For each silver penny you extract from the wilds, you gain 1 XP. Monsters give 100 XP per hit die, whether defeated, avoided, or captured. All XP earned is split evenly among the party.
Your Adventurer Level, and the benefits it provides to you, are dictated by your XP. When you reach a new XP threshold and advance a level, roll your new Health Dice. If the amount rolled is greater than your current maximum health, increase it to the new total. Otherwise, increase it by one. You do not add half your Brawn score to this new roll; this bonus is only granted at the first level.
At 1st level you can perform two Rituals per day without needing to first Exert Cunning. At higher levels, you can perform daily Rituals equal to half your level +1 before Exertion is required.
XP | Adventurer Level | Health Die | Recovery Die | Melee Damage | Safe Rituals/Day |
---|---|---|---|---|---|
0 | 1 | 1d6 | 1d3 | +0 | 2 |
2,500 | 2 | 2d6 | 1d3 | +0 | 2 |
5,000 | 3 | 2d6+1 | 1d3+1 | +0 | 2 |
10,000 | 4 | 3d6 | 1d3+1 | +1 | 3 |
20,000 | 5 | 3d6+1 | 1d3+2 | +1 | 3 |
35,000 | 6 | 4d6 | 1d6 | +1 | 4 |
50,000 | 7 | 5d6 | 1d6 | +2 | 4 |
75,000 | 8 | 6d6 | 1d6+1 | +2 | 5 |
100,000 | 9 | 7d6 | 1d6+1 | +3 | 5 |
200,000 | 10 | 8d6 | 1d6+2 | +4 | 6 |