AllianceDAO NFT Collection
Rarity, Explained
Every AllianceDAO NFT is generative art assembled from layered traits. This page covers exactly how rarity was designed, how the marketplaces actually rank, why the two don't always agree, and how to read each one with confidence.
How the art was made
The collection was produced with the HashLips Art Engine, a generative tool that stacks image layers to build each NFT. Every layer (the planet, the character, the weapon, and so on) holds a set of trait options, and each option is assigned a weight that controls how often it should appear. The engine then rolls 10,000 unique combinations against those weights.
Two consequences of that process matter for rarity. First, rarity is something the designers set on purpose through the weights — it isn't an accident of the art. Second, because 10,000 draws is a finite sample, the actual mint counts land close to the planned weights but rarely exactly on them. Both facts show up below.
The collection's own rarity reference lives in the official AllianceDAO NFT Rarity document. This page expands on it with the marketplace comparison and the data behind each claim.
The trait layers
Each NFT carries six attributes. Only one of them — the Object (the weapon or item) — was built as a graded rarity ladder. The others set the scene and the character, and were generated with even or atmospheric weights, not as rarity.
Object
The weapon / item
Rarity driverPlanet
20 worlds, ~500 each
SettingInhabitant
20 characters, ~500 each
IdentityLight
Time-of-day mood
AtmosphereWeather
Sky & effects
AtmosphereGrade
1–40, set by the Object
The rarityPlanet and Inhabitant were each planned at a flat 500 per option — deliberately even, so they describe a token's world and character without making it rarer. Light and Weather are atmospheric flourishes. The Object is the one layer with a graded weight curve, and the metadata's Rarity attribute (1–40) is simply the grade that each Object maps to.
The designed grades
There are 40 Objects and 40 grades, one-to-one. The grade reflects the Object's planned weight: the lower the planned count, the rarer it was meant to be, and the higher its grade. Phoenix Rising sits at the top — Grade 40 — because it was planned as the single rarest Object (a planned count of 12).
Generation variance then nudged the realized counts. Phoenix overshot to 25 mints; the Sindarin Fire Saber, planned at 24, undershot all the way to 6. So by raw count the Saber ended up scarcer than the Phoenix — but the designed grade keeps Phoenix as the apex, because that's what the weights intended. This is the single most important thing to understand about aDAO rarity.
| Grade | Object | Planned | Actual | Intended rank range |
|---|---|---|---|---|
| 40 · Apex | Phoenix Rising | 12 | 25 | #1–25 |
| 39 | Sindarin Fire Saber | 24 | 6 | #26–31 |
| 38 | Sword of Zando | 37 | 14 | #32–45 |
| 37 | Zandoan Vine Bow | 49 | 19 | #46–64 |
| 36 | Lusan Xtreme Soaker | 61 | 27 | #65–91 |
| 35 | Sindarin Flame Thrower | 73 | 44 | #92–135 |
| … grades 34 → 1 continue down to the most common Object, Battle Axe (Grade 1, 466 mints). Full ladder in the data file below. | ||||
Notice the planned column descends cleanly (12, 24, 37, 49…) while the actual column wobbles. The grade follows the plan. That's why Phoenix is the apex even though 25 exist.
From grades to a 1–10,000 rank
A grade on its own can't say “I'm #3 of 10,000” — hundreds of tokens share a grade (466 share Grade 1). To give every token a usable ordinal, we lay the grades end to end from the apex down: the 25 Phoenixes occupy ranks #1–25, the 6 Sabers take #26–31, the 14 Swords of Zando #32–45, and so on to the common Objects at the bottom.
Within a single grade every token is equal rarity by design — they're the same Object. To assign distinct numbers we use the token's mint ID (lower = minted earlier), so the apex tokens get the lowest ordinals in mint order. Think of it as a tiebreaker, not a ranking: a Phoenix is “top 0.25%, mint #X” — the grade is the rarity, the within-grade number just records who showed up first. The meaningful signal is the grade and its band; the exact spot inside it doesn't carry further design weight, and the value of one Phoenix over another comes from its scene (planet, inhabitant, light, weather), not its rank within the grade.
We call this the Intended Rank. It's derived entirely from the collection's own Rarity grade, so anyone can reproduce and verify it from the public metadata.
How BBL ranks — and where it diverges
Marketplaces like BackBone Labs (BBL) apply a generic, collection-agnostic rarity score: every trait counts equally, and a trait's rarity is just how few tokens share it. It's a reasonable default that works across thousands of collections, and for collections without a deliberate grade ladder it usually produces sensible results. For aDAO it just doesn't quite match the design intent, in three specific ways.
1. It inverts the apex. Because the score ranks by realized count, the 6–mint Sindarin Fire Saber lands at BBL #1, while Phoenix Rising — the designed apex — drifts down to roughly #66.
2. It scores the weather. Atmosphere counts the same as the weapon, so an ultra-rare sky can rocket a common weapon up the board. The clearest example is the six tokens BBL ranks #7–12: every one carries a common Object but the rare Weather = Lightning strike (6 mints), which BBL treats as exactly as rare as the rarest weapon.
3. Broken-NFT handling differs. BBL leaves most broken NFTs unranked — though a small number still slip through with a rank, so the behavior isn't fully consistent. The Intended ranking, by contrast, ranks every token the same way: the grade is set by the Object, so brokenness simply doesn't change it.
| BBL rank | Token | Object (mints) | Weather (mints) | Intended rank |
|---|---|---|---|---|
| #7 | #3402 | Kitan Ice Bow (287) | Lightning strike (6) | #3,022 |
| #8 | #3680 | Gredican Power Staff (292) | Lightning strike (6) | #3,598 |
| #9 | #3578 | Gredican Power Staff (292) | Lightning strike (6) | #3,595 |
| #10 | #3982 | Pampan Grass Staff (342) | Lightning strike (6) | #4,506 |
| #11 | #3637 | Minasan Ore Staff (380) | Lightning strike (6) | #6,289 |
| #12 | #3211 | Ozaran Bone Axe (415) | Lightning strike (6) | #7,476 |
Under the design, these are mid-to-low-pack tokens with a striking sky. Under BBL's all-trait score, the sky alone puts them in the top twelve. Neither is a bug — it's a difference in what counts as rarity.
Which rank should you use?
Honestly, both are valid — they answer different questions. The Intended Rank says “how rare was this meant to be”; BBL's rank says “how scarce is each trait in the final mint, atmosphere included.”
There's a practical point that matters here: BBL launched this collection and has been the primary marketplace, carrying nearly all of aDAO's trading volume. Its ranking is the one buyers and sellers have actually used to price NFTs since day one. Even though it diverges from the original design, it has effectively become the market's reference — so it can't simply be dismissed as “wrong.”
Rather than pick a winner, the NFT Explorer lets you choose. A BBL Rank / Intended Rank toggle switches every rank shown on the page, so you can browse by the market's standard or by the collection's design and compare them directly.
To keep the design standard consistent everywhere, the full Intended Rank is published as an open data file (below) that any marketplace — Atrium included — can read directly or host themselves. The goal is a single, verifiable source of truth for “as intended” rarity.
All five trait layers, in full
Only the Object is a graded rarity layer. The other four describe where the character is, who they are, and the scene around them — flat by design. But "flat by design" doesn't mean uniform in practice: generation variance and a few intentionally narrow trait weights produced some genuinely scarce values that the Intended grade doesn't capture. They aren't rarity in the design sense, but a collector can absolutely value them. The tables below are the public scoreboard so you can decide for yourself.
Object — the graded layer (40 tiers, planned weights drive the grade)
| Trait | Planned | Actual | % of supply |
|---|---|---|---|
| Sindarin Fire Saber | 24 | 6 | 0.06% |
| Sword of Zando | 37 | 14 | 0.14% |
| Zandoan Vine Bow | 49 | 19 | 0.19% |
| Phoenix Rising | 12 | 25 | 0.25% |
| Lusan Xtreme Soaker | 61 | 27 | 0.27% |
| Sindarin Flame Thrower | 73 | 44 | 0.44% |
| Cristallian Ray Gun | 98 | 87 | 0.87% |
| Ozaran Blaster | 85 | 106 | 1.06% |
| Quartz Ray Gun | 110 | 131 | 1.31% |
| SST Fishing Pole | 134 | 135 | 1.35% |
| Cruthan Blaster | 122 | 136 | 1.36% |
| Cristallian Sword | 146 | 149 | 1.49% |
| Gredican Sword | 159 | 179 | 1.79% |
| Lusan Water Saber | 183 | 186 | 1.86% |
| Pampan Grass Sword | 171 | 208 | 2.08% |
| Kitan Ice Sword | 195 | 212 | 2.12% |
| Ozaran Death Saber | 207 | 236 | 2.36% |
| Royal Ozaran Bow | 232 | 239 | 2.39% |
| Minasan Ore Sword | 220 | 248 | 2.48% |
| Cristallian Bow | 244 | 256 | 2.56% |
| Sindarin Fire Bow | 256 | 274 | 2.74% |
| Minasan Bow | 280 | 275 | 2.75% |
| Kitan Ice Bow | — | 287 | 2.87% |
| Staff of Zando | 305 | 290 | 2.90% |
| Gredican Power Staff | 293 | 292 | 2.92% |
| Sindarin Fire Staff | 317 | 308 | 3.08% |
| Cristallian Staff | 354 | 340 | 3.40% |
| Pampan Grass Staff | 329 | 342 | 3.42% |
| Kitan Ice Staff | 366 | 351 | 3.51% |
| Ozaran Sand Staff | 341 | 369 | 3.69% |
| Minasan Ore Staff | 390 | 380 | 3.80% |
| Lusan Water Staff | 378 | 382 | 3.82% |
| Ice Cleaver | 402 | 390 | 3.90% |
| Ozaran Bone Axe | 427 | 415 | 4.15% |
| Ancient Lusan Trident | 415 | 427 | 4.27% |
| Cruthan Death Mace | 439 | 430 | 4.30% |
| Golden Hammer | 463 | 436 | 4.36% |
| The Eternal Torch | 451 | 440 | 4.40% |
| Battle Shovel | 476 | 463 | 4.63% |
| Battle Axe | 488 | 466 | 4.66% |
Sorted rarest by realized count. The grade follows the planned column; the realized counts are the actual mint outcomes.
Weather — atmosphere (not graded, but the widest scarcity spread)
| Trait | Actual | % of supply |
|---|---|---|
| Lightning strike | 6 | 0.06% |
| Cosmic dust | 24 | 0.24% |
| Bubbles | 27 | 0.27% |
| Mining dust | 35 | 0.35% |
| Light wind | 40 | 0.40% |
| Arctic winds | 47 | 0.47% |
| Blizzard | 49 | 0.49% |
| Pink breeze | 58 | 0.58% |
| Pink pollen | 58 | 0.58% |
| Gredican fog | 66 | 0.66% |
| Desert winds | 71 | 0.71% |
| Volcanic dust | 89 | 0.89% |
| Heavy rain | 99 | 0.99% |
| Quartz dust | 102 | 1.02% |
| Kipple | 108 | 1.08% |
| Granite dust | 110 | 1.10% |
| Mountain winds | 116 | 1.16% |
| Heavy showers | 119 | 1.19% |
| Ocean winds | 120 | 1.20% |
| Diamond dust | 127 | 1.27% |
| Mountain fog | 145 | 1.45% |
| Dew drops | 183 | 1.83% |
| Star dust | 228 | 2.28% |
| Acid rain drops | 233 | 2.33% |
| Desert dust | 277 | 2.77% |
| Comet dust | 308 | 3.08% |
| Rainbow | 331 | 3.31% |
| Light rain | 358 | 3.58% |
| Double rainbow | 425 | 4.25% |
| Rain drops | 783 | 7.83% |
| Light snow | 904 | 9.04% |
| Clear | 4354 | 43.54% |
32 distinct weathers from 6 to 4,354. Lightning strike (6) matches the Sindarin Fire Saber for sheer scarcity; Cosmic dust (24), Bubbles (27), and Mining dust (35) are also notable rare-sky finds. Not rarity in the design sense — but absolutely real scarcity if a collector wants it.
Light — mood & time-of-day
| Trait | Actual | % of supply |
|---|---|---|
| Noonlight | 237 | 2.37% |
| Ozaran sun | 245 | 2.45% |
| Bright | 256 | 2.56% |
| Sunset | 489 | 4.89% |
| Minasan Mining light | 493 | 4.93% |
| Cristall clear | 499 | 4.99% |
| Amethyst glow | 501 | 5.01% |
| Pampan summer sun | 506 | 5.06% |
| Cruthan sun | 507 | 5.07% |
| Sunlight | 507 | 5.07% |
| Pink Poison Fog | 510 | 5.10% |
| Treelight | 511 | 5.11% |
| Sindari heatwave | 1000 | 10.00% |
| Ice reflection | 1000 | 10.00% |
| Ocean reflection | 1000 | 10.00% |
| Clear | 1739 | 17.39% |
16 distinct lights. The spread is narrower than Weather; Noonlight (237) is the scarcest, Sunlight the most common.
Planet — setting (flat by design, 20 worlds × ~500 each)
| Trait | Actual | % of supply |
|---|---|---|
| Lusa North | 480 | 4.80% |
| Sindari North | 483 | 4.83% |
| Crutha South | 484 | 4.84% |
| Gredica South | 486 | 4.86% |
| Ozara North | 488 | 4.88% |
| Minas North | 496 | 4.96% |
| Zando South | 498 | 4.98% |
| Cristall South | 498 | 4.98% |
| Kita North | 498 | 4.98% |
| Pampas North | 499 | 4.99% |
| Pampas South | 501 | 5.01% |
| Zando North | 502 | 5.02% |
| Cristall North | 502 | 5.02% |
| Kita South | 502 | 5.02% |
| Minas South | 504 | 5.04% |
| Ozara South | 512 | 5.12% |
| Gredica North | 514 | 5.14% |
| Crutha North | 516 | 5.16% |
| Sindari South | 517 | 5.17% |
| Lusa South | 520 | 5.20% |
20 planets clustered tightly between 480 and 520 — this layer is identity, not rarity.
Inhabitant — identity (10 species × M/F)
| Trait | Actual | % of supply |
|---|---|---|
| Cristallian M | 463 | 4.63% |
| Gredican M | 463 | 4.63% |
| Sindarin M | 466 | 4.66% |
| Cruthan F | 478 | 4.78% |
| Ozaran M | 488 | 4.88% |
| Lusan F | 490 | 4.90% |
| Pampan F | 491 | 4.91% |
| Lusan M | 494 | 4.94% |
| Sindarin F | 495 | 4.95% |
| Gredican F | 500 | 5.00% |
| Ozaran F | 500 | 5.00% |
| Pampan M | 506 | 5.06% |
| Zandoan M | 512 | 5.12% |
| Minasan M | 512 | 5.12% |
| Cristallian F | 515 | 5.15% |
| Minasan F | 519 | 5.19% |
| Cruthan M | 521 | 5.21% |
| Zandoan F | 522 | 5.22% |
| Kitan F | 522 | 5.22% |
| Kitan M | 543 | 5.43% |
20 inhabitants similarly clustered (463–543). Like Planet, this is who you are, not how rare you are.
Trait matches — the “home system”
There's one more lens that doesn't appear in any single trait: how often the layers line up. Each Planet has a paired species (Sindari ↔ Sindarin, Cristall ↔ Cristallian, and so on), so an NFT can show an inhabitant on their home planet, sometimes holding their species's signature weapon. These aren't rarity by the design spec, but they're cohesive in a way the metadata makes legible only if you go looking.
All 10,000
100%
Total supply
Inhabitant native to planet
967
9.67% of supply — an inhabitant standing on a planet of their own species's world.
Full home-system (P + I + O)
80
0.80% of supply — native planet, native inhabitant, and the species's signature Object. The rarest cohesion in the collection.
None of this changes the Intended grade — the design says rarity is the Object, period. But if you collect for scene cohesion rather than scoreboard rank, a full home-system Phoenix Rising on a native world is the kind of token a generative-art collector quietly hunts for.
References & data
HashLips Art Engine
The generative engine and weight model the collection was built on.
Official Rarity Doc
The collection's original rarity reference on Notion.
Intended Rank (JSON)
All 10,000 tokens: object, grade, planned/actual counts, and intended rank. Open for any marketplace to adopt.
Full Metadata
Per-token traits used to derive every figure on this page.
Methodology summary: Intended Rank = the collection's Rarity grade (1–40, set by the Object) laid out apex-first into a 1–10,000 ordinal; within a grade, tokens are equal-rarity and ordered by token ID. Planet, Inhabitant, Light and Weather are scene/atmosphere layers and do not affect the grade. BBL figures are observed from the marketplace; the marketplace computes its own all-trait score independently.
