Ethernal Cubs have 8 part slots and 155 parts, from 10 inventory items to 31 manes. Every slot, its rarities and what it does, checked 23 October 2026.
By Proud Lion Studios · 23 October 2026 · 6 min read
Every Ethernal Cub is built from eight parts, one in each slot: background, body, equipped, eyes, face, inventory, mane and tail. Across those eight slots there are 155 parts in five rarities, which gives more than 13.25 billion possible Cubs.
That is the short answer. The rest of this post goes slot by slot: how many parts each one holds, which ones are the rarest, how the slots stack into a finished picture, and why the slot a part belongs to matters so much when you open an Orb. Every number below was counted from the part catalog the app ships with and the opening contract, on 23 October 2026. If you want the tier side of the story first, read Ethernal Cubs Orb tiers explained.
The slots are not the same size. Manes have the most variety by a distance, inventory the least. This is the full count, split by rarity.
Multiply the eight slot counts together (18 × 19 × 13 × 22 × 19 × 10 × 31 × 23) and you get 13,250,591,640 different Cubs. There will only ever be a few thousand built at once, so in practice no two players should end up with the same one unless they go looking for it.
The slot names are short, so here is what each one actually puts on your Cub, with a few of the parts you can find in it.
A part only ever fits its own slot. The slot is written into the part's token id itself, so the game can tell what a part is without looking anything up, and a Cub with two manes and no tail simply cannot be formed.
The slot order you see in menus is alphabetical, but that is not how a Cub is drawn. The picture is layered from the back to the front in a fixed order, so a tail sits behind the body and a mane sits over the eyes.
This is why parts that look like they should clash usually do not. A big pair of wings in inventory frames the Cub instead of covering it, and a hat in the mane slot always sits over the eyes rather than under them.
Here is the part most people miss. When an Orb is opened, each part is drawn in three steps. First its rarity is rolled from the Orb's tier. Then its slot is picked, with an equal one in eight chance for each slot. Only then is the exact design picked, evenly, from the designs in that slot and rarity.
So every slot gets roughly the same number of legendary parts, but those legendaries are shared out between very different numbers of designs. Equipped and inventory have one legendary each, so every legendary that lands in those slots is the same part. Manes and tails have five each, so each of those designs is about five times scarcer.
Using the tier split from the reveal and the drop tables in the contract, the whole drop should produce about 1,700 legendary parts, around 214 per slot. Spread across the designs, that works out like this.
These are expected values, not promises. Every part is a random draw, so the real numbers will land a little either side once the Orbs are open. But the shape will hold: a legendary mane or tail design will be one of the scarcest things in the game, while the Dragon staff will be the legendary you see most often. The same logic runs down every rarity, so the epic tails (six designs) are thinner on the ground than the epic equipped items (three).
An Orb opens into seven parts if it is Bronze or Silver, and eight if it is Gold, Diamond or Sapphire. A Cub needs exactly eight, one per slot. Because every part lands in a random slot, even an eight-part Orb almost never covers all eight on its own: you will usually get two of one slot and none of another.
That is by design. Building a Cub means opening a few Orbs, or trading for the slot you are short of, and the slot you are missing is very likely the one someone else has spare. It is also what caps the population. The whole drop should make around 25,000 parts, and the scarcest slot decides how many full sets exist, so the game's own simulation puts the ceiling at about 3,000 Cubs at any one time.
Yes, and that is the point of the slot system. Swapping one part for another of the same slot is free in the app, so a Cub is never stuck with its first look. Every part is its own token, so you can hold it, trade it, or keep a few spares for a rebuild. If you want all eight parts back at once, you can take a Cub apart for a small fee (0.001 ETH, checked 23 October 2026), and the parts return to your wallet.
Rarer parts also raise a Cub's rarity score and its combat stats in the battleground, so what you put in each slot changes how your Cub plays, not only how it looks. Later on, the parts will also shape your Cub's personality when the AI companion arrives, which is coming soon. For how parts fit together as tokens, see what is a composable NFT, and for the full build flow, the how to play page.
Eight, one per slot: background, body, equipped, eyes, face, inventory, mane and tail. Each trait is a part you own as its own token, chosen from 155 parts in total.
The mane, with 31 parts, followed by the tail with 23 and the eyes with 22. Inventory has the fewest, with 10, and equipped has 13.
No. The slot is part of each part's token id, and forming a Cub checks that there is exactly one part in each of the eight slots. A spare mane can only ever be a mane.
Parts come from opening Orbs. The Orb mint opens on Thursday 29 October 2026 at 14:00 UTC and runs to Thursday 5 November, and the whitelist board closes on Wednesday 28 October at 23:59 UTC. Our mint day checklist has the steps.
Eight slots, 155 parts, and one Cub that is entirely yours to put together. Start at ethernalcubs.ai.
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