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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 driver

Planet

20 worlds, ~500 each

Setting

Inhabitant

20 characters, ~500 each

Identity

Light

Time-of-day mood

Atmosphere

Weather

Sky & effects

Atmosphere

Grade

1–40, set by the Object

The rarity

Planet 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.

GradeObjectPlannedActualIntended rank range
40 · ApexPhoenix Rising1225#1–25
39Sindarin Fire Saber246#26–31
38Sword of Zando3714#32–45
37Zandoan Vine Bow4919#46–64
36Lusan Xtreme Soaker6127#65–91
35Sindarin Flame Thrower7344#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 rankTokenObject (mints)Weather (mints)Intended rank
#7#3402Kitan Ice Bow (287)Lightning strike (6)#3,022
#8#3680Gredican Power Staff (292)Lightning strike (6)#3,598
#9#3578Gredican Power Staff (292)Lightning strike (6)#3,595
#10#3982Pampan Grass Staff (342)Lightning strike (6)#4,506
#11#3637Minasan Ore Staff (380)Lightning strike (6)#6,289
#12#3211Ozaran 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)

TraitPlannedActual% of supply
Sindarin Fire Saber2460.06%
Sword of Zando37140.14%
Zandoan Vine Bow49190.19%
Phoenix Rising12250.25%
Lusan Xtreme Soaker61270.27%
Sindarin Flame Thrower73440.44%
Cristallian Ray Gun98870.87%
Ozaran Blaster851061.06%
Quartz Ray Gun1101311.31%
SST Fishing Pole1341351.35%
Cruthan Blaster1221361.36%
Cristallian Sword1461491.49%
Gredican Sword1591791.79%
Lusan Water Saber1831861.86%
Pampan Grass Sword1712082.08%
Kitan Ice Sword1952122.12%
Ozaran Death Saber2072362.36%
Royal Ozaran Bow2322392.39%
Minasan Ore Sword2202482.48%
Cristallian Bow2442562.56%
Sindarin Fire Bow2562742.74%
Minasan Bow2802752.75%
Kitan Ice Bow2872.87%
Staff of Zando3052902.90%
Gredican Power Staff2932922.92%
Sindarin Fire Staff3173083.08%
Cristallian Staff3543403.40%
Pampan Grass Staff3293423.42%
Kitan Ice Staff3663513.51%
Ozaran Sand Staff3413693.69%
Minasan Ore Staff3903803.80%
Lusan Water Staff3783823.82%
Ice Cleaver4023903.90%
Ozaran Bone Axe4274154.15%
Ancient Lusan Trident4154274.27%
Cruthan Death Mace4394304.30%
Golden Hammer4634364.36%
The Eternal Torch4514404.40%
Battle Shovel4764634.63%
Battle Axe4884664.66%

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)

TraitActual% of supply
Lightning strike60.06%
Cosmic dust240.24%
Bubbles270.27%
Mining dust350.35%
Light wind400.40%
Arctic winds470.47%
Blizzard490.49%
Pink breeze580.58%
Pink pollen580.58%
Gredican fog660.66%
Desert winds710.71%
Volcanic dust890.89%
Heavy rain990.99%
Quartz dust1021.02%
Kipple1081.08%
Granite dust1101.10%
Mountain winds1161.16%
Heavy showers1191.19%
Ocean winds1201.20%
Diamond dust1271.27%
Mountain fog1451.45%
Dew drops1831.83%
Star dust2282.28%
Acid rain drops2332.33%
Desert dust2772.77%
Comet dust3083.08%
Rainbow3313.31%
Light rain3583.58%
Double rainbow4254.25%
Rain drops7837.83%
Light snow9049.04%
Clear435443.54%

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

TraitActual% of supply
Noonlight2372.37%
Ozaran sun2452.45%
Bright2562.56%
Sunset4894.89%
Minasan Mining light4934.93%
Cristall clear4994.99%
Amethyst glow5015.01%
Pampan summer sun5065.06%
Cruthan sun5075.07%
Sunlight5075.07%
Pink Poison Fog5105.10%
Treelight5115.11%
Sindari heatwave100010.00%
Ice reflection100010.00%
Ocean reflection100010.00%
Clear173917.39%

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)

TraitActual% of supply
Lusa North4804.80%
Sindari North4834.83%
Crutha South4844.84%
Gredica South4864.86%
Ozara North4884.88%
Minas North4964.96%
Zando South4984.98%
Cristall South4984.98%
Kita North4984.98%
Pampas North4994.99%
Pampas South5015.01%
Zando North5025.02%
Cristall North5025.02%
Kita South5025.02%
Minas South5045.04%
Ozara South5125.12%
Gredica North5145.14%
Crutha North5165.16%
Sindari South5175.17%
Lusa South5205.20%

20 planets clustered tightly between 480 and 520 — this layer is identity, not rarity.

Inhabitant — identity (10 species × M/F)

TraitActual% of supply
Cristallian M4634.63%
Gredican M4634.63%
Sindarin M4664.66%
Cruthan F4784.78%
Ozaran M4884.88%
Lusan F4904.90%
Pampan F4914.91%
Lusan M4944.94%
Sindarin F4954.95%
Gredican F5005.00%
Ozaran F5005.00%
Pampan M5065.06%
Zandoan M5125.12%
Minasan M5125.12%
Cristallian F5155.15%
Minasan F5195.19%
Cruthan M5215.21%
Zandoan F5225.22%
Kitan F5225.22%
Kitan M5435.43%

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

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.