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Player guide

Saraph edited this page Oct 11, 2026 · 15 revisions

The basics

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.

XP per review

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.

Levels

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.

Daily quests

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.

Deck-specific quest requirement

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.

Bonus quest

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

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.

Streak

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.

Shop

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.

Stats

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.

Items

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.

Bought with gold (61)

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

Obtainable with gems only (22)

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

Found in dungeons (8)

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.

Keys are a special case

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.

Milestones

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.

Streak accumulator

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.

Temporary buffs

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

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.

Dungeons

Unlocks at level 15. A Dungeon button appears in the CollectQuest window.

Finding an entrance

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.

Venturing

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.

Branching pathways

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%

Treasure room

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.

Reward breakdown

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.

Review queuing system

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.

Auto-pick

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.

Coming back to a big backlog

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.

Prestige

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.