Natomon
  • Natomon Launch Trailer
  • About Natomon
  • The Cards
  • The Monsters
  • The Items
  • The Mutations
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On this page
  • The Type of the card
  • The Art
  • Background
  • Art itself

The Cards

PreviousAbout NatomonNextThe Monsters

Last updated 4 months ago

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

Item

"fe" and not ("f0" or "f1" or "f2" or "f30" or "f31" or "f32" or "f33" or "f3a"

Monster

All other cards

Here are two valid Natomon cards: Monster and Item.

For monsters, every color and statistic are generated randomly based on their DNA (block number hashed by our deterministic custom function), following the DMT principles.

Items have fixed effects based on their rarity.

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 item class grants 2 boosts and bonus Fame Points to the monster that equips them. All item cards have a statistic called "durability".

The Art

As mentioned, 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.

let w_ArtColor = blockHash.substring(24, 40)
if (w_element == "Fire") {colorMap = w_ArtColor.charAt(15) <= "7" ? colorMapFire1 : colorMapFire2}
if (w_element == "Water") {colorMap = w_ArtColor.charAt(15) <= "7" ? colorMapWater1 : colorMapWater2}
if (w_element == "Grass") {colorMap = w_ArtColor.charAt(15) <= "7" ? colorMapGrass1 : colorMapGrass2}
if (w_element == "Normal") {colorMap = w_ArtColor.charAt(15) <= "7" ? colorMapNormal1 : colorMapNormal2}
for (let i = 0; i < 15; i++) { d_ArtColor += "--c" + parseInt(i+1) + ": " + colorMap[(parseInt(w_ArtColor.charAt(i), 16))] + "; "; }

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.

d_ArtCSS = "dragon_css";
<div id="artCSS" class="${d_ArtCSS}" style="${d_ArtColor}">

This system helps to visually distinguish between different types of cards and adds to the overall aesthetic appeal of the game.

Note: All the frequencies and rarities are available in the .

All the bonuses of all the items are specified .

Stats on stats page
here