User Attributes
SNKRZ users have three basic attributes.
Attributes | Details |
---|---|
Stamina | ∙ The total amount of exercise that can be done through the SNKRZ app in a day ∙ Proportional to the number of SNKRZs owned and the rarity |
Charisma | ∙ A value that represents participation in the SNKRZ app, and the criterion for allowing withdrawal in the Open Mode ∙ Proportional to the total time and distance walked through the SNKRZ app, as well as invitations to friends and participation in events. |
Fever | ∙ Increases with the Fever status of the shoes during exercise ∙ If exercise is not continuously performed every day, the gauge decreases ∙ When the gauge reaches its maximum, Fever Time mode is activated and temporary additional stamina is provided. |
Each SNKRZ user has their own stamina. Stamina is the most important value in the SNKRZ app. The total amount that can be walked through the day is determined through stamina.
1 stamina represents 1 minute of exercise, and all users have a basic 10 stamina. When the user starts activity through the app, their stamina decreases. Stamina increases according to the number of SNKRZ shoe NFTs owned, and additional stamina is provided for certain amounts and rarities. There is no limit to the number of shoes that can be owned.
The change in stamina based on the number of shoes
No. of shoes | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
Stamina | 10 | 12 | 20 | 21 | 22 | 24 | 25 | 27 | 45 | 46 | 47 | 48 | 49 | 50 | 60 | 62 | 64 | 65 | 66 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 77 | 80 | 100 |
Additional stamina based on the grade of the shoes
Shoe Grade | Rare | Epic | Unique | Legend |
Stamina | +5 | +10 | +15 | +20 |
e.g. A user who owns 2 Normal shoes and 1 Rare shoe has a total of 3 shoes and 20 stamina. They also own 1 Rare shoe, so they get an additional +5 stamina for a total of 25 stamina.
Stamina is replenished in 4 increments of 25% every 6 hours starting at 00:00 KST. It does not continue to replenish once the maximum value is reached.
There is a Daily Cap for the maximum stamina a user can have, which is determined by the maximum level and number of shoes owned. However, if you own very high-grade Rare shoes, skins, and occupy many tiles or own land, you may receive an additional Bonus Cap in addition to your unique Daily Cap.
In addition, the unit of time for exercise per stamina increases on tiles a user occupies or on land using a stamina booster, allowing for more exercise. In addition, the stamina temporarily increases when other users walk on the traps the user has made.
Inviting a friend, the amount of stamina consumed by the invited friend and the participation in the SNKRZ app (activity time, distance traveled, number of days used, participation in events, etc.) can earn experience points and through this, users can increase the level of charisma.
Users with high charisma levels can receive discounts on various activities that require consuming $SKZ in the app, such as repairing the durability of shoes, and have priority in obtaining the same land and tiles.
Charisma becomes the standard for allowing withdrawals for users in the Open Mode. Users with charisma above a certain level can cash out $SKZ even if they do not own NFTs.
In addition, charisma allows users in the Open Mode to use rental mode only when they reach a certain charisma level. NFT renters can expect the user's post-rental exercise activities through the renter's charisma level, and if the exercise activity is insufficient or continuous reports are received from the renter, the user's charisma level may be lowered.
Users can increase their charisma experience points based on the length and amount of time they stake SKZ and FIT, and users with high charisma can enjoy more diverse content within the app.
Fever gauge increases through user workouts, and can be maintained through consecutive daily workouts.
A fixed amount of Fever gauge will accumulate regardless of shoe level, and the higher the Fever ability, the faster the Fever gauge will fill. Additionally, if the user does not work out every day, the filled gauge will be lost according to the period of time without exercise.
If the Fever gauge reaches 100%, the user will enter Fever Time. During Fever Time, the user will receive additional stamina and be able to exercise for a longer period of time in that state.
Fever is affected by the level of land passed and the number of tiles held. When passing high level land or using a Fever Boost in that land, the Fever filling rate will increase proportionally.
Last modified 2mo ago