Experience & Leveling

In the Campaign format, players keep track of the experience (XP) earned from cards played, characters defeated, and quests or objectives completed during gameplay. Each card has an EXP value that is used for other game effects, but in Campaign format, this value is also used to assign the XP earned from each card. Experience earned is tracked and accumulated over time, and when players reach the required milestone amounts to level up, their overall performance is increased.

 

Player level serves to increase your character’s all-around durability, strength, and game stats, but also provides a goal and reward system that can be carried over from round to round of the Campaign format game experience. At the end of each game round, and after all the rewards have been resolved, the playgroup's Lore Master will record each player's level and experience earned.

 

Experience earned is applied to the entire group, which encourages all players to contribute since all players are rewarded based on combined contributions. Any remainder experience (XP) at the end of a round that was not enough for a Player level increase is carried over to the next round and recorded as well. These are items the game’s Lore Master is responsible for tracking.

 

Methods of Tracking

The Lore Master is responsible for tracking experience, and it is recommended to use a calculator to track each game round's total experience earned. Whether that's a calculator app or an actual calculator is your preference. Game resources designed to track this are in development.
 

As a playgroup, before the Campaign Adventure begins, select one of the following methods of tracking experience during each game round:

  • Option 1: Most Accuracy
    • Most Accuracy consists of calculating the full value of a card's experience rewarded before moving on to the next.
  • Option 2: Most Efficient
    • Most Efficient consists of just taking the base EXP value of a card as it's played, and then adding multipliers to the sum at the end of the game round.

 

At the end of each game round, players will take turns (using the same turn order used during the round) to select a card in the Stash and exchange it for a reward before the beginning of the next game round. Players have three available reward options. Players must choose one of these options for each card in the Stash. Each card and exchanged reward must be resolved before the next round.
 

  • Reward Option 1:
    • Remove this card from the Stash to gain “X” XP. Where X is the EXP value of the card removed this way.
    • For Campaign format and the sake of object continuity, the object is added to the character's inventory when you select this option.
      • This can be handled either by updating the player's deck before the next game round or simply adding the item to their inventory.
        • We recommend that if the reward is an Item card that the player could include in their deck, the player decides whether they want to include this card in their deck when it is rewarded. This way, it's already taking place between game rounds and won't affect the round just completed or anything happening in the next or current.
        • If a player does not want to update their deck, but they do want to keep a card to represent the Item reward, they could keep a separate pile to represent these items; to clarify, this would not be a game zone or usable during any game rounds.
      • You should discuss with your group how you want to handle these situations before you begin your Campaign adventure.
         
  • Reward Option 2:
    • Remove this card from the Stash to earn X gold, where X is the EXP value of the card removed this way. If the EXP value of the card removed this way is 7 or greater, double the amount of Gold earned instead.
       

The play group may determine a starting and ending level for the Campaign as they see fit. Determine a Level Cap before beginning the Campaign format adventure. We recommend that for a first-time Campaign playthrough, you set a Level Cap of twenty (20). Players are granted +1 ATK and +1 AC for every other level they have acquired. Player’s Hero characters are granted +5 HP to their maximum HP for every five (5) levels acquired. Hero characters are granted +1 damage for every 10 levels acquired. These bonuses are outlined below.

When determining the amount of experience earned from any single source, first, confirm its EXP value. The amount of experience earned is EXP Value + any other attached cards’ EXP values + any additional modifiers. The modifiers mentioned in the table below are applied sequentially from top to bottom, as shown in the examples below. Not all modifiers are always included, nor all going to be used by all playgroups. If your Player Party and Lore Master do use all of these different modifiers, it is recommended that they use this formula to calculate the experience awarded, and in this specific order:

  • EXP value of all cards included + # of Players (modifier) + Player Level (modifier) + Campaign Difficulty (modifier) + Epic Rarity (modifier) + Lore Master specific modifiers = Total.

Modifier

Boss Difficulty

Champion

Legendary

Epic

# of Players

+# of players

+# of players

+# of players

+# of players

Player Level

+(Player Level)

+(Player Level)

+(Player Level)

+(Player Level)

Difficulty

x1

X1

x2

x3

Epic

x1

x1

x2

x3

Lore Master

(Lore Master Specific)

(Lore Master Specific)

(Lore Master Specific)

(Lore Master Specific)

Examples of this in effect:

  • Kinedas Liadon, an Epic character with an EXP value of eight (8), has the following attached to it: A weapon with an EXP value of six (6). An Epic armor with an EXP value of eight (8), and a Spellcraft card attached with an EXP value of seven (7). The Lore Master matches the player’s level of twenty (20). The game’s four players have agreed to play with an Epic-level Boss difficulty modifier applied. This would be calculated as follows:
    • 8 (Kinedas) + 6 (Weapon) + 8 (Armor) + 7 (Spellcraft) = 29 (sum of all Cards’ EXP values)
    • 29 + 4 (# of Players) = 33
    • 33 + 20 (Player Level) = 53)
    • 53 x 3 (Difficulty = Epic) = 159
    • 159 x 3 (Epic Character) = 477 (Total experience earned)

 

  • Ytaxian Scout, a Chaotic character with a treasure cost of five (5), has one weapon attached to it with an EXP value of four (4). This is a legendary boss difficulty tier game, and there are four (4) total players. Players are level ten (10).

    • 5 (Ytaxian Scout) + 4 (Weapon) + 4 (# of Players) + 10 (Player Level) = 23
    • 23 x 2 (Difficulty = Legendary) = 46 (Total experience earned)

 

Tips on Assigning Player Level

  • The Player level system is applied to the Lore Master as well for scaling difficulty. Increasing the XP requirement per level will help keep your Heroes' power from increasing too rapidly. You can try to control the amount of XP your players gain by including lower treasure cost cards in your Loot deck or Lore Master deck.

The table below outlines the tiered structure of the recommended player level rewards. Each cell in the table below shows the total boost or amount of reward per that level. Lore Masters may choose to consult their party and agree upon an alternative level and reward structure as they see fit.

Level

Required Total XP

Attack

AC

Damage

HP

Spirit

Vigor

Empathy

Fate

1

0

+0

+0

+0

+0

+0

+0

+0

+0

2

1,100

+1

+1

      

3

1,410

+1

+1

      

4

1,831

+2

+2

      

5

2,164

+2

+2

 

+5

+1

+1

+1

 

6

2,610

+3

+3

      

7

3,771

+3

+3

      

8

5,948

+4

+4

      

9

8,143

+4

+4

      

10

11,357

+5

+5

+1

+10

+2

+2

+2

+1

11

14,593

+5

+5

      

12

18,852

+6

+6

      

13

22,137

+6

+6

      

14

27,451

+7

+7

      

15

32,796

+7

+7

 

+15

+3

+3

+3

 

16

38,176

+8

+8

      

17

43,594

+8

+8

      

18

48,053

+9

+9

      

19

51,578

+9

+9

      

20

56,136

+10

+10

+2

+20

+4

+4

+4

+2

21

65,750

+10

+10

      

22

76,425

+11

+11

      

23

87,168

+11

+11

      

24

117,985

+12

+12

      

25

138,881

+12

+12

 

+25

+5

+5

+5

 

26

219,869

+13

+13

      

27

510,976

+13

+13

      

28

1,112,152

+14

+14

      

29

1,753,461

+14

+14

      

30

2,214,914

+15

+15

+3

+30

+6

+6

+6

+3

40

15,446,113

+20

+20

+4

+40

+8

+8

+8

+4

50

35,867,094

+25

+25

+5

+50

+10

+10

+10

+5

80

70,158,230

+40

+40

+8

+80

+16

+16

+16

+8

100

115,000,000

+50

+50

+10

+100

+20

+20

+20

+10

Should your players wish to exceed level 100, or if you begin a game at level 100+, there are special considerations to be made to the game’s existing rules – namely, that characters become so immensely powerful that even simple battles can take extended periods of time to resolve. We recommend that anyone interested in participating in an Epic Level encounter (or Campaign) be ready for a time investment.

 

After level 100, a general scaling formula is used to determine a character’s new maximum stats or bonuses to their existing. This formula is helpful when creating endless survival scenarios, where the waves of enemies become increasingly more difficult. Players can work with their Lore Masters to create custom or variable scenarios for increased challenges, but at a bare minimum, the following is the progression chart after level 100 showing the total bonus rewarded at each level (not stacked per level):

Level

Required Total XP

Attack

AC

Damage

HP

Spirit

Vigor

Empathy

Fate

1

Previous level + 11%

+0

+0

+0

+0

+0

+0

+0

+0

2

Previous level + 12%

+2

+1

      

3

Previous level + 13%

+2

+1

      

4

Previous level + 14%

+4

+2

      

5

Previous level + 15%

+4

+2

+1

+10

+1

+1

+1

 

6

Previous level + 18%

+6

+3

      

7

Previous level + 21%

+6

+3

      

8

Previous level + 25%

+8

+4

      

9

Previous level + 25%

+8

+4

      

10

Previous level + 30%

+10

+5

+2

+20

+2

+2

+2

+1

Epic Level Abilities

Because of the steep incline of experience required to level up as well as the intensity of the game's characters and effects, Epic-level characters are rewarded with two special abilities, which can only be used while participating in an Epic-level encounter or campaign, and where the Player's level is at least 100.

 

  • Knowledge of the Deus
    • You have become an essential pillar of Havokk, and you relate to the realm. Drawing power from Havokk directly, your mind is opened to reality through the eyes of Havokk’s deities. You can take in great knowledge and understanding of the world at large.
      • This ability rewards players with a +100% experience point reward modifier, effectively doubling all experience earned while playing in an Epic-level game. Additionally, players are rewarded with an additional +25% experience point reward modifier for each difficulty tier of the game they are playing in, for a maximum bonus of +200% experience gained.
         
  • Demigod’s Resolve
    • Your body is timeless and empowered by the realm itself, so long as your realm exists, so shall you. So long as you defend your home, it will defend you in turn.
      • The first time that an Epic-level Hero character you control would be defeated this game, instead, remove all damage and effects from them, then set their HP 10% of their maximum. Characters affected by this ability cannot be chosen by your opponents’ effects until the end of that Hero’s next turn. This ability can only be activated once per game round, per Hero character.

 

Epic Level Campaigns

Lore Master jobs are already difficult, managing the game and maintaining all the NPC and non-player Party actions. This can sometimes lead to a feeling of overwhelming calculations, numbers, or stacked abilities. Before starting any Epic level Campaign format game, it is recommended that you first confirm the expected difficulty level and base stats of all characters, abilities, and effects before entering a game round whenever possible.

Currently, the only true Epic-level content aside from the abilities above is the games you create, applying an Epic-level modifier to existing game content. We will add more abilities, items, rules, and campaign format settings to accommodate this epic-level structure at a later time. We appreciate your patience while we test and create additional content!

Using the Cards

Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.

 

Expanding your Realm

Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.

 

Lore Master Rules

Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.