Throughout your adventures, your character will gain experience (XP) whether by completing quests or triumphing over adversaries.
Leveling Up
When you have accumulated enough XP, you can spend it to advance to the next level.
However, you must undergo a long rest in a relaxed setting to be able to level up. Moreover, your character can only advance one level per long rest phase.
When a character reaches level 8, they have reached their maximum level.
Spending Experience Points (XP)
The cost to advance to the next level is twice the value of the current level in XP.
XP Cost for Next Level = 2 x Current Level
To advance from level 3 to level 4, you need 6 XP (2 x Lev 3).
HP Increase on Leveling Up
When you level up, roll your Hit Dice (HD) to determine your new total of hit points (HP).
HP Next Level = Current HP + Best result from the Hit Dice rolls
Constitution (CON) directly influences your character's vitality, which is reflected in the number of hit dice rolls you can make when increasing HP each level. The higher your CON, the greater your chances of maximizing your HP.
| CON Modifier | Number of HD Rolls |
|---|---|
| +1 or less | 1 roll |
| +2 to +3 | 2 rolls, keep the best result |
| +4 to +5 | 3 rolls, keep the best result |
| +6 | 4 rolls, keep the best result |
Suppose a character levels up and has a Constitution (CON) of +3. When they level up, they must roll their hit die, which is a d10.
The player rolls 2d10 due to their CON of +3.
The results of the two rolls are 4 and 8.
The best result is 8.
Thus, the HP increase for this level would be 8 points.
Gaining Ability Points (AP)
Advancing to the next level also allows you to earn 3 Ability Points (AP).
Level Up => Gain 3 AP
Impact on Combat Attributes
Here are the combat attributes affected by leveling up.
Total MP = 2 x (MAG + Level)
Physical Defense (Def PHY) = 10 + CON + Level
Magical Defense (Def MAG) = 10 + SAG + Level
This also affects Physical (Atq PHY) or Magical Attack (Atq MAG) tests, where your level is consistently added to the result.
Strategic Use of Experience Points (XP)
Experience Points (XP) can also be used to influence fate. They can be used only within the context of a test roll, whether during or outside of combat.
Before or after a dice roll, you can spend 1 XP to add 10 to the value of your roll.