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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 blockRangeMutable?
STR3–18 (+5% OG boost, cap 20)No
DEX3–18 (+5% OG boost, cap 20)No
CON3–18 (+5% OG boost, cap 20)No
INT3–18 (+5% OG boost, cap 20)No
WIS3–18 (+5% OG boost, cap 20)No
CHA3–18 (+5% OG boost, cap 20)No
Weapon1 of 11No
Archetype1 of 19No
Tier1 of 5No
Fluro variant1 of 7 (incl. two-tone, Phantom, Holo)No
isOGtrue if minted via legacy windowNo
legacyDnaancestor FUM hash, if OGNo

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

StateRangeMutated by
ELOstarts at 1000Every duel result, signed and submitted on-chain
Winsstarts at 0Increments on duel win
Lossesstarts at 0Increments on duel loss
Resurrect countstarts at 0Increments on revive from Graveyard
Trophy DNAs[]starts emptyAppends ancestor hash on each kill (if proposed mechanic is enabled)
Namestarts unnamedSettable post-launch v1.1 via setName(uint256, string) for an sFUM fee
Vanity / Duel flagstarts as set at mintOne-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 legacyDna to its trophyDnas[] 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


Last updated: 2026-05-21