RH HEROES PROTOCOL
Each module is independently inspectable. Data packets illustrate the settlement path from player intent to chain.
| MODULE | ADDRESS | STATUS | ROLE |
|---|---|---|---|
| HeroRegistry | — | NOT DEPLOYED | Canonical registry of Hero identity, ownership and state roots. |
| SummonEngine | — | NOT DEPLOYED | Consumes $RHERO, requests entropy and mints Heroes per the published drop table. |
| ArenaEngine | — | NOT DEPLOYED | Deterministic battle resolution, rating updates and Arena Point accrual. |
| RewardVault | — | NOT DEPLOYED | Holds the configured seasonal pool and settles allocations by Arena Points. |
| RHERO | — | NOT DEPLOYED | Game resource token used for Summon, Ascension, upgrades and crafting. |
STATUS SHOWS LIVE ONLY AFTER A NETWORK CHECK CONFIRMS CODE AT THE ADDRESS. THE APP CURRENTLY RUNS ON THE DEMO DATA LAYER.
- COMMON52.00%
- RARE28.00%
- EPIC14.00%
- LEGENDARY5.00%
- MYTHIC1.00%
Each summon increments a per-player counter. At 60 summons without a Mythic, the next summon is guaranteed Mythic and the counter resets to 0. Pity is stored per banner.
Summon entropy is derived from a committed request and a future block, then verified onchain before the Hero is constructed. The seed and block are displayed on every reveal. In demo mode a local seed is used and labelled as such.
Turn order by Speed with bounded variance. Damage = Power × 0.42 × ability multiplier × crit − Defense × 1.15, floored at 18. Abilities cost 30 Energy and respect cooldowns. Given both squads and the seed, the result is fully deterministic and replayable.
Arena Points are non-transferable. At Season end the configured pool is allocated pro rata by Arena Points within eligible reward tiers and settled by RewardVault. Rating uses Elo with K=32.
$RHERO is consumed by Summon, Ascension, upgrades and crafting. Sink routing (burn / treasury / pool) is read from deployed configuration and is not displayed until live.