Skip to content

Earning & Spending Gold

Gold is Scope's in-game currency. You earn it through combat and in-game milestones, and you spend it on equipment, rerolls, retries, and other game-layer purchases. Gold doesn't convert to silver; they're separate economies.

Gold coin

Where Gold Comes From

Gold sources, in rough order of typical yield:

  • Adventure quests - the main daily income. Each quest pays a flat gold amount shown on the card before activation. Longer quests pay more.
  • Arena victories - a modest amount per win, with an underdog bonus for beating higher-level opponents. Capped at six gold-earning wins per day.
  • Dungeon first-clears - the biggest individual payouts. One-time per dungeon.
  • Premade goal completions - scaled by the goal's time horizon. Year-long goals pay substantially more than daily goals.
  • Achievement unlocks - one-time payouts for milestones.
  • Onboarding checklist - small per-entry grants for first-time actions.
  • Selling items - you recover 25% of an item's buy price by selling it.

Where Gold Goes

Gold sinks:

The Scarcity Curve

Gold income and shop prices are tuned against each other:

  • Income scales ~3% per avatar level. Quests and arena pay a bit more as you level up.
  • Shop prices scale ~5% per avatar level. Items cost noticeably more at higher levels.

The 2-percentage-point gap compounds across levels, meaning:

  • Early game - gold feels abundant. You have enough for most shop purchases without much thought.
  • Mid game - you start making real trade-offs. "Do I buy the epic sword now, or save for the legendary ring?"
  • Late game - gold is precious. A single shop purchase might be a multi-day save.

Why the gap is intentional

Without the gap, the economy would feel the same at every level. With it, the late game genuinely requires you to choose - which is when builds and decisions matter most. Early game generosity also protects new players from feeling priced out before they understand the systems.

Selling Items for Gold Back

You can sell any owned item from your inventory for 25% of its buy price. This partially recovers gold from unwanted gear, but the 75% loss is deliberate - it prevents treating the shop as a rental service where you buy, try, and return at full value.

25% is enough to make selling worth it for clearly-useless drops (low-level commons when you're well past that level). It's not enough to make selling back legendaries a viable strategy.

Past-Date Habit Logging

A subtle gold sink: logging a habit for a past day costs gold, scaling with how many days back you're reaching.

The reason: without a cost, you could backfill a whole week of missed habits just before entering a dungeon to max out your soldiers' HP. The gold sink makes that kind of streak-farming meaningful - you pay for cheating retroactively, which both discourages it and funnels gold out of the economy.