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):
| Player | Skill | Stat | HP | Chance |
|---|---|---|---|---|
| Newcomer | 5 | 30 | 80% | ~48% |
| Active | 20 | 200 | 90% | ~67% |
| Hardcore | 50 | 1500 | 100% | ~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 × 80on success,tier × 25on 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 — Epic3% + skill/2000, Legendary0.5% + skill/1500.
The cost of failure
HP damage depends on the tier:
| Tier | HP damage |
|---|---|
| 1 | 5–15 |
| 2 | 15–35 |
| 3 | 30–55 |
| 4 | 40–70 |
| 5 | 50–90 |
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.