Your Golfer
Every course comes with a golfer. Your golfer has 5 upgradeable skills and 1 fixed trait that together determine how well they play.
Skills
Each skill starts at a base level and can be upgraded to 100:
| Skill | What It Does |
|---|---|
| Power | Drive distance — how far your golfer hits off the tee |
| Accuracy | Shot dispersion — how close shots land to where they're aimed |
| Putting | Green performance — effectiveness on and around the green |
| Recovery | Bunker and rough play — how well your golfer escapes trouble |
| Consistency | Round-to-round variance — how reliably your golfer performs |
Luck
Luck is an immutable trait randomized between 10 and 50 at mint. It can't be upgraded. Luck influences the random variance in shot outcomes — higher luck means more happy accidents and fewer unlucky breaks.
Upgrading Skills
Upgrade cost from level N to N+1: 5N + floor(N/10)^3 XP
Early upgrades are cheap. A level 10 → 11 upgrade costs 51 XP. But high-level upgrades get expensive fast — level 90 → 91 costs 1,179 XP.
All XP spent on skill upgrades is burned permanently. Choose which skills to prioritize based on your playing style:
- Power-first builds hit longer drives but may spray shots
- Accuracy-first builds keep it in the fairway but leave longer approaches
- Balanced builds avoid weaknesses but take longer to excel at anything
Your Golfer = Your Course
There's no separate golfer marketplace. Your golfer is tied to your course mint. Building a great golfer and a great course go hand in hand — XP earned from playing funds course upgrades, and better facilities boost your golfer's earnings.