> 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/how-to-play-battle-against-dragma.md).

# How to Play: Battle against Dragma

Welcome to **Onchain Heroes: Season 2**. In this season, players will take their Heroes into combat against a rising cosmic threat: **Dragma**, the World Boss. But before that final battle begins, heroes must prove themselves by defeating **Dragma’s Underlings**, gathering resources, and upgrading their power.

The game is divided into **two distinct phases**, each designed to test strategy, progression, and risk-reward decisions.

#### ⚠️ 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.**

***

### Phase 1: Battling Dragma’s Underlings

<figure><img src="/files/3BWoJuMM5hqYm6wEnVO4" alt=""><figcaption></figcaption></figure>

The first step in your journey is to defeat **Dragma’s Underlings**. These encounters are essential for powering up your heroes and accumulating **$HERO**, the in-game utility token used for progression and upgrades.

#### 🧩 Core Mechanics

* ✅ Available immediately at Season 2 launch
* ⚔️ Requires a **Hero + Weapon loadout** to enter battle
* ⏱️ **Minimum stake duration: 6 hours**
* 💰 Earn **$HERO tokens** passively based on damage output and sharpness
* 🛠️ Use $HERO to **train heroes**, **repair/sharpen weapons**, and **mint or remix new weapons**

***

#### 💰 How $HERO Rewards Are Calculated

Your **$HERO/day** from battling Underlings is determined by:

* Total **Damage Output**
* Hero **Level**
* Weapon **Sharpness**

***

**1. Maximum $HERO/day**

The upper limit of what your hero can earn per day, based on damage:

{% hint style="info" %}
💡 `maxHeroPerDay = (Damage × 400) / (20 + Hero Level)`
{% endhint %}

***

**2. Base $HERO/day**

Guaranteed **80% of your maxHeroPerDay**, regardless of weapon sharpness:

{% hint style="info" %}
`baseHeroPerDay = 0.8 × maxHeroPerDay`
{% endhint %}

***

**3. Sharpness Bonus**

Up to **20% bonus**, scaled by your weapon's current Sharpness:

{% hint style="info" %}
💡 `bonusHeroPerDay = 0.2 × maxHeroPerDay × (Sharpness / MaxSharpness)`
{% endhint %}

***

**4. Effective $HERO/day**

Your **actual daily reward** is the sum of base and sharpness bonus:

{% hint style="info" %}
💡 `effectiveHeroPerDay = 50 + baseHeroPerDay + bonusHeroPerDay`
{% endhint %}

***

#### 🧪 Example

* **Damage**: 210
* **Hero Level**: 10
* **Sharpness**: 5/10

Calculation:

* `maxHeroPerDay = (210 × 400) / (20 + 10) = 2800`
* `base = 0.8 × 2800 = 2240`
* `bonus = 0.2 × 2800 × 0.5 = 280`
* `total = 2520 $HERO/day`

> 🧤 Heroes must be staked **at least 6 hours** before returning home.

***

### Phase 2: The Dragma Encounter *(Coming Soon)*

<figure><img src="/files/QQY0HgrQWyQsVE0thuqX" alt=""><figcaption></figcaption></figure>

Launching approximately **3–4 weeks into Season 2**, Phase 2 introduces the **Dragma Boss Fight** — a high-stakes battle that delivers elite rewards and crafting materials.

#### ⚔️ What to Expect

* Full **boss battles** against Dragma
* Risk of **hero death** based on level
* No soft cap on hero progression — **higher is always better**
* Introduction of **crafting materials**, loot targeting, and advanced strategy

> 📘 Full mechanics and crafting systems will be detailed in the official **Phase 2 documentation**, launching closer to release.

<figure><img src="/files/LX6qcEkb49sDEhosxZth" alt=""><figcaption></figcaption></figure>

***

### 🔄 Game Loop Summary

1. **Equip Hero + Weapon**
2. **Stake in dungeon (min. 6 hours)**
3. **Earn $HERO based on damage and sharpness**
4. **Train, repair, sharpen, and upgrade**
5. **Phase 2 unlocks in Week 3–4**
6. **Fight Dragma, survive, craft, and scale**

#### ⚠️ 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.**
