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Tokenomics

20 billion MITH, minted once. 80% sits in the Vault of Undermine, which only the game can pay out of; 20% goes into the trading pool; the team gets none. Why nobody can sell the Vault, and how to check it yourself.

8 min readUpdated Oct 14, 2026

At a glance

Every MITH that will ever exist is created once, at launch, and split two ways:

  • Vault of Undermine 80% 16,000,000,000 MITH. Pays every loot drop, quest reward and vendor sale in the game. No private key exists for it.
  • Trading pool 20% 4,000,000,000 MITH, paired with SOL the team puts in. The pool position is locked for good.
  • Team, investors, presale 0% None. Nobody gets MITH at launch except the Vault and the pool.
Total supply20,000,000,000 MITH, minted once. 1 MITH = 1 copper in game.
New MITH after launchNever. The mint authority is removed right after the genesis mint.
Freeze authorityNone. Nobody can freeze any wallet's MITH.
Token taxNone. MITH moves between wallets with no fee. Swaps in the pool pay the pool's trading fee, published with the pool.
BurnThe Cartel burn: what players pay the Mithril Cartel is destroyed while the Vault is well stocked. Everything else players spend goes back into the Vault.
Contract addressPublished on this site at launch. If you see MITH for sale before that, it isn't ours.

The Vault of Undermine

The Vault is the game's purse. When a mob drops coin, a quest pays out or a vendor buys your trash, the Mithril comes out of the Vault into your character's game vault. When you repair, train, take a flight, post a letter or buy from Trade Prince Mithrix, it goes back in.

That second half matters: everything the Mithril Cartel sells in game goes to the Vault or is burned, never to us. Level boosts, flight-path unlocks, the Cartel Courier and the Cartel's rare goods are sinks like any repair bill. The launch promotions (the Founders' purse from The Cartel's First Job, the prize pool of The Big Score) are ordinary payouts from the Vault, under the same limits as everyone's loot.

So the Vault works like a water tank between the game's taps and drains. Over time it slowly lends its Mithril to the players who keep it, cash it out or walk away with it, and it gets back whatever players spend.

The Cartel burn

What players pay the Mithril Cartel (boosts, flight-path unlocks, the Courier, rare goods) is destroyed for good instead of going back into the Vault, as long as the Vault can spare it:

The Vault holdsWhat happens to a Cartel purchase
more than 75% of what it started withburned in full
between 75% and 50%partly burned, less and less the lower it gets
less than 50%not burned: it all goes back into the Vault

Repairs, training, flights, postage and the auction house's cut always go back into the Vault.

Every burn makes the 20 billion smaller for good, and every burn is a public transaction. The burn can never starve the game: the moment the Vault needs the Mithril, it keeps it. In the realm's simulation, with a few hundred regular players, the Cartel burn destroyed about 15% of all MITH, while players were still paid 92 to 100% of their loot.

Why nobody can sell it

"The team can't touch it" is a claim anyone can make. These are the reasons it holds, each one something you can check on chain.

1. No key exists

The Vault is a token account whose owner is a program address: an address derived from the economy program's ID that lies off the curve normal keys live on. No private key for it exists, on our servers or anywhere else. Only the program's own code can sign for it, and only the way that code allows.

2. One door out, and it only opens into the game

The program has exactly one instruction that takes MITH out of the Vault: a game payout into a player's game vault (another program-owned account, tied to that player's wallet). There is no instruction that sends Vault MITH to a wallet, an exchange, the pool, or anywhere else.

What the program can doWho can ask for itDoes it touch the Vault?
Genesis (create the supply, then remove the mint authority)once, at launchFills it, once
Pay a player (loot, quests, vendor sales)the game server's keyOut, into a game vault, capped (below)
Take a sink (repairs, training, flights, Cartel purchases)the game server's keyIn, or burned (the Cartel burn)
Move Mithril between players (trade, mail, auction house)the game server's keyNo
Withdraw to your walletthe game server, for youNo: game vault to your own wallet only
Deposit from your walletyouNo
Change limits, pausethe admin multisigOnly within ceilings compiled into the program
Upgrade the programthe upgrade multisig, after its time lockSee 5

3. The door has a meter

Even that one door is metered by the program, not by a promise:

  • Per wallet: at most 2,000,000 MITH a day can be paid to any one wallet.
  • Per realm: at most 2% of what's in the Vault can be paid out in 24 hours, all players together. That's 320,000,000 MITH on day one, and it shrinks as the Vault does. The admin can't raise it past a 10% a day ceiling written into the program.
  • Circuit breaker: if an hour's requested payouts jump past five times the usual rate, the program stops all payouts until a person checks.

Every payout is a public transaction with a reason code, so the Vault's outflow can be audited by anyone, line by line.

4. Game vaults only empty into their owner's wallet

A withdrawal can only go to the MITH account of the wallet that owns the game vault. The address is fixed by the program, so the server can't redirect anyone's Mithril, not even its own.

5. Nobody can change the rules quietly

A Solana program can be upgraded, so the program's code is the real guarantee behind everything above. That's why:

  • the source code is published and the program is a verified build: explorers show that the code running on chain was compiled from that exact source;
  • the upgrade authority is a multisig with a time lock: an upgrade has to be proposed on chain and wait out the lock before it can run. Anyone watching sees it coming, and can withdraw first if they don't like it;
  • the admin (limits and pause) is a multisig too, and every change it makes is a public event.

6. Nobody can print or freeze

The mint has no mint authority after launch and never had a freeze authority. Not the team, not the program, not a future upgrade can create one MITH more than the 20 billion, or freeze yours.

What the team runs, and its limits

The team runs the game, and every lever it holds is on a meter:

  • The game server records who earned what, like any game server. Every payout it asks for hits the same meter as everyone's loot: 2,000,000 MITH per wallet per day and the realm's 2% daily budget. A sudden jump trips the circuit breaker, and every payout is public with its reason, so anything out of the ordinary shows on chain within the hour.
  • The admin multisig tunes the limits, only inside the ceilings compiled into the program, and can pause the game's money if something breaks.
  • The upgrade multisig ships new code in public, and only after the time lock.

What the team can't do: sell the Vault, move it to a wallet, mint more MITH, freeze anyone, or pull the pool.

Where the team's money comes from

Not from MITH: the team holds none at launch, and nothing the game sells pays the team. The pool's trading fees pay for the servers and development. The pool position itself is locked for good: the team can claim the fees it earns but can never withdraw the liquidity.

Why 80/20

We ran the realm's economy simulation (calibrated on this server's own loot, quest and vendor tables, with churn and bots) for 70/30, 80/20 and 90/10, and for a version that holds back 10% and drips it into the Vault over four years. Each ran for three years, from 50 to 3,000 players. What it showed:

  • Up to a few hundred players, every split pays all loot in full for the whole three years.
  • The split moves the game's health by only a few points at any size. The Vault's daily budget does the pacing.
  • The drip never beat putting the same 10% straight into the Vault, so there is no drip.
  • What the split really sets is the launch price: the pool's SOL divided by the pool's MITH. More MITH in the pool means a lower starting price for the same SOL.

80/20 keeps the Vault as large as possible while giving the market a real float on day one.

Can the Vault run dry?

No. Its daily budget is a share of what's left in it, so it shrinks with the Vault instead of emptying it. If the realm grows large enough that the game asks for more than the day's budget (around a thousand players at vanilla rates), payouts are shared fairly and the rest waits as pending Mithril, paid out as the budget frees up. The supply never grows.

Check it yourself

At launch, with the addresses below, any Solana explorer (Solscan, Solana Explorer) shows:

  1. The mint: supply 20,000,000,000; mint authority none; freeze authority none.
  2. The Vault: its balance, and its owner, which is the program's config address (a program address, no key).
  3. The program: marked verified against the published source; its upgrade authority is the multisig.
  4. The multisig: its members, how many must sign, and its time lock.
  5. The pool: its MITH and SOL, and the locked pool position.
Address
MITH mintpublished at launch
Vault of Underminepublished at launch
Economy program (source, verified build)published at launch
Upgrade and admin multisigpublished at launch
Trading poolpublished at launch

MITH is the realm's currency, not an investment: no return is promised, and nothing on this site is financial advice.

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