Rulebook

Plain-English reference for how the game runs at the table. Owner and player both — bookmark this; it’s the same one your DM consults.

1. Dice & checks

When the outcome of an action is uncertain — combat, persuasion, climbing, sneaking, magic, perception — the DM asks for a roll using the /roll command in the chat input. Type something like /roll 1d20+2and the client rolls it for you. The result feeds into the AI’s next response.

Conventions: d20 for ability checks and attack rolls; d4 through d12 for damage; d100for rare lookups. You can ignore the math — the DM tells you what to roll, you tap the roll button, the story continues.

2. Levels & ranks

Characters start at level 1 and grow to level 100. Every level your HP, MP, and stats go up. Every 10th level is a milestone — you get a trait pick and unlock new skill rarities.

Behind the scenes, the DM reads a rank bucket rather than your raw level: Novice (1-20), Adept (21-40), Veteran (41-60), Elite (61-80), Mythic (81-100). Encounters scale to your rank, not the literal number.

Full math, XP curves, stat caps, and the milestone unlock table live in the in-repo doc docs/LEVELING.md (player-facing, MMORPG-flavored).

3. Classes

12 base classes: Warrior, Monk, Mage, Sorcerer, Cleric, Paladin, Rogue, Necromancer, Ranger, Druid, Bard, Artificer. Each has its own primary stats, HP/MP curve, and signature ability.

6 advanced classes unlock at level 50+ for Earl and Sovereign tiers: Spellblade, Storm Caller, Beast Lord, Death Knight, Shadow Dancer, Time Walker. Each requires an in-fiction unlock quest the AI generates for your character.

4. Skills & cooldowns

You start with 3 starter skills for your class. At level 5, 10, 15, 20, 25, 30, 40, 50, 60, 75, 90, and 100 you unlock a new skill from the appropriate rarity pool. A level-100 character knows around 15 skills total — tight on purpose.

Skills have an MP cost and a cooldown. Strong skills hit hard but you can’t spam them. Some are once per session (recharge when you start a new session) and a few legendaries are once per campaign.

The /restcommand (see below) restores HP/MP and clears turn-scope cooldowns when the AI agrees you’re in a safe waypoint.

5. Inventory & equipment

Your character has 9 equipment slots: head, chest, hands, legs, feet, main weapon, off-hand, and two accessories. Items have a rarity (common → legendary) and rarity-tinted edges in the inventory panel.

Stack-of-coins items merge automatically. Equipped items don’t. The DM’s tools handle equipping, unequipping, dropping, and finding loot — you describe what you want to do and they make it happen.

6. Commands

  • /roll NdM+K — roll N dice with M sides plus K. Used when the DM asks for a roll.
  • /rest— request a long rest. The DM evaluates if you’re somewhere safe (inn, camp, town); if yes, HP/MP restore and turn-scope cooldowns clear.
  • /safety — the consent stop. Halts the current scene immediately. See section 7.

7. /safety — the consent stop

At any point, type /safetyin the chat. The current scene stops, the DM steps back, and you’re asked what you’d prefer to happen instead. No questions, no justification needed. The signal is yours to pull whenever a scene takes a direction you don’t want.

The DM honors this absolutely. The previous scene is logged for your transparency, and your alternative direction shapes the next turn. If you don’t want to suggest an alternative, that’s fine too — the DM picks a different angle on the same situation.

8. Content policy

Adult accounts (18+) get the full range — heroic, gritty, dark, tragic, romantic — within the hard limits below. The DM follows the tone you set for each campaign.

Accounts under 18 (or any campaign with Minor Mode toggled on) get a PG-13 intensity ceiling — no graphic violence, no sexual content, no drug use as fun, no torture, no body horror beyond mainstream fantasy creature design.

Hard limits apply to every account, every campaign, every framing: no sexual content involving minors (CSAM), no non-consensual sexual content, no real-world harm instructions (weapons, drugs, exploits, suicide methods), no doxxing or harassment of real people, no bypass attempts. These are non-negotiable.

Full policy lives at /terms and in the in-repo doc docs/MATURE_CONTENT_POLICY.md.

9. Per-campaign rule overrides

Each campaign can override the defaults above on its own settings page. Common overrides: a different critical-hit rule, a stricter rest gate, custom house rules for a specific table’s style.

The DM picks these up automatically — you don’t need to remind them every session. Open the campaign’s Settings → Rules tab to view or edit.

Last updated: 2026-05-07 · Phase 9 of the build · For questions, contact support.