Setup
Choose a race and take corresponding components.
Each player selects one of nine available races: Human, Elf, Halfling, Dwarf, Lunari, Orc, Felish, Slynn, or Fae. Upon choosing a race, the player takes: (1) the Character skill card for that race (e.g., SKL-HU for Human), (2) the Rules card for that race, (3) the Character token for that race (e.g., PC-HU for Human), and (4) the matching portrait card.
Setup
Choose a path (class) that defines combat abilities and skills.
Each player selects one of six available Paths: Cleric, Rogue, Warrior, Bard, Mage, or Ranger. The Path determines the character's combat style, available skills, and thematic abilities. Each Path has its own set of skill cards identified by path codes (e.g., CLR for Cleric, ROG for Rogue, WAR for Warrior, BRD for Bard, MAG for Mage, RNG for Ranger).
General
Characters level up by spending XP according to the progression table.
Characters progress from Level 0 to Level 10. The XP cost to reach each level is as follows: Level 1 = 3 XP, Level 2 = 5 XP, Level 3 = 7 XP, Level 4 = 10 XP, Level 5 = 15 XP, Level 6 = 20 XP, Level 7 = 25 XP, Level 8 = 36 XP, Level 9 = 45 XP, Level 10 = 50 XP. These XP costs are cumulative thresholds, not per-level costs.
General
On each level-up, check (increase) 1 Stat and 1 Attribute.
Each time a character gains a level, the player checks (increases) exactly 1 Stat (HP, MP, or SP) and exactly 1 Attribute (STR, DEX, INT, WIS, CHA, or END). The new value for the chosen stat or attribute is determined by the character's race card progression table for that level.
Special
EVT markers on the level track indicate that an Event occurs at those levels.
On each race's character card, certain levels are marked with 'EVT' (Event). These are levels 3, 5, 8, and 10 for all races (as indicated on the card layout). When a character reaches an EVT-marked level, an Event check or special event is triggered in addition to the normal level-up procedure.
General
HP (Hit Points) represents a character's life total; reaching 0 HP has severe consequences.
HP (Hit Points) is the primary survival stat. Each race starts with a different HP at Level 0 and increases it at different rates. At Level 0 starting HP by race: Human 4, Elf 2, Halfling 3, Dwarf 4, Lunari 3, Orc 3, Felish 2, Slynn 5, Fae 1. At max level (10), HP values are: Human 18, Elf 16, Halfling 17, Dwarf 19, Lunari 18, Orc 18, Felish 16, Slynn 20, Fae 15.
General
MP (Mana Points) is the resource used to fuel magical abilities and skills.
MP (Mana Points) fuels magic and special abilities. Starting MP at Level 0 by race: Human 2, Elf 3, Halfling 2, Dwarf 1, Lunari 3, Orc 1, Felish 2, Slynn 1, Fae 4. At max level (10), MP values are: Human 8, Elf 10, Halfling 9, Dwarf 8, Lunari 9, Orc 8, Felish 9, Slynn 8, Fae 10.
General
SP (Speed Points) governs how far a character can move and how many actions they can take per turn.
SP (Speed Points) represents movement and action economy. Starting SP at Level 0 by race: Human 1, Elf 2, Halfling 2, Dwarf 2, Lunari 1, Orc 3, Felish 3, Slynn 1, Fae 2. At max level (10), SP values are: Human 8, Elf 7, Halfling 8, Dwarf 7, Lunari 7, Orc 8, Felish 8, Slynn 7, Fae 8.