[01] Creator-fee dispensary
Every fee
is a dose.
Creator fees dispense doses: brand-new wallets that buy $DOSE, from $3 for a Common up to $100 for a Mythic. Each dose can only roll what the claimed fees can pay for. Every key is destroyed at birth, so they can never sell.
- Doses dispensed
- 0
- Held forever
- $0
- Dose keys alive
- 0
CHAMBER A
0 UNITS
SEALED
100%
CLICK · SHAKE
DRAG · SPIN

[02] Test chamber
Crack a capsule.
A dose can only roll what its claim can pay for. A $4 claim can only make Commons; a $120 claim can reach Mythic, at triple odds. Pick a claim size and try your luck: free, just for fun, nothing touches the chain.
SEALEDTap the capsule
PER DOSE0/12Your shelf is saved in this browser only.

[✦] Bigger claims, bigger bags
Rarer doses buy
bigger bags.
A dose only rolls what the claim can pay for. Busy chart, big claims, rarer doses.
[03] Formulary
Twelve doses.
Six rarities.
Tap a card to read its label.
[04] Records
Every dose.
Every holder.
Each dose's wallet and buy, straight from the chain. Tap a row to check it on Solscan.
| # | Dose | Bought | Wallet |
|---|
| Rank | Wallet | Share | What |
|---|

[✕] Key destroyed
No key.
No sell.
The moment a dose buys, its key is destroyed. Not locked, not stored: gone. Nobody can ever move those coins.
KEYS ALIVE0
[05] Protocol
How a dose is made.
STEP 01Trades pay fees.Every buy and sell of $DOSE pays a creator fee.STEP 02Fees are claimed.About every minute, the claimable fees go into the dispenser. A bigger claim is a stronger brew: 1× up to 3× odds for Rare and above.STEP 03Wallets are born and rolled.Each new wallet rolls a rarity from its address, but only among bags the dispenser can still pay for: $3 Common, $5 Uncommon, $10 Rare, $25 Epic, $50 Legendary, $100 Mythic. It keeps rolling until less than $3 is left.STEP 04It buys, and the key dies.Each wallet buys its bag of $DOSE, then its key is destroyed. The leftover under $3 waits for the next claim. Every dose holds forever.
