Challenge Rarity Rewards
Per-planet challenges award warp crystals (gems) and planet XP bounty on completion. Both rewards scale with the challenge’s rarity tier. Gem rewards are flat across all planets; XP rewards are scaled per-planet by a bounty multiplier so that harder planets pay out proportionally more XP (since their completion thresholds are also higher).
Reward table
| Rarity | Gems | XP Base (Landing Site) |
|---|---|---|
| Common | 5 | 30 |
| Uncommon | 15 | 60 |
| Rare | 40 | 150 |
| Epic | 100 | 400 |
| Legendary | 300 | 800 |
Gem values are constant across every planet. The XP column above is the base value used on Landing Site (PLANET_XP_BOUNTY_MULT = 1.0); higher-difficulty planets scale this number up.
Planet XP bounty multipliers
XP bounty for any challenge is computed as round(XP_BASE[rarity] * PLANET_XP_BOUNTY_MULT[planetId]). The multiplier matches each planet’s threshold scaling so that the XP-per-effort ratio stays roughly consistent across the difficulty curve.
| Planet | Multiplier |
|---|---|
| Landing Site | 1.0x |
| Sunrise City | 1.5x |
| The Voidstar | 2.0x |
Worked examples:
- Common challenge on Sunrise City: 5 gems +
round(30 * 1.5)= 45 XP. - Legendary challenge on The Voidstar: 300 gems +
round(800 * 2.0)= 1,600 XP. - Epic challenge on Landing Site: 100 gems +
round(400 * 1.0)= 400 XP.
Placeholder planets (Solaris, Speedway, Eden, Old Earth, Network Station, Delphi, Desolation, Obelisk) currently use a 1.0x multiplier until their content is authored.
Challenge ID format
Every challenge has a stable, deterministic ID built from three parts:
{planetShort}_{category}_{rarity}
- planetShort — two-letter planet code (
lsLanding Site,scSunrise City,vsVoidstar, plus placeholdersso/sp/ed/oe/ns/dp/ds/ob). - category —
tier,kills, orevents. - rarity —
common,uncommon,rare,epic, orlegendary.
Examples: ls_kills_common, sc_tier_rare, vs_events_legendary.
This format gives exactly 15 challenges per planet (3 categories x 5 rarities) and 45 total across the three live planets.
Why it’s structured this way
- Flat gem values keep the metagame economy legible — a Rare challenge is worth 40 gems no matter where you earn it.
- Per-planet XP scaling prevents Landing Site grinding from being the optimal XP path; harder planets pay more XP per challenge because their thresholds demand more.
- Run vs lifetime scope is set per-rarity inside each category: tier challenges are always per-run, while kills/events split per-run for Common/Uncommon/Rare and lifetime for Epic/Legendary.