# Player Handbook

> Mechanics, costs, caps, and consequences.

Canonical source: [https://github.com/sammcoe/fitscape-next](https://github.com/sammcoe/fitscape-next) at commit `aaf964a3ca6dd601fad2bf847f5ba5f765cf3b53`.

Source digest: `ef1e817059f020f6be763cae3a3374d5c48810f5d9d95fc49139a275a7484fbf`.

This Markdown is generated from the same canonical English content and entry metadata used by the Fitscape game. Stable section and entry IDs are included for retrieval and citation.

## Contents

- [Daily Loop](#daily) — Health data, resources, quests, and reset pressure.
- [Hero Growth](#hero) — Loadout power, gear condition, inventory, mastery, ascension.
- [Attributes](#attributes) — AP allocation effects, caps, and where each trait matters.
- [Battle](#combat) — Trophies, eligibility, costs, score math, bounty, scouting.
- [Allies and Raids](#social) — Allies, gifts, parties, raid boss combat, and social limits.
- [Seasons and Account](#season) — Leagues, rewards, dungeons, membership gates, notifications, account controls.

<a id="daily"></a>

## Daily Loop

Health data, resources, quests, and reset pressure.

<a id="daily-activity"></a>

### Activity Conversion

**Stable ID:** `daily/daily-activity`

**Question:** Which real-world activity turns into which resources?

Each activity type has a primary resource, with smaller secondary payouts mixed in.

**Mechanics:**

- Walks and cardio primarily grant Stamina.
- Strength workouts primarily grant Power.
- Recovery and sleep primarily grant Mana.
- Thresholds: walks use 3k/6k/10k steps; workouts and recovery use minute tiers; sleep uses nightly hour tiers from about 5 to 8 hours.

**Where this matters:** Activity credit, retroactive credit, quest targets, resource awards.

**Related entries:**

- [Zone Weather](#daily-zone-weather)

**Search terms:** activity, steps, walk, cardio, strength, recovery, sleep, thresholds, conversion

<a id="dawn-tally"></a>

### The Dawn Tally

**Stable ID:** `daily/dawn-tally`

**Question:** What is the dawn tally card on the home screen?

For your first three mornings, Theron counts what yesterday brought you — a small card on the home screen.

**Mechanics:**

- The promise is made on your first day; the tally then resolves on each of your next 3 mornings, on your first visit of the day.
- It shows yesterday's raw activity from your device — steps, workout and recovery minutes, hours of sleep — never resource numbers.
- A still day loses nothing: rest is also training, and the card points at today's quest instead of showing zeros.
- If health data is not connected, the card offers the connection instead of a count.
- After the third dawn the card retires; the daily quest board carries the habit onward.

**Where this matters:** Home screen on the mornings after your first day; the optional dawn notification.

**Related entries:**

- [Activity Conversion](#daily-activity)
- [Quest Board Choice](#daily-quest-board)

**Search terms:** dawn, tally, morning, theron, yesterday, promise, count

<a id="daily-zone-weather"></a>

### Zone Weather

**Stable ID:** `daily/daily-zone-weather`

**Question:** What does the weather pill on the home screen mean?

Your zone's daily condition. It boosts specific activity gains for everyone in the zone.

**Mechanics:**

- Mistfall: Recovery +50%. Emberwind: Strength +25%. Clear Skies: Walking and Cardio +25%.
- Moonveil: Sleep +50%. Stormsurge: Cardio +50%.
- Weather changes daily per zone on the world day, which runs on UTC.
- The server applies the boost at credit time; the pill is a read-only forecast of today's effect.
- Around the UTC day change the pill can briefly disappear while the new day's weather is written.

**Where this matters:** Home weather pill, activity credit, zone realms.

**Related entries:**

- [Activity Conversion](#daily-activity)

**Search terms:** weather, zone weather, mistfall, emberwind, clear skies, moonveil, stormsurge, daily boost

<a id="daily-resources"></a>

### Resource Caps

**Stable ID:** `daily/daily-resources`

**Question:** What happens when Stamina, Power, or Mana is full?

Rewards stop at your current capacity. Anything above the cap is lost.

**Mechanics:**

- Nexus capacity is the base; mastery can raise one reserve or all reserves.
- Activity, quests, gifts, bounty, and raid rewards all respect the receiver's current cap.
- If you are often capped, capacity upgrades are more useful than more gain.

**Where this matters:** Nexus capacity, activity credit, bounty payouts, gifts, raid rewards.

**Search terms:** caps, capacity, full, overflow, lost resources, nexus

<a id="daily-quest-board"></a>

### Quest Board Choice

**Stable ID:** `daily/daily-quest-board`

**Question:** What is the quest board, and how do I pick quests?

Every day you choose quests from a set of candidates, each with a different reward type.

**Mechanics:**

- Tap any unpicked candidate to select it for the day.
- Free players choose up to 3 quests from 5 postings. Champions choose up to 5 quests from 10 postings.
- Members receive a +15 FIT gilded garnish when they complete the lead quest.
- If you never pick, the first candidate is assigned automatically at your first activity credit — same reward as today's default quest.
- Reward categories: Item (gear drop), Mystery (unknown reward), Resource (Stamina/Power/Mana), Fitcoin (+FIT).

**Where this matters:** Daily quest board, selected quest cards, gilded badge.

**Related entries:**

- [Quest Rewards](#daily-quests)
- [Quest Reward Scaling](#daily-quest-scaling)

**Search terms:** quest board, pick quest, lead quest, board choice, candidate, repin, re-pin, gilded, garnish, fitcoin reward, member quests, six quests, three quests

<a id="daily-quests"></a>

### Quest Rewards

**Stable ID:** `daily/daily-quests`

**Question:** When do quest rewards need inventory space?

Resource quest rewards pay immediately. Item rewards need open inventory slots.

**Mechanics:**

- The third completed quest of a day can add a bonus item.
- A reward with two items needs two open slots; it will not partially claim one item.
- Resource-only rewards bypass inventory space but still obey resource caps.

**Where this matters:** Daily quest completion, bonus items, inventory capacity checks.

**Related entries:**

- [Quest Reward Scaling](#daily-quest-scaling)
- [Raid Surge](#social-surge)

**Search terms:** quests, quest rewards, bonus item, inventory space, slots

<a id="daily-quest-scaling"></a>

### Quest Reward Scaling

**Stable ID:** `daily/daily-quest-scaling`

**Question:** Why are my quest targets and rewards personal?

Targets follow your recent pace, and the third quest slot's resource reward scales up with harder targets.

**Mechanics:**

- Personalized targets aim about 15% above your 7-day average, never below the zone's base target.
- The third slot's resource reward multiplies by 1 + (target - base) / base, capped at 1.5x.
- Targets at or below base — including easier weak-area quests — always keep the full base reward.

**Where this matters:** Daily quest board, quest targets, slot-three resource rewards.

**Related entries:**

- [Quest Rewards](#daily-quests)

**Search terms:** quest scaling, personalized targets, reward multiplier, third quest, harder targets

<a id="daily-field-maintenance"></a>

### Field Maintenance

**Stable ID:** `daily/daily-field-maintenance`

**Question:** Why did an item repair itself this morning?

Crossing your first activity threshold of the day repairs your most damaged equipped item, free.

**Mechanics:**

- It fires once per local day, on the first threshold you cross.
- The pick is your lowest-condition equipped item; items at full condition are skipped.
- Free repairs restore condition only — they do not refresh attunement, so they never extend copy protection.
- Late-synced activity that lands on a prior day never triggers it.
- Theron narrates the repair on the home screen.

**Where this matters:** Daily threshold rewards, equipment condition, home narration.

**Related entries:**

- [Gear Condition](#hero-condition)
- [Welcome-Back Rally](#daily-rally)

**Search terms:** field maintenance, free repair, auto repair, first threshold, morning repair

<a id="daily-streak-wards"></a>

### Streak Wards

**Stable ID:** `daily/daily-streak-wards`

**Question:** What are the small pips on my streak badge?

Banked Streak Wards. A ward bridges a missed day so your streak survives it.

**Mechanics:**

- Every 7-day streak milestone banks 1 ward, up to 2 banked at a time.
- Wards spend themselves automatically at your next threshold hit, one per missed day in the gap.
- A bridged day preserves the streak but does not increment it.
- Gaps bridge only in full: two missed days with one ward means the streak resets and the ward is kept.
- A ward spent today shows as a dimmed pip on the badge.
- Members receive one automatic ward per calendar week, shared from the same cap of two. A grant defers within the week if the bank is full.

**Where this matters:** Home streak badge, ward pips, streak milestones, member weekly grant.

**Related entries:**

- [Welcome-Back Rally](#daily-rally)

**Search terms:** ward, streak ward, pips, missed day, streak protection, bridge, member ward, weekly ward

<a id="daily-rally"></a>

### Welcome-Back Rally

**Stable ID:** `daily/daily-rally`

**Question:** What happens when I return after days away?

Your first credited activity after 3 or more idle days mends your loadout and doubles the day's gains.

**Mechanics:**

- The rally needs 3 or more consecutive idle days right before the day you return.
- It fully repairs every equipped item, free, and doubles activity resources for that local day.
- A new rally can fire at most once every 14 days.
- Free rally repairs do not refresh attunement, so they never extend copy protection.
- Late-synced activity that lands inside the idle window voids the double-resource day; the repairs stand.

**Where this matters:** Returning after a break, home narration, equipment condition, activity credit.

**Related entries:**

- [Field Maintenance](#daily-field-maintenance)
- [Streak Wards](#daily-streak-wards)

**Search terms:** rally, welcome back, comeback, idle days, double resources, returning

<a id="daily-penance"></a>

### Penance Marches

**Stable ID:** `daily/daily-penance`

**Question:** Can I shrink the bounty on my head without fighting?

Yes. Pushing past the day's standard targets into the stretch zone burns bounty off your head.

**Mechanics:**

- Every 2 stretch increments earned in a local day burn 1 bounty.
- Burns cap at 5 bounty per day; deeper marches that day burn nothing more.
- Theron narrates each burn on the home screen.

**Where this matters:** Stretch-zone progress, bounty totals, home narration.

**Related entries:**

- [Bounty](#combat-bounty)
- [Stretch Rewards and Titles](#season-stretch-titles)

**Search terms:** penance, penance marches, burn bounty, reduce bounty, stretch zone

<a id="daily-nexus-risk"></a>

### Nexus Raid Risk

**Stable ID:** `daily/daily-nexus-risk`

**Question:** Why does having more resources make me a better target?

The fuller your reserves are, the more a successful attacker can raid.

**Mechanics:**

- Stamina, Power, and Mana are calculated separately.
- A full reserve can lose about 20% before caps are applied.
- Bounty pays in addition to the resource raid.

**Where this matters:** Defensive resource raids, bounty payout stacking, Nexus fullness.

**Search terms:** nexus, raid risk, target, reserves, resource raid

<a id="hero"></a>

## Hero Growth

Loadout power, gear condition, inventory, mastery, ascension.

<a id="hero-loadout"></a>

### Combat Power

**Stable ID:** `hero/hero-loadout`

**Question:** Which gear actually counts in a duel?

Equipped gear above 0% condition contributes to your combat loadout.

**Mechanics:**

- Condition scales item power: 50% condition contributes about half of that item's power.
- Total loadout power has diminishing returns after 160 power, but extra power still counts at 80% efficiency.
- Active days add up to +10% combat score, one percent per active day up to 10.

**Where this matters:** Equipped loadout power, familiar intel, duel score resolution.

**Search terms:** loadout, combat power, equipped, diminishing returns

<a id="hero-matchups"></a>

### Type Matchups

**Stable ID:** `hero/hero-matchups`

**Question:** Do Might, Valor, and Fortitude matter?

Yes. Your equipped gear creates a weighted attack type against the defender's dominant type.

**Mechanics:**

- Might beats Valor, Valor beats Fortitude, and Fortitude beats Might.
- Advantage is 1.1x, disadvantage is 0.9x, and same-type is neutral.
- Scouting can reveal enough loadout context to avoid bad matchups.

**Where this matters:** Duel score math, familiar intel, raid boss weakness.

**Search terms:** matchup, might, valor, fortitude, advantage, type triangle

<a id="hero-condition"></a>

### Gear Condition

**Stable ID:** `hero/hero-condition`

**Question:** What does repair materially change?

Condition is a direct multiplier on equipped gear power.

**Mechanics:**

- Daily wear and combat damage both lower condition.
- Gear at 0% condition contributes no power until repaired.
- Repair cost depends on missing condition, rarity, modifier, item type, and cost reductions.
- Fully repaired gear has no repair cost.

**Where this matters:** Equipment condition, loadout condition, combat score, repair resource costs.

**Related entries:**

- [Forge Communion](#hero-forge-communion)
- [Passive Wear Floor](#hero-wear-floor)
- [Field Maintenance](#daily-field-maintenance)

**Search terms:** condition, repair, wear, durability, damage

<a id="hero-forge-communion"></a>

### Forge Communion

**Stable ID:** `hero/hero-forge-communion`

**Question:** Can I repair gear using only Mana?

Yes. The forge channels raw mana into worn gear instead of the typed repair cost.

**Mechanics:**

- The mana price is 2 mana per 1 resource of the item's standard repair cost — always pricier than paying typed.
- The conversion applies after your repair-cost discounts, so DEX and mastery still help.
- The forge can channel up to 30 mana per day.
- Use it when Stamina and Power are spent but recovery and sleep keep Mana flowing.

**Where this matters:** Equipment condition rows, FORGE action, Channel Mana confirm sheet.

**Related entries:**

- [Gear Condition](#hero-condition)
- [Forge Limits](#hero-forge-limits)

**Search terms:** forge, forge communion, channel mana, mana repair, repair with mana

<a id="hero-forge-limits"></a>

### Forge Limits

**Stable ID:** `hero/hero-forge-limits`

**Question:** Why did the forge stop short of a full repair?

The daily cap clamps the channel. When less than the full price remains, the forge restores what the spend covers.

**Mechanics:**

- The cap is 30 mana channeled per local day, shared across all items.
- At the cap boundary, a partial spend restores partial condition in proportion to the full price.
- Once the day's 30 mana is spent, the forge answers again tomorrow.
- The confirm sheet always shows the full price; the server clamps the actual spend at the cap.

**Where this matters:** FORGE action, daily forge cap, Channel Mana confirm sheet.

**Related entries:**

- [Forge Communion](#hero-forge-communion)

**Search terms:** forge cap, forge limit, partial repair, daily cap, forge stopped

<a id="hero-wear-floor"></a>

### Passive Wear Floor

**Stable ID:** `hero/hero-wear-floor`

**Question:** How low can daily wear take my gear?

Idle wear stops at 60% condition. Only combat pushes gear lower.

**Mechanics:**

- Daily passive wear never drops an item below 60% condition.
- Combat damage ignores the floor and can take gear all the way to 0%.
- At 60% an idle item sits in the lowest copy-risk band — a 5% copy chance after a lost defense.

**Where this matters:** Equipment condition, daily wear, copy-risk bands.

**Related entries:**

- [Gear Condition](#hero-condition)
- [Item Copy Rewards](#combat-item-risk)

**Search terms:** wear floor, passive wear, condition floor, daily wear, idle gear

<a id="hero-inventory"></a>

### Inventory Capacity

**Stable ID:** `hero/hero-inventory`

**Question:** How many items can I carry?

Base inventory capacity is 20 items. Ascension expands it.

**Mechanics:**

- Each ascension adds 2 item slots.
- Item rewards can be blocked or lost when inventory is full.
- Resource-only rewards do not need item slots.

**Where this matters:** Quest rewards, season rewards, duel theft, ascension capacity.

**Search terms:** inventory, capacity, item slots, carry, full inventory

<a id="hero-ascension"></a>

### Ascension

**Stable ID:** `hero/hero-ascension`

**Question:** What is ascension, and when does it happen?

Ascension reshapes your champion into a new form. Each level you earn begins the next one.

**Mechanics:**

- Leveling up starts an ascension automatically; the new form is generated for you.
- Essence Stones and an active Bloodline Relic bias the cosmetic form before it is sealed.
- They do not add combat stats, resource gains, inventory slots, or progression power.
- A ready form can be reshaped with a reroll token until you seal it.
- Each ascension also adds 2 inventory slots.

**Where this matters:** Level-ups, ascension ceremony, essence biasing, reroll tokens, inventory capacity.

**Search terms:** ascension, form, level up, essence, reroll, seal

<a id="hero-mastery-ascension"></a>

### Mastery and MP

**Stable ID:** `hero/hero-mastery-ascension`

**Question:** Which progression choices are permanent build power?

Mastery spends MP on passive effects. MP comes from level-ups; promotion chests help you reshape choices with a refund token.

**Mechanics:**

- Each level-up grants MP alongside AP.
- Promotion chests grant one refund token.
- Promotion depth still affects Fitcoins and item rarity, not Mastery currency.
- Refunding a Mastery node returns that node's MP cost and spends a refund token.
- Mastery effects cover gains, capacity, costs, and active bonuses.
- Refund and reroll tokens are the main ways to undo or reshape choices.
- Active Essence Stones bias each future ascension before the form is sealed.

**Where this matters:** Level-up rewards, promotion chests, Mastery effects, refund economy, essence biasing.

**Search terms:** mastery, mp, nodes, refund, promotion chest, passive effects

<a id="hero-class-passives"></a>

### Class Passives and Reclassing

**Stable ID:** `hero/hero-class-passives`

**Question:** What changes when I change class?

Your class now carries a passive activity bonus, and reclassing swaps that class identity without wiping your hero.

**Mechanics:**

- Warrior: +12% Power from walking and cardio.
- Ranger: +12% Stamina from strength training.
- Monk: +12% Mana from walking and cardio.
- Rogue: +12% Mana from strength training.
- Paladin: +12% Power from sleep and recovery.
- The Rite of Reclassing costs 2,000 Fitcoins; mastery, gear, inventory, titles, and progression stay intact.

**Where this matters:** Class picker, Hero profile, activity rewards, Fitcoin Shop reclassing.

**Search terms:** class, reclass, passive, warrior, ranger, monk, rogue, paladin

<a id="hero-transmog"></a>

### Appearance (Transmog)

**Stable ID:** `hero/hero-transmog`

**Question:** What is transmog, and does it affect combat?

Transmog lets members wear any unlocked item's look over their equipped gear. Appearance only — zero stat change.

**Mechanics:**

- Assign any owned or discovered item's look to an equipment slot. Your stats come from what is equipped, not what is worn.
- Assignments persist per slot even through equip swaps. Swap in a stronger item and the look follows automatically.
- If you lapse your Champion Pass, true looks return immediately. Your picks are kept and re-apply the moment you return.
- An item taken in a duel always shows its true form — a taken item can never carry your transmog.

**Where this matters:** Equipment screen, Appearance section per equipped slot.

**Related entries:**

- [Combat Power](#hero-loadout)
- [Item Copy Rewards](#combat-item-risk)

**Search terms:** transmog, appearance, cosmetic, look, skin, outfit, visual, override

<a id="hero-gear-sets"></a>

### Dungeon Gear Sets

**Stable ID:** `hero/hero-gear-sets`

**Question:** What are dungeon gear sets, and how do I complete them?

Dungeon rewards can include themed pieces that belong to a named gear set. Collect all three pieces to earn a one-time 150 FIT garnish.

**Mechanics:**

- Pieces can arrive from dungeon rewards, spoils from duels, or as gifts — any path to discovery counts toward completion.
- Your progress is tracked in the Item Codex under Gear Sets. Undiscovered pieces appear as silhouettes until found.
- Completing a set earns 150 FIT once — the garnish pays out the first time all pieces are discovered.
- Sets are visible to everyone in the Codex regardless of membership.

**Where this matters:** Item Codex — Gear Sets section.

**Related entries:**

- [Inventory Capacity](#hero-inventory)
- [Item Copy Rewards](#combat-item-risk)

**Search terms:** gear set, dungeon set, collection, codex, set completion, themed, pieces

<a id="hero-form-wardrobe"></a>

### Form Wardrobe

**Stable ID:** `hero/hero-form-wardrobe`

**Question:** Can I wear an older ascension form?

Members can wear any past consumed ascension form. Free players display their latest form. Ascending dons the new form automatically.

**Mechanics:**

- Select any past sealed form from Ascension History to make it your displayed avatar.
- Free players always display the latest consumed form — past forms are visible in history but cannot be re-worn without a Champion Pass.
- If your Champion Pass lapses, your avatar reverts to your latest form automatically. Your past-form history is kept — re-select any of them the moment you return.
- Ascending seals a new form and dons it immediately — any active wardrobe selection is cleared in the process.

**Where this matters:** Ascension History — Wear action per entry.

**Related entries:**

- [Ascension](#hero-ascension)
- [Appearance (Transmog)](#hero-transmog)

**Search terms:** form, wardrobe, avatar, ascension form, wear, re-wear, past form, cosmetic

<a id="hero-essence-third-slot"></a>

### Third Essence Stone Slot

**Stable ID:** `hero/hero-essence-third-slot`

**Question:** Can I attune more than two Essence Stones at once?

Members attune a third stone, coloring ascensions with three essence paths. If your pass lapses, the third stone lies dormant — kept, never lost — and reactivates the moment you return.

**Mechanics:**

- Free players and members both have two active stone slots. Champions unlock a third.
- A lapsed Champion's third stone sits dormant in Artifacts: visible, deactivatable, but inactive until the pass is restored.
- Deactivating the dormant stone is always allowed so you can rearrange without rejoining.
- The third stone is included in the ascension snapshot only when you are an active Champion at snapshot time.
- Stones are cosmetic only — zero stat effect regardless of slot count.

**Where this matters:** Artifacts — Essence alignment panel (third slot).

**Related entries:**

- [Ascension](#hero-ascension)
- [Bloodline Relics](#hero-bloodline-relics)

**Search terms:** third stone, essence slot, three stones, stone slot, member stone, dormant, champion stone

<a id="hero-ascension-reroll"></a>

### Ascension Reroll

**Stable ID:** `hero/hero-ascension-reroll`

**Question:** How do rerolls work, and how do I get tokens?

Rerolling discards the current generated form and starts a new ascension for you. Tokens fund second-and-beyond rerolls on a single ascension.

**Mechanics:**

- Members get their first reroll on each ascension at no token cost.
- Members receive one reroll token every month. Tokens stack with no cap.
- Anyone can buy a reroll token for 1,000 FIT in the Fitcoin Shop.
- Once you seal (consume) your ascension form, the slate is clean — rerolls apply only to the current ready form.

**Where this matters:** Ascension ceremony — Reroll card; Fitcoin Shop — spend tab.

**Related entries:**

- [Ascension](#hero-ascension)
- [Third Essence Stone Slot](#hero-essence-third-slot)

**Search terms:** reroll, reroll token, ascension reroll, reshape form, new form, discard form, monthly token

<a id="hero-bloodline-relics"></a>

### Bloodline Relics

**Stable ID:** `hero/hero-bloodline-relics`

**Question:** What does an active relic do?

A Bloodline Relic cosmetically biases the identity of a future ascension form while preserving your hero's class and progression.

**Mechanics:**

- Bloodline Relics cost 3,000 Fitcoins in the Fitcoin Shop.
- Relics live in Artifacts after purchase.
- Only one Bloodline Relic can be active at a time.
- The active relic is applied to queued or future ascension generation, then shown as part of your artifact loadout.
- Relics do not add combat stats, resource gains, or permanent progression power.
- Deactivate the current relic before activating a different owned relic.

**Where this matters:** Fitcoin Shop, Artifacts, ascension form generation.

**Search terms:** relic, bloodline, artifact, cosmetic, ascension identity

<a id="attributes"></a>

## Attributes

AP allocation effects, caps, and where each trait matters.

<a id="attribute-allocation"></a>

### Spending AP

**Stable ID:** `attributes/attribute-allocation`

**Question:** What should I know before confirming?

AP is permanent once confirmed unless you spend a respec token.

**Mechanics:**

- Each earned level can place up to 2 AP in one trait; saved AP can use multiple level slots in one confirmation.
- Unconfirmed AP does not affect gains, repair costs, salvage returns, or combat.
- Respec removes allocated AP and returns it to the unspent pool.
- STR, CON, and INT improve resource gains; DEX and WIS improve item economy.

**Where this matters:** Attribute allocation, level-up rewards, respec decisions.

**Search terms:** ap, allocate, attributes, respec, confirm, traits

<a id="attribute-str"></a>

### Strength

**Stable ID:** `attributes/attribute-str`

**Question:** What does STR change?

Each STR point adds +5.0% Power gained from activities.

**Mechanics:**

- 10 STR means +50.0% Power from activity credit.
- Extra gain can still be wasted if Power is already capped.
- STR does not increase maximum Power capacity.

**Where this matters:** Power rewards, activity credit, quest rewards, repair pressure, duel readiness.

**Search terms:** str, strength, power gain

<a id="attribute-con"></a>

### Constitution

**Stable ID:** `attributes/attribute-con`

**Question:** What does CON change?

Each CON point adds +5.0% Stamina gained from activities.

**Mechanics:**

- 10 CON means +50.0% Stamina from activity credit.
- CON does not increase maximum Stamina capacity.
- Capacity upgrades matter more when Stamina rewards already hit the cap.

**Where this matters:** Stamina rewards, walk credit, duel costs, familiar scouting, quest rewards.

**Search terms:** con, constitution, stamina gain

<a id="attribute-int"></a>

### Intellect

**Stable ID:** `attributes/attribute-int`

**Question:** What does INT change?

Each INT point adds +5.0% Mana gained from activities.

**Mechanics:**

- 10 INT means +50.0% Mana from activity credit.
- INT does not increase maximum Mana capacity.
- Less valuable on days when recovery or sleep already overfills Mana.

**Where this matters:** Mana rewards, recovery credit, sleep credit, duel costs, familiar scouting.

**Search terms:** int, intellect, mana gain

<a id="attribute-dex"></a>

### Dexterity

**Stable ID:** `attributes/attribute-dex`

**Question:** What does DEX change?

Each DEX point lowers repair costs by 0.5%.

**Mechanics:**

- 10 DEX means repair costs are 5.0% lower.
- DEX does not increase combat power directly.
- It matters only when gear has repair cost.

**Where this matters:** Equipment repair, condition recovery, loadout maintenance, resource budgeting.

**Search terms:** dex, dexterity, repair cost, discount

<a id="attribute-wis"></a>

### Wisdom

**Stable ID:** `attributes/attribute-wis`

**Question:** What does WIS change?

Each WIS point adds +1.0% salvage returns.

**Mechanics:**

- 10 WIS means +10.0% resources from salvage.
- WIS does not affect quest rewards, activity rewards, or repair costs.
- It matters only when items are salvaged.

**Where this matters:** Item salvage, inventory cleanup, gear replacement, resource recovery.

**Search terms:** wis, wisdom, salvage returns

<a id="combat"></a>

## Battle

Trophies, eligibility, costs, score math, bounty, scouting.

<a id="combat-trophies"></a>

### Trophies and Rank

**Stable ID:** `combat/combat-trophies`

**Question:** What are trophies, and how do I gain or lose them?

Trophies are your competitive rank. Win a duel and you take some; lose one and you give some up.

**Mechanics:**

- Duel results move trophies between attacker and defender.
- Trophy movement scales with the gap between rivals — upsets move more, farming down moves less.
- League standings use your current trophies, not your lifetime total.
- Trophy totals also gate who you can attack and how much a duel costs.

**Where this matters:** Duel results, league standings, eligibility checks, duel cost bands.

**Related entries:**

- [Rival Threads](#social-rivalries)

**Search terms:** trophies, rank, league, standings, gain, lose

<a id="combat-eligibility"></a>

### Who Can I Attack?

**Stable ID:** `combat/combat-eligibility`

**Question:** Why is a rival sometimes protected?

A target must pass trophy range, repeat-pressure limits, and resource affordability.

**Mechanics:**

- For active rivals, the lower trophy total must be at least one-third of the higher total.
- Inactive defenders bypass trophy-range protection.
- The same active rival can be pressured 3 times in a rolling 24 hour window.

**Where this matters:** Duel eligibility, familiar eligibility, rival protection.

**Search terms:** eligibility, protected, trophy range, pressure limit, attack

<a id="combat-cost"></a>

### Duel Cost

**Stable ID:** `combat/combat-cost`

**Question:** Why do some duels cost more?

Duel cost starts fixed, then increases when the trophy gap is large.

**Mechanics:**

- Base cost is 2 Stamina, 1 Power, and 1 Mana.
- Every 40 trophies of gap adds a cost band, up to 4 — Stamina rises each band, Power and Mana every second band.
- If any required resource is short, the attack cannot start.

**Where this matters:** Duel eligibility, trophy-gap cost scaling, mastery cost effects.

**Related entries:**

- [Estimated Repair](#combat-repair-projection)

**Search terms:** duel cost, cost bands, trophy gap, expensive

<a id="combat-repair-projection"></a>

### Estimated Repair

**Stable ID:** `combat/combat-repair-projection`

**Question:** What is the ESTIMATED REPAIR line before a duel?

A projection of your gear's repair bill after the duel — it applies win or lose.

**Mechanics:**

- Every resolved duel wears both sides' equipped gear, so the bill is part of the true cost of attacking.
- The estimate is computed from your current loadout: rarity, modifier, and your repair discounts.
- It turns red when duel cost plus repairs would overrun one of your reserves by more than half.
- It is an estimate; the exact wear lands when the duel resolves.

**Where this matters:** Duel confirm screen, repair costs, resource budgeting.

**Related entries:**

- [Gear Condition](#hero-condition)
- [Duel Cost](#combat-cost)

**Search terms:** estimated repair, repair projection, repair bill, duel wear

<a id="combat-resolution"></a>

### Score Resolution

**Stable ID:** `combat/combat-resolution`

**Question:** What actually decides a duel?

Duel resolution compares final attacker and defender scores. Ties go to the defender.

**Mechanics:**

- Score starts from equipped loadout power after condition, streak, mastery, and diminishing returns.
- Type matchup and a small random factor apply before comparison.
- Trophy movement is calculated after the result, then the matchup payout curve modifies attacker-win payouts — punching down pays a fraction, upsets pay up to 1.5x.

**Where this matters:** Duel score comparison, trophy movement, attacker-win payouts.

**Search terms:** score, resolution, ties, who wins, random factor, payout multiplier

<a id="combat-duel-payout"></a>

### Duel Win Payout

**Stable ID:** `combat/combat-duel-payout`

**Question:** How many Fitcoins does a duel win pay?

Each attacker win pays a Fitcoin amount the ledger tallies for you — the result screen shows exactly what you earned.

**Mechanics:**

- The payout is a 1–15 FIT roll on each win.
- Members earn +50% on every duel win payout: 2–23 FIT.
- The matchup shapes the payout — beating lower-trophy rivals pays a fraction, upsets pay up to 1.5x.
- The displayed amount is the ledger's final tally; it is never adjusted after it shows.

**Where this matters:** Duel result screen, Fitcoin payouts, payout multiplier.

**Related entries:**

- [Bounty](#combat-bounty)
- [First Win of the Day](#combat-first-win)

**Search terms:** duel payout, fitcoin win, win reward, member payout, duel earnings

<a id="combat-first-win"></a>

### First Win of the Day

**Stable ID:** `combat/combat-first-win`

**Question:** Does my first duel win each day pay extra?

Yes. Your first attacker win each UTC day pays an extra Fitcoin bonus on top of the duel win payout.

**Mechanics:**

- The bonus is a 25–50 FIT roll (members 38–75 FIT).
- It pays once per UTC day, on your first qualifying attacker win.
- No bonus when your payout multiplier is below 1 — farming lower-ranked rivals does not qualify.
- No bonus against defenders who have been inactive for 7 days or more.

**Where this matters:** Duel results, Fitcoin payouts, payout multiplier.

**Related entries:**

- [Duel Win Payout](#combat-duel-payout)
- [Fitcoins](#season-fitcoins)

**Search terms:** first win, daily win bonus, fitcoin bonus, first duel, member bonus

<a id="combat-bounty"></a>

### Bounty

**Stable ID:** `combat/combat-bounty`

**Question:** What is bounty, and what does it pay out?

Bounty is the price on your head — it grows when you attack down the ladder and pays the rival who defeats you.

**Mechanics:**

- Attacking a rival ranked below you adds bounty to your own head, win or lose — the deeper you strike down, the more it grows (up to +12 per attack).
- Defeating someone with bounty pays their bounty out as resources to the winner.
- If you attack and lose, your bounty pays out to the defender and clears from you.
- Bounty of 25 or more marks you as a BANDIT on the leaderboard.
- Bounty still obeys the receiver's resource caps.

**Where this matters:** Downward attacks, defender bounty claims, loss payouts, bandit markers.

**Related entries:**

- [Penance Marches](#daily-penance)

**Search terms:** bounty, reward pool, head, claim, bandit

<a id="combat-item-risk"></a>

### Item Copy Rewards

**Stable ID:** `combat/combat-item-risk`

**Question:** Can someone steal my gear after a duel?

No. Duel item rewards create a copy for the winner; the defender keeps the original.

**Mechanics:**

- Only equipped defender gear below 70% condition can be copied after an attacker win.
- Newly acquired items are protected from copy rewards for 7 days.
- The most damaged eligible item is checked first.
- Base copy chance is 5% at 60-69% condition, 15% at 50-59%, and 30% below 50%.
- Mastery can raise your chance to copy damaged gear or lower the chance that your damaged gear can be copied.
- An Etched Sigil does not stop a copy, but a copy taken while the sigil holds arrives dulled.
- If the attacker has a full inventory, no copy is created and the claim is reported as failed.

**Where this matters:** Attacker duel wins, damaged equipped gear, mastery copy effects, inventory capacity.

**Related entries:**

- [Etched Sigil](#combat-etched-sigil)
- [Battle-Worn Renown](#combat-renown)
- [Passive Wear Floor](#hero-wear-floor)

**Search terms:** theft, copy, steal, stolen, bands, grace period, item risk

<a id="combat-etched-sigil"></a>

### Etched Sigil

**Stable ID:** `combat/combat-etched-sigil`

**Question:** Can I protect my gear from being copied?

A sigil does not stop the copy — it dulls it. Copies harvested from a warded item arrive weakened.

**Mechanics:**

- Etching one equipped item costs a flat 25 mana and the sigil holds for 48 hours.
- While the sigil holds, a harvested copy arrives dulled to half the original's condition, with a floor of 10%.
- The sigil belongs to the original — your item keeps it; the copy never does.
- Re-etching restores the full 48 hours and charges the full 25 mana again.
- Expiry is checked the moment a duel resolves: a sigil that lapsed mid-fight gives no protection.

**Where this matters:** Equipment etch action, item details, lost defenses.

**Related entries:**

- [Item Copy Rewards](#combat-item-risk)
- [Battle-Worn Renown](#combat-renown)

**Search terms:** sigil, etched sigil, etch, ward item, dulled copy, protect gear

<a id="combat-renown"></a>

### Battle-Worn Renown

**Stable ID:** `combat/combat-renown`

**Question:** What does a Coveted mark on an item mean?

Each time an attacker copies that item, the original earns a Coveted mark and you earn trophies.

**Mechanics:**

- A copy event adds 1 Coveted mark to the original item — the attacker's copy carries none.
- Each copy event also pays the defender +2 trophies, for up to 3 events per UTC day.
- Coveted marks themselves stack without limit.
- Salvaging an item destroys its Coveted marks permanently.

**Where this matters:** Inventory Coveted badges, item details, trophy totals.

**Related entries:**

- [Item Copy Rewards](#combat-item-risk)
- [Trophies and Rank](#combat-trophies)

**Search terms:** coveted, renown, battle-worn, marks, stacks, trophy trickle

<a id="combat-scouting"></a>

### Familiar Scouting

**Stable ID:** `combat/combat-scouting`

**Question:** When should I scout instead of attack?

A familiar is a creature you send to scout a rival. Scout when loadout, condition, or matchup intel would change whether you attack.

**Mechanics:**

- Each familiar has its own cost, duration, catch chance, and intel limit.
- Scouting can reveal loadout power, damaged gear, condition state, and matchup signals.
- Scout dispatch respects trophy range and same-rival pressure limits.
- A familiar returns on its own timer — faster familiars are the way to get intel sooner.
- Getting caught is part of the familiar profile, not a random hidden global penalty.

**Where this matters:** Familiar cost, dispatch duration, catch chance, intel facts.

**Search terms:** scout, familiar, intel, spy, catch chance

<a id="social"></a>

## Allies and Raids

Allies, gifts, parties, raid boss combat, and social limits.

<a id="social-friends"></a>

### Allies

**Stable ID:** `social/social-friends`

**Question:** What does becoming allies unlock mechanically?

Accepted allies unlock gifts, parties, and ally-only social actions.

**Mechanics:**

- Knowing a username is not enough; gifts require an accepted relationship.
- Being allies does not bypass resource caps, trophy range, bounty, or pressure limits.
- Removing an ally stops future social actions but does not undo completed ones.

**Where this matters:** Gift eligibility, party coordination, ally relationship state.

**Search terms:** friends, allies, add friend, add ally, unfriend, remove ally

<a id="social-gifts"></a>

### Gifts

**Stable ID:** `social/social-gifts`

**Question:** What are the gift limits?

Resource gifts and item gifts have separate daily limits.

**Mechanics:**

- Up to 30 resource gifts a day, and a single gift can carry up to 30 of one resource.
- You can send up to 3 item gifts per day.
- Resource gifts subtract from the sender first, then clamp to the receiver's capacity.
- Item gifts require the item to be owned, unequipped, and party-eligible.

**Where this matters:** Resource gift cap, item gift cap, recipient resource clamping.

**Search terms:** gift, send resources, gift limits, item gift

<a id="social-wagers"></a>

### Ally Wagers

**Stable ID:** `social/social-wagers`

**Question:** How does a wager with an ally work?

You and an ally pledge to both hit your own daily activity marks tomorrow. The chest opens only if both marks land.

**Mechanics:**

- Marks are set from each player's own recent pace when the offer is accepted.
- Both hit: a chest each. Either one misses: no chest for either player.
- An offer stands for 24 hours; unanswered offers expire.
- Blocking your rival voids the wager; removing them as an ally does not.

**Where this matters:** Allies list wager pills, wager offer screen, wager detail.

**Related entries:**

- [Wager Settling and Limits](#social-wager-limits)
- [Allies](#social-friends)

**Search terms:** wager, friendly wager, ally wager, bet, mark, chest, challenge friend, challenge ally

<a id="social-wager-limits"></a>

### Wager Settling and Limits

**Stable ID:** `social/social-wager-limits`

**Question:** When does a wager settle, and how many can I run?

Marks settle after the challenge day ends and both players' activity updates have arrived.

**Mechanics:**

- Settled is final. Your latest activity counts right up until the challenge day closes, before the automatic fallback settles the pact.
- You can hold 3 accepted wagers at a time and send 3 offers per UTC day.
- Chest grants cap at 1 wager chest per UTC day; extra both-hit pact wins still count but grant no chest.

**Where this matters:** Wager detail status, chest reveals, daily wager quotas.

**Related entries:**

- [Ally Wagers](#social-wagers)

**Search terms:** wager settle, settling, wager limit, chest cap, late sync

<a id="social-rivalries"></a>

### Rival Threads

**Stable ID:** `social/social-rivalries`

**Question:** What makes another champion my rival?

Three duels in a season — with each of you starting at least one — formalize a rivalry thread.

**Mechanics:**

- Once formalized, the battle screen tallies your head-to-head record: LEAD, TRAIL, or EVEN.
- At season's end the pair's wins leader takes +15 trophies and the other side +5.
- A tied record has no leader: both sides take the +5 grant.
- Season-end bonuses pay after the trophy reset, seeding the next season's climb.

**Where this matters:** Battle screen rivalry tally, season-end rewards, duel history.

**Related entries:**

- [Trophies and Rank](#combat-trophies)
- [Leagues and Seasons](#season-leagues)

**Search terms:** rival, rivalry, rival threads, head-to-head, lead, trail

<a id="social-parties"></a>

### Parties

**Stable ID:** `social/social-parties`

**Question:** How big can a party be?

A party can have up to 5 members.

**Mechanics:**

- The owner manages membership.
- Item gifts require both players to be in the same party.
- Leaving a party does not delete progress or past raid credit.

**Where this matters:** Party membership cap, owner actions, raid coordination.

**Search terms:** party, members, party size, owner

<a id="social-raids"></a>

### Raids

**Stable ID:** `social/social-raids`

**Question:** How do raid boss attacks work?

Raid strikes spend boss-specific resources to damage shared boss health. Coordinating with allies keeps damage high.

**Mechanics:**

- Boss type uses the same Might, Valor, and Fortitude triangle as duels.
- Rewards scale by zone and are meant for multiple contributors.
- The same player's consecutive committed strikes deal 100%, 85%, 70%, then 55% damage for every further strike.
- A committed strike from a different ally resets the chain, so that strike deals 100% damage and begins their chain.
- Boss health never regenerates, so completed damage is never undone.
- Retaliation can still trigger and briefly raise strike cost.
- If a raid expires, remaining boss health does not carry into the next raid.

**Where this matters:** Boss health, consecutive-strike reduction, ally reset, retaliation, attack cost, contributor rewards.

**Related entries:**

- [Raid Surge](#social-surge)

**Search terms:** raid, boss, strike, consecutive strikes, ally reset, retaliation, boss health, contributors

<a id="social-surge"></a>

### Raid Surge

**Stable ID:** `social/social-surge`

**Question:** Why does my raid strike get cheaper after quests?

Strike costs escalate as you attack a boss. Completed daily quests surge them back down.

**Mechanics:**

- Each of your strikes on a boss raises the next one's cost, up to 4x the base.
- Every daily quest completed today removes one escalation step, never below 1x base.
- The discount shows as SURGE −N on the strike cost and re-checks at preview and strike time.
- Already-paid strikes are never refunded — quest first, then strike.

**Where this matters:** Raid strike cost, SURGE token, daily quest completion.

**Related entries:**

- [Raids](#social-raids)
- [Quest Rewards](#daily-quests)

**Search terms:** surge, raid surge, raid cost, attack cost, escalation, quest discount

<a id="social-guilds"></a>

### Guilds

**Stable ID:** `social/social-guilds`

**Question:** What is a guild and how do I join one?

Guilds are interzone groups of up to 20 players. Any player can join an open guild for free — no zone requirement.

**Mechanics:**

- You can only be in one guild at a time.
- Guilds are open-join: browse the guild list or search by name, then tap Join.
- Founding a guild requires a Champion membership.
- If you are kicked by the guild founder, you must wait 7 days before rejoining that guild. (7-day rejoin cooldown per guild.)
- A guild can have up to 20 members.

**Where this matters:** Guild discovery, guild hall, create guild form.

**Related entries:**

- [Guild Weekly Quest](#social-guild-quest)
- [Guild Raids](#social-guild-raids)

**Search terms:** guild, guilds, join guild, guild join, guild member, found guild, guild limit, kick, rejoin cooldown, guild size

<a id="social-guild-quest"></a>

### Guild Weekly Quest

**Stable ID:** `social/social-guild-quest`

**Question:** How does the guild weekly quest work?

Each UTC week your guild pursues a shared fitness target — steps or active minutes. All members' qualifying activity counts toward the goal.

**Mechanics:**

- Completing the quest pays 50–150 FIT to every member who contributed AND is still in the guild at completion time.
- You must be a current member when the quest completes to receive the reward — leaving or being kicked forfeits it.
- The garnish boost is higher with more Champion members in your guild (exact range: 50–150 FIT).
- Each guild quest runs for one UTC ISO week. The reward pays at most once per player per week, even if you switch guilds.
- If fewer than 3 members are in the guild when the target is hit, the quest completes but no garnish is paid.
- Quest resets at the start of the next UTC week — progress does not carry over.
- Guild raids work differently: contributors who are kicked mid-raid keep their spoils (resources already spent). The current-member rule applies only to the weekly quest garnish.

**Where this matters:** Guild hall weekly quest card, guild hub card on Allies screen.

**Related entries:**

- [Guilds](#social-guilds)
- [Guild Raids](#social-guild-raids)

**Search terms:** guild quest, weekly quest, guild target, guild progress, guild reward, collective, garnish, guild fit, quest garnish, guild steps, guild minutes

<a id="social-guild-raids"></a>

### Guild Raids

**Stable ID:** `social/social-guild-raids`

**Question:** How do guild raids work?

Any guild member can start a boss raid that the whole guild fights together. You need at least 3 members and no active raid cooldown.

**Mechanics:**

- Starting a guild raid requires ≥3 guild members and no active guild raid cooldown.
- All guild members can join the raid in progress by opening the guild hall.
- Contributors keep their raid spoils (resources and items they earned during the raid) even if they leave the guild or are kicked before the raid ends.
- This is different from the weekly quest garnish, which requires you to be a current member at quest completion.
- Guild raids use a dedicated boss derived from the roaming template pool — they do not rely on the daily liveops rotation, so you can run one any day.
- The guild enters a cooldown after each raid. You cannot disband the guild while a raid is active.

**Where this matters:** Guild hall raid entry, raid battle screen (guild raid context).

**Related entries:**

- [Guild Weekly Quest](#social-guild-quest)
- [Raids](#social-raids)
- [Guilds](#social-guilds)

**Search terms:** guild raid, guild boss, guild battle, start raid, raid cooldown, guild raid cooldown, guild members raid, guild fight

<a id="social-chat"></a>

### Guild & Party Chat

**Stable ID:** `social/social-chat`

**Question:** How does chat work in guilds and parties?

Guilds and parties each have a shared text channel. Your first message requires accepting the community guidelines.

**Mechanics:**

- Each channel shows the most recent 50 messages.
- Messages are plain text, up to 500 characters, and profanity is blocked before sending.
- Before your first message you must accept the community guidelines. Accepting once covers all channels.
- Chat history is visible to all channel members, including members who join after a message was sent.
- Your first message in any channel triggers a review of the guidelines — you can read them before accepting.
- Messages are stored for 90 days, then deleted unless they are under active review.

**Where this matters:** Guild chat screen, party chat screen, guidelines acceptance gate.

**Related entries:**

- [Reporting & Blocking in Chat](#social-chat-reporting)
- [Guilds](#social-guilds)
- [Parties](#social-parties)

**Search terms:** chat, guild chat, party chat, message, guidelines, community guidelines, first message, history, channel

<a id="social-chat-reporting"></a>

### Reporting & Blocking in Chat

**Stable ID:** `social/social-chat-reporting`

**Question:** How do I report a message or block someone in chat?

Long-press any message to open the action menu. You can report it, block the sender, or — if you are a channel moderator — remove it.

**Mechanics:**

- Reporting a message hides it for you immediately. You won't see it again.
- Content you report is reviewed by the Fitscape team. If 2 different players report the same message, it is hidden for everyone automatically.
- You can report up to 10 pieces of content per day.
- Blocking a player hides all of their messages across the entire app — not just in this channel.
- You can unblock someone from their profile at any time.
- Duplicate reports on the same content are ignored.

**Where this matters:** Chat message action menu (long-press), report reason picker.

**Related entries:**

- [Guild & Party Chat](#social-chat)
- [Moderator Tools](#social-chat-moderation)

**Search terms:** report, report message, block, block player, hide message, flag, report abuse, harassment, spam, long press, action menu

<a id="social-chat-moderation"></a>

### Moderator Tools

**Stable ID:** `social/social-chat-moderation`

**Question:** What can a guild or party moderator do in chat?

The guild founder and party owner can remove messages and mute members for a set duration.

**Mechanics:**

- Removing a message hides it for all channel members. The action is logged.
- Muting a member prevents them from sending messages for 1 hour, 24 hours, or 7 days.
- Muted members can still read the channel but cannot send messages.
- A guild mute survives a member leaving and rejoining the guild.
- Party mutes end when the party is disbanded.
- Moderators cannot remove messages from or mute other moderators.
- Promotion to moderator removes any existing mutes on the promoted player.

**Where this matters:** Chat message action menu (long-press, moderator-only rows), mute duration picker.

**Related entries:**

- [Reporting & Blocking in Chat](#social-chat-reporting)
- [Guilds](#social-guilds)

**Search terms:** moderate, moderator, remove message, delete message, mute, mute player, mute duration, founder, owner, moderation tools

<a id="social-guild-cosmetics"></a>

### Guild Cosmetics

**Stable ID:** `social/social-guild-cosmetics`

**Question:** How do guild themes and cosmetics work?

Any guild member can purchase a theme with their own Fitcoins. The guild founder chooses which owned theme is active.

**Mechanics:**

- Themes change the guild banner tone and crest icon shown in discovery and the hall.
- Any member can buy a theme using their own Fitcoins — you are spending your personal balance, not a guild treasury.
- The guild founder can activate any theme the guild has already unlocked.
- Cosmetic unlocks belong to the guild permanently. They are NOT refunded if the guild disbands or if you leave.

**Where this matters:** Guild themes screen, guild hall identity banner.

**Related entries:**

- [Guilds](#social-guilds)
- [Guild Weekly Quest](#social-guild-quest)

**Search terms:** guild theme, guild cosmetic, guild banner, guild crest, guild look, guild style, guild customize, guild fitcoins, guild unlock

<a id="season"></a>

## Seasons and Account

Leagues, rewards, dungeons, membership gates, notifications, account controls.

<a id="season-leagues"></a>

### Leagues and Seasons

**Stable ID:** `season/season-leagues`

**Question:** What do trophies and seasons decide?

Trophies rank you in the current league. Seasons turn rank into promotions and rewards.

**Mechanics:**

- Battle standings use current trophies, not lifetime trophies.
- Season rewards can include items and promotion chests.
- Promotion chests can contain Fitcoins, refund tokens, or league-exclusive item chances.

**Where this matters:** League rank, promotion rewards, season reward claims.

**Related entries:**

- [Rival Threads](#social-rivalries)

**Search terms:** league, season, promotion, season rewards

<a id="season-stretch-titles"></a>

### Stretch Rewards and Titles

**Stable ID:** `season/season-stretch-titles`

**Question:** What happens when I go beyond the normal daily targets?

Stretch-zone milestones track activity beyond the standard daily bands and can unlock resources and wearable titles.

**Mechanics:**

- Stretch progress is tracked separately from the basic daily threshold rewards.
- Titles announce themselves when earned — there is no counter to watch.
- Unlocked titles can be equipped from the Titles screen.
- An active title appears beside your handle until you clear it or wear a different title.

**Where this matters:** Home progress tracks, stretch reward reveals, Hero titles.

**Related entries:**

- [Penance Marches](#daily-penance)

**Search terms:** stretch, titles, milestones, beyond targets

<a id="season-dungeons"></a>

### Dungeons

**Stable ID:** `season/season-dungeons`

**Question:** What makes dungeon events different from normal activity?

Dungeons are timed solo events where activity distance opens a path and encounter choices spend resources for reward chances.

**Mechanics:**

- Free players can enter one dungeon per server week; Champions can enter daily dungeons.
- Some future Champion dungeons may use unique themes or reward pools.
- Activity advances the run along a fixed dungeon distance.
- Crossing checkpoints creates encounters with multiple choices.
- Some choices cost Stamina, Power, or Mana and have higher success or bonus chances.
- A completed dungeon can grant dungeon reward gear; if inventory is full, clear space before resolving a reward-ending encounter.
- Dungeon windows keep moving while you are away.

**Where this matters:** Dungeon lobby, dungeon path, encounter choices, completion rewards.

**Search terms:** dungeon, daily dungeon, weekly dungeon, champion event, encounter, checkpoints

<a id="season-membership"></a>

### Membership

**Stable ID:** `season/season-membership`

**Question:** What does Champion access gate?

Free players get Zones 1-2; Champion access keeps progression open into Zone 3+ realms, paid-season play, daily dungeons, and future unique dungeon events — plus daily benefits felt from day one.

**Mechanics:**

- Zone gates affect which realms and progression paths are available after Zone 2.
- Dungeon access expands from one free entry per server week to daily entries while Champion access is active.
- Rest Day Ward: one streak-ward token per calendar week granted automatically — your streak survives a missed day without spending a milestone ward.
- +50% duel earnings: attacker wins pay 1-15 FIT free, 2-23 FIT members; first-win bonus scales from 25-50 FIT (free) to 38-75 FIT (members).
- Quest board: free players choose up to 3 quests from 5 postings; Champions choose up to 5 from 10 postings and can re-pin the lead quest once before completion.
- Yearly trial taste: 250 FIT is granted at trial start; the remaining 5,750 FIT (total 6,000) arrives when the trial converts to paid membership.
- Cancelling auto-renew stops the next billing cycle but access continues until the trial or subscription period ends. Re-enabling auto-renew restores the renewal.
- Losing active membership does not delete earned items; it gates future access.
- Gated progression resumes from your existing hero progress when access is active again.

**Where this matters:** Zone gates, Champion access, paid-season progression, daily dungeons, trial taste, cancel behavior.

**Search terms:** membership, champion, zones, gate, trial, stipend, cancel, auto-renew, ward, duel boost, quest board

<a id="season-fitcoins"></a>

### Fitcoins

**Stable ID:** `season/season-fitcoins`

**Question:** What are Fitcoins used for mechanically?

Fitcoins are the premium currency for shop purchases and rites, separate from Stamina, Power, and Mana.

**Mechanics:**

- Attacker wins pay 1–15 FIT (members 2–23 FIT), modified by the matchup payout curve.
- Essence Stones cost 250 FIT (members 200 FIT) and only shape future ascension appearance.
- The Rite of Reclassing costs 2,000 Fitcoins.
- Bloodline Relics cost 3,000 Fitcoins and only shape future ascension identity.
- Mastery refund purchases have a purchase-window cap, so refunds are not unlimited even if you can pay.
- Ascension rerolls use reroll tokens when available; Fitcoins matter when buying more reroll access.

**Where this matters:** Duel Fitcoin payout, Essence Stones, Bloodline Relics, reclassing, mastery refunds, ascension rerolls.

**Related entries:**

- [First Win of the Day](#combat-first-win)
- [Duel Win Payout](#combat-duel-payout)
- [Weekly Member Shelf](#season-weekly-shelf)

**Search terms:** fitcoins, premium currency, shop, essence stone, spend, member price

<a id="season-weekly-shelf"></a>

### Weekly Member Shelf

**Stable ID:** `season/season-weekly-shelf`

**Question:** What is the weekly shelf in the shop?

The weekly shelf refreshes each ISO week and features a discounted Essence Stone and Bloodline Relic, available to members only.

**Mechanics:**

- The shelf resets with each ISO week — items from the previous week cannot be claimed after the weekly refresh.
- Shelf Essence Stone costs 150 FIT (vs 200 FIT member price, 250 FIT standard).
- Shelf Bloodline Relic costs 2,400 FIT (vs 3,000 FIT standard).
- Each item can be purchased once per week; the post-purchase state shows 'Claimed this week'.
- Champion membership is required — non-members see the shelf as a teaser with a member join pointer.
- A shelf refresh mid-session is handled gracefully; the screen refreshes to show the new week's items.

**Where this matters:** Shop Spend tab, weekly shelf header, shelf purchase state.

**Related entries:**

- [Fitcoins](#season-fitcoins)
- [Membership](#season-membership)

**Search terms:** weekly shelf, shelf, member shelf, weekly refresh, discounted stone, shelf relic

<a id="season-notifications"></a>

### Reset Windows

**Stable ID:** `season/season-notifications`

**Question:** Which timers keep moving while I am away?

Daily and seasonal timers keep moving while you are away.

**Mechanics:**

- Raid windows, season timers, gift resets, and rival pressure windows continue offline.
- Notifications can remind you, but they do not pause or extend a timer.
- A missed notification never preserves a claim window.

**Where this matters:** Raid expiry, season countdowns, gift quotas, rival pressure windows.

**Search terms:** reset, timers, windows, offline, notifications
