> For the complete documentation index, see [llms.txt](https://me-active.gitbook.io/activeme-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://me-active.gitbook.io/activeme-whitepaper/game-fi-elements/sweatsuit.md).

# Sweatsuit

### Sweatsuit Attributes

1. **Efficiency (CAL Earning)**\
   **Efficiency** plays a part in CAL earnings. Having a higher Efficiency Attribute will result in better CAL earnings per challenge.
2. **Luck (Mystery Box)** \
   Luck determines the frequency and quality of a Mystery Box drop.&#x20;
3. **Comfort (AMX Earning)** \
   The higher the comfort level, the higher the probability that you will complete a  double the benefit.
4. **Cleanability (Cleanliness/Clean)**&#x20;

   **Cleanliness** affects the decay rate of **Cleanability**. Higher **Cleanliness** will result in a slower **Cleanability** decay.&#x20;

The higher the Sweatsuit's level or quality, the higher the clean cost. As a user fitness, **Cleanability** will decrease. Sweatsuit receive a “dirty” penalty at 2 Cleanliness touch points:&#x20;

1. At 70/100 **Cleanability** , Sweatsuit Efficiency drops to 80%&#x20;
2. At 40/100 **Cleanability** , Sweatsuit Efficiency drops to 20%

### Fitness Types

There are four three types, each designed to suit a different exercise intensity and/or fitness level:

<table data-header-hidden><thead><tr><th width="150"></th><th width="150"></th><th></th></tr></thead><tbody><tr><td><strong>Name</strong></td><td><strong>Fitness times</strong></td><td><strong>Calorie consumption</strong></td></tr><tr><td><strong>Squat</strong></td><td>30</td><td>0.32</td></tr><tr><td><strong>Push-up</strong></td><td>20</td><td>0.5</td></tr><tr><td><strong>Jumping jacks</strong></td><td>30</td><td>0.3</td></tr><tr><td><strong>Knee Raise Clap</strong></td><td>40</td><td>0.27</td></tr><tr><td><strong>Standing Ab Bike</strong></td><td>40</td><td>0.27</td></tr></tbody></table>

Users’ CAL return is not static, and several factors may cause it to fluctuate:

1. Sweatsuit Efficiency (Low Cleanliness affects Efficiency).
2. Not reaching the required number of workouts before energy depletion will earn less.
3. Randomization.

### Sweatsuit Quality

There are five Sweatsuit qualities. When a Sweatsuit is minted, the value of each Attribute will be chosen at random within the min. and max. values according to Sweatsuit quality. As such, even Sweatsuit of the same quality may have vastly different Attribute distributions.

| Quality | Min. Attribute | Max. Attribute |
| ------- | -------------- | -------------- |
| **N**   | 1              | 10             |
| **R**   | 8              | 18             |
| **SR**  | 15             | 35             |
| **SSR** | 28             | 63             |
| **UR**  | 50             | 112            |

### Sweatsuit Level&#x20;

Users can level up their Sweatsuit by burning CAL, with AMX being required at certain milestones. Each level-up takes a fixed time to complete, which increases along with the amount of CAL and AMX required according to the Sweatsuit level. This process can be made faster/boosted up by using even more CAL. AMX is currently required to level a Sweatsuit to Level 5, 10, 20, Level 29 and 30. Upon level-up, users will attain 4 - 12 additional Attribute points to assign according to their Sweatsuit quality.

| Level | Upgrade time required(Hours) |
| ----- | ---------------------------- |
| 1-10  | 12                           |
| 11-20 | 24                           |
| 21-30 | 48                           |

**At max level, user need to choose between earning CAL or AMX. Switching between CAL/AMX earning is allowed, but will be subject to a cooldown duration.**&#x20;

### Co-branded Sweatsuit

ActiveMe works with top Fitness brands to release co-branded Sweatsuit.
