Freyala ($XYA) is an HRC-20 token on the Harmony network. The token is built to drive everything in the Freyala ecosystem, ranging from plot NFTs to the multiplayer game CryptIDs. We have created an entire fantasy world with our app, which showcases a map filled with different locations that represent certain features in the ecosystem, worldbuilding and art.
The Freyala world takes place in a walled city. Creatures named ‘Harmons’ with magical properties wander around the vast wilderness. The Freyfolk seek to catch, breed and fight with these monsters.
CryptIDs is an auto-chess style battle game that features Harmons, which are monster collectible NFTs (HRC-721 non-fungible tokens). Players will be able to mint Harmons, which will each be its own unique NFT with randomly generated stats. These minted NFTs provide proof of ownership for the game, allowing players to claim them and battle others.
Players can earn XYA in rewards for winning matches. 150,000,000 XYA tokens for in-game rewards have been locked until February 6, 2022 approximately (may differ due to block times).
Users can earn a YTA (yet to announce) currency by staking XYA-ONE LP, which will be used to buy and sell NFTs in the Freyala ecosystem, most notably Harmons. This currency is also the only currency needed to play the game, hence introducing a “stake to play” system.
There are twelve monster types in total. Harmons can be up to two types at once, paving the way to some creative combinations that are not overly complex.
There are four Harmon rarities: common, rare, epic and legendary. However, not all Harmons will have the legendary variant. Players can normally only mint common Harmons. Each Harmon will have different stats, which are composed of two different values: constant base stats specific to the design, and unique randomized variable bonus stats.
As shown in the image above, there are currently three different stats (but these can be expanded upon after balance testing): health, power and speed.
To upgrade a Harmon to the next rarity, players will need to fuse Harmons of the same kind together. In order to do this, the player has to select one Harmon to be the ‘primary’ monster. The generated stats from this Harmon will be carried over to the upgraded version, whilst the other will effectively be sacrificed.
We will utilize a matchmaking system that is based on how powerful your Harmons are. This ensures that a player with only commons will not get matched against someone with only epic or legendary Harmons, for example.
Before starting the battle, players can drag their selected Harmons onto a battlefield. This battlefield is composed of hexagons with an initial map size of 9x9 tiles at the widest points (subject to change).
Each player can use a set amount of monsters. For simplicity, let’s say you can only use three monsters. It should also be noted that players will only be able to deploy their Harmons on one half of the board (with the opponent having the other half).
Utilizing Harmons with matching traits can result in set bonuses; for example, two Fel Harmons would give a player’s entire team slightly more offensive power. These set bonuses introduce an extra element of strategizing, as it may be better to think of the entire team composition, rather than just picking the strongest Harmons stats-wise.
The PVP gameplay works with a simple set of logics and internal timers. At the end of each timer, Harmons can perform one of two actions: move and attack.
Harmons can only attack when an enemy is within range. The actual time taken for actions is based on the Harmon’s speed stat (base + bonus), but attacking will always be slower than moving regardless.
Each Harmon will run on its own timer, meaning that the player is not able to dictate what the monster does. This emphasizes the importance of making sure overall team composition and Harmon placement is optimal.
Each Harmon has two types of attacks: quick ability and charged ability. The first is a faster yet weaker ability that can be used indefinitely, There are multiple quick abilities with varying attack power and charging speeds; each successful attack will add to the progress bar of a Harmon’s charged ability.
Charged abilities are significantly stronger. These have a wider range of effects like debuffs and healing, which vary depending on the Harmon itself. If a Harmon fully unlocks their charged attack, the quick attack ability will automatically be replaced by the charged attack.
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