You start the game with 6 dice* and a base health of 3 hearts (or 1 if you're tiny, or 5 if you have a strength bonus).
*Huntress: 2 fight / 3 shoot / 1 magic
As you level, here's what you get:
LEVELS 2-4
Choose one:
+1 die**
+1 heart
Lv.1 attack (meaning you can use Lv.1 spells and weapons that add +1 to your roll)
**This lets you improve your fight, shoot or magic roll. You can repurpose this die between chapters.
LEVELS 5-12
Each level, you can increase your dice, hearts or attack by 1.
The maximum allowed until you enter your teens is:
+3 dice / you can stack 2 dice***
+3 hearts
Lv.5 attack
***So with three dice, the Huntress (base: 2F/3S/1M) can have, for example...
...3F/4S/2M, adding one die to each type of roll
...3F/5S/1M, stacking two dice to improve her shooting
LEVELS 13-20
Continue to increase dice, hearts and attack one level at a time.
The endgame maximum is:
+5 dice / you can stack 3
+5 hearts
Lv.9 attack
* * *
Since you've had 4hp and had 7 or 8 dice AND used magic, the best way to handle this change is to consider you both Lv.5. And that's where you should be anyway since we're in Ch.6.
That would allow you to have:
+1 dice
+1 heart (4 total)
Lv.1 attack
And you can bring any of those numbers up to 2. (+2 dice if you want your die rolls to stay basically the same)
The way to not lose anything is this:
Sig:
2f/3s/1m >> 3F/3S/2M (extra dice in fight and magic, but you can move them)
4hp
Atk Lv.1
Kell:
1f/2s/3m >> 2F/2S/4M (extra dice in fight and magic, but you can move them)
4hp
Atk Lv.1
That said, if you'd rather do level five differently and give up an extra die for 5hp or Lv.2 attacks (spells and weapons), that's fine. I'm still messing with the attack cards now though, so you might be better off with the extra die, which allows you to roll 5 dice with your best kind of roll if you want to.
*Huntress: 2 fight / 3 shoot / 1 magic
As you level, here's what you get:
LEVELS 2-4
Choose one:
+1 die**
+1 heart
Lv.1 attack (meaning you can use Lv.1 spells and weapons that add +1 to your roll)
**This lets you improve your fight, shoot or magic roll. You can repurpose this die between chapters.
LEVELS 5-12
Each level, you can increase your dice, hearts or attack by 1.
The maximum allowed until you enter your teens is:
+3 dice / you can stack 2 dice***
+3 hearts
Lv.5 attack
***So with three dice, the Huntress (base: 2F/3S/1M) can have, for example...
...3F/4S/2M, adding one die to each type of roll
...3F/5S/1M, stacking two dice to improve her shooting
LEVELS 13-20
Continue to increase dice, hearts and attack one level at a time.
The endgame maximum is:
+5 dice / you can stack 3
+5 hearts
Lv.9 attack
* * *
Since you've had 4hp and had 7 or 8 dice AND used magic, the best way to handle this change is to consider you both Lv.5. And that's where you should be anyway since we're in Ch.6.
That would allow you to have:
+1 dice
+1 heart (4 total)
Lv.1 attack
And you can bring any of those numbers up to 2. (+2 dice if you want your die rolls to stay basically the same)
The way to not lose anything is this:
Sig:
2f/3s/1m >> 3F/3S/2M (extra dice in fight and magic, but you can move them)
4hp
Atk Lv.1
Kell:
1f/2s/3m >> 2F/2S/4M (extra dice in fight and magic, but you can move them)
4hp
Atk Lv.1
That said, if you'd rather do level five differently and give up an extra die for 5hp or Lv.2 attacks (spells and weapons), that's fine. I'm still messing with the attack cards now though, so you might be better off with the extra die, which allows you to roll 5 dice with your best kind of roll if you want to.
Last edited:
Mythic Scribe
Dark Lord