Heroes
Last updated
Last updated
Heroes can be two types: Special Heroes (historical figures who left a mark in the evolution of the world - dominant) or Free-to-Play Heroes (which everyone can receive when they enter the game at no cost). No matter which type of Hero is used in the gameplay - they are all “born” with randomly chosen skills specifics, consisting of:
Strength
Constitution
Dexterity
Intelligence
Prestige
Health
Damage
Initiative
Movement
Power
Morale
Luck
Heroes performance in battle is directly dependent on these stats, and each action’s parameters are mathematically calculated based on them.
Each Hero in Time Shuffle has its own skill tree with a variable set of skills, randomly distributed by Oracle AI from a huge pool of skills when the Hero is “born.” The size of the skill tree is always the same, but the distributed skills will be different not only for each Hero but also for each instance of a Hero. Skills in the skill pool are separated by their rarity. Each Hero gets the same amount of skills from each rarity type (example: 5 Common, 3 Uncommon, 2 Rare).
There is also a set of Legendary Skills, which are extremely rare and can replace any of the other skills in the process of skill tree generation:
Skills can only be changed or reset using special in-game items or by merging two Heroes (DNAshuffle - which takes two of the same Hero characters and merges them into one single supercharged Hero). Each skill can be leveled-up by using it in battles, which gains skill experience. Once the experience cap is reached for a level, the player can upgrade the skill to the next level. Upgrading a skill increases its damage effect, range, duration or another attribute. Skills themselves define an in-battle action but not the full effect.
They are combined with one of the Hero’s profession specialties to define the final effect:
Messing up with the timeline has created an infinite number of historical figures’ variations - Heroes.
While navigating through history and completing missions, you can meet and recruit some of them. There is a predefined set of Professions, which will be extended with time and future game updates. Each character can have a variation with each profession - Einstein physicist, Einstein painter, Einstein musician, etc. Each profession gives the Hero up to 2 Profession Specialties - example:
Physicist - Controls Time, Gravity
Painter - Controls Perception, Light
Musician - Controls Sound, Mind
Based on the Hero’s profession, all skills he owns are modified to fit one of its Specialties (randomly chosen), providing various dynamically generated effects:
Upgrading the Hero’s skills is one of the ways to increase its power, but this process is limited to the skills’ level cap. Fortunately there is another way to upgrade Heroes! Having two Heroes of the same type (two Einsteins, two Caesars, etc) allows you to Merge them into a single more powerful Hero of the same type. The new Hero gets its attributes, skills and profession from its ancestors:
Attributes - the new hero gets new attributes stats, which are calculated from both parents’ stats using a special formula, which ensures new stats are higher, but still balanced
Profession - the new hero gets one of its parents professions, based on a random chance
Skills - skills in the new hero are distributed from a pool of both parents’ skills, including a small set of skills from both sets of grandparents! A genetic inheritance based formula is used to calculate probabilities.
The population of most NTFs in Time Shuffle is strictly limited and controlled to ensure long-term sustainability:
Heroes: each Hero type (Einstein, Marie Curie, Genghis Khan, etc) has a limited population amount that can never be expanded. The DNA Shuffle feature allows merging same-type NTFs so in theory after X amount of merges it would be possible for a Player to control the last one Hero NFT (Einstein for example) which has merged all other Einsteins in the whole game. This gives a huge collectors value to this type of NTFs in the long run. At the same time, it will lower the population with each merge. In order to maintain healthy and sustainable in-game environment we’ll be releasing new Content Seasons every couple of months, which will contain a whole new set of Heroes with new abilities, skills and professions. Based on the amount of merged NTFs in the game an algorithm will calculate the new population amount for each new Hero
Items: Item NTFs distribution will also be carefully controlled. High-tier items will be rarer and in limited amounts. Low-level ones will be distributed in higher amounts to ensure that there’s always enough to maintain the needs of the current players in the game. New items will be released with every seasonal update to the game.
Hero Camps: Camp NFTs will be rolled out with the increasing number of players in-game to ensure the game is accessible in the early stages, and there are more than enough camps for all players to participate in in-game activities. Later on, the camp population will be carefully refined to avoid overpopulation.
Additionally, we’ll be releasing new missions, game modes, mini-games, merge combinations, professions, and skills, to maintain a fun and engaging experience for all players in the future.
We aim to make Time Shuffle much more accessible to a wide range of players everywhere by expanding the gameplay mechanics and allowing non-crypto-aware Players to play the game freely to some degree, using only GOLD tokens. The ability to migrate your play to the more advanced crypto-based gameplay will always be available and easy to adopt.
Each Player in TimeShuffle needs a Camp in order to participate in missions and battles. Upon registration, one base is given to each player, but players can win or purchase additional bases. Only one base can be active at a time. Each base gives a variety of perks and bonuses to the player’s stats and fighting team. Upgrades to the base, which increase their effects, can be unlocked by playing the game. At each step of the upgrade process, the player is given two or three options for improvement. Choosing one removes the others and leads to different options for the next step. This means camps can be upgraded in various ways, making them unique (for example, one base could be focused on active battle perks, while another can have mostly passive economy-based perks). Players can sell their developed bases (all but one) to other players in the in-game market.