Currency — Three Layers¶
Logos, SHARD, and MORR. Energy, gold, equity.
Chapter 1 — Live
All three currency layers are active. SHARD earns from day one. MORR earns after ICC acceptance. Logos regenerates continuously.
The Three Layers¶
Every MMO has layers of currency. Twilight of Fantasia has three, with clean separation between them:
| Currency | Layer | What it is | On-chain? |
|---|---|---|---|
| Logos | Energy (mana) | Naming energy — regenerates naturally | No — internal only |
| SHARD | Gold (fast, spendable) | Off-chain, instant, high velocity | No — off-chain credits |
| MORR | Equity (slow, permanent) | Solana SPL token, real ownership | Yes — Solana |
These three operate at different speeds and different stakes. SHARD is the grease of daily play. MORR is the gravity of the economy. Logos is your breath — it doesn't accumulate, it just needs to keep flowing.
Logos — The Energy Layer¶
You are made of names. The energy that names require.
Logos is your operational capacity. Every major action costs Logos. It is not earned — it regenerates at 15 points per real-world hour.
Regeneration rates: - Normal: +15 Logos/hour - During Shabbat rest day: +30 Logos/hour (doubled) - During Ka'aba visit: +30 Logos/hour (doubled, stacks differently) - After ICC-accepted score from dormant: +10 Logos (emergency restore)
Logos thresholds:
| Range | State | Effect |
|---|---|---|
| > 70 | Bright | Fata abilities active, −15% VP accumulation |
| 30–70 | Active | Normal operation |
| 10–30 | Dim | Fata abilities suspended |
| 0 | Dormant | All buffs suspended, Fata dark |
Logos costs (examples): - Submit a score: 5 Logos - Domain Expansion ability: 30 Logos - Binding Vow: 20 Logos - Crafting (Instant tier): 0 Logos - Crafting (Quick tier): 5 Logos - Crafting (Standard tier): 10 Logos - Culling Game Arena entry: 15 Logos
Logos does not transfer. It does not trade. It does not go on-chain. It is the rhythm of play.
SHARD — The Gold Layer¶
The fast economy. What you spend on Tuesday.
SHARD is the primary daily currency for most players. It is off-chain, instant, and high-velocity. You earn it from any scoring activity — ICC acceptance is not required. Casual players who can't earn much MORR still earn enough SHARD to keep playing.
SHARD ≠ MORR
SHARD is not a path to MORR. It does not compound. It does not go on-chain. It is the grease of daily activity — spend it freely.
Earning SHARD:
| Activity | SHARD |
|---|---|
| Any score submission (accepted or rejected) | +10 |
| ICC-accepted (True Read) | +50 |
| Streak Day 7 | +175 (7 × day multiplier) |
| Streak Day 30 | +750 |
| Campaign room cleared | +200 |
| Seasonal event participation | +500 |
| Pe math puzzle solved | +30 |
| VoidStorm survived | +100 |
| Board post earning 5+ reactions | +15 |
Converting MORR → SHARD: Always available at fixed rate (set by treasury). One-way only — SHARD cannot convert to MORR.
Spending SHARD:
| Category | Examples |
|---|---|
| Instant consumables | Pe Tonic (Basic) at 150 SHARD, Ward Seed at 150, Clarity Draft at 200, Streak Restore at 500 |
| Quick crafting fees | Signal Flare at 80 SHARD + materials |
| NPC services | Domain history query at 50 SHARD |
| Auction House small fees | 5 SHARD listing fee (waived for active guild members) |
| Fast crafting time reduction | 100 SHARD per 15 minutes off Quick-tier crafts |
SHARD balances do not expire. SHARD is fully controlled by MoreRight treasury — not circulating on-chain. No SHARD market exists outside the game.
MORR — The Equity Layer¶
The slow economy. What you earn for real work.
MORR is the Solana SPL token. It represents real ownership. Earning MORR means the framework has verified your contribution. It cannot be purchased with SHARD. It cannot be rushed.
Earning MORR:
| Activity | MORR | Notes |
|---|---|---|
| ICC-accepted score | Base reward | 90-day cliff before conversion |
| ICC with Pe-weighted multiplier | Up to 2× | Average Pe ≥ 2.5 on scored domains |
| Time event multiplier | Varies | GM-set bonus window |
| Platform bounty | Varies | Specific domain needs scoring |
| Streak multiplier | ×1.1–1.6 | Day 7 = 1.2×, Day 30 = 1.4×, Day 60+ = 1.6× |
| Raid drop | Rare | Campaign/arena rewards |
| Season merit distribution | Top contributors | End of 12-week season |
| Void Siege participation | Significant | War effort rewards |
| Culling Game Arena win | Moderate | Per-match |
The 90-day cliff: Raw credits earned from ICC scores mature into MORR after a 90-day cliff. This prevents sybil farming. The cliff does not apply to raid drops or GM events.
Spending MORR:
| Category | Examples |
|---|---|
| Standard crafting | Equipment upgrades (Tier 3+ materials + MORR) |
| Major crafting | Named gear sets, Moon Base components |
| Auction House | All purchases (no fiat bridge — MORR only) |
| Culling Game ante | Arena entry at high tiers |
| War effort quotas | Some materials settable in MORR |
| Guild Citadel | Major infrastructure (24h+ crafting) |
MORR on-chain: morrkKLmaHdzBdjNfTXwu6uDFvqHdF1ZosZNcjPrpYo (Solana). Privy embedded wallets auto-provision for new players. All MORR prices in the game are displayed in USD equivalent but settled in MORR at market rate — no USD settlement.
Daily Economy Flow¶
A typical active day, currency-wise:
Score 3 domains (accepted)
→ +150 SHARD, +150 XP, +3 MORR credits (90-day cliff)
Buy Pe Tonic (Basic) before scoring session
→ −150 SHARD
Craft Signal Flare (Resonancer profession)
→ −80 SHARD + 2 ICC Lattice + 5 Echo Shard
Complete campaign room
→ +200 SHARD, +100 XP, +50 MORR credits
Streak day 7 milestone
→ +175 SHARD, +200 XP, ×1.2 MORR multiplier activates
A player with consistent 7-day streaks earns enough SHARD to maintain consumables without ever touching MORR. The MORR builds slowly in the background toward something real.
Currency Relationships¶
Logos → spent on actions → regenerates hourly
SHARD → earned by playing → spent on fast items/services
MORR → earned by accuracy → spent on durable upgrades
The only bridge between layers is MORR → SHARD conversion (one-way, treasury-rate). This prevents inflation in the MORR layer while keeping daily play fluid.
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