Crypto Valleys: Ancient Souls

Ancient Soul Adventurers are at the centre of Crypto Valleys: Phase 2, where players will be able to form a party of Adventurers and join Expeditions and Quests of ranging difficulties with diverse objectives and potential rewards. These boast unique stats and abilities, and are indispensable for summoning future generations of Adventurers, without restriction, as long as the conditions for the summoning ritual are met!

Rarities

  • Common — 45%

  • Uncommon — 28%

  • Rare — 15%

  • Epic — 8%

  • Legendary — 2%

Stat Descriptions

  • Vigor

    • Health — Health pool for taking damage

    • Energy — Energy pool for expeditions

    • Poison Resistance — Reduces the effectiveness & duration of poison debuffs

  • Strength

    • Physical Damage — Damage dealt by physical attacks

    • Physical Defense — Resistance to physical attacks

    • Bleeding Resistance — Reduces the effectiveness of bleed debuffs

  • Intelligence

    • Mana — Mana pool for casting spells

    • Magic Damage — Damage dealt by magical attacks

    • Curse Resistance — Reduces the effectiveness & duration of curse debuffs

  • Agility

    • Evasion Chance — The frequency of turns in combat

    • Critical Chance — Chance to deal critical hits

    • Speed — Chance to dodge attacks

  • Spirit

    • Magic Defense — Resistance to magical attacks

    • Health Regeneration — Health regenerated per second

    • Mana Regeneration — Mana regenerated per second

  • Luck

    • Chance to Hit — Chance to hit enemies with attacks & spells

    • Critical Damage — Damage multiplier on critical hits

    • Immunity — Chance to ignore negative effects

Status Effects

  • Poison — Take damage over time

  • Curses — Negative effects on stats

  • Bleed — Reduces health & mana regeneration effects

  • Stun — Skip turns in combat

Summoning and Materialisation

To acquire an Ancient Soul Adventurer, players first have to summon a Soul, and then materialise it into an Adventurer by choosing one of the seven distinct starting classes, customising its appearance, and allocating bonus Allocation Points (AP).

Chapter I — Base Stats

Every summoned Soul begins with the following base stats:

  • Vigor: 8

  • Strength: 8

  • Intelligence: 8

  • Agility: 8

  • Spirit: 8

  • Luck: 1

Chapter II — Base Stats Allocation

Additionally, the Soul will receive a number of AP that are randomly dispersed across all stats. The number is contingent on its rarity (bonus AP can be acquired in the future by participating in Quests & Expeditions):

  • Common: +10 AP

  • Uncommon: +15 AP

  • Rare: +22 AP

  • Epic: +32 AP

  • Legendary: +45 AP

Chapter III — Ancient Skills

When summoned, Souls may also receive an Ancient Skill—exclusive abilities such as Last Will, Serenity, Fast Learner, and Undying Will, that have the purpose of enhancing the overall build & style of an Adventurer. Note, Ancient Skills can be passed down to the offsprings of Ancient Soul Adventurers!

The chances are as follows:

  • Common: Up to 1 skill, 25% chance

  • Uncommon: Up to 1 skill, 50% chance

  • Rare: Up to 2 skills, 1st skill guaranteed, 10% chance for 2nd

  • Epic: Up to 2 skills, 1st skill guaranteed, 75% chance for 2nd

  • Legendary: 2 guaranteed skills

Ancient Skills:

  • Combat Mastery: Increase all physical damage dealt by 12%

  • Energy Core: Reduces the mana cost of all skills by 18%

  • Iron Skin: Reduces all incoming damage by 8%

  • Leyline Whisperer: Regenerate an additional 1.2 mana per turn

  • Arcane Blessing: Increase all magic damage by 8%

  • Shadow Veil: Increase evasion chance by 10%

  • Mystic Resonance: Spells have a 15% chance to not consume mana

  • Soul Siphon: Gain 2% of dealt damage as health

  • Ancestral Fury: Physical attacks have a 5% chance to hit twice

  • Eternal Vigil: Increases maximum health by 15%

  • Flame Aura: Reflects 15% of physical damage back to the attacker as fire damage

  • Stoneheart: Increases resistance to stun and disarm effects by 25%

  • Light’s Mercy: Increases healing received from all sources by 20%

  • Void Echoes: Magic attacks have a 5% chance to be casted twice

  • Berseker’s Rage: Increase physical damage by 25% when health is below 20%

  • Thunderclap: Physical attacks have a 5% chance to stun enemies for 1 turn

  • Prismatic Barrier: Provided a 15% chance to reduce incoming magical damage by 50%

  • Flamewalker: Increase physical damage by 5% and fire resistance by 15%

  • Celestial Wrath: Adds 5% holy damage to all attacks

  • Lorekeeper’s Wisom: Increase experience gain from battles by 25%

  • Undying Will: Upon taking fatal damage, instantly restore 50% health and mana which will slowly decay over the next 3 turns

  • Blood Pact: Increases damage by 30% when at full health

  • Fleetfoot: Provides a 10% chance to gain an extra turn

  • Test Subject: Increase the efficiency of all food items by 25%

  • Lionheart: Redirects 10% of all damage taken by allies to you

  • Mystic Veil: Increases magic resistance by 16%

  • Mana Echo: Restore 3 mana to every ally after each spell cast

  • Arcane Amplifier: Increase all magic damage by 1% per turn. (resets after every battle)

  • Spectral Dodge: Increases evasion by an additional 12% when under 50% health

  • Reaper Touch: Deal 20% more damage to targets with less than 15% maximum health

  • Noble Sacrifice: Upon death, heal all allies for 20% of your maximum health

  • Elder Wisom: Spells gain a 10% chance to not trigger their cooldown

  • Vengeful Spirit: When attacked, there’s a 15% chance to increase all damage dealt by 25% for the next turn

  • Fury of the Fallen: When an ally falls in battle, increase damage by 20% for 3 turns

  • Mystical Balm: Healing spells/items grant a protective shield for 1 turn that absorb damage equivalent to 25% of the healing amount

  • Beast Slayer: Increase damage dealt against beast type enemies by 15%

  • Monster Slayer: Increases damage dealt against monster type enemies by 15%

  • Holy Warrior: Increases damage dealt against undead type enemies by 15%

  • Demon Slayer: Increases damage dealt against demon type enemies by 15%

  • Dragon Slayer: Increase damage dealt against dragon type enemies by 15%

  • Demolition Expert: Increase damage dealt against constructs by 15%

  • Elemental Bane: Increase damage dealt against elemental type enemies by 15%

  • Serial Killer: Increase damage dealt against humanoids type enemies by 15%

More legacy skills will be added over time.

Chapter IV — Class Selection

Once a Soul is ready to undergo the process (May 7th), players will be able to materialise them into an Adventurer, choosing from seven distinct starting classes:

  • Brawler

  • Wizard

  • Thief

  • Archer

  • Cleric

  • Lancer

  • Paladin

Each class boasts a unique array of unlockable active and passive skills, alongside a distinctive arsenal of potential armaments and armour.

Chapter V — Allocation Points (AP) & Customisation

When a class is chosen, the Soul undergoing the materialisation process will receive up to 36 additional AP to be manually allocated by its owner to the stats of their choice. The number of AP awarded depends on the Soul's rarity:

  • Common: +8 AP

  • Uncommon: +12 AP

  • Rare: +18 AP

  • Epic: +26 AP

  • Legendary: +36 AP

Lastly, players will also be able to customize the Adventurer (hair color, eye color, attire color, and body color) before permanently materializing the soul and its starting stats.

Summon Adventurers, prepare your party, embark on Expeditions, and unlock untold treasures. The destiny of the Valleys awaits your valorous deeds!

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