# Leveling Game

As any great hero’s journey begins, your task will be to battle enemies, earn rewards and get stronger. The goal of Leveling game is to level up your hero, earn rewards, and prepare for Endgame content.

<figure><img src="/files/Ok0j2AaKoCH2D6FxdxbG" alt="" width="300"><figcaption></figcaption></figure>

**Sending Heroes into battle**

You can send Heroes into battle to earn $HERO using the Portal. Once a hero is in battle, they can not return home for 6 hours as using the portal too frequently may be harmful to the hero’s health.

<figure><img src="/files/ina13ctH0GAzSnXuGYzP" alt=""><figcaption></figcaption></figure>

**Claiming Rewards/Returning Home**

* The rate at which $HERO is earned is dependent on the Heroes level. The formula we use for S1 is as follows:
  * $HERO/day formula: (2000 \* lvl) / (20 + lvl)
* You can claim a Heroes earnings at any time, but the minimum staking duration of 6 hours must be met before the hero can return home.
* Returning home will claim all $HERO earnings that the hero has accumulated up to that point.

<figure><img src="/files/HlNHhs8QwCTBeAzwQ2gJ" alt=""><figcaption><p>The Chaos Trainer</p></figcaption></figure>

**Leveling Up**

Leveling is the main progression system for Season 1 and takes place in the Gym.

{% hint style="info" %}
A hero needs to go on at least 1 battle to be eligible to train and level up.
{% endhint %}

There are 3 trainers that you can choose from, with 3 distinct styles of training. Each have their own level of risk and reward, but cost the same to train with:

#### Normal Trainer

<figure><img src="/files/KBlz8iAXWuPkIcboyQCM" alt=""><figcaption></figcaption></figure>

* Uses standard training methods to guarantee results.
* 100%: +1 level

#### Lucky Trainer

<figure><img src="/files/ZdgYeRzHjjzaDI3ilJrL" alt=""><figcaption></figcaption></figure>

* #### Uses risky training methods which may yield 2 levels, but may fail completely (0 levels)
* 50%: +0 Levels (No change)
* 50%: +2 Levels

#### Chaos Trainer - Uses experimental training methods that has a different risk/reward profile each time. Highest risk, highest reward.

<figure><img src="/files/e2mdgA6RuIt39VORC66q" alt=""><figcaption></figcaption></figure>

* Random chance of -1/0/+1/+2/+3 Levels.
* The chances can change as the trainer cooks up new methods of training.
* The Chaos level chance will initially be at:
  * 10%: -1 Level
  * 10%: +0 Level
  * 50%: +1 Level
  * 25%: +2 Levels
  * 5%: +3 Levels

Training Notes:

* Training Cost: 24 hours worth of $HERO earnings at current level.
* After a leveling attempt, the hero will be exhausted and require 12 hours of rest before another leveling attempt can be made regardless of outcome.
* Randomness is provided by proof of play.


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