> For the complete documentation index, see [llms.txt](https://docs.onchainheroes.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.onchainheroes.xyz/hidden-archive/season-2/heroes.md).

# Heroes

*Heroes are the central playable characters in the Onchain Heroes (OCH) universe.*

#### ⚠️ Game Balance Disclaimer

> All **costs, formulas, and probabilities** across the game (including damage and rewards formulae) are **subject to change** as the team continues to **balance the game economy**.

***

#### Overview

* ✅ **Required** to participate in all gameplay across OCH.
* 🧬 **ERC-721 NFTs** on the Abstract Mainnet.
* 🎨 All heroes are minted identically — **rarity is purely cosmetic** and does not influence stats or performance.

***

### Traits & Stats

Heroes in Season 2 are defined by two primary gameplay traits:

#### 1. **Character Level**

* Starts at **Level 1** and can be raised up to **Level 69**.
* Leveling up enhances the hero's strength and damage output.
* Progression is achieved through **training in The Gym**.

#### 2. **Base Damage**

* **Base Damage** = `Hero Level × Weapon Coefficient`.
* The **Weapon Coefficient** is determined by the rarity and type of the equipped weapon.
* Base Damage plays a crucial role in **calculating dungeon rewards**.

***

### Loadout System

The **Loadout System** is a new feature introduced in Season 2. It allows players to customize and power up their heroes by equipping specialized gear.

There are six equipment slots available:

<figure><img src="/files/2zGgCYWc33l7GnioJfq9" alt=""><figcaption></figcaption></figure>

Each item slot contributes to overall performance, with **weapons directly impacting Base Damage**.

***

### The Gym (Trainers)

<figure><img src="/files/YSI69RSblQ7efYjseMeQ" alt=""><figcaption></figcaption></figure>

**The Gym returns in Season 2**, continuing its role from Season 1 as the place where heroes train and level up.

* Training costs **$HERO tokens**.
* Increasing a hero’s level enhances their base damage and reward potential.
* A new trainer has mysteriously joined the roster - the **Unknown Trainer**, appearing in the absence of the Lucky Trainer from Season 1.

After each training attempt, **heroes must rest for 24 hours** before they can train again. This cooldown ensures strategic pacing and planning for level progression.

{% hint style="info" %}
Note: A hero must wait 24 hours before training after its **first** battle.&#x20;
{% endhint %}

#### 🧮 Level-Up Formula

> **$HERO Cost** = `(Level * 10000) / (69 + Level)`

* Example:\
  To level up from **10 ➝ 11**, the cost is **1265.82 $HERO**.

***

### Trainer Types

Season 2 introduces **three unique Trainers**, each with different risk/reward dynamics:

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Normal trainer</td><td>+1 Level Guaranteed</td><td><a href="/files/o0tPnUa3O43bIQx5BtPO">/files/o0tPnUa3O43bIQx5BtPO</a></td></tr><tr><td>Chaos Trainer</td><td><p>Training results vary from <strong>-5 to +5</strong>.</p><p></p><p>Outcomes depend on current chaos mechanics (which change over time).<br></p><p><em>Initial odds: TBA</em></p></td><td><a href="/files/M8V2zNwgmNEd85jZdtrI">/files/M8V2zNwgmNEd85jZdtrI</a></td></tr><tr><td>Unknown Trainer</td><td><p>Truly unpredictable. Results can range from <strong>-1 to +3</strong>.</p><p></p><p>The outcome is unknown - even to the trainer.<br><em>The definition of chaos.</em></p></td><td><a href="/files/iKL4jGOBDhkoi7tFSF3x">/files/iKL4jGOBDhkoi7tFSF3x</a></td></tr></tbody></table>

> 💤 **Cooldown Reminder**: After any Gym training, the hero must **rest for 24 hours** before attempting to level up again.

***

#### ⚠️ Game Balance Disclaimer

> All **costs, formulas, and probabilities** across the game (including damage and rewards formulae) are **subject to change** as the team continues to **balance the game economy**.
