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Player guide
By far the biggest driver of your progress is you simply doing your Anki reviews. You'll start gaining XP and levels. Along the way you earn gold and gems, spend them in a shop on collectible items, and those in turn make you earn more in the future.
The first thing you'll notice is a bar that appeared at the bottom of your Anki window. What you see there is customizable from CollectQuest → Options → Interface.
The game's "day" starts at whatever Anki's Preferences → Scheduler → Next day starts at setting considers a new day. Reviews you do on your phone count too, as soon as you sync.
Every button earns something. How much depends on the difficulty that was either assigned to you at the start or what you picked in Options window. Steady is considered "normal" difficulty. Casual earns 30% more XP per review, Heavy User 30% less. These are global modifiers.
Answering a review with Again is worth 20% of Good and Hard 50%, on every difficulty.
| Difficulty | Again | Hard | Good | Easy |
|---|---|---|---|---|
| Casual | 1.82 | 4.55 | 9.1 | 10.92 |
| Steady | 1.4 | 3.5 | 7 | 8.4 |
| Heavy User | 0.98 | 2.45 | 4.9 | 5.88 |
Fractions are never thrown away. If an answer is worth 3.5 XP you'll be paid 3, 4, 3, 4 and so on; the leftovers are saved up and paid out as whole points.
Using Anki's undo feature (Ctrl+Z) takes back what it paid — XP, gold, gems, and any quest progress it made. This add-on intentionally ignores Anki's redo feature, so if you want the card to count again, answer it again rather than redoing it.
Level 2 takes 100 XP, and each level after that 20 more than the last. Leveling up pays 20 gold and has a 15% chance of a gem. There is no level cap, but after level 50 you might consider the prestige feature. In the CollectQuest window there's a picture of your house that changes as you level up. It stops changing at level 153.
Two quests are rolled each day, sized from the reviews Anki has actually scheduled for you, so a quest can never ask for more than Anki will hand you. You'll never get two of the same kind on one day. A third, bonus quest, tasking you with completing all your due reviews, will be there every day.
| Quest | What it asks for | XP | Gold | Gem |
|---|---|---|---|---|
| Review cards (all decks) | 30–70% of due, at least 30 | 60–220 | 8–24 | 14–30% |
| Review cards (one deck) | 30–70% of deck's due, at least 30 | scaled by deck size | scaled likewise | scaled likewise |
| Get answers correct | 15–30% of due, at least 15 | 70–160 | 8–18 | 14–22% |
| Study new cards | 3–5 new cards, smaller targets more likely | 50–100 | 6–12 | 14% |
| Bonus quest | every card Anki had due | 120 | 10 | 10% |
Every answer counts towards "Review cards" quests, including Again — but only on reviewed cards, not new.
"Get answers correct" quest is advanced with Good or Easy answers, on both reviews and new cards.
"Study new cards" is offered only when your collection has at least 3 new cards (suspended and buried
ones don't count), and never asks for more than it has.
A deck qualifies only if all of these hold:
- Its share of the day's due is between 15% and 90% — any smaller and the quest would be trivial, any larger and it would just repeat the all-decks quest.
- It has at least 30 cards due, so the quest can never ask for more than the deck holds.
- It isn't a filtered deck.
- It isn't blacklisted in Options window.
Deck counts include subdecks, exactly as the deck list shows them, so a quest for a parent deck also counts reviews done in its children. You can freely rename your deck (quest label will update), but deleting a deck will cancel the quest for that deck.
Any day you have reviews due, there will be a third, bonus quest. It tasks you with completing all your due reviews for the day. This is decided when Anki is opened for the first time of the day. Learning new cards won't contribute to this objective.
Taking cards off today's schedule afterwards — suspending, burying, deleting, setting a due date, or limiting reviews in Custom Study or in deck options — lowers the objective by that many cards, but at most 70% of the day can be taken off this way. Past that the bonus quest is out of reach for the day. Bringing enough cards back or reviewing ahead using Custom Study makes the bonus quest completable again.
Gems are the game's second currency. Their main use is crafting. Later on they can also be traded for XP once there's nothing left to craft, or for prestige points once you can prestige. They come in five colors: blue, green, pink, purple and yellow.
Crafting gives you an item you don't own yet, drawn from everything unlocked at your level. Recent unlocks are strongly favored: an item that unlocks at your current level is 16 times as likely as one from 15 or more levels back.
Your next craft is picked in advance and stays the same until you craft it, so waiting for a
level-up won't change it. The item stays hidden, but the Craft button names its level range and
price, e.g. Craft a level 61–90 item (3 of each). It costs one gem of each color for every 30
levels of the item's unlock level, rounded up:
| Item unlocks at | Price |
|---|---|
| Level 1–30 | 1 of each color |
| Level 31–60 | 2 of each color |
| Level 61–90 | 3 of each color |
| Level 91–120 | 4 of each color |
| Level 121–150 | 5 of each color |
If the item leaves the pool before you craft it, for example because you bought it for gold, a new one is picked. The same happens with "Craft gem-only items first" when a level-up unlocks a gem-only item you don't own yet, since that item now takes priority.
| Where gems come from | What you get |
|---|---|
| Shop | 30 gold for a random color, 45 for the color on offer, 60 for the one you have fewest of |
| Leveling up | One guaranteed gem every 5th level, plus a 15% chance on any level-up |
| Daily quest reward | Some quests pay a gem alongside their gold, decided when the quest is rolled |
| 7-day streak | 2 gems, 1 more every 30 levels (1 below level 20), plus a bonus roll from 7-day streak reward items |
Every one of those except the shop is improved by gem luck from your items, so gems compound: more gems means more crafted items, which means more luck. On every 5th level the guaranteed gem stacks on top of the level-up roll, so a single level can pay out more than one.
Your streak is read from Anki's own review history, but it can only be as long as the number of days since you launched CollectQuest for the first time.
Every 7 days in a row pays one reward, and you can see which type is coming:
| Type | Payout at level 20 | at level 50 |
|---|---|---|
| XP | 600 XP | 975 XP |
| Gems | 2 gems + 18 gold | 3 gems + 45 gold |
| Gold | 60 gold + 42 XP | 120 gold + 97 XP |
Those are the figures before any items — your XP and gold bonuses apply on top. Payouts grow every 10 levels. Breaking a streak resets the count, but a sync that fills in a missed day repairs it rather than punishing you.
The shop opens once you've passed 10 reviews for the day, and offers 3 slots. Slots can hold a collectible or a gem.
- Gems come in three offers: 30 gold for a random color, 45 for whichever color the shop names that day, or 60 for the one you have fewest of. You never pick the color yourself.
- Crafting makes an item you don't own yet, for one gem of each color per 30 levels of its unlock level. Some items can only be obtained this way — they have no gold price. See Gems.
- Trading gems needs the Prism. It trades the color you have most of for the one you have fewest of: 2 for 1 at the start of each day, then one more gem for every trade after that.
- Automatic restock happens every 4 hours for everyone, with no key needed. A Silver Key halves that to every 2 hours.
- Manual restock needs at least a Bronze Key. That gives you one free restock a day (two with the Golden Key), after which each costs 15 gold, rising by 15 every time.
- Trading for XP opens for each currency once it has nothing left to buy, at any level. Once you own every item sold for gold, you can trade all your gold for XP at 3 XP per gold piece. Once you own every item crafting can make, you can trade all your gems for XP at 90 XP each. Gems stay on sale either way.
Every item's effect is built from the stats below. There is nothing to equip and there are no slots — owning an item is the same as using it, and everything you own counts at once.
| Stat | What it does |
|---|---|
| XP % | Raises XP from reviews, daily quests and streak rewards. |
| XP per review | Added to a card's value before the button share is taken, so Good gains the full amount and Again a fifth of it. Answers only — it does not touch quest rewards. |
| Gold % | Raises gold from daily quests, level-ups and streak rewards. |
| Gold earned | Added in full to level-up and streak gold, and at half strength to daily quest gold. |
| Gem luck % | Multiplies every gem chance in the game — each quest's, the level-up gem, and the streak gem. |
| 7‑day streak reward % | Scales the XP and gold of 7-day streak payouts, and is the chance of a bonus gem on weeks the gem reward is rolled. |
| Prestige points | Grants an extra point each time you prestige, on top of the level payout. |
| Chance to find a dungeon | Raises the chance an answered card uncovers a dungeon entrance. |
| Faster dungeon exploration | On average, each stage inside a dungeon takes less reviews to move on from. |
Once gem luck % is applied to the base gem chance, the final chance pushed past 100% pays one gem outright and rolls what's left over for another, so 120% is a guaranteed gem plus a 20% shot at a second — no luck is ever wasted.
91 items in total, from three places: the shop, gem crafting, and dungeon treasure. An item can only be owned once, and everything you own counts together.
The CollectQuest panel shows how many you have and what they add up to. The ▸ button beside the heading opens a separate window with full list of owned items.
Available in the shop once you reach the listed level. Most can also turn up from gem crafting (Craftable column).
| Item | Level | Gold | Craftable | Effect |
|---|---|---|---|---|
| Cup | 1 | 25g | yes | +2g earned |
| Package | 1 | 28g | yes | +3% gem luck |
| Stone | 1 | 18g | yes | +1% XP |
| Bracelet | 2 | 40g | yes | +2g earned, +1% XP |
| Red Potion | 2 | 40g | yes | +2% XP |
| Fish | 3 | 42g | yes | +5% gem luck |
| Blue Potion | 5 | 95g | yes | +1 XP per review |
| Hard Tooth | 5 | 45g | yes | +3g earned |
| Poison Tooth | 5 | 50g | yes | +5% gem luck |
| Red Teeth | 5 | 48g | yes | +2g earned, +2% gold |
| Axe | 8 | 60g | yes | +2% XP, +1% gold |
| Crystal | 8 | 65g | yes | +3% XP |
| Wood Shield | 8 | 70g | yes | +2% gem luck, +1g earned |
| Hammer | 10 | 80g | yes | +4g earned |
| Red Potion II | 10 | 75g | yes | +3% XP |
| Bronze Key | 12 | 120g | yes | Lets you restock the shop: 1 free/day, then 15g+ |
| Blue Potion II | 14 | 185g | yes | +2 XP per review |
| Strong Axe | 14 | 95g | yes | +2% XP, +2% gold |
| Smoke Pipe | 15 | 90g | yes | +12% chance to find a dungeon |
| Strong Hammer | 16 | 120g | yes | +4g earned, +5% gold |
| Lucky Clover | 18 | 333g | yes | +10% gem luck |
| Compass | 20 | 155g | no | +20% chance to find a dungeon |
| Crystal Ball | 22 | 220g | no | +12% faster dungeon exploration |
| Great Axe | 22 | 150g | yes | +4% XP, +3% gold |
| Red Potion III | 22 | 145g | yes | +5% XP |
| Great Hammer | 24 | 190g | yes | +8% gold |
| Red Gem | 25 | 200g | yes | +45% 7-day streak reward |
| Blue Potion III | 26 | 350g | yes | +3 XP per review |
| Dragon Teeth | 26 | 200g | yes | +8% gem luck |
| Gold Ring | 30 | 250g | yes | +10% gold |
| Treasure Map | 30 | 250g | no | +30% chance to find a dungeon |
| Miner's Torch | 32 | 280g | no | +15% faster dungeon exploration |
| Epic Axe | 35 | 290g | yes | +6% XP, +4% gold |
| Red Potion IV | 35 | 280g | yes | +8% XP |
| Delver's Ring | 40 | 360g | no | +15% faster dungeon exploration |
| Epic Hammer | 40 | 300g | yes | +12% gold |
| Snow Banner | 40 | 350g | no | +60% 7-day streak reward |
| Sword | 45 | 350g | yes | +16% gem luck |
| Blue Potion IV | 50 | 480g | yes | +4 XP per review |
| Red Potion V | 55 | 420g | yes | +10% XP |
| Spelunker's Rope | 55 | 480g | no | +20% faster dungeon exploration, +3% XP |
| Blue Potion V | 60 | 580g | yes | +5 XP per review |
| Crown | 60 | 500g | yes | +4% XP, +8% gold |
| Meat Feast | 65 | 380g | no | +3% XP, +3g earned |
| Shield | 70 | 550g | yes | +8% XP, +4% gold |
| Falcon Bow | 72 | 520g | yes | +24% gem luck |
| Cartographer's Kit | 75 | 650g | no | +20% faster dungeon exploration, +20% chance to find a dungeon |
| Reinforced Shield | 78 | 650g | no | +8% gold, +4% XP |
| Legendary Hammer | 80 | 580g | yes | +18% gold |
| Legendary Axe | 85 | 800g | yes | +15% XP, +5% gold |
| Candle of Focus | 90 | 750g | no | +32% gem luck |
| War Hammer | 90 | 900g | no | +20% gold, +2% XP |
| Battle Axe | 95 | 900g | no | +17% XP, +5% gold |
| Piggy Bank | 95 | 900g | no | +5g earned, +10% gold |
| Chronicle of Ascension | 100 | 1500g | no | +1 prestige point per prestige, +5% XP |
| Elixir of Insight | 100 | 1100g | no | +12% XP, +8% gem luck |
| Royal Banner | 105 | 1000g | no | +75% 7-day streak reward |
| Enchanted Lamp | 110 | 900g | no | +10% gold, +16% gem luck |
| Dragonbone Axe | 115 | 1200g | yes | +20% XP, +6% gold |
| Titan's Hammer | 120 | 1200g | yes | +24% gold, +3% XP |
| Prospector's Pick | 125 | 1300g | no | +25% faster dungeon exploration, +25% chance to find a dungeon |
These never appear for sale. The only way to get one is crafting, priced by the item's level.
| Item | Level | Effect |
|---|---|---|
| Leaf | 8 | +6% gem luck |
| Island | 12 | +30% 7-day streak reward |
| Blue Ring | 18 | +5% XP |
| Silver Key | 22 | New stock every 2 hours instead of 4 |
| Lantern | 25 | +25% faster dungeon exploration |
| Coin Chest | 30 | +8g earned, +5% gold |
| Steel Spaulders | 35 | +4% XP, +3g earned |
| Oath Ring | 35 | +50% 7-day streak reward |
| Skull | 40 | +10% gold, +10% gem luck |
| Prism | 40 | Lets you trade gems in the shop (see Shop) |
| Golden Key | 45 | 2 free restocks per day instead of 1 |
| Trophy Cup | 50 | +15% gold |
| Void's Eye | 50 | +6% XP, +6% gold, +10% gem luck |
| Blue Shield | 55 | +40% gem luck |
| Palm Tree | 60 | +8g earned |
| Hourglass | 60 | +30% faster dungeon exploration |
| Gemstone | 70 | +12% gold, +13% gem luck |
| Lucky Necklace | 78 | +2% XP, +2% gold |
| Rune Gemstone | 80 | +10% XP, +10% gold |
| Tome of Beginnings | 90 | +1 prestige point per prestige |
| Ancient Coin | 110 | +10g earned |
| Dragon Heart | 130 | +12% XP, +12% gold, +15% gem luck |
A dungeon treasure is the only place they come from, and a dungeon pays at most one of them. Level doesn't gate them; some are simply rarer than others.
| Item | Chance | Effect |
|---|---|---|
| Bronze Helm | 18% | +7% XP |
| Mushroom | 18% | +9% XP |
| Slingshot | 15% | +3g earned, +7% gold |
| Poison | 12% | +11% faster dungeon exploration |
| Winged Shoes | 12% | +38% chance to find a dungeon |
| Skull Scroll | 9% | +15% faster dungeon exploration |
| Loot Bag | 9% | +5% gold, +8% gem luck |
| Red-eyed Skull | 6% | +20% gem luck |
Like everything else in your collection they are lost when you prestige, and go back into the pool to be found again.
Apart from the Prism, the three keys are the only items that grant no stats at all. Instead of making your rewards bigger, they change how the shop behaves — and unlike everything else, they have to be collected in order.
| Key | Level | How to get it | What it does |
|---|---|---|---|
| Bronze | 12 | 120 gold, or crafting | Unlocks manual restocking: 1 free a day, then 15 gold, rising by 15 each time |
| Silver | 22 | Crafting, requiring Bronze | Shop restocks by itself every 2 hours instead of 4 |
| Golden | 45 | Crafting, requiring Silver | 2 free manual restocks a day instead of 1 |
Owning a higher tier key doesn't interfere with the effects of the previous tiers.
Unlocks at level 10. Once you've prestiged it stays unlocked no matter what level you drop back to.
16 goals worked through one at a time, in a fixed order. Each pays a reward, and the next one only opens when the current one is done. Counters start from zero the moment a milestone opens — nothing you did before it counts.
The CollectQuest panel shows the one you're on. The ▸ button beside it opens the full track.
| # | Goal | Reward |
|---|---|---|
| 1 | Reach a new 4-day streak | Streak accumulator, +5% cap |
| 2 | Complete the bonus quest 3 times | Bonus quest XP +15% |
| 3 | Complete both daily quests 5 times | Craft gem-only items first |
| 4 | Reach a new 8-day streak | Bonus quest can award buffs (15%) |
| 5 | Craft 3 items | Accumulator to +10% cap |
| 6 | Complete the bonus quest 5 times | Quest reroll, once a week |
| 7 | Complete both daily quests 10 times | Shop offers 4 items |
| 8 | Prestige 2 times | Magnets appear in the shop |
| 9 | Reach a new 12-day streak | Accumulator to +15% cap |
| 10 | Craft 6 items | Bonus quest gold +20% |
| 11 | Complete the bonus quest 7 times | Bonus quest buff award chance to 20% |
| 12 | Complete both daily quests 15 times | Accumulator to +20% cap |
| 13 | Complete the bonus quest 10 times | Bonus quest buff award chance to 25% |
| 14 | Prestige 4 times | Accumulator also boosts gold |
| 15 | Loot 3 items from dungeons | Dungeons bigger by 1 branching |
| 16 | Reach a new 16-day streak | Buffs last 4 days |
Quest reroll puts a ⟳ button on each unfinished daily quest once #6 is done. It swaps that
quest for a different kind, keeping the other one and its progress, and can be used once every
7 days. It only swaps to a quest that can still be finished today: at least its smallest
possible target must remain (due reviews, or new cards present in the collection), and the target it
rolls is capped at what remains. The reroll button can even be disabled if no other quest kind is completable today.
Craft milestones state their position rather than shrinking or quietly completing. If fewer
items remain craftable than the milestone still needs, the row reads (will require prestiging) —
prestiging empties your collection and so refills the pool. A level-up can take the note back off
by unlocking new items.
Craft gem-only items first narrows crafting to the 22 items that have no gold price — the ones crafting is the only route to — at the usual cost. Once you own all of those that have unlocked at your level, crafting goes back to drawing from everything.
Milestones aren't affected by prestiging. They're supposed to be long-term goals rather than repeating objectives within a single prestige run.
Unlocked by the first milestone and charges 1% per day, up to a cap, and is lost when the streak breaks. It adds to your XP bonus, so it's worth most early on, when you own few items.
Streak accumulator has to be progressively charged, so it starts from 1 charge on the day you unlock it, even if you already have a long streak going — the same rule every milestone objective follows. The same applies when a cap raise is unlocked — it won't jump up in charges by more than 1 a day.
Once milestone #14 is done and its 15 magnets are found, the same charge that gives you XP bonus is added to your gold bonus as well. You can see the current charge under Streak accumulator in the panel, below your items. While an upgrade is in progress, the magnets you have toward it are counted on the line beneath it, prefixed with what that upgrade pays — Faster charging, or Gold bonus for the last one.
From milestone #4 on, completing the bonus quest can award a buff. It lasts 3 days, or 4 once milestone #16 is done. The chance is 15%, rising to 20% and then 25% as more milestones are completed. Running buffs are listed under Temporary buffs in the CollectQuest window.
| Buff | Group | What it does |
|---|---|---|
| Reviews pay 20% more XP | Reviews | Reviews only — quest and streak rewards are unaffected |
| Double quest rewards, bonus quest included | Quests | Doubles their XP, gold and gems |
| Everything in the shop costs 20% less gold | Shop | Items, gems, magnets and paid restocks |
| Crafting costs 4 gems instead of 5 | Crafting | The color you have fewest of is free |
| Every gem reward is the most-needed color | Crafting | Changes which gem arrives, never how many |
| Double gem rewards | Crafting | Every gem you're awarded — shop purchases are unaffected |
Only one buff per group runs at a time, so the three crafting buffs never stack. Buffs from different groups can run together.
A doubler doubles whatever the reward actually pays, so a quest whose gem luck pushed it to 2 gems pays 4. The two doublers don't compound, though — with both running, a quest gem is still only doubled once. The extra gems roll their own colors rather than copying the ones they double, so a doubled reward isn't twice as lopsided as a normal one.
Temporary buffs stay active after prestiging.
Magnets upgrade the accumulator. Each of the first three caps the track grants opens a faster charge rate; the fourth upgrade is the closing one and changes what the charge does instead:
| Unlocked by | Magnets needed | What it does |
|---|---|---|
| Accumulator to +10% cap | 3 | charges 1.5% per day |
| Accumulator to +15% cap | 5 | charges 2% per day |
| Accumulator to +20% cap | 10 | charges 2.5% per day |
| Milestone #14 | 15 | the charge also counts as gold bonus |
Magnets only turn up while an upgrade is in progress. With nothing to collect for, they stop appearing — including in the gaps between filling one upgrade and the track unlocking the next.
Completing the bonus quest has a 10% chance of awarding one, rolled separately from the buff, so a single completion can give both. This starts as soon as the first upgrade opens.
The shop only stocks them once milestone #8 is done. From then on a restock has the same 10% chance of offering one in place of an item, at a flat 50 gold, never more than one at a time — and since a restock only happens while you have the shop open, you never miss one.
The upgrade completes itself the moment you find the last magnet.
Unlocks at level 15. A Dungeon button appears in the CollectQuest window.
Every answered card has a 1 in 400 chance of uncovering an entrance. Again is worth a fifth of
that, the same fifth it's worth of a review's XP. Only one dungeon run is active at a time — the current
one has to be finished before another entrance can be found.
Difficulty moves both dungeon chances (finding an entrance and the next branching) by half as much as it moves XP: 15% higher on Casual, 15% lower on Heavy User.
| Difficulty | Entrance | Next branching |
|---|---|---|
| Casual | 1 in 348 | 1 in 174 |
| Steady | 1 in 400 | 1 in 200 |
| Heavy User | 1 in 471 | 1 in 235 |
Those are the chances per answer, before items and the bonus that builds up after 100 answers with nothing found.
Inside, at first all there is to do is keep reviewing. After 50 reviews (including Again at full value)
since the entrance or last branching, every answer rolls 1 in 200 (a fifth of that for Again) for the next one.
Faster dungeon exploration speeds up both parts by the same amount: at +25% the wait is 40 reviews and the roll 1 in 160. The wait never drops below 20 reviews.
Once a branching is found, the Dungeon button on the bottom bar will get highlighted.
A branching offers 2 or 3 pathways and pays 110 XP for being found. Each pathway except "Unmarked path" shows exactly what reward it promises at the end before you take it.
| Pathway | What it offers | How often it appears |
|---|---|---|
| Gold | 25–45 gold | 65% |
| Gems | usually 1 or 2 gems | 65% |
| Gold & gems | 15–30 gold, and often a gem | 57% |
| Unmarked path | a random reward, or nothing | 46% |
| Unknown item | an item, named only at the treasure | 17% |
The amounts are decided the moment the branching appears. Temporary buffs work the same way — what the button showed is what the treasure pays, whether or not the buff is still running by then. Gem colors are the one exception, and are settled when you claim.
Unknown item pathway doesn't reveal what the received item will be. It pays a unique item you don't own yet, as long as the dungeon still has its one to give. At most one unique item can be found per dungeon, and more unknown item paths will stop appearing until the end of the dungeon. If one of the unmarked path choices picked before already awarded a unique item, this one will award nothing, so for example if you already picked 3 unmarked paths, it may or may not be worth it to still go for the unknown item. If an unknown item pathway is offered but declined, it can still appear again.
Unmarked path is a gamble. A third of the time it pays nothing at all:
| What it turns out to hold | Chance |
|---|---|
| Nothing | 33% |
| Gold | 19% |
| Gems | 19% |
| Gold & gems | 14% |
| Unknown item | 14% |
The treasure is reached after 3 to 6 branchings (determined randomly). Bigger dungeons can be discovered after completing milestones.
Finding it pays 220 XP, and everything your pathways promised has been piling up quietly and is claimed here. The Dungeon window has to be opened to claim the treasure. Claiming closes the dungeon and starts the search for the next entrance. Nothing expires, so an unclaimed treasure can sit there as long as you like.
Afterwards the Dungeon window keeps showing what that dungeon paid and what you took at each branching, until the next one starts.
Everything scales with your bonus stats, the way quest rewards already do, so the collection you've built is what makes a dungeon worth more.
| Event | Base reward |
|---|---|
| Branching pathway found | 110 XP |
| Treasure room reached | 220 XP |
| Gold pathway | 25–45g |
| Gems pathway | 110–160% gem chance |
| Gold & gems pathway | 15–30g, and a 50–100% gem chance |
Gem pathways are a chance rather than a count, which is why one reads "2 gems" and the next "1 gem", and why gem luck makes them pay more — a chance past 100% guarantees 1 gem and rolls the rest for another, exactly as everywhere else in the game.
Reviews answered while a choice or a treasure is waiting are queued up, not thrown away. The moment you finally pick, they count towards whatever comes next, so deciding late costs nothing, and neither does reviewing on your phone. It is intentionally designed this way so that you don't ever feel like you're forced into interrupting your flow of reviews in order to make optimal progress within the game.
Anki's undo feature never takes back something you've found. An entrance, a branching, a treasure and the XP they paid all survive this. Instead the dungeon sits out one review for every review you undo, so undoing an answer to re-roll it costs exactly what it was trying to save. With this design, you can freely undo reviews as intended by Anki, without worrying about losing dungeon progress.
After 100 answers with nothing found, every 10 more answers add 2% to chance of either finding a dungeon entrance or exploring the current one, and it resets the moment you find something. The Dungeon window shows how many cards you've answered and what the current bonus is.
Unlocks after completing 3 dungeons. Prestiging doesn't reset this. Until then the Auto-pick button in the Dungeon window shows how far off it is.
With it on, every branching resolves itself the instant it appears and the notification tells you what was taken — nothing ever waits for you. You set a priority order once, by dragging the five pathway kinds into the order you'd like them taken, and the highest-ranked pathway on offer is the one taken.
The default order is Unique item, Unmarked path, Gold & gems, Gems, Gold.
Auto-pick is a convenience feature that comes at a cost. Picking rewards by hand will often allow you to pick a better reward. For example a random gem costs 30g at the shop, and in dungeon the offered amounts vary, so sometimes it'll be better to pick gold, other time gems. With auto-pick you can only control the type of reward, not its overall value. After you picked an unknown item path, you also probably wouldn't pick an unmarked path anymore.
Auto-pick only decides branching pathways. The treasure is still there for you to be claimed manually.
If a sync leaves 5,000 or more reviews set aside and auto-pick isn't already handling them, the Dungeon window offers to auto-pick that backlog to help with all the choices, even if auto-pick feature is still locked. You can set the order it should use before confirming. It's a one-time action: the regular auto-pick setting remains turned off. You still have to manually claim the treasures.
As mentioned previously though — auto-pick comes at a cost and extra reviews are always queued up, so alternatively you can just take your time with the choices, even if there's a lot of them.
From level 50 you can prestige: your XP, level, gold, gems, items, house, quests and any dungeon you're in all reset, in exchange for permanent prestige points. You keep your prestige points, the upgrades you've bought, your milestones and temporary buffs.
A Prestige button appears in the CollectQuest window, left of Options, once prestige is
within reach, and stays there afterwards.
You lose the items themselves, not just access to them. Your collection is emptied, and reaching an item's level again doesn't give it back — you have to buy or craft it a second time, at full price. That's the real cost of prestiging early, since items unlock as high as level 130.
Your streak is not affected. It's read from Anki's review history, so both the current run and your all-time best reappear as soon as the game next checks, and a reward you've already claimed isn't paid a second time.
You gain 2 points at level 50, plus 1 more for every full 10 levels above it. So level 60 pays 3, level 100 pays 7. The two tomes each add 1 more to every prestige you do while you hold them, and the prestige window breaks down where your points are coming from.
Trading gems for points. The prestige window has a row that turns 3 of each color into 1 extra point. Each further trade in the same run costs one more of each: 4, then 5, and so on, back to 3 after you prestige. The point isn't paid at once — it's banked as "pending" and added to your next prestige.
| Upgrade | Each level gives |
|---|---|
| XP bonus | +30% XP |
| Gold bonus | +30% gold |
| Gem luck | +30% gem luck |
| Starting gold | +100 gold at the start of each run |
| Streak reward | Doubles a 7-day streak payout (then triples, and so on) |
Upgrades get dearer as you deepen them: the first level of an upgrade costs 1 point, the second 2, the third 3, and so on. Spreading points across several upgrades is much cheaper than pushing one to the top.
Because each extra point costs another 10 levels, and levels keep getting more expensive, prestiging soon after level 50 earns points faster than grinding far past it. The reason to wait is the collection, which you have to rebuild from nothing each time.