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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 win always pays back more than a purchased ticket would cost at your level, with an underdog bonus on top 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 and with your avatar level. Higher-level players pay proportionally more, keeping the cost meaningful as your gold balance grows.

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.