# Pulse Tracker Minting

<figure><img src="/files/FkxYJzu7zApZGmuoIJox" alt=""><figcaption></figcaption></figure>

> Mint - the process of breeding two Pulse Trackers, as a result of which a PulseBox will be created, when opened, a new Pulse Tracker drops out.

### Pulse Tracker Requirements for Mint

1. Level 20
2. No cooldowns
3. Available Minting Capacity

### Starting Minting Costs

Mint is paid by $TIC and $TAC Token plus Heart Beats.&#x20;

**The cost of a Mint depends on Pulse Tracker rarities that you are breeding:**

<figure><img src="/files/64WpM7yBrFVEw65ITGn7" alt=""><figcaption></figcaption></figure>

For example, you breed Basic and Hype trackers. The minting price will be the sum of TIC, TAC and Heart Beats of Basic and Hype:

**TIC** cost: 23 852 + 46 720 = 70 572

**TAC** cost: 1 000 + 2 000 = 3 000

**HB** cost: 30 000 + 50 000 = 80 000

### **Progressive Minting Cost (PMC)**

As in the real economy prices in MOOW are increasing too. There is a special algorithm that updates the minting prices in **TIC, TAC and Heart Beats** every day at *00:00 UTC* - **Progressive Minting Cost.**

<div align="left"><figure><img src="/files/SPKngCEoTHNU0jaivso0" alt=""><figcaption></figcaption></figure></div>

**Current Minting Price** - the prices that are actually available to mint a new Tracker in TIC, TAC and Heart Beats.

**Coefficient** - a number that determines price growth. A table below shows all the coefficients by currency and Trackers rarity.

**Total Number of Mints Today** - the amount of minted Pulse Boxes in the last 24 hours.

> <mark style="color:red;">**PMC is calculated separately for each tracker rarity and each currency!**</mark>&#x20;
>
> <mark style="color:red;">**Basic Mints do not affect Hype's price, as Hype Mints do not affect Basic's minting costs!**</mark>

<figure><img src="/files/wj2jY5iyohRqcyiJNQbg" alt=""><figcaption></figcaption></figure>

For example, the current price of the Basic Tracker mint is 10 000 TIC, and 100 Basic Pulse Boxes have been made in the last 24 hours:

<figure><img src="/files/WDjmAkqfWdoG59LhFGPj" alt=""><figcaption></figcaption></figure>

> <mark style="color:red;">**The same formula applies to the Basic's TAC and Heart Beats costs too. The only difference is coefficients.**</mark>
>
> <mark style="color:red;">**As a result, PMC algorithm calculates 15 separate minting prices a day for each rarity and each currency.**</mark>

**There are situations when the prices in TIC and TAC will not grow according to the PMC formula.**  \
\
The algorithm compares the upcoming mint price with the current price of the same Tracker rarity on the In-Game Marketplace.

Example:

<figure><img src="/files/IMeTe1jTK1EUP9d8ETA5" alt=""><figcaption></figcaption></figure>

> **This means that PMC will not update mint prices if the current floor price on the In-Game Marketplace is lower than the upcoming mint price in USDT equivalents.**&#x20;

> **Different Tracker rarities are compared separately.**

> **MOOW does not disclose the timing of market price snapshots.**

> <mark style="color:red;">**Heart Beat costs always grow according to the PMC formula. Market prices do not affect it!**</mark>

### TIC-TAC Balancer

The next huge Game-Fi innovation by MOOW is TIC-TAC Balancer.&#x20;

It is important to strike a balance between TIC and TAC in costs. There is a special algorithm that balances it once a week at 10:00 UTC on Sunday.

The idea behind the TIC-TAC Balancer is to maintain 50%-50% of the TIC and TAC balance in USDT equivalent at Mint Prices.

Example:

<figure><img src="/files/BE0IwDG6bk5qb27HFTqa" alt=""><figcaption></figcaption></figure>

### Minting Capacity

Each Pulse Tracker has its own Minting Capacity. This means that each Tracker can be used to create Pulse Boxes a limited number of times.

**This amount depends on the Tracker Rarity:**

| Tracker Rarity | Number of Mints allowed |
| -------------- | ----------------------- |
| Basic          | 2                       |
| Hype           | 3                       |
| Rare           | 4                       |
| Epic           | 5                       |
| Legend         | 6                       |

### Pulse Box

<figure><img src="/files/MmkWMSeC1JrYpF1oHSrL" alt=""><figcaption></figcaption></figure>

As a result, Mint spawns a new Pulse Box, which drops a level 20 Pulse Tracker. Pulse Box can be immediately opened, put into inventory, or sold.

Pulse Boxes have rarity levels.&#x20;

The rarity of a Pulse Box affects the chances of getting Pulse Trackers of various rarities:

<table data-header-hidden><thead><tr><th width="150">Pulse Box Rarity</th><th width="150">Basic Tracker Drop chance</th><th width="150">Hype Tracker Drop chance</th><th width="150">Rare Tracker Drop chance</th><th width="150">Epic Tracker Drop chance</th><th>Legendary Tracker Drop chance</th></tr></thead><tbody><tr><td><strong>Pulse Box Rarity</strong></td><td><strong>Basic Tracker Drop chance</strong></td><td><strong>Hype Tracker Drop chance</strong></td><td><strong>Rare Tracker Drop chance</strong></td><td><strong>Epic Tracker Drop chance</strong></td><td><strong>Legend Tracker Drop chance</strong></td></tr><tr><td>Basic</td><td>97%</td><td>3%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>Hype</td><td>25%</td><td>73%</td><td>2%</td><td>0%</td><td>0%</td></tr><tr><td>Rare</td><td>0%</td><td>27%</td><td>71%</td><td>2%</td><td>0%</td></tr><tr><td>Epic</td><td>0%</td><td>0%</td><td>30%</td><td>68%</td><td>2%</td></tr><tr><td>Legend</td><td>0%</td><td>0%</td><td>0%</td><td>35%</td><td>65%</td></tr></tbody></table>

**The rarity of the crossed Pulse Trackers affects the rarity of Pulse Boxes obtained from a mint:**

<table data-header-hidden><thead><tr><th width="150"></th><th width="118"></th><th width="180"></th><th width="169"></th><th width="159"></th><th width="149"></th><th></th></tr></thead><tbody><tr><td><strong>Parent Tracker #1</strong></td><td><strong>Parent Tracker #2</strong></td><td><strong>Basic Pulse Box Drop Chance</strong></td><td><strong>Hype Pulse Box Drop Chance</strong></td><td><strong>Rare Pulse Box Drop Chance</strong></td><td><strong>Epic Pulse Box Drop Chance</strong></td><td><strong>Legend Pulse Box Drop Chance</strong></td></tr><tr><td>Basic</td><td>Basic</td><td>100%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>Basic</td><td>Hype</td><td>50%</td><td>49%</td><td>1%</td><td>0%</td><td>0%</td></tr><tr><td>Basic</td><td>Rare</td><td>50%</td><td>0%</td><td>49%</td><td>1%</td><td>0%</td></tr><tr><td>Basic</td><td>Epic</td><td>50%</td><td>0%</td><td>0%</td><td>49%</td><td>1%</td></tr><tr><td>Basic</td><td>Legend</td><td>50%</td><td>0%</td><td>0%</td><td>0%</td><td>50%</td></tr><tr><td>Hype</td><td>Hype</td><td>0%</td><td>98%</td><td>2%</td><td>0%</td><td>0%</td></tr><tr><td>Hype</td><td>Rare</td><td>0%</td><td>49%</td><td>50%</td><td>1%</td><td>0%</td></tr><tr><td>Hype</td><td>Epic</td><td>0%</td><td>49%</td><td>1%</td><td>49%</td><td>1%</td></tr><tr><td>Hype</td><td>Legend</td><td>0%</td><td>49%</td><td>1%</td><td>0%</td><td>50%</td></tr><tr><td>Rare</td><td>Rare</td><td>0%</td><td>0%</td><td>98%</td><td>2%</td><td>0%</td></tr><tr><td>Rare</td><td>Epic</td><td>0%</td><td>0%</td><td>49%</td><td>50%</td><td>1%</td></tr><tr><td>Rare</td><td>Legend</td><td>0%</td><td>0%</td><td>49%</td><td>1%</td><td>50%</td></tr><tr><td>Epic</td><td>Epic</td><td>0%</td><td>0%</td><td>0%</td><td>98%</td><td>2%</td></tr><tr><td>Epic</td><td>Legend</td><td>0%</td><td>0%</td><td>0%</td><td>49%</td><td>51%</td></tr><tr><td>Legend</td><td>Legend</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td><td>100%</td></tr></tbody></table>

### Tracker Type

The type of minted Pulse Tracker depends on the types of Parent Trackers:

<table data-header-hidden><thead><tr><th width="150"></th><th width="133"></th><th width="150"></th><th width="150"></th><th width="157"></th><th width="117"></th></tr></thead><tbody><tr><td><strong>Parent Tracker #1</strong></td><td><strong>Parent Tracker #2</strong></td><td><strong>Activity Drop Chance</strong></td><td><strong>Meditation Drop Chance</strong></td><td><strong>Sleeping Drop Chance</strong></td><td><strong>Cheating Drop Chance</strong></td></tr><tr><td>Activity</td><td>Activity</td><td>97%</td><td>1%</td><td>1%</td><td>1%</td></tr><tr><td>Activity</td><td>Meditation</td><td>70%</td><td>28%</td><td>1%</td><td>1%</td></tr><tr><td>Activity</td><td>Cheating</td><td>93%</td><td>1%</td><td>1%</td><td>5%</td></tr><tr><td>Activity</td><td>Sleeping</td><td>70%</td><td>1%</td><td>28%</td><td>1%</td></tr><tr><td>Sleeping</td><td>Sleeping</td><td>34%</td><td>1%</td><td>64%</td><td>1%</td></tr><tr><td>Sleeping</td><td>Meditation</td><td>29%</td><td>35%</td><td>35%</td><td>1%</td></tr><tr><td>Sleeping</td><td>Cheating</td><td>30%</td><td>30%</td><td>35%</td><td>5%</td></tr><tr><td>Meditation</td><td>Meditation</td><td>33%</td><td>65%</td><td>1%</td><td>1%</td></tr><tr><td>Meditation</td><td>Cheating</td><td>24%</td><td>70%</td><td>1%</td><td>5%</td></tr><tr><td>Cheating</td><td>Cheating</td><td>25%</td><td>25%</td><td>25%</td><td>25%</td></tr></tbody></table>


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