> For the complete documentation index, see [llms.txt](https://meteorn-run-organization.gitbook.io/whitepaper-meteorn-run/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://meteorn-run-organization.gitbook.io/whitepaper-meteorn-run/game-play/in-game-nft-shoes/nft-shoes-repair.md).

# NFT shoes repair

<figure><img src="/files/JXUdzGq01U4asIMSq85m" alt=""><figcaption></figcaption></figure>

By equipping NFT Shoes on your character and playing, you will get **$GMTO**. However, the more you run, the more your shoes wear down. Each shoe has a **durability** value that decreases based on how long you run. As durability falls, the shoes degrade, and once it reaches zero the shoes can no longer be used. To keep earning, you repair your NFT Shoes by spending **$GMTO**, restoring durability back to full.

### **How Repair Cost Is Calculated**

Repair cost is not a fixed rate. It scales with how much durability has been lost and is converted to $GMTO using the live exchange rate at the time of repair:

```
Lost Durability Ratio = 1 − (Current Durability ÷ Max Durability)
Repair Cost (USD)      = Base Repair Cost × Lost Durability Ratio
Repair Cost (GMTO)     = Repair Cost (USD) ÷ live GMTO rate
```

* **Base Repair Cost** is set per shoe and depends on its rarity and model.
* The **more worn** the shoes are, the higher the repair cost — repairing at full durability costs nothing.
* Because the cost is converted at the **live GMTO rate**, the exact $GMTO amount varies with market conditions at the moment of repair.

### **How Base Repair Cost Is Set**

Each shoe's **Base Repair Cost** is defined in USD and scales with the shoe's **rarity** — higher-rarity shoes earn more, so they carry a proportionally higher repair cost. This USD value is fixed per rarity tier and is what gets converted into $GMTO (or repair tickets) at the time of repair.

The base repair cost per rarity tier is approximately:

| Rarity         | Base Repair Cost (USD) |
| -------------- | ---------------------- |
| Common         | $0.772                 |
| Uncommon       | $2.564                 |
| Super Uncommon | $6.58                  |
| Rare           | $9.58                  |
| Super Rare     | $6.67                  |
| Epic           | $13.33                 |
| Super Epic     | $26.67                 |
| Legendary      | $100.00                |
| Ultimate       | $466.67                |
| Trial Common   | $0.0926                |
| Trial Uncommon | $0.1543                |
| Trial Rare     | $0.2469                |

The same rarity-based cost structure applies across all shoe series (Running, Heel, Galaxy, Business, Low-cut, and others). Because higher-rarity shoes generate greater $GMTO earnings, the higher repair cost keeps the earn-and-maintain loop balanced across every tier.

*Note: Base repair costs are set in USD and may be adjusted over time as the game economy evolves. The actual $GMTO charged depends on the live $GMTO/USD rate at the moment of repair.*

### **Repair Tickets**

As an alternative to $GMTO, shoes can also be repaired using **Repair Tickets**. Ticket-based repair is priced at roughly 30% above the base $GMTO-equivalent cost, giving players a flexible, rate-independent option.

### **Deflationary Burn**

Each day, an amount equal to **3% of all $GMTO spent on repairs** is permanently burned, tying $GMTO's deflation directly to in-game repair activity.

*Note: Because repair costs are converted using live $GMTO/USD rates, the final $GMTO amount may vary depending on market conditions at the time of repair.*
