements to officially import these luxuries.

    The Black Market (DEX) will be unavailable for 30 minutes immediately after a procurement is created, and the Claim function will be unavailable for 1 hour after the procurement is created.

    Procurement plans are created twice daily, at 00:00 UTC and 12:00 UTC. At these times, the exact posting time remains hidden from users. Instead, each procurement goes live at a random time slot, excluding 00:00 UTC, 06:00 UTC, 12:00 UTC, and 18:00 UTC.

    Specifically, plans created at 00:00 UTC are posted at a random time between 01:00 and 11:00 UTC (covering 10 time slots). And plans created at 12:00 UTC are posted at a random time between 13:00 and 23:00 UTC (also covering 10 time slots).

    The quantities and prices of these imported luxuries fluctuate. Since managing these variables is critical to controlling inflation in the black market, we have developed an Automated Token Distributor (ATD) and integrated it into the procurement system. The ATD automatically adjusts the daily procurement quantities and prices, helping stabilize $VALOR’s inflation.

    sSPL

    The stealable SPL (sSPL) is a new token specification created using TOKEN2022 that is designed to be SPL compliant but not send or spend tokens outside of Black Market 2. This new token specification allowed us to implement our own DEX, while still enabling game mechanics where you can steal tokens from your opponents through a looting system.

    In Black Market 2, 11 sSPLs and 1 standard SPL ($VALOR) are used, with the sSPLs divided into 2 raw materials and 9 Luxuries.

    Raw materials

    Citizens can manufacture the raw materials $MRE and $OIL with minimal processing. Raw materials are essential to the process of manufacturing Luxuries, i.e., they serve as the basic resources for all processes. However, $OIL and $MRE are resources manufactured in the empire, so there is no need to import resources through procurement.

    Oil - $OIL (Empire)

    Oil is the foundation of Fidelion's development and its sustaining power. Extracted from drilling plants and finally refined at the Fidelion Tower, the refined oil is the most valuable resource, with a versatility comparable to Valor currency.

    MRE - $MRE (Empire)

    The staple food of the Fidelians. Due to its stable supply and practicality, it is treated as a currency almost as valuable as oil. We can’t say they taste great, but expecting gourmet quality is just too much to ask given that the whole planet has become a barren wasteland. But wait, how are they growing ingredients in such a wasteland?

    Luxuries

    Harriers can manufacture Luxuries based on raw materials. Luxuries are specialties that symbolize each faction. Through each faction's process, raw materials can be processed into Luxuries using NFTs' labor and time.

    Voodoo Doll - $VD (Blattas)

    Most members of Blattas carry a crude voodoo doll made from twigs. These dolls are used to decorate their bikes, as companions when they have no one to talk to, and as grave markers when their young comrades are laid to rest beneath the earth contaminated with radioactivity.

    Gold Teeth - $GT (Hunters)

    When the Hunters capture prisoners, they meticulously inspect prisoners’ teeth and collect gold ones. These gold teeth are considered as the trophies of successful hunts, as well as accessories and tokens. Stories even speak of Hunters implanting these stolen gold teeth into their own gaping, toothless gums. However, this seems more likely to be a myth than reality misled by their infamous brutality.

    JB Whiskey - $JBW (JackNBoyz)

    We all at least once heard the famous quote from Jack, the leader of JackNBoyz.

    "Even if the world were to go down to shit, there is one thing I would never give up on. Whiskey.”

    The essence of JB Whiskey may be closer to crude home-brewed beer than actual whiskey, but aren’t mood and the label all that matters?"

    Canteen - $CT (Nine Fingers)

    The bottles that members of Nine Fingers carry around all the time raise several questions: what exactly is inside them, where to obtain them from, and why Nine Fingers always carry them, etc. However, no matter which question you ask, there's only one answer you'll ever hear: "Ask Dave.”

    G Badge - $GB (Gary's Lounge)

    The G badge symbolizes Gary's Lounge. This badge serves as a pass to the lounge's secret chamber, where critical missions, smuggling deals, and highly confidential discussions take place. To obtain the badge, one must complete a secret mission assigned specifically by the faction leader Gary.

    Holy Water - $HW (Caballeros)

    Members of the Caballeros each create their own bottle of water through personal purification methods. Which are then blessed by the faction's leading priests to be considered as Holy Water. The issue lies in the violent nature of the blessing ritual, which diverges significantly from the customs of any era.

    Used Engine - $UE (Quasars)

    To achieve independence from petroleum energy produced in Fidelion, the Quassars had to seek alternative energy sources. Surprisingly, they advanced to creating bipedal combat mechs using coal. Their technological prowess has positioned them as one of the few formidable forces capable of challenging Fidelion.

    Enhanced Bullet - $EB (Zaikasha)

    For Zaikasha, there are never enough bullets to bring down Fidelion's massive fortress walls. When producing reinforced bullets, members of ZaikaSha primarily use stolen bullets from Fidelia's weapon factories, as there's no greater satisfaction than piercing through the enemy's skull using ammunition stolen directly from them.

    Oil Lighter Case - $OLC (Kossacks)

    The lighter case symbolizes the pride of the elite unit, Kossacks. It requires a lengthy and complex process to obtain it. One must prove oneself within the faction, receive commendations, personally procure the raw materials, and deliver them to a skilled craftsman, so one can finally grasp this lighter case in one’s hand. Yet, considering the symbolism and swagger of this lighter, the arduous journey is deemed worthwhile. Of course, assuming one is confident enough not to perish along the way.

    Black Market 2 : Road to Fidelia

    Next page of the Black Market of Fidelia

    "---ha, speaking of revenue, I've been hearing about this group called '[REDACTED] [REDACTED] Cartel'. They don't raid things; they actually build their own facility to create each faction's products. Making those products by hand, connecting all the factions, and selling them on the Black Market would be a load of money, don't you think?

    --- But yeah, you're probably right; it's likely just more nonsense from random idiots."

    Sometime around 2080, in the world of Fidelia, there are two distinct groups of people: those inside the Empire Fidelia and those outside it. Within the Fidelion Empire, everyone has a role, even slaves. Nothing goes to waste; everything is fully utilized.

    In stark contrast, people outside Fidelion live in a completely opposite situation. They do whatever it takes to survive and make a profit. Whether they belong to a faction with specific tasks or are random harriers, they must find ways to get by. Among the outsiders, there are various ways to earn money. As a player, you were involved in this world as a raider, attacking other facilities to steal goods and valuables.

    Power Stats

    Since Black Market 2 has a completely different game system than Black Market 1, all Harriers' previously leveled stats will be reset, and they will receive the same amount of Chrono Mileage they spent to level up ($2080 at the Regular Price) multiplied by 1.2 as a thank you to the OGs. Harriers can use their Chrono Mileage to rebuild their stats anew.

    LUK

    The LUK stat increases the probability of Critical that the amount of output will increase by a multiplier when manufacturing is complete.

    But this time, things are different. You wanted to become more than just a raider.
    You became a part of a "Commercial Cartel" called [REDACTED]. This group not only half-dominates the black market in Texas but also operates as a professional business organization. They produce goods from the ground up by connecting with the right people in each faction. They have taught you the correct procedures to produce your own goods. Now you are not just buying the goods from the facility - you ARE the facility. You are the one making the products. You are part of the process of creating valuables. Also secretly, you run a product that is usually unsellable in the market but manage to sell it anyway. That is one of the true purposes of this [REDACTED] cartel.

    Now, you can form your army, highly loyal and ready to serve you in each faction. They are everywhere in society, ready to serve the cause. Want to create some local valuables? Done. Need your key personnel to go into battle and raid others' assets? Easy.

    What will you focus on? Where will you form your army of makers? Will you recruit some "citizens" to be part of your little cartel? As always, the choice is yours.

    Also uniquely, LUK changes its multiplier every time it reaches a certain level. The multipliers that apply are shown in the table below.
    Level of LUK
    Max Critical Multiplier

    1~29

    2x

    30~59

    4x

    60~89

    7x

    90

    10x

    Critical probability based on LUK level follows this formula:

    When a Critical occurs, it consumes a higher amount of Input resources by that multiple. If there is not enough of the Input resource, a smaller multiple will be produced.

    DEX

    The DEX stat reduces the time of the manufacturing process by up to 75%.

    The formula for the time reduction of a manufacturing based on the DEX stat level is as follows

    HP

    NFTs have an initial HP value of 200. The HP stat increases the maximum amount of HP, allowing you to withstand enemy attacks longer in battle. The maximum for HP per NFT is 10,000.

    The formula for the increase in maximum HP per level of the HP stat is as follows

    ATK

    NFTs have an initial Attack power of 100. The ATK stat increases an NFTs Attack power, which increases its damage to enemies. The maximum Attack power per NFT is 5,000.

    The formula for the increase in Attack Power per ATK level is as follows

    DEF

    NFTs have an initial defense power of 100. The DEF stat increases the NFT's defense power, allowing it to better defend against enemy attacks. The maximum amount of Defense Power per NFT is 5,000.

    The formula for increasing Defense Power per DEF level is as follows

    Critical Probability(%)=Luk Level2Critical\,Probability(\%) = \frac{Luk\,Level}{2}CriticalProbability(%)=2LukLevel​
    {Dex Level<90,Rate of Reduced Manufacturingβ€…β€ŠTime(%)=4β‹…Dex Level5Dex Level=90,Rate of Reduced Manufacturingβ€…β€ŠTime(%)=75\begin{cases} Dex\,Level < 90, & Rate\,of\,Reduced\,Manufacturing\;Time(\%)= \frac{4\cdot Dex\,Level}{5}\\ Dex\,Level = 90, & Rate\,of\,Reduced\,Manufacturing\;Time(\%)= 75 \end{cases}{DexLevel<90,DexLevel=90,​RateofReducedManufacturingTime(%)=54β‹…DexLevel​RateofReducedManufacturingTime(%)=75​
    Increasing HP per level=round(HP Level21.5+HP Level+265HP Constant,0)Increasing\,HP\,per\,level =round( \frac{\frac{HP\,Level^2}{1.5}+HP\,Level+265}{HP\,Constant},0)IncreasingHPperlevel=round(HPConstant1.5HPLevel2​+HPLevel+265​,0)
    HP Constant=1926559800HP\,Constant = \frac{192655}{9800}HPConstant=9800192655​
    Increasing Attack Power per level=round(ATK Level21.5+ATK Level+265ATK Constant,0)Increasing\,Attack\,Power\,per\,level =round( \frac{\frac{ATK\,Level^2}{1.5}+ATK\,Level+265}{ATK\,Constant},0)IncreasingAttackPowerperlevel=round(ATKConstant1.5ATKLevel2​+ATKLevel+265​,0)
    ATK Constant=1926554900ATK\,Constant = \frac{192655}{4900}ATKConstant=4900192655​
    Increasing Defense Power per level=round(DEF Level26+DEF Level+33DEF Constant,0)Increasing\,Defense\,Power\,per\,level=round( \frac{\frac{DEF\,Level^2}{6}+DEF\,Level+33}{DEF\,Constant},0)IncreasingDefensePowerperlevel=round(DEFConstant6DEFLevel2​+DEFLevel+33​,0)
    DEF Constant=482434900DEF\,Constant = \frac{48243}{4900}DEFConstant=490048243​

    Manufacturing

    The production of Raw Materials or Luxuries for the Empire and each Faction requires sufficient labor and time. The number and type of processes that produce each product varies by faction, and up to 6 NFTs can be deployed per process. Naturally, in order for an NFT to work for a particular faction, it must prove to be a member of that faction. An NFT must have at least one of the attributes of that faction in order to be deployed. After several processes, sSPL can be earned, which can then be sold on the black market or through procurement announcements to earn $VALOR, the common currency of the Empire.

    OIL Tank & MRE Storage

    All factions except Empire require $OIL or $MRE in the initial processing phase. This $OIL or $MRE must be stored in each faction's OIL Tank and MRE Storage, not in the user's wallet, before it can be used in the process.

    The OIL Tank and MRE Storage have a limited capacity and can be expanded using $VALOR in five stages. The costs to expand Tank and Storage are as follows.

    Because Tank and Storage exist independently for each faction, upgrades are not shared. When expanding Tank and Storage, be thoughtful about faction selection and deck composition.

    Tank/Storage Grade
    Expanding cost ($VALOR)

    1

    -

    2

    Faction
    Grade 1
    Grade 2
    Grade 3
    Grade 4
    Grade 5

    260,000

    390,000

    JB_MRE

    18,500

    55,000

    110,000

    220,000

    330,000

    NF_OIL

    18,500

    55,000

    110,000

    220,000

    330,000

    GL_MRE

    18,500

    55,000

    110,000

    220,000

    330,000

    CL_OIL

    23,500

    70,000

    140,000

    280,000

    420,000

    QS_MRE

    16,500

    50,000

    100,000

    200,000

    300,000

    QS_OIL

    16,500

    50,000

    100,000

    200,000

    300,000

    ZK_MRE

    18,500

    55,000

    110,000

    220,000

    330,000

    ZK_OIL

    16,500

    50,000

    100,000

    200,000

    300,000

    KS_MRE

    18,500

    55,000

    110,000

    220,000

    330,000

    KS_OIL

    18,500

    55,000

    110,000

    220,000

    330,000

    10,000

    3

    30,000

    4

    60,000

    5

    100,000

    BT_MRE

    20,000

    60,000

    120,000

    240,000

    360,000

    HT_OIL

    22,000

    65,000

    130,000

    Battle Logic

    Each account's HP, Attack power, and Defense Power are determined by the sum of the stats and boosts of its deployed combatants.

    When account A attempts to loot B, the rates of A winning are calculated as follows.

    Rate of win for A=qp+q Rate\,of\,win\,for\,A=\frac{q}{p+q}RateofwinforA=p+qq​
    p=⌈HP of B(Attack Power of A)(1βˆ’Damage reduction rate of B)βŒ‰p=\lceil \frac{HP\,of\,B}{(Attack\,Power\,of\,A)(1-Damage\,reduction\,rate\,of\,B)} \rceilp=⌈(AttackPowerofA)(1βˆ’DamagereductionrateofB)HPofBβ€‹βŒ‰
    q=⌈HP of A(Attack Power of B)(1βˆ’Damage reduction rate of A)βŒ‰q=\lceil \frac{HP\,of\,A}{(Attack\,Power\,of\,B)(1-Damage\,reduction\,rate\,of\,A)} \rceilq=⌈(AttackPowerofB)(1βˆ’DamagereductionrateofA)HPofAβ€‹βŒ‰
    Damage reduction rate=6β‹…10βˆ’11β‹…(Defense Power+100000)2βˆ’0.6Damage\,reduction\,rate=6\cdot 10^{-11}\cdot(Defense\,Power+100000)^2-0.6Damagereductionrate=6β‹…10βˆ’11β‹…(DefensePower+100000)2βˆ’0.6

    Deployment

    A faction's factory will not accept traitors, so only NFTs that have at least one of the faction's attributes can be deployed.

    Each process in each faction has 6 slots, so there can be up to 6 NFTs per process. When deploying NFTs in the process, you can start at a lower level. For example, if you want to deploy an NFT on the 4th slot, you must have other NFTs on the 1st through 3rd slots. Initially, only the first slot is unlocked, and a certain amount of $VALOR is required to unlock the next slot. NFTs placed on higher slots will receive a bigger boost to their manufacturing power. (See the boost section)

    Because each process exists independently, the results for Slot Unlock are not shared. When unlocking Slots, be thoughtful about your faction choices and deck composition.

    All processes for all factions except the Empire require input materials. If enough input materials are available, the NFT will begin manufacturing from the moment it is deployed.

    Processes by faction

    Boost

    While each process has a base output, there are some factors that can exponentially boost output. The factors that boost production are Stats, Deployed Slot, Purity, and Gold or Special Attribute.

    The combination of each boost except Stats is an additive operation, not a multiplicative operation.

    Stats

    Among the stats, LUK and DEX have a significant impact on the productivity of NFTs (see Power Stats for more details).

    Deployed Slot

    NFTs placed on higher slots will receive a bigger boost to their manufacturing power. The boost percentage based on the number of slots is as follows. For deploying on higher slots, NFTs need higher Fame level. (See the )

    Slot
    Boost
    Unlock Cost ($VALOR)

    Purity

    NFTs placed in a particular faction will receive a larger manufacturing boost if they have a higher purity for that particular faction. The boost percentage based on the purity is as follows. Additionally, each faction's Commander receives a massive boost.

    Purity
    Boost

    (Note: Purity does not apply to Citizens)

    Gold Attribute

    NFTs with the Gold Attribute receive an additional 20% productivity boost. (See the section)

    Special Attribute

    NFTs with the Special Attribute receive an additional 20% productivity boost. (See the section)

    Example

    If an NFT has the following stats and boosts, the NFT has a production expected multiplier value of 4,848% according to the formula below.

    • LUK level: 90 -> 10x with 45% probability

    • DEX level: 90 -> 75% reduced rate

    • Special attribute: yes -> 20%

    • Gold attribute: yes -> 20%

    Looting (Battle)

    Looting is a PvP system that is a core feature of Black Market 2. Are you just waiting for the price of your tokens to increase? If so, you'll have to be on your toes to make sure they don't get looted before then.

    Users can search for other users in the Wasteland and attempt to loot them, and if successful, take a certain amount of their sSPL tokens. Failure will leave the deployed Combatants injured and incapacitated.

    Combatants

    In order to loot other users' tokens, or to defend against looting, you need to deploy combatants. There are 10 combatant slots, one for each faction, and NFTs can only be placed in a slot if they have a Purity of 1 or higher for that faction.

    Deploying more than 5 combatants provides a 10% boost to all stats (HP, ATK, DEF), while deploying 10 combatants provides a 20% boost.

    Shuffle

    Before you can loot, you need to search for a target to attack. When you click the Shuffle button, one of the accounts with at least one sSPL token will be randomly matched. Users are entitled to one free shuffle per day, and if they don't like the match, they can pay $VALOR to try up to three additional shuffles per day.

    Premium Shuffle is a slightly more expensive option that allows users to be randomly matched with one of the top 10% of users with the highest value of their current balances.

    Once a user has been looted and their tokens stolen, they are protected for 12 hours and cannot be matched, and if they successfully defend themselves, they are protected for 4 hours.

    Battle

    By pressing the Battle button, you can attempt to loot the matched account. Before starting the battle, you will be given a preview of your chances of winning, which is calculated by comparing the total stats of the Combatants on both accounts. (For more information, see the section)

    A user can only attempt to loot once per 18 hours.

    Revenge

    Want to get revenge on someone who looted you? Hit the Revenge button and you'll be matched against the last opponent to loot you.

    Steal rate

    Currently, the steal rate is 30%, meaning that a successful loot will take 30% of all sSPL held by the opponent. The attacker does not lose sSPL even if they lose. This number is subject to change in a balance patch.

    Broken rate

    Some of the sSPLs taken on successful looting may be broken during the looting process. Broken sSPLs will be automatically burned. Current broken rate is 10%(this can be changed by balance patch update). So, currently, the successful attacker will get 20% of all sSPL held by opponent.

    Resting & Injured

    Upon successful looting, the deployed combatant NFTs will be in the Resting state, and upon failed looting, they will be in the Injured state.

    • Resting: Cannot be unstaked for 18 hours. Production activities can continue as normal.

    • Injured: Permanently unstakable and unavailable for deployment at manufacturing and battle. The power of injured combatants won't be reflected to user's power. The NFT can be recovered by paying $VALOR. Remains Resting after recovery (as long as it is within 18 hours).

    ATD (Automated Token Distributor)

    Overview

    The Automated Token Distributor (ATD) is a core component of VALOR's token distribution strategy. This document explains the ATD’s budget distribution mechanisms.

    The below models can be updated due to the balance update

    1. Budget Distribution

    ATD’s budget distribution framework employs a probabilistic approach based on a standard normal distribution to allocate resources effectively across various tokens and market segments.

    Key Definitions and Variables

    • Normal Distribution (PDF): A probability distribution function used to allocate budgets fairly, with a mean of 0 and a standard deviation of 1.

    • Budget Allocation Ratios: Ratios are derived from the PDF to determine the portion of the total budget allocated to each token.

    • Total Budget: It is set at 110% of the inflow over 12 hours. It is rounded down to 9 decimal places, and the remainder is discarded.

    Process Explanation

    1. Total Budget Calculation:

      1. Case 1 (Accumulated Inflow < Accumulated Outflow):

        • The total budget is set at 110% of the inflow over the past 12 hours plus any carried-over budget

    2. Price Setting

    The ATD's price-setting mechanism dynamically adjusts token prices around an ideal price to reflect market values.

    Key Definitions and Variables

    • Ideal Price (): The target price for the tokens.

    • Reference Price (): The market price of the token in Black Market.

    • Next Price (): The price of the token after adjustment.

    These variables will be initialized on the procurement creation

    Standard Deviation Calculation

    The standard deviation is calculated as:

    This calculation determines the range of price fluctuations around the ideal price , adjusting for market volatility.

    Price Determination Model

    Random Price Determination Model

    This model dynamically calculates the next token price using a probability distribution function centered on .

    Detailed Process

    1. Define Price Range:

      • Establish the effective price range for the next pricing cycle:

    2. Generate PDF:

      • Create a normal distribution centered on

    Data

    Token
    Ideal Price ($VALOR)

    Examples

    PDF and simulation when the ideal price is 2.28

    PDF and simulation when the ideal price is 50.4

    vAMM (Virtual AMM)

    Overview

    The Virtual Automated Market Maker (vAMM) system is the core of Black Market's exchange. vAMM facilitates exchange between sSPL and VALOR tokens to ensure price stability and adequate liquidity.

    The below models can be updated due to the balance update

    Key Definitions and Variables

    • Volatility Parameter: Parameter to control volatility. Calculated with C and k value

    • k: Constant to give minimum stability to the system

    • : Total supply of specific sSPL tokens.

    • : Total supply of specific sSPL tokens before the calculation.

    Models

    The vAMM model dynamically adjusts the token price to provide appropriate stability and volatility while ensuring symmetry in trading.

    Symmetric Model

    vAMM calculates the price after the trade using the symmetric model.

    • Calculation based on sSPL amount

    • Calculate based on VALOR budget

    Average Price Model

    vAMM swap transaction works based on the average price before the trade and the adjusted price after the trade.

    Price Adjustment Due to External Changes

    If the supply of sSPL tokens changes outside of vAMM trades, the system adjusts the price using the following equation:

    Initial price

    Token
    Initial Price ($VALOR)

    Examples

    1. Swap:

      1. Buy: Paying VALOR to buy 1 sSPL

        • Stability constant sSPL (after buying)

        • Current supply sSPL

    Jake's Exploitation

    (Under Construction)

    A ruthless dictator, Jake keeps a check on the rising nobility whose wealth exceeds his control. Some of the players who hold sSPL will be raided by Jake's forces, apart from looting by other players.

    Jake's Exploitation is designed to implement a robust depletion model for sSPL. Its primary function is to regulate the total supply of sSPL within the ideal range, safeguarding the desired volatility in the DEX system. Jake's Exploitation has the following rules:

    Jake's Exploitation has the following rules:

    • Jake's army tries to invade and exploit 20% of all users once a day (this number may change in future balance patches). Users who are attacked by Jake have one of two choices

    1. Give in: The user can pay 10% of their sSPL to Jake to get out of the situation.

    2. Fight back: The user can fight back against Jake, and if they win, they can move on quietly without any exploitation. However, if the user loses, 30% of their sSPL will be taken by Jake. But, losing does not turn the combatant NFTs into a injured state.

    • Jake's army has exactly the same ATK, DEF, and HP as the user's, so the win rate is always 50%.

    • If the user's current HP is 0, the Fight back option is not available.

    • Even if the user was recently looted and is in Protection, it won't stop Jake from looting them.

    • All sSPL looted by Jake's Exploitation system will be burned.

    This system will be activated soon.

    Black Market (DEX)

    There's a Black Market on Fidelia, where all sorts of black marketeers gather to trade goods in secret. The Black Market is Fidelion's own vAMM-based DEX, where users can freely trade raw materials and luxuries.

    The Black Market offers swap functionality by default and provides liquidity for a total of 12 pools. Of these, the $VALOR-$SOL pool is integrated into Jupiter for free trading and liquidity, while the other 11 pools are liquidated based on vLP and can only be traded on the Black Market.

    Available Pool

    • $VALOR - $SOL

    • $OIL - $VALOR

    • $MRE - $VALOR

    • $VD- $VALOR

    • $GT- $VALOR

    • $JBW- $VALOR

    • $CT- $VALOR

    • $GB- $VALOR

    • $HW- $VALOR

    • $UE- $VALOR

    • $EB- $VALOR

    • $OLC- $VALOR

    Trading Fee (Tax)

    Trading fees on the black market are 4%, which is a tax, with 50% going to each faction's tax collectors and the other 50% going to the Treasury. For example, 50% of the fees generated by the $VD-$VALOR pool will be earned by the Tax Collectors who chose Blattas on Black Market 1. However, the tax collectors of Empire (Citizen NFTs) will get 100% of trading fee as tax-from OIL&MRE pairs-.

    Battle Logic

    If Jake invades and no choice is made within a week, the user will automatically lose 30% of their sSPL.

    5th

    30%

    7,000

    6th

    50%

    10,000

    200%

    Purity: 4 -> 50%
  • Slot: 6th -> 50%

  • 1st

    0%

    -

    2nd

    5%

    1,000

    3rd

    10%

    2,000

    4th

    20%

    1

    0%

    2

    10%

    3

    20%

    4

    50%

    5

    70%

    6

    100%

    Expected multiplier value=(10βˆ—0.45+1βˆ—(1βˆ’0.45))βˆ—(1/(1βˆ’0.75))βˆ—(1+0.2+0.2+0.5+0.5)Expected\,multiplier\,value = (10*0.45+1*(1-0.45))*(1/(1-0.75))*(1+0.2+0.2+0.5+0.5)Expectedmultipliervalue=(10βˆ—0.45+1βˆ—(1βˆ’0.45))βˆ—(1/(1βˆ’0.75))βˆ—(1+0.2+0.2+0.5+0.5)
    Fame section
    Gold Attribute
    Special Attribute

    4,000

    Commander

    Here, InflowInflowInflow is the inflow over the past 12 hours.
  • Case 2 (Accumulated Inflow > Accumulated Outflow):

    • The total budget is set at sum of each sSPL supply and ideal price.

      Btotal=βˆ‘SΓ—PidlB_{total} = \sum S \times P_{idl}Btotal​=βˆ‘SΓ—Pidl​
    • Maximum budget = (Accumulated Inflow - Accumulated Outflow) * 1.1

  • Random Factor Generation:

    • Generate a random number within the range of [-0.5, 0.5] from a normal distribution with a mean of 0 and a standard deviation of 1. This controls the variability in budget allocation.

    • Calculate the probability density p(xi)p(x_i)p(xi​) for each random factor xix_ixi​. This density influences how the budget is divided. The probability density function is:

      p(xi)=12Ο€eβˆ’xi22p(x_i) = \frac{1}{\sqrt{2\pi}} e^{-\frac{x_i^2}{2}}p(xi​)=2π​1​eβˆ’2xi2​​
  • Budget Allocation:

    • Convert these densities into budget allocation ratios:

      Ri=p(xi)βˆ‘j=19p(xj)R_i = \frac{p(x_i)}{\sum_{j=1}^{9} p(x_j)} Ri​=βˆ‘j=19​p(xj​)p(xi​)​
    • Allocate the total budget to various tokens using these ratios:

      Bi=⌊RiΓ—BtotalΓ—109βŒ‹/109B_i = \left\lfloor R_i \times B_{total} \times 10^9 \right\rfloor / 10^9 Bi​=⌊Ri​×Btotal​×109βŒ‹/109
  • Standard Deviation (
    ): Controls the spread of price values around
    .
    with the calculated
    .
  • Calculate Area Under Curve:

    • Determine the total probability area under the PDF within the defined range:

      A=∫PrefΓ—0.9PrefΓ—1.4f(x) dxA = \int_{P_{ref} \times 0.9}^{P_{ref} \times 1.4} f(x) \, dxA=∫Pref​×0.9Pref​×1.4​f(x)dx
  • Generate Random Factor and Set Next Price:

    • Select a random value within the range [0, A], and determine the corresponding price using the inverse cumulative distribution function (CDF):

      Pnxt=fβˆ’1(r)P_{nxt} = f^{-1}(r)Pnxt​=fβˆ’1(r)
    • Here, fβˆ’1f^{-1}fβˆ’1 is the inverse function of the CDF, accurately determining the price corresponding to the random value rrr.

  • Final Quantity Adjustment:

    • Calculate the maximum quantity that can be purchased with the allocated budget:

      Qi=⌊BiPnxtβŒ‹Q_i = \left\lfloor \frac{B_i}{P_{nxt}} \right\rfloorQi​=⌊Pnxt​Biβ€‹β€‹βŒ‹
    • Round down to ensure accurate quantity calculation. (If Qi<1Q_i < 1Qi​<1, set QiQ_iQi​ to 1)

    • Adjust the final price using the actual quantity purchased:

      Pfinal=⌊BiQiΓ—103βŒ‹/103P_{final} = \left\lfloor \frac{B_i}{Q_i} \times 10^3 \right\rfloor / 10^3Pfinal​=⌊Qi​Bi​​×103βŒ‹/103
    • The final price is rounded down to 3 decimal places.

  • Used Engine ($UE)

    35.9697

    Enhanced Bullet ($EB)

    57.8595

    Oil Lighter Case ($OLC)

    72.0052

    Btotal=⌊(1.1Γ—Inflow)Γ—109βŒ‹/109B_{total} = \left\lfloor (1.1 \times Inflow) \times 10^9 \right\rfloor / 10^9 Btotal​=⌊(1.1Γ—Inflow)Γ—109βŒ‹/109
    PidlP_{idl}Pidl​
    PrefP_{ref}Pref​
    PnxtP_{nxt}Pnxt​
    σ\sigmaσ
    Οƒ=Pidl22ln⁑(10)\sigma = \sqrt{\frac{P_{idl}^2}{2 \ln(10)}}Οƒ=2ln(10)Pidl2​​​
    PidlP_{idl}Pidl​
    PidlP_{idl}Pidl​
    EffectiveΒ PriceΒ Range=[PrefΓ—0.9,PrefΓ—1.4]\text{Effective Price Range} = [P_{ref} \times 0.9, P_{ref} \times 1.4]EffectiveΒ PriceΒ Range=[Pref​×0.9,Pref​×1.4]
    PidlP_{idl}Pidl​

    Voodoo Doll ($VD)

    5.5515

    Gold Teeth ($GT)

    6.8204

    JB Whiskey ($JBW)

    10.3219

    Canteen ($CT)

    11.2677

    G Badge ($GB)

    13.2835

    Holy Water ($HW)

    21.7118

    σ\sigmaσ
    PidlP_{idl}Pidl​
    σ\sigmaσ

    SnewS_{new}Snew​: Total supply of specific sSPL tokens after the calculation.

  • Ξ”S\Delta SΞ”S: represents the trade-induced change in supply.

  • PintP_{int}Pint​: Price of the sSPL when initialized.

  • PoldP_{old}Pold​: Price of the sSPL before calculation.

  • PnewP_{new}Pnew​: Price of the sSPL after calculation.

  • PavgP_{avg}Pavg​: The price of the sSPL applies to a specific trade.

  • Used Engine ($UE)

    3.41176

    Enhanced Bullet ($EB)

    3.43529

    Oil Lighter Case ($OLC)

    6.82353

    Oil ($OIL)

    0.00750

    MRE ($MRE)

    0.00750

  • New supply Snew=1S_{new} = 1Snew​=1 sSPL

  • Current price Pold=10P_{old} = 10Pold​=10 VALOR

  • New price Pnew=10Γ—(1+110+0)=11P_{new} = 10 \times (1 + \frac{1}{10 + 0} ) = 11Pnew​=10Γ—(1+10+01​)=11 VALOR

  • Average price Pavg=10+112=10.5P_{avg} = \frac{10 + 11}{2} = 10.5Pavg​=210+11​=10.5 VALOR

  • Fee: 10.5βˆ—0.0005=0.052510.5 * 0.0005 = 0.052510.5βˆ—0.0005=0.0525 VALOR

  • Result: Paying 10.5525 VALOR to buy 1 sSPL

  • Sell Transaction: Selling 1 sSPL to get VALOR

    • Stability constant k=10k = 10k=10 sSPL (after buying)

    • Current supply Sold=1S_{old} = 1Sold​=1 sSPL (after buying)

    • New supply Snew=0S_{new} = 0Snew​=0 sSPL

    • Current price VALOR (after buying)

    • New price VALOR

    • Average price VALOR

    • Fee: VALOR

    • Result: Receiving 10.5525 VALOR for selling 1 sSPL

  • Price Adjustment:

    1. On Mint:

      • Stability constant k=10k = 10k=10 sSPL (after buying)

        • Current supply sSPL

        • Supply after mint sSPL

        • Initial price VALOR

        • Current price VALOR

        • Adjusted price VALOR

    2. On Burn:

      • Stability constant sSPL (after buying)

        • Existing supply sSPL

        • Supply after burn sSPL

  • SSS
    SoldS_{old}Sold​
    Pnew=PoldΓ—(1+Ξ”Sk+Sold)P_{new} = P_{old} \times (1 + \frac{\Delta S}{k + S_{old}} )Pnew​=Pold​×(1+k+Sold​ΔS​)
    Ξ”S=BPold+Pnew2=2BPold+Pnew\Delta S = \frac{B}{\frac{P_{old} + P_{new}}{2}} = \frac{2B}{P_{old} + P_{new}} Ξ”S=2Pold​+Pnew​​B​=Pold​+Pnew​2B​
    ∴Pnew=Pold2+2Bβ‹…Poldk+Sold\therefore P_{new} = \sqrt{P_{old}^2 + \frac{2B \cdot P_{old}}{k + S_{old}}} ∴Pnew​=Pold2​+k+Sold​2Bβ‹…Pold​​​
    Pavg=Pold+Pnew2P_{avg} = \frac{P_{old} + P_{new}}{2}Pavg​=2Pold​+Pnew​​
    Pnew={Pint+(Poldβˆ’Pint)(2k+Sold)2k+Snewif  Pold>PintPintβˆ’(Pintβˆ’Pold)(2k+Sold)2k+Snewif  Pold≀PintP_{\text{new}} = \begin{cases} P_{\text{int}} + \frac{(P_{\text{old}} - P_{\text{int}})(2k + S_{\text{old}})}{2k + S_{\text{new}}} & \text{if} \,\, P_{\text{old}} > P_{\text{int}} \\ P_{\text{int}} - \frac{(P_{\text{int}} - P_{\text{old}})(2k + S_{\text{old}})}{2k + S_{\text{new}}} & \text{if} \,\, P_{\text{old}} \le P_{\text{int}} \end{cases} Pnew​={Pint​+2k+Snew​(Poldβ€‹βˆ’Pint​)(2k+Sold​)​Pintβ€‹βˆ’2k+Snew​(Pintβ€‹βˆ’Pold​)(2k+Sold​)​​ifPold​>Pint​ifPold​≀Pint​​
    k=100000/Pintk = 100000 / P_{int}k=100000/Pint​

    Voodoo Doll ($VD)

    0.46118

    Gold Teeth ($GT)

    0.72776

    JB Whiskey ($JBW)

    0.94118

    Canteen ($CT)

    1.07882

    G Badge ($GB)

    1.55294

    Holy Water ($HW)

    2.32353

    k=10k = 10k=10
    Sold=0S_{old} = 0Sold​=0
    PfinalP_{final}Pfinal​
    Binew=Biβˆ’(QiΓ—Pfinal)B_i^\text{new} = B_i - (Q_i \times P_{final})Binew​=Biβ€‹βˆ’(Qi​×Pfinal​)

    Initial price Pint=10P_{int} = 10Pint​=10 VALOR

  • Current price Pold=10.84P_{old} = 10.84Pold​=10.84 VALOR

  • Adjusted price Pnew=∣10.84βˆ’10∣(5+2Γ—10)1+2Γ—10+10=11P_{new} = \frac{|10.84 - 10|(5 + 2 \times 10)}{1 + 2 \times 10} + 10 = 11Pnew​=1+2Γ—10∣10.84βˆ’10∣(5+2Γ—10)​+10=11 VALOR

  • Pold=11P_{old} = 11Pold​=11
    Pnew=11Γ—(1βˆ’110+1)=10P_{new} = 11 \times ( 1 - \frac{1}{10 + 1} ) = 10Pnew​=11Γ—(1βˆ’10+11​)=10
    Pavg=11+102=10.5P_{avg} = \frac{11 + 10}{2} = 10.5Pavg​=211+10​=10.5
    10.5βˆ—0.0005=0.052510.5 * 0.0005 = 0.052510.5βˆ—0.0005=0.0525
    Sold=1S_{old} = 1Sold​=1
    Snew=5S_{new} = 5Snew​=5
    Pint=10P_{int} = 10Pint​=10
    Pold=11P_{old} = 11Pold​=11
    Pnew=∣11βˆ’10∣(1+2Γ—10)5+2Γ—10+10=10.84P_{new} = \frac{|11 - 10|(1 + 2 \times 10)}{5 + 2 \times 10} + 10 = 10.84Pnew​=5+2Γ—10∣11βˆ’10∣(1+2Γ—10)​+10=10.84
    k=10k = 10k=10
    Sold=5S_{old} = 5Sold​=5
    Snew=1S_{new} = 1Snew​=1