ARCHITECTURE

RH HEROES PROTOCOL

GAME STATE SHOULD BE INSPECTABLE.
GAME STATE EXPLORER
PLAYERCONNECTED WALLETSUMMON ENGINEARENA ENGINEHERO REGISTRYHERO STATEREWARD VAULT$RHEROROBINHOOD CHAIN
MODULE
HOVER A MODULE

Each module is independently inspectable. Data packets illustrate the settlement path from player intent to chain.

CONTRACT MODULES
MODULESTATUS
HeroRegistryNOT DEPLOYED
SummonEngineNOT DEPLOYED
ArenaEngineNOT DEPLOYED
RewardVaultNOT DEPLOYED
RHERONOT DEPLOYED

STATUS SHOWS LIVE ONLY AFTER A NETWORK CHECK CONFIRMS CODE AT THE ADDRESS. THE APP CURRENTLY RUNS ON THE DEMO DATA LAYER.

DROP RATES
  • COMMON52.00%
  • RARE28.00%
  • EPIC14.00%
  • LEGENDARY5.00%
  • MYTHIC1.00%
PITY

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.

RANDOMNESS

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.

BATTLE CALCULATION

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.

REWARD DISTRIBUTION

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.

TOKEN USAGE

$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.