Digging up the $TOMB

$TOMB is starving from lack of utility. Can a P2E project to fix it?

Denis Omelchenko
8 min readApr 13, 2022

$TOMB as a primary token for P2E project

“Grave diggers” (naming is a subject of discussion) — is a P2E project, which utilises unlimited supply of $TOMB to its extend.

Terminology

  • $TOMB — main “ecosystem” token
  • recruiting — an irreversible process to recruit a $DIGGER for $TOMB
  • $DIGGER — non-fungible token
  • digging — a process, which occupies $DIGGER with digging $GRAVEs
  • $GRAVE — incentive fungible token, which is mined through digging
  • $GEM — non-fungible token, which may be mined through digging
  • $SHOVEL and $FOILCAP— non-fungible tokens, which may be used to enhance $DIGGERs characteristics
  • $GDHR — fungible token, which is used to claim a share of protocol earnings

Index

Meet $DIGGERs

$DIGGERs are a community of arbitrary qualified persons, who wish to dig graves. Every $DIGGER can be appraised by a set of characteristics:

  • Dexterity — is responsible for pace at which $DIGGER mines $GRAVEs
  • Intellect— is responsible for chance of finding $GEMs while mining $GRAVEs
  • Glamour—responsible for additional appraisal of $DIGGER’s rarity (does not affect digging in any way)

Recruiting a $DIGGER

$DIGGERs don’t want to work for free, furthermore they want an employment contract to be signed. To sign an employment contract, an employer would need to lock certain amount of $TOMB for agreed-upon term.

When employment contract is signed, a random $DIGGER is chosen from multiverse of $DIGGERs. Their characteristics are random too, but will obey Normal (Gaussian) distribution law. The resulted value V of singular characteristic will be calculated as:

Formula to calculate the value of singular characteristic

Where bias — pseudo-random number from -128 to 127, which obeys Normal distribution law.

Thus, creating a noticeable disperse in $DIGGERs rarity.

Payment multiplier

Recruiting a $DIGGER requires $TOMB to be locked for an arbitrary period from 1 week to 4 years. On signing, 0.5% $TOMB will be withhold as fee and transferred to Graveyard Management Fund, more on that in the next paper. The more $TOMB will be locked for recruiting a $DIGGER, the harder this $DIGGER will work, linearly.

NOTE: Payment multiplier will be calculated before fee withhold, that means 100 $TOMB lock will receive 100x multiplier.

Thus, providing incentive to lock more $TOMB for single $DIGGER.

Commitment multiplier

Period of locked $TOMB affects commitment of $DIGGER — the longer the contract, the harder $DIGGER will work, for example:

  • locking $TOMB for 4 years (208 weeks) will yield 1x commitment multiplier
  • for 1 year (52 weeks) — 0.25x
  • for 1 month (4 weeks) — 0.019x
  • for 1 week — 0,0048x

Thus, providing incentive to lock $TOMB for longer period.

Motivation multiplier

Furthermore, as contract term progresses, the $DIGGERs working power will change, as it gets tired close to middle of digging, but has a “second wind” near the end of employment contract. $DIGGERs’ Dexterity will change in correspondence with a predefined curve:

The curve which is used to calculate $DIGGERs working power

On the graph, the X axis represents employment contract from 0 (contract start) to 1 (contract end). The Y axis represents Dexterity multiplier. Quick recap:

  • $DIGGER will start with 1x multiplier
  • the multiplier will be steeply reducing down to 0.244x near half of employment contract
  • after approx. half of contract, the multiplier will rapidly increase up to 6.5x at the end of employment contract

Thus, providing various cases to buy or sell $DIGGERs on NFT exchanges depending of their current motivation.

Releasing $DIGGER

After the contract is depleted — $DIGGER can be released for 1 $GRAVE and 1$ TOMB to unlock underlying $TOMB. In this process:

  • 1 $GRAVE, used in burial, will be b̶u̶r̶n̶e̶d filled.
  • 1 $TOMB, used in burial, will be b̶u̶r̶n̶e̶d placed.
  • $DIGGER will be b̶u̶r̶n̶e̶d buried forever, but with a smile on their face, as they accomplished their life goal.

Firing $DIGGER

$DIGGER can be fired before contract’s expiration, refunding $TOMB to employer. This will upset him, as he can no longer fulfil his contract and life goal. To compensate, a penalty will be withdrawn, at least 25% of locked $TOMB value. Furthermore, the earlier $DIGGER is fired, the bigger penalty is.

The curve, which handles redeemed $TOMB in dependence of contract progress

$TOMB, which was withhold as penalty, will be transferred to Graveyard Management Fund.

Thus, a way to appraise sole $DIGGER in arbitrary moment — providing a way for arbitraged ‘floor sweeping’.

Sending $DIGGERs to dig $GRAVEs

Staking $DIGGERs at graveyard will occupy them with work. $DIGGER’s characteristics (without multipliers, but with equipment) will be constantly qualified against arithmetic mean of all $DIGGERs in the graveyard, to calculate relative characteristics:

  • If $DIGGER’s characteristic’s value is greater than mean — this characteristic will be boosted.
  • If it is less than mean— will be reduced.

The resulting value may be between 0.5 and 2, that means, $DIGGER with the most Dexterity in the graveyard will have relative Dexterity of 2. $DIGGER with the least Dexterity in the graveyard will have relative Dexterity of 0.5.

Digging $GRAVEs

$DIGGERs work whole day, without weekends or vacations. For 1 $DIGGER that has:

  • 1 relative Dexterity
  • 1x payment multiplier
  • 1x commitment multiplier
  • 1x motivation multiplier

it is programmed to dig 4 $GRAVEs per day.

That means, a $DIGGER with relative Dexterity of 1.1, worth 100 $TOMB locked for 2 years, in the middle of their contract, will dig:

55 $GRAVEs per day.

NOTE: $GRAVE will not be fractional, so it will be possible to claim, own and trade only integer amounts of $GRAVE.

NOTE: $GRAVE will not have max cap.

Finding $GEMs

After finishing digging another $GRAVE, a $GEM can be found. $GEMs are unique non-fungible tokens, which rarity will be randomly distributed as an absolute of Normal (Gaussian) distribution from 1 to 256. Meaning, that most $GEMs will have rarity from 1 to 20. For 1 $DIGGER that has 1 relative Intellect it is expected (but not guaranteed) to find 1 $GEM every 134 400 $GRAVEs (~100 years of constant work).

Relative Intellect, however, will boost, or diminish chances quintically. That means, a $DIGGER with relative Intellect of 1.75 is expected to dig:

1$GEM approx. every 7112 dug $GRAVE.

NOTE: rolling for $GEM collecting will happen on claim (when $GRAVEs are minted)

Equipment for $DIGGERs

A variety of equipment can be bought for $GRAVEs. Singular $SHOVEL can permanently enhance $DIGGER’s Dexterity, while $FOILCAP will enhance $DIGGER’s Intellect.

Sole $DIGGER can carry only single piece of every equipment type. If new equipment is applied to $DIGGER, the previous equipment in corresponding slot will be burned. There is no way to remove equipment from $DIGGER once it was assigned to them. When $DIGGER is buried — all equipment will be buried with them.

Equipment can be appraised by 2 characteristics:

  • quality — is defined randomly at mint
  • level — a multiplier for equipment’s quality

Quality is picked randomly with respect to Normal Distribution law, in range from 1 to 256. Applying equipment to $DIGGER will boost corresponded base characteristic with quality amount. Example:

$DIGGER with 150 Dexterity, with $SHOVEL of 110 quality and 1 level will have base Dexterity of 260 — making him the most powerful $DIGGER between everyone unequipped (max value for base characteristic’s value is 256).

The Auction

A sole equipment can be bought from Dutch Auction. A random piece of equipment is displayed at auction at any time in one of 10 auction slots.

Initial price — is the whole $GRAVE circulating supply (all minted $GRAVE without burned $GRAVE). Auction’s price will diminish as auction progress, as depicted below and will, at maximum, take 6 hours to reach final price of 1 $GRAVE:

The curve, which handles auction current price in dependence of auction elapsed time

That means, that equipment may be bought from auction at 1/100th of $GRAVE circulating supply approx. 2 hours after start. First one to buy from auction, will pay in$GRAVE and acquire listed equipment. This auction slot will be immediately filled with new item, and a 15 minute break will start.

$GRAVE, which was spent at the Auction, will be transferred to Graveyard Management Fund.

The Lab

At Lab a piece of equipment can be levelled up to boost its stats. Each level will boost equipment’s quality with quadratically diminishing returns:

The curve, which handles equipment quality multiplier in dependence of equipment level

That means:

  • level 1 equipment will yield 1x quality multiplier
  • level 4 — 2x
  • level 9 — 3x

To level up equipment, $GRAVE can be used. Levelling up equipment is exponentially hard, and each step will require substantially greater amount of $GRAVE. Initial price of levelling up (lvl.1 -> lvl.2) is defined to be accessible for regular $DIGGER (illustrated in Digging $GRAVEs paragraph) after a week of hard work — 28 $GRAVE.

The curve, which handles levelling up cost multiplier in dependence of current equipment level

To describe depicted above graph:

  • lvl.3 -> lvl.4—206 $GRAVE
  • lvl.8 -> lvl.9—30 705 $GRAVE

There is a way to pay less $GRAVE than is required for an upgrade, but with risk of botching equipment in process. For example, paying 50% of required $GRAVE will lead to success only in 30% of cases.

The curve, which handles a rate of success in dependence of supplied funds rate to required

Botched up equipment will be burned.

$GRAVE, accrued from the Lab operations, will be transferred to Graveyard Management Fund.

Thus, creating in situ utility for $GRAVE.

Finalised formulae of $DIGGER’s dig-ability

Where:

  • |d|absolute Dexterity
  • d base Dexterity
  • S_l — applied $SHOVEL level
  • S_q — applied $SHOVEL quality
  • d with hatrelative Dexterity
  • D with barmean Dexterity in the graveyard
  • min(D), max(D) — extremum Dexterity values in the graveyard
  • P — progress through employment contract
  • b — current block number
  • B_s — start of contract block number
  • B_e — end of contract block number
  • M_Mmotivation multiplier
  • M_Ppayment multiplier
  • M_Ccommitment multiplier
  • i with hatrelative Intellect (calculates like relative Dexterity)

22500 — empiric value of generated blocks in FTM network in 6 hour period

How this project might benefit TOMB ecosystem?

  • An additional use case for $TOMB, will increase demand pressure.
  • $TOMB, locked to obtain $DIGGER is withdrawn from circulation entirely, will diminish sell pressure.
  • $TOMB / $GRAVE obtained as fees or profits are used in Graveyard Management Fund strategies to yield secondary profits, which are distributed back at the community.

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