Stats and progression
Your Fantum's stats are rolled at mint and then largely fixed for life. Reborn deliberately avoids the XP-grind treadmill — your Fantum is who they are. What changes over time is ELO and trophy state.
This is a design choice, not a constraint. Endless-grind games burn out. Stat-locked PvP games last.
What's set at mint
Rolled deterministically from (masterSeed, tokenId) via the SplitMix-seeded xorshift128+ shuffle in Xorshift.sol:
| Stat block | Range | Mutable? |
|---|---|---|
| STR | 3–18 (+5% OG boost, cap 20) | No |
| DEX | 3–18 (+5% OG boost, cap 20) | No |
| CON | 3–18 (+5% OG boost, cap 20) | No |
| INT | 3–18 (+5% OG boost, cap 20) | No |
| WIS | 3–18 (+5% OG boost, cap 20) | No |
| CHA | 3–18 (+5% OG boost, cap 20) | No |
| Weapon | 1 of 11 | No |
| Archetype | 1 of 19 | No |
| Tier | 1 of 5 | No |
| Fluro variant | 1 of 7 (incl. two-tone, Phantom, Holo) | No |
| isOG | true if minted via legacy window | No |
| legacyDna | ancestor FUM hash, if OG | No |
None of the above changes. Ever. Your Common Stagehand with STR 14 / DEX 10 / WIS 7 with a candelabra is, for the entire life of the token, that Fantum.
What changes over time
| State | Range | Mutated by |
|---|---|---|
| ELO | starts at 1000 | Every duel result, signed and submitted on-chain |
| Wins | starts at 0 | Increments on duel win |
| Losses | starts at 0 | Increments on duel loss |
| Resurrect count | starts at 0 | Increments on revive from Graveyard |
| Trophy DNAs[] | starts empty | Appends ancestor hash on each kill (if proposed mechanic is enabled) |
| Name | starts unnamed | Settable post-launch v1.1 via setName(uint256, string) for an sFUM fee |
| Vanity / Duel flag | starts as set at mint | One-way switch to Vanity, cannot switch back |
These mutable fields are stored in a separate slot from the immutable stat block, so reads stay cheap for the duel contract and writes don't churn the cold-state.
ELO mechanics
- Base at mint: 1000
- After a duel: delta computed by the off-chain matchmaker, signed via EIP-712, submitted on-chain
- The on-chain contract verifies the signature but does not re-derive the ELO math — the keeper EOA is trusted for the delta computation
- OG winners get a +10% multiplier on their delta gain; losers' loss is unchanged
- Tournament wins get a +1.25× multiplier during the tournament week
- Matchmaker uses ELO to find balanced opponents (target ΔELO ≤ 100 for casual pool, larger for ranked)
ELO can go up forever. ELO can go down forever. There is no floor and no ceiling. The leaderboard is sorted on ELO.
Win / loss records
Every Fantum has a permanent on-chain record of:
- Total duels participated
- Wins
- Losses
- Resurrections (from Graveyard)
This is visible in metadata via the on-chain renderer. It's a personal stat line — no global "career mode", just your token's history.
A retired Fantum (switched to Vanity mode permanently) carries its final ELO + win/loss record for the life of the token. You can sell a retired veteran with provable history.
Naming (v1.1)
Post-launch v1.1 adds setName(uint256 tokenId, string newName):
- Costs sFUM (price climbs with character count, capped)
- Only the current owner can set it
- Stored on-chain in the Fantum struct
- Renders in the metadata as a primary name field
- The original Fantums had this — BUDDY LINDGREN, NA AFURONG — we're keeping the emotional hook
A few constraints:
- Max 16 ASCII characters
- No control characters
- Once set, the previous name is overwritten (no history)
- Burning to vanity does not burn the name
Trophy DNAs (proposed)
If the proposed trophy mechanic ships:
- An OG Fantum that kills another Fantum in a stake-mode duel appends the dead one's
legacyDnato itstrophyDnas[]array - The array grows over the Fantum's lifetime
- Visible in metadata: "Trophies: 3 ancestor DNAs collected"
- Reset is impossible — trophies are permanent
This makes killing OG Fantums a status hunt. The proposal is in the contract architecture; the policy flag (default on / default off / opt-in) is configurable at deployment.
Levelling? No.
There is no level system. There is no XP. There are no skill points. You don't unlock new weapons. You don't get stronger over time.
What you do is build ELO, collect trophies, earn tournament titles, survive permadeath, and avoid getting swapped to vanity. The progression is reputational, not numerical.
Vanity mode is a one-way door
If you flip your Fantum to Vanity mode (cannot duel, half-price secondary royalties), you cannot go back. This is enforced in ArenaOptOut.sol. The flag is one-way.
The reason: it would be exploitable to flip into Vanity to dodge a tournament loss, then flip back. The permanence is the point. Once a fantum, always a fantum. Once retired, always retired.
See also
- Combat system — how stats turn into duel outcomes
- Duel modes — 1v1, best-of-3, tournament, team
- Permadeath and revival — Graveyard mechanics
- OG perks — +5% stat boost on OG mints
Last updated: 2026-05-21