Alklika

Missions

Missions are the main source of fame, skill experience and resources. There are thirty across five tiers. Here's the exact mechanics: how the chance is computed, what success gives and what failure costs.

Success chance formula

Chance = ceiling × (skill_weight + stat_weight) × HP_multiplier, no lower than 5% and no higher than the mission's ceiling.

  • skill_weight = 0.5 + 0.40 × min(skill / 50, 1) → from 0.5 (skill 0) to 0.90 (skill ≥ 50). For the chance, skill saturates at 50.
  • stat_weight = 0.15 × min(ln(stat) / ln(2000), 1) → from 0 to 0.15 (focus stat ≥ 2000).
  • HP_multiplier = 0.65 + 0.35 × HP/maxHP → 1.0 at full health, 0.65 at zero.

Examples (at a 0.85 ceiling):

PlayerSkillStatHPChance
Newcomer53080%~48%
Active2020090%~67%
Hardcore501500100%~89%

Takeaway: skill matters more than stat (up to +0.40 vs +0.15), and low HP cuts the chance by a third. Heal before a serious mission.

Newcomer bonus

While you're rank newcomer (fame < 500) on tiers 1–2: +10 pp to the chance and half damage on failure. It's a starting cushion — it disappears when you reach citizen.

Rewards for success

  • Fame: tier × 8 (tier 1 → 8, tier 5 → 40), then adjusted for diminishing returns (see Fame).
  • Skill XP: tier × 80 on success, tier × 25 on failure — you level even on a bad day.
  • Loot multiplier: 0.4 + 1.4 × skill/100 — skill 0 gives 40% of base reward, skill 100 gives 180%.
  • Rare drop (tiers 4–5): tier 4 — Epic 2% + skill/5000; tier 5 — Epic 3% + skill/2000, Legendary 0.5% + skill/1500.

The cost of failure

HP damage depends on the tier:

TierHP damage
15–15
215–35
330–55
440–70
550–90

Plus a chance of a critical failure: 15% × (1 − skill/100) — 15% at skill 0, 0% at skill 100. A crit fail = damage ×1.5 and loss of 10% of the experience banked in the current level. An expert "knows what they're doing", so they crit-fail less often.

Levelling the skill

XP to level N+1 = floor(100 × (N+1)^1.7): level 50 ≈ 200k XP. For the chance, skill helps up to 50; beyond that, level is status and a loot multiplier, not more chance.

Takeaway

Take a tier within your means: early on, tiers 1–2 feed steadily and barely hurt. Raise your focus skill to ~50 (the cap of its contribution to the chance) and keep HP high. Tiers 4–5 are for the trained: rare drops and serious damage both.