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Progression
Dominik Burger edited this page Jun 13, 2026
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7 revisions
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XP per level (exponential): the XP to reach the next level is
100 × 1.15^(level−1)— every monster uses the same fixed curve, so it's 100 for L1→2, 115 for L2→3, ~405 for L10→11, ~1.6k for L20→21. On reaching the threshold, level +1, the carry-over resets, and HP/energy refill to the new level's max. -
Defeat a monster:
20 + level*10XP and4 + level*2gold. - Catch a monster: grants no XP — the reward is the captured monster itself (joined to team/vault, stabilized to a usable HP/energy). Only defeating a wild monster gives XP.
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Extract:
+30gold run-completion bonus. -
Gold: the only earned currency; persists across runs (per-defeat gold is kept even on a failed run — only the
+30extract bonus is forfeited). Spent on Base Upgrades, spirit-chain upgrades, and cosmetics. Designed curve (~20–50 runs to max upgrades): seedocs/ECONOMY.mdin the repo. - Essence (premium): the paid currency (real money via Paddle) — not earned in runs, spendable on cosmetics only (never power). The old earned Spirit-Essence + chain crafting were removed; chain upgrades now cost gold.
- Team: 4 active slots. Vault: up to 100 (raised by the Deep Vault upgrade).
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Release (INV-T7): free an unwanted monster from the team or vault for a refund — level-scaled gold (no essence), the same amount a wild defeat of that monster's level grants (so a release is worth a consistent, non-free amount; scales with Prospector). You can never release your last monster, and releasing the only active one promotes a vault monster to keep ≥1 active. SP via the Inventory slot's Release action; MP via the roster inspect panel's Release button (server
releasehandler, allowed only between rounds). Both use a two-step confirm.[CURRENT] -
Base Upgrades (account meta-progression): spend gold between runs on permanent upgrades that carry across every run — Prospector (+20%/lvl gold) and Deep Vault (+25/lvl vault capacity); 5 levels each, geometric cost. (Attunement was removed — essence is no longer earned.) Reached at the camp's Workshop station; engine in
src/engine/upgrades.js(MP via the serverbuyUpgradehandler).[CURRENT]
Tamer's Quest — game-logic wiki. This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11). Pair with docs/IMPLEMENTATION_PLAN.md and docs/REQUIREMENTS.md in the repo.
Tamer's Quest Game Logic Wiki
- Home
- Onboarding and Title
- Multiplayer and Networking
- Movement and Sprint
- Monsters Stats and Elements
- Combat and Taming
- Spirit Chains
- Progression
- Map and Biomes
- Extraction Round
- Rendering and HUD
- Open Questions
Legend
[CURRENT] implemented
[PLANNED] vision
[OPEN] undecided