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Gilded Honor
  • Game Overview
    • Champions
      • Stats
      • Archtype
      • Abilities
      • Star Rating
      • Leveling & Experience
      • Element Type
    • Equipment Cards
    • Inventory
    • Status Effects
    • Competitive Play
      • League Battle
      • Tournament Packs - Phase 2
    • Battle System
    • Map and Formation
      • Destructibles
      • Obstacles
      • Runes
  • Gameplay Experience
    • Account Progression
    • Quest/Missions
    • BattlePass
    • Currency/Materials
    • Store/Shop
    • Gacha/Champion Summon
    • PVP
    • PVE Gameplay -WIP- Phase 2
      • Story Missions -WIP- Phase 2
      • Seasonal/Bi-Weekly Events -WIP- Phase 2
      • Mission Achievements -WIP- Phase 2
  • AI and Behaviors
    • Champion AI
    • AI Intelligence Tree
    • Equipment AI
  • Art + Sound
    • Factions Design
      • Crimson Machina
        • Scarlet
        • Elora
        • Caspian
        • Pine
        • Arabella
      • The Neon Belt
        • Nyx
        • Cipher (CyberMage)
        • Daven
        • Ava
        • Kairo
        • Nightshade (Phase 2)
      • Celestial/Noble
        • Empress
        • Moon Hare
        • Dragon Heir
        • Fan Blade Dancer
        • Drunk Traveler
      • Aridoria Kingdom -WIP-
        • Druid
        • Fionn
        • Soraya
        • Dastan
        • Zarathos
      • Quantum Armada -WIP-
        • Queen
        • Lili
    • Sound -WIP-
    • UI/UX
      • Premium Shop
      • Main Menu
      • Inventory
      • Summon Champion WIP
      • Formation WIP
      • Game Replay
      • Mail
      • Versus Pre-Match Screen
    • Map Objects
    • Runes
  • Development Cheat sheet
    • Copy of Status Effects
    • Copy of Stats
    • Test Characters
    • Equipment Card (Fables) Rules/Examples -WIP-
    • AI Tree implementation
  • Extra
    • Designer Specs
      • Champion Design Guideline
    • Social Systems -WIP- Phase 2
    • Faction Castles -WIP- Phase 2
    • Tower Challenge
  • archive
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On this page
  1. Game Overview
  2. Champions

Leveling & Experience

The leveling system for Champion stats will be progressive, meaning that each additional level is marginally more difficult.

Leveling Mechanics

  • Experience Points (XP): The primary metric for character progression.

  • Level Up: Occurs when a character reaches the required XP threshold.

  • Stat Increases: Each level up grants improvements to character stats.

  • Leveling is exclusive from Star Rating. (See Rating)

  • Each Champion will have a designated level which encompasses the magnitude of their abilities. All champions will start at level one when obtained.

Means of Gaining Experience

  1. Consumable Exp Tomes:

Champions gain exp tomes from daily missions and rewards from in game events that can be used towards any champion even if they were not present when acquiring them. This will be the MAIN why have acquiring exp.

  1. Quests:

Completing story and side quests yields XP rewards.

Daily and weekly challenges to keep players engaged.

  1. Combat:

Defeating opponents provides XP based on their difficulty.

Defeating Story battles provides large XP at checkpoint battles.

Level Gates

Every 10 levels characters will hit a gate and must expend resources to continue leveling.

Level gates happen at levels 10, 20, 30, 40, and 50.

Resource cost includes soft currency and element orbs.

Progression Balance

  • The leveling curve should feel rewarding but not overwhelming.

  • Early levels are easier to achieve to hook new players.

  • Later levels require more dedication and investment, providing long-term goals.

  • XP gained from EXP currency should be primary way of champion leveling.

Example: "Blue Archive" showing leveling currency that can be used to increase character level and how that page might look.

Example above "Genshin Impact"

-Designer Notes- I prefer cleaner UI like Genshin Impact achieves with their UI design.

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Last updated 9 months ago