> 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/weapons.md).

# Weapons

**Weapons** are the core combat equipment in the **Onchain Heroes (OCH)** universe. They are essential for engaging in battles — including the ultimate showdown against **Dragma, the World Boss**.

#### ⚠️ 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 dungeon battles and boss fights (including Dragma).
* 🔥 Determines the **damage your hero deals**, which directly affects $HERO rewards.
* 🧬 **ERC-721 NFTs** on the Abstract Mainnet.
* 🎖️ Weapons come in various **rarities**, with gameplay-impacting traits.

<figure><img src="/files/MbljakpkwjMG7MP8eDqg" alt=""><figcaption></figcaption></figure>

***

### Weapon Traits & Stats

Weapons are defined by **three main traits**:

<figure><img src="/files/3LfxFhoPt5knYZXYbc5S" alt=""><figcaption></figcaption></figure>

***

#### 🔹 Rarity & Weapon Coefficient

Weapon rarity influences its **Weapon Coefficient**, which multiplies your hero’s level to determine **Base Damage Output**.

| Icon                                                                                                | Rarity        | Weapon Coefficient |
| --------------------------------------------------------------------------------------------------- | ------------- | ------------------ |
| <div><figure><img src="/files/W9Z2JabYhx8y46Y3Ku6O" alt=""><figcaption></figcaption></figure></div> | **Common**    | 1                  |
| <div><figure><img src="/files/NYO1DQKCnKxtkBZvIs55" alt=""><figcaption></figcaption></figure></div> | **Uncommon**  | 2                  |
| <div><figure><img src="/files/li7bEShmgoluFLabCW5f" alt=""><figcaption></figcaption></figure></div> | **Rare**      | 3                  |
| <div><figure><img src="/files/123262D3urhntRas2g3P" alt=""><figcaption></figcaption></figure></div> | **Epic**      | 5                  |
| <div><figure><img src="/files/48VeCp0B5hiDskdLE9u4" alt=""><figcaption></figcaption></figure></div> | **Heroic**    | 8                  |
| <div><figure><img src="/files/g2WjIutxCvbU8aFqkFXE" alt=""><figcaption></figcaption></figure></div> | **Legendary** | 13                 |
| <div><figure><img src="/files/kfxsM3s4Zd3b4SidxHhN" alt=""><figcaption></figcaption></figure></div> | **Mythical**  | 21                 |

> **Base Damage Formula** = `Hero Level × Weapon Coefficient`

***

#### 🔪 Sharpness

* **Affects the amount of $HERO earned** during battles.
* Decreases by 1 point every time the hero wielding the weapon is unstaked.
* Can be restored to **MAX Sharpness** at **The Blacksmith** using $HERO.

***

#### 🛠️ Durability

* Does **not affect performance** directly.
* Decreases by 1 point every time the hero wielding the weapon is unstaked.
* If **Durability = 0**, the weapon becomes unusable until repaired.
* Can be restored at **The Blacksmith** using $HERO.

***

### The Blacksmith

<figure><img src="/files/kwnXcSEaRsNPzG0gAU7x" alt=""><figcaption></figcaption></figure>

The Blacksmith allows players to **maintain** and **extend the life** of their weapons.

| Action      | Effect                                      | Cost Formula                                                         |
| ----------- | ------------------------------------------- | -------------------------------------------------------------------- |
| **Sharpen** | Restores weapon to MAX Sharpness            | `(daysSinceS2 * weaponRarityCoefficient * 100) / (20 + daysSinceS2)` |
| **Repair**  | Restores weapon to MAX Durability (if at 0) | Same as Sharpen                                                      |

> **Note:** Both Sharpening and Repairing cost scale with time and rarity, encouraging early and strategic upgrades.

***

### Weapon Upgrades

<figure><img src="/files/PyFbeDKFsVrzzx7GoPwE" alt=""><figcaption></figcaption></figure>

#### 🎰 Remixing Weapons (Gacha Remixer)

Remix multiple lower-tier weapons to **create a single higher-tier weapon**. Remixing always returns one weapon of **equal or better rarity**.

{% hint style="info" %}
Cost to Remix = ((daysSinceS2 \* 240) / (20 + daysSinceS2) + 100) \* weaponRarityCoefficient
{% endhint %}

| Remix Inputs | Upgrade Probabilities | Upgrade Probabilities | Upgrade Probabilities |
| ------------ | --------------------- | --------------------- | --------------------- |
|              | **+0 Tier**           | **+1 Tier**           | **+2 Tier**           |
| 2 Weapons    | 30%                   | 70%                   | 0%                    |
| 3 Weapons    | 5%                    | 94%                   | 1%                    |
| 4 Weapons    | 0%                    | 95%                   | 5%                    |
| 5 Weapons    | 0%                    | 90%                   | 10%                   |

{% hint style="info" %}
Please note, the 2-Weapon Remix will launch with a 70/30 success/fail rate, but phase to a 60/40 success/fail rate over the course of 5 days with a 2% change per day.&#x20;
{% endhint %}

> ⚠️ **Legendary ➝ Mythical Remix Rule**
>
> * The **only way to obtain a Mythical weapon via remixing** is by combining **3 Legendary weapons**.
> * This special remix has a **50% chance** to upgrade to **Mythical.**
> * Cost uses the same formula as above

| Input               | Result                           | Chance | Cost Formula |
| ------------------- | -------------------------------- | ------ | ------------ |
| 3 Legendary Weapons | Mythical (50%) / Legendary (50%) | 50%    | Same formula |

***

#### 🧪 Minting New Weapons (Gacha Vending Machine)

Use $HERO to mint brand new weapons via the vending machine. Rarity probabilities are currently under review. Can only mint Common, Uncommon and Rare weapons.

| $HERO Cost | Common | Uncommon | Rare |
| ---------- | ------ | -------- | ---- |
| 1,000      | 95%    | 4%       | 1%   |

> **Note:** Minting cost and rarity odds are subject to adjustment based on balancing updates.

***

#### ⚠️ 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**.
