The Cards
Presentation
Here is a valid Natomon card.
Every color and statistic in this card is generated randomly based on its DNA (block number hashed by our deterministic custom function), following the DMT principles.
Note: All the frequencies and rarities are available in the Stats on stats page.
The Type of the card
In Natomon, every card is categorized into one of two types: monster or item. Monsters engage in battles with each other, while items are designed to enhance the abilities of your monsters.
The cards are defined as either a monster or an object as follows:
Type | (Exclusive) Pattern included in the DNA |
---|---|
Object | "fe" and not ("f0" or "f1" or "f2" or "f30" or "f31" or "f32" or "f33" or "f3a" |
Monster | All other cards |
There are 9 classes of monsters, 8 of them have their unique art:
Class | (Exclusive) Pattern included in the DNA (of monster cards) |
---|---|
Dragon | ("da0" or "da1" or "da2" or "da3" or "da4" or "da5" or "da6" or "daf) and not ("da00" or "da1e" or "da4d") |
Unicorn | "c00" or "c02" or "c03" or "c04" or "c08" or "c09" or "c0a" or "c0c" or "c0d" |
Gryphon | "080" or "081" or "082" or "083" or "087" or "089" or "08a" or "08b" or "08c" or "08e" |
Phoenix | "0e" and not ("0ea" or "0eb" or "0ec" or "0ee") |
Kraken | "ae" and not ("ae9" or "ae40") |
Hydra | ("a9" or "a83" or "a8a) and not "c40" |
Manticore | ("60" or "6a" or "6ffe") and not ("6a0" or "6a4" or "6a8") |
Minotaur | ("0a" or "0b" or "0c") and not "615" |
Polymorph | All other monsters |
As for monsters, there are 6 classes of items, each one has its unique art and effects:
Class | (Exclusive) Pattern included in the DNA (of item cards) |
---|---|
Sunglasses | ("55" or "7575") and not "a5" |
Shield | ("5e" or "1e1" or "1ed") and not "7d" |
Sword | "50" or "0d0" or "0d1" or "0d2" or "0d3" |
Crown | ("c2" or "c4") and not ("c40" or "c45" or "c4f") |
Necklace | ("ec" or "ac" or "cc") and not ("cc0" or "cc1" or "cc2" or "cc3" or "cc4" or "cc5" or "cc6") |
Ring | All other items |
Each object class grants 2 boosts and bonus Fame Points to the monster that equips them. All item cards have a statistic called "durability".
All the bonuses of all the items are specified here.
The Statistics
Each Natomon monster cards have the following attributes:
Attribute | Used in | Example |
---|---|---|
Origin | Art & Statistic | Elemental |
Class | Art & Statistic | Dragon |
Mutation | Art & Statistic | Famous |
Rarity | Art & Supply | ✮✮✮ Legendary ✮✮✮ |
Gender | ♂ | |
Element | Statistic & Art | Grass |
Starting Level | Statistic | Lv. 34 |
Armor amount | Statistic | 54 AR |
HP amount | Statistic | 170 HP |
Dodge chance | Statistic | 18% |
Critical chance | Statistic | 24% |
Critical damage | Statistic | 137% |
Two Attacks | - | - |
-- Attack Name | Statistic | Liana Punch |
-- Attack Damage | Statistic | 158 |
-- Attack Speed | Statistic | 100 |
-- Attack Accuracy | Statistic | 83% |
Fame Points amount | Statistic | 6148 ✪ |
Number of Slots for Items | Statistic | From 0 to 3 |
Up to 15 different colors for the art | Art | - |
The item cards provide two boosts to the equipped monster: a major boost and a minor boost. The strength of these boosts is determined by the rarity of the item card: higher rarity items offer more powerful boosts, enhancing the abilities of the equipped monster to a greater extent.
The Origin
The Origin is linked to the Generation.
All monsters of the first generation have the origin "Elemental," with elements such as Fire, Water, Grass, and Normal.
Subsequent generations will introduce new elements and origins.
The Classes and Rarities
Every card, including both monsters and items, possesses a rarity level.
On monsters, a higher rarity gives more chances to obtain better fighting skills and statistics. Indeed, a "Common" rarity fixes the chance of the monster to "2", "Rare" fixes the chance to "4" and "Legendary" fixes the chance to "6". When all the statistics (HP, AR, ATK, etc) are determined, the chance gives a larger pool of genes to work with.
On items, the rarity gives better boost (no chance here, just big flat boost).
Here are the rarity levels and their patterns for both monsters and items:
Monsters
Class | Rarity | (Exclusive) Pattern included in the DNA | Effects |
---|---|---|---|
Dragon | Legendary | "123" or "456" or "789" or "abc" or "def" or "fe2" | Chance: 6 ✮✮✮ |
Rare | "7b" or "76" or "124b" | Chance: 4 ✮✮ | |
Common | All other dragons | Chance: 2 ✮ | |
Unicorn | Legendary | "147" or "258" or "369" or "ace" or "bdf" or "0e1" | Chance: 6 ✮✮✮ |
Rare | "30" or "3d" | Chance: 4 ✮✮ | |
Common | All other unicorns | Chance: 2 ✮ | |
Gryphon | Legendary | "150" or "260" or "371" or "adb" or "bec" or "1c4" | Chance: 6 ✮✮✮ |
Rare | "94" or "99" | Chance: 4 ✮✮ | |
Common | All other gryphons | Chance: 2 ✮ | |
Phoenix | Legendary | "220" or "233" or "244" or "255" or "111" or "54b" | Chance: 6 ✮✮✮ |
Rare | "21" or "4f" or "9b43" | Chance: 4 ✮✮ | |
Common | All other phoenix | Chance: 2 ✮ | |
Kraken | Legendary | "963" or "852" or "741" or "751" or "958" | Chance: 6 ✮✮✮ |
Rare | "6b" or "6f" | Chance: 4 ✮✮ | |
Common | All other krakens | Chance: 2 ✮ | |
Hydra | Legendary | "a11" or "b22" or "c33" or "d44" or "e55" or "830" | Chance: 6 ✮✮✮ |
Rare | "fc" or "f2" or "fe6" | Chance: 4 ✮✮ | |
Common | All other hydras | Chance: 2 ✮ | |
Manticore | Legendary | "9f9" or "8e8" or 7d7" or "6c6" or "5bc" | Chance: 6 ✮✮✮ |
Rare | "af" or "df" or "1bf" | Chance: 4 ✮✮ | |
Common | All other manticores | Chance: 2 ✮ | |
Minotaur | Legendary | "9a5" or "4b2" or "541" or "ae5" or "cd4" or "9b2" | Chance: 6 ✮✮✮ |
Rare | "37" or "5c" | Chance: 4 ✮✮ | |
Common | All other minotaurs | Chance: 2 ✮ | |
Polymorph | N/A | Polymorphs have no rarity More details can be found here | N/A |
Items
Class | Rarity | (Exclusive) Pattern included in the DNA | Effects |
---|---|---|---|
Sunglasses | Legendary | "7a2" or "7a3" or "7a4" or "7a6" or "7a7" or "7a8" or "7a9" | +30% Speed +30% Accuracy +2500 FP ✪ |
Rare | "b1" or "b4" | +20% Speed +20% Accuracy +1500 FP ✪ | |
Common | all other sunglasses | +10% Speed +10% Accuracy +500 FP ✪ | |
Shield | Legendary | "51e" or "51f" or "51c" or "51b" | +200 HP +30 AR +2500 FP ✪ |
Rare | "b1" or "b9" | +100 HP +20 AR +1500 FP ✪ | |
Common | All other shields | +50 HP +10 AR +500 FP ✪ | |
Sword | Legendary | "f05" or "e05" or "d05" or "c05" or "a05" | +21% Crit chance +30% Crit dmg +2500 FP ✪ |
Rare | "c2" or "c3" | +14% Crit chance +20% Crit dmg +1500 FP ✪ | |
Common | All other swords | +7% Crit chance +10% Crit dmg +500 FP ✪ | |
Crown | Legendary | "0e9" or "0ea" or "0eb" or "0ec" or "0ee" | +200 HP +30% Speed +2500 FP ✪ |
Rare | "d5" or "d8" | +100 HP +20% Speed +1500 FP ✪ | |
Common | All other crowns | +50 HP +10% Speed +500 FP ✪ | |
Necklace | Legendary | "cae" or "cad" or "cac" or "cab" | +30 AR +30% Crit dmg +2500 FP ✪ |
Rare | "e3" or "e6" | +20 AR +20% Crit dmg +1500 FP ✪ | |
Common | All other necklaces | +10 AR +10% Crit dmg +500 FP ✪ | |
Ring | Legendary | "134" or "137" or "138" | +30% Accuracy +21% Crit chance +2500 FP ✪ |
Rare | "80" or "88" | +20% Accuracy +14% Crit chance +1500 FP ✪ | |
Common | All other rings | +10% Accuracy +7% Crit chance +500 FP ✪ |
Rarity
The rarity of a card also defines its background.
The background can be impacted by the mutations.
The Polymorph Class
The nineth Monster class Polymorph is a bit special as it has no dedicated art and no rarity. As a result, Polymorph cards have their own special background.
You can discover everything you need to know about the Polymorph class just here 😏.
The Gender ♂ / ♀
Every monster card has a gender, either male or female.
This attribute is determined by using the gene placed at index 1 of the DNA.
If the value at index 1 of the DNA is less than or equal to '7', the Natomon is male; otherwise, it's female.
This attribute is implemented...
The Element
An element is assigned to every monster card in Natomon.
Additionally, each element confers a weakness to another element, with the exception of the "Normal" element.
Element | Weakness | (Exclusive) Pattern included in the DNA |
---|---|---|
Fire | Water | "f1" or "2e9" or "f6f6f" |
Water | Grass | ("9a" or "a9" or "a0a0") and not ("a99" or "a98" or "a97" or "a90" or "a91f") |
Grass | Fire | ("b1" or "1b" or "2b") and not "2bb9" |
Normal | - | Everything else |
A monster taking damages in its weakness element will take more damage.
There is no resistance mechanism.
The Health Point (HP)
Every monster card in Natomon is assigned a certain amount of HP, which plays a crucial role in duels. When a monster's HP reaches 0, it is defeated, highlighting the importance of having monsters with high HP.
Now, let's delve into how the base HP of a monster is determined, utilizing the "chance" value we discussed earlier.
The HP amount of a monster card in Natomon is determined by specific genes within the DNA, ranging from gene 40 to 40 + (chance - 1). For instance, if the card is legendary, genes 40 to 45 are considered.
Each gene, corresponding to 40-41 for Common, 40-43 for Rare, and 40-45 for Legendary, is converted from hexadecimal to decimal. From these converted values, only the two greatest ones are retained.
The highest value among these serves as the base HP, while the second-highest serves as a multiplier. Additionally, the chance value is factored in as another multiplier.
So here, you understand that the rarity has a huge influence on every statistics of monsters, because:
It determines on how many genes the statistic is calculated.
It is used as a multiplier.
BUT even if the rarity is BIG in the calculation of every statistics, it is not critical. You can find a Common monster (so only 2 genes are taken -from 40 to 41-) with tons of HP if the two genes are "f" and "e". The same way, you can find a Legendary monster with low HP if the higher gene in the 6 taken is "4". Finally, a Common monster can have much more HP than a Legendary monster. The rarity gives more chances to find higher values, therefore, higher stats.
Note: More details on the HP stat are available in the Stats on stats page.
The Armor Point (AR)
Every monster card in Natomon is equipped with Armor (AR), which plays a crucial role in reducing damage during duels. When a monster with AR is attacked, the AR amount is subtracted from the incoming damage before any elemental weaknesses are applied.
For instance, if a monster with 150 HP and 30 AR is attacked with 90 damage, it will only take 60 damage (90 - 30).
Moreover, the AR amount of a monster is determined using a formula that takes into account the monster's chance value.
The AR amount of a monster card in Natomon is determined by specific genes within the DNA, ranging from gene 30 to 30 + (chance - 1). For instance, if the card is legendary, genes 30 to 35 are considered.
Each gene, corresponding to 30-31 for Common, 30-33 for Rare, and 30-35 for Legendary, is converted from hexadecimal to decimal. A modulo 4 operation is then applied to each value.
From these modified values, only the greatest one is retained. This value serves both as the base AR and as a multiplier. Additionally, the chance value is factored in as another multiplier.
The final AR value is rounded and added the value of w_chance.
Note: More details on the AR stat are available in the Stats on stats page.
The Dodge chance
Every monster card has a chance to dodge an opponent's attack based on their Dodge stat. Each time a monster is attacked, it has a certain percentage chance to evade the attack. This percentage is determined by the Dodge stat.
For instance, if a monster has a Dodge chance equals to 8%, on every attacks, it has 8% chance of dodging it and to take 0 damage.
Here is how the Dodge is defined:
The Dodge chance of a monster card is determined by specific genes within the DNA, ranging from gene 1 to 1 + (chance/2). For instance, if the card is legendary, genes 1 to 3 are considered.
Each gene, corresponding to 1 for Common, 1-2 for Rare, and 1-3 for Legendary, is converted from hexadecimal to decimal.
To the highest value among those is added the value of chance/2 (1 - 2 - 3). It defines the Dodge chance, which ranges from 1% to 18%.
Note: More details on the Dodge chance stat are available in the Stats on stats page.
The Critical chance
All monsters have a chance to land a critical attack. This statistic is called "Critical chance" and applies to all attacks made by the Natomon.
For instance, if a monster has a Crit chance equals to 13%, on every attacks, it has 13% chance of making a critical hit that will apply bonus damages.
Here is how the Critical chance is defined:
The Critical chance of a monster card is determined by specific genes within the DNA, ranging from gene 5 to 5 + (chance). For instance, if the card is legendary, genes 5 to 8 are considered.
Each gene, corresponding to 5-6 for Common, 5-7 for Rare, and 5-8 for Legendary, is converted from hexadecimal to decimal.
The 2 highest values among those are summed, and the value of chance/2 (1 - 2 - 3) is also added. It defines the Crit chance, which ranges from 1% to 33%.
Note: More details on the Critical chance stat are available in the Stats on stats page.
The Critical damage
Paired with the Critical chance, monsters have a statistic named "Critical damage". This statistic, expressed as a percentage, indicates the total damage a Natomon will deal on a critical hit.
For instance, if a monster lands a critical hit with an attack power of 110 and its Critical damage stat is 132%, then the total damage is 145 (132% of the 110 base damage).
Here is how the Critical damage is defined:
The Critical damage of a monster card is determined by specific genes within the DNA, ranging from gene 11 to 11 + (chance*1.5). For instance, if the card is legendary, genes 11 to 20 are considered.
Each gene, corresponding to 11-14 for Common, 11-17 for Rare, and 11-20 for Legendary, is converted from hexadecimal to decimal.
The 3 highest values among those are summed, and the value of chance/2 (1 - 2 - 3) is also added. It defines the Crit damage, which ranges from 101% to 148%.
Note: More details on the Critical damage stat are available in the Stats on stats page.
The Attacks
Every monster card has 2 attacks which are defined by 4 attributes:
The attack Name.
The Attack Power (Damage).
The Attack Speed.
The Attack Accuracy
These 3 first attributes are determined by using the 6 last genes of the DNA.
The last one (Accuracy) is determined by other genes.
Attack Name
There are 16 attack names available for Common/Rare monsters:
For each element (Fire/Water/Grass/Normal)
For each monster class (Dragon, Unicorn, Gryphon, Phoenix, Kraken, Hydra, Manticore, Minotaur)
A unique set of 16 attack names for each element exists for the Legendary monsters.
In total, there are 490+ unique attack names in the game.
The reason for this is that there is one name for each possible value of the gene that determines it. Specifically, the 2 firsts of the 6 genes at the end of the DNA define the attack names for a monster's class, element and rarity.
For example, let's consider a rare Phoenix of element Fire. The 2 attack names are taken from the structure "attacks" for the class "Phoenix", the element "Fire" and the rarity "Rare".
Attack Power (Damage)
The Power of an attack in Natomon determines the amount of damage it inflicts on an opponent, before factoring in Armor and weaknesses. Similar to other attributes, the chance value of the monster is used in the calculation of Attack Power.
Here is the formula that determines the Power.
The Power is determined by the 6 last genes of the DNA. The chance value influences how many genes are considered in this calculation.
Each gene is converted from hexadecimal to decimal, and only the two greatest values are retained. The highest value serves as the base Power, while the second-highest acts as a multiplier.
Through some balancing in the formula, the final Attack Power of the attack is obtained.
Attack Speed
In a duel, the attack speed determines which attack (yours or your opponent's one) is fired first. The attack with the higher Speed value is played first.
The attack Speed is calculated based on the same genes as the attack Power, but with a different formula:
Note: More details on the Attack stats are available in the Stats on stats page.
Attack Accuracy
The Attack Accuracy determines the chances, expressed as a percentage, of an attack succeeding.
Here is how the Attack Accuracy is defined:
The Attack Accuracy of an attack is determined by specific genes within the DNA, ranging from gene 45 to 45 + (4 - chance/2). For instance, if the card is legendary, genes 45 to 46 are considered.
Each gene, corresponding to 45-48 for Common, 45-47 for Rare, and 45-46 for Legendary, is converted from hexadecimal to decimal.
The values are summed. The result is divided by 2. Then, it's subtracted from 100. It defines the Attack Accuracy, which ranges from 74% to 99%.
The Attack Accuracy for the second attack follows the same logic, for genes 48 to 48 + (4 - chance/2) with some additional balancing.
The Accuracy of the second attack is lower as its power is higher, and ranges from 38% to 94%.
Note: More details on the Attack stats are available in the Stats on stats page.
Mutation and randomization
Every monster card has a chance to have a Mutation. You can find out what a mutation is directly here.
For all monsters that are not lucky enough to have a mutation, we apply a small adjustment that can be either positive or negative to all of their stats to add even more uniqueness to each of them.
As always, this adjustment is defined by the DNA of the Natomon and it applies a modifier ranging from -15% to +15% on its following stats: AR, HP, Dodge, Crit chance, Crit damage, Attack speed, Attack accuracy and Attack power.
The Fame Points (FP)
Every card has an attribute named Fame Points.
The Fame Points (FP) attribute of a monster is a key aspect of Natomon duels, determining the rewards earned by players based on their monster's performance.
When a player enters a duel, the total Fame Points of all his engaged cards is calculated. If the player wins the duel, he earns this amount of Fame Points. If the player loses, he earns no Fame Points. Note: This formula is subject to change.
Future: <Redacted>.
The Fame Points of a monster is defined by a combination of all its stats, as follow:
If you understand well, the Fame Points stat can indicate the global strength of a card. Just saying.
This system incentivizes strategic gameplay and rewards players for their skill and success in battles.
Note: More details on the FP stat are available in the Stats on stats page.
Each item card gives a bonus of Fame Points based on its rarity (from +500 FP ✪ to +2500 FP ✪) to the monster (see here)
The Starting Level
Every monster card has a starting level. This statistic is used in challenges (in the Battle Center) and applied to other statistics to determine their values.
Indeed, the combat statistic values displayed on the cards are the maximum values achievable by the card when it reaches the maximum level.
This means that if you have a level 31 card with 340 HP and an attack with 210 power (as displayed here), when you use it in a challenge, it will have lower statistics because the card is not level 100.
Here is how the Starting Level of monster cards is determined:
This Starting Level is determined by specific genes within the DNA, ranging from gene 50 to 50 + chance - 1. For instance, if the card is legendary, genes 50 to 55 are considered.
Each gene, corresponding to 50-51 for Common, 50-53 for Rare (and Polymorph), and 50-55 for Legendary, is converted from hexadecimal to decimal. All these values are added together to determine the Starting Level.
Through some balancing in the formula, the final Starting Level of the card is obtained.
Note: The Level of a card can range from 1 (min) to 100 (max) while the Starting Level of a card ranges from 1 to 50.
The Slots
Each monster card in Natomon has the potential to equip up to 3 items to enhance its abilities.
The number of items that a monster can equip is determined by the last gene of the DNA, calculated as follows:
This formula generates a value from 0 to 3, representing the number of item slots available to the monster. Unfortunately, some monsters may have a value of 0, meaning they cannot equip any items.
Note: More details on the slot stat are available in the Stats on stats page.
The Art
As mentioned in here, there are 15 different classes of cards available in Natomon Gen 1:
9 monsters: Dragon, Unicorn, Gryphon, Phoenix, Kraken, Hydra, Manticore, Minotaur (Polymorph has no dedicated art)
6 items: Sunglasses, Shield, Sword, Crown, Necklace, Ring
Each of these classes features its own distinctive art, contributing to the diverse and visually appealing world of Natomon.
Background
For monster cards, the background is determined by the element of the card:
Element Fire: gradient red background
Element Water: gradient blue background
Element Grass: gradient green background
Element Normal: gradient gray background
Meanwhile, for item cards, the background is determined by its rarity:
Common item: gradient green background
Rare item: gradient blue background
Legendary item: gradient red background
This system helps to visually distinguish between different types of cards and adds to the overall aesthetic appeal of the game.
Art itself
As you know, a monster has an element. For each element, we created 2 color palettes:
Fire: 2 color palettes based on the red colors
Water: 2 color palettes based on the blue colors
Grass: 2 color palettes based on the green colors
Normal: 2 multi-color palettes
These 8 color palettes are stored in different color maps.
The colors of the monster card art are determined by the genes of the DNA. Specifically, genes 25 to 40 are utilized to determine each color using the different color maps.
Each gene is converted from hexadecimal to decimal, similar to how it's done for the attack name, to obtain the corresponding color from a color map.
The last selected gene (the 40th) determined which color map is used. If it is less than or equal to "7", the first color map is used, else, the second color map is used.
As a result of this process, every monster card art is completely unique, reflecting the individuality of each monster's DNA.
For item cards in Natomon, such as the Sunglasses, Shield, Sword, Crown, Necklace and Ring, the art remains consistent across all instances of the same item (except for the background, which varies based on rarity).
Unlike monster cards, where colors are determined by the genes of the DNA, the colors of item card art are standardized. The items will always have the same art.
To achieve variation in appearance, such as for different rarities, colors are assigned to the art through CSS classes and variables. This allows for customization of the background color based on rarity while maintaining consistency in the item art itself.
This system helps to visually distinguish between different types of cards and adds to the overall aesthetic appeal of the game.
Albinism
In an exceedingly rare subset of Natomon, a set of three genes causes albinism.
Only legendary monster cards have a chance of possessing this unique trait.
Card Type | Pattern included in the DNA | Supply |
---|---|---|
Legendary Dragon | "b05" | 2 |
Legendary Unicorn | "f7e" | 2 |
Legendary Gryphon | "c21" | 2 |
Legendary Phoenix | "20d" | 2 |
Legendary Kraken | "e18" | 2 |
Legendary Hydra | "a14" | 2 |
Legendary Manticore | "159" | 2 |
Legendary Minotaur | "064" | 2 |
Here is what the albino monsters look like:
These majestic cards benefit from a boost to their Fame Points. In fact, they are set at 5000 ✪.
The GOD & ARTEFACT Cards
[Redacted]
[Redacted]
[Redacted]
[Redacted]
Information about GOD and ARTEFACT cards will be revealed when the collection has been fully minted.
You WANT to find them
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