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Rarity tiers

Five tiers. Common honours the original Fantums' pumpkin orange. Each tier above Common gets its own fluro palette. Legendary is split 50/50 between two distinct skins.

The tier table

TierWeightBody paletteAccent
Common62%Pumpkin Gold (#F58A2A body, brown shadow)None — pure OG callback
Uncommon25%PorcelainFluro Blue (#00B8FF / #80E0FF)
Rare10%PorcelainFluro Green (#39FF14 / #A0FFA0)
Epic2%PorcelainFluro Pink (#FF2D8F / #FF7DC0)
Legendary1%Special — see Legendary skinsVoid Phantom or Holo Iridescent (50/50)

The 1% Legendary band is split exactly in half between the two locked Legendary skins.

Why Common is pumpkin

The vast majority of the supply (62%) wears the original Fantums of Opera palette. This is deliberate: most mints look like a continuation of the old collection, with the cabaret rebrand reserved for rarer tiers. The narrative tracks: most of the cast came back wearing their old costume; the rarer ones got remade.

The Common palette:

Body #F58A2A (the original pumpkin orange)
Body shadow #A0521C (warm brown)
Outline #000000 (classic black)
Mouth/pupils standard, no fluro accent

No fluro hair. No fluro mouth. No fluro pupils. Common Fantums are the warm, friendly, OG-looking ones.

Why the fluros climb

Each tier above Common gets a brighter, louder fluro accent. The progression is intentional — you read the rarity off the saturation before you even read the trait list.

  • Uncommon (Fluro Blue): cool electric. Reads as "first step into the new aesthetic".
  • Rare (Fluro Green): toxic-green pop. Reads as "definitely Reborn now".
  • Epic (Fluro Pink): hot cabaret pink. The signature Reborn colour.
  • Legendary: drops the regular fluro grammar entirely for the two named skins.

Two-tone ultra-rares

A ~1% slice across every tier above Common rolls as a two-tone. Two-tones use one fluro for hair and a different fluro for cape trim, halo, and mouth.

Six combinations:

Pink × Blue Pink × Green Pink × Orange
Blue × Green Blue × Orange Green × Orange

Two-tones are tier-orthogonal — you can roll a two-tone Uncommon, a two-tone Rare, a two-tone Epic. (Legendaries don't roll two-tones because they have their own dedicated skins.)

OG stat boost on top

If you mint via the reserved window, the rolled tier is unchanged but the rolled stats get a +5% boost, rounded half up, capped at STAT_MAX_AT_CREATION + 2 = 20. So an OG Common is mechanically slightly stronger than a non-OG Common of the same tier.

How the roll works

Tier is rolled at mint time from the master seed via a SplitMix-seeded xorshift128+ shuffle in Xorshift.sol. The full rarity table is shuffled in the constructor and the resulting hash is committed publicly as initialRarityHash. Anyone can re-derive the shuffle and verify the commitment matches what we deployed.

No leading-zero proof-of-work. No browser-side puzzle. No race conditions. Deterministic, auditable, verifiable.

Trait expectations by tier

Trait rarity should track with the tier (Rare Fantums are more likely to have a full operatic costume than a bare-chassis bandana). The roll table is weighted so:

TierTypical trait load
Common1 prop, simple hat or scarf, no fluro
Uncommon2 props, faint cyan glow on one
RareFull costume, item-glow, fluro accents fully
EpicHalf-replaced costume — cape becomes lightning or holo material
LegendaryFull custom render per skin

Shelved alternatives

Three Legendary palettes were explored and shelved (not shipping):

  • Molten Gold — body in cabaret gold, mouth cyan. Read as too close to the cape colour.
  • Fluro Orange — body fluro orange. Read as too close to the OG Common.
  • Crystal — translucent body. Pretty but hard to render at 32x32.

The two surviving Legendaries are the final pair. See Legendary skins.

See also


Last updated: 2026-05-21