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Progression
Dominik Burger edited this page Jun 6, 2026
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- XP per level: 100. On reaching 100, level +1 and the carry-over resets; HP/energy refill to the new level's max.
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Defeat a monster:
20 + level*10XP and4 + level*2gold. -
Catch a monster:
30 + level*15XP. -
Extract:
+30gold run-completion bonus. - Gold: persists across runs (kept on death) and is spent in the spirit shop.
- Spirit Essence: +2 per defeat, +3 per chest; persists across runs; spent to craft/upgrade chains.
- Team: 4 active slots. Vault: up to 100 (raised by the Deep Vault upgrade).
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Base Upgrades (account meta-progression): spend gold between runs on permanent upgrades that carry across every run — Prospector (+20%/lvl gold), Attunement (+20%/lvl essence), Deep Vault (+25/lvl vault capacity); 5 levels each, geometric cost. SP via the lobby's Base Upgrades scene; MP via the server
buyUpgradehandler (engine:src/engine/upgrades.js).[CURRENT](MP buy-UI pending)
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 This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11).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