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Chapter 4 by SkyDreamer SkyDreamer

Guides on the following:

Levelling up

To reach the next level, you must accumulate (current level x 110) XP.

So to go from Level 1 to Level 2, you need 110 XP. Then 2 to 3 is 220 XP, 3 to 4 is 330 XP, etc.

Once you level up, your XP resets to zero and a new count begins. Any excess XP after level up is carried over though, so if you were at 100/110 XP and gained 25 XP, you would then go to 15/220 XP when you started Level 2.

When you level up, you gain 2 STAT points and 1 TRAIT point to spend on your character sheet to increase your STATs and TRAITs respectively. TRAITs have a cap of 10 until you reach Level 51, STATs have no cap.

You also must increase FERTILITY by 1 every time you level up. This means FERTILITY can never be lower than your level (until you pass Level 100, because FERTILITY caps at 100).

And finally, on each level up, you can choose to take one new spell or ability. Spells are magical tricks you can activate under the right conditions, and are mostly taken directly from D&D 5E rules. Abilities are more freeform, and can range from passive effects to activated abilities which don't quite meet the definition to be spells.

If you're struggling to think of a spell or ability to take on a certain level, then you can just take the ability ATTRIBUTE BOOST, which gives you an extra 2 STAT points, 1 TRAIT point, and 1 FERTILITY (essentially emulating a second level-up).

XP cannot be stored to level up in bursts in this version, it is applied to the character immediately and level-ups happen as soon as they meet the threshold. There is less motivation to hold level-ups back in this version, since levelling up does not heal you.

Now go grind (on) mobs!

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