In this RP-battle guild in order to level up your stats you use the dice(the dice being in the post actions menu). When you start out you're a level one, which would mean that you would roll a 4-sided die. You get 5 when you're a member rolls a day(you get three rolls at any of our RP-recruiting threads) which means when you start out with an experience range of 4-20. What does that number that you rolled allow you to do? Well, of your five rolls you can choose what amount of experience you want to go where. The places where you can put any of your 5 rolls would be your: leveling up, attack, defense or magic. Now you're probably wondering what each of these do. Here's a short description of what each is/does:

Different die

Your overall level: This is the die you roll in the Training Grounds everyday. This die sets the range you'll be able to get each day/per each roll. So you can say this is your 'experience' die. (i.e: when you start at a level one you roll a 4-sided die then times 5[for the amount of times you can roll per day] and you get an experience range of 4-20. ) Ultimately its the amount of experience you can get.

Your attack level: This die is only going to be used in battles against other people or against creatures. You use this when you're attacking something/something. Wow, imagine that.

Your defense level: This die is going to be used only in battles. When someone else attacks you, you roll this die to try to block/nullify their attack.

Your magic level: This die can help you and hurt you. This die works the same way as the attack die. You can use it only in attacks on other people and creatures. But...this die is special...At different sided die levels you'll get different abilities.(And possibly later you can use Gems to buy different magic spells that'll go into effect when you roll certain numbers.) For example, on the 4-sided die if you roll an even number(a 2 or 4) you're attack is doubled and that's all that the 4-sided does. However, that's just for the 4-sided die. Once you get into the higher dice you'll get different abilities. (i.e: triple your attack, extra attack, but also attacks that backfire...)


You use the experience you get in the training grounds and raise either one of the stats above. But now you're probably wondering how you know what die to use. Yeah? Well, for the above there are different leveling up charts...


User Image
Level-Experience needed
1-2:15
2-3:20
3-4:25
4-5:30
(Die level up. 6-sided die)
5-6:40
6-7:50
7-8:60
8-9:70
9-10:80
(Die level up. 8-sided die)
10-11:95
11-12:110
12-13:125
13-14:140
14-15:155
(Die level up. 10-sided die)
15-16:175
16-17:195
17-18:215
18-19:235
19-20:255
20-21:275
21-22:295
22-23:315
23-24:335
24-25:355
(Die level up. 12-sided die)
[more to come when needed]

What does that mean? Well, let's say that you roll your five die and you get 3,4,3,1,1. Your total would be 12. Lets say you put all of your experience for that day to leveling up. But that's not quite enough to get to level 2. So, let's say the next day you roll 3,2,4,4,2. Your total would be 15. We'll say you put some towards your stats, but in the end you've got 5 exp left to level up. Well, you've got enough to get to level 2, but what happens after that? You would 'start all over', meaning you would have to work your way down from 20 to get from level 2 to level 3. (i.e: You got a 12 the first day your stats would look like:
[name]
Level: 1; exp to next level: 3

Then the next day when you put 5 towards your level it would look like:
[name]
Level: 2; exp to next level: 18 ) Savvey?

Alright, now what about your attack, defense and magic? Welp, there's a different chart for those:

User Image
Level-Experience needed
1-2:5
2-3:10
3-4:15
4-5:20
5-6:25
6-7:30
(Die level up. 6-sided die)
7-8:35
8-9:40
9-10:45
10-11:55
11-12:65
12-13:75
13-14:85
(Die level up. 8-sided die)
14-15:95
15-16:105
16-17:115
17-18:125
18-19:135
19-20:145
20-21:160
(Die level up. 10-sided die)
21-22:175
22-23:190
23-24:205
24-25:220
25-26:235
26-27:250
27-28:265
(Die level up. 12-sided die)
28-29:280
29-30:295
[More to come when needed]

This chart goes for all three(attack, defense; magic). These also work the same way as the above. Meaning you just keep 'starting over'.

Welp, really that explains everything about how the guild works. One thing you do need to do, which is REALLY IMPORTANT, is mark your training rolls with either "level", "attack", "defense" or "magic". Because unfortunately Broken has yet to master mind-reading, so she wont know what exp you want where, unless you tell her. Alrighty. If you've got any questions then feel free to pm me, or ask in the 'Got questions/got answers' thread. However... stare if you ask me about something that's blatantly obvious or that you could've gotten answered by reading this (WHICH YOU SHOULD!) don't be surprised if I become quite tart.

(By the way: there are also the tutorial threads that show you how things go...more or less...Also, yes the above pictures are from Kingdom Hearts, but no, this guild, unless you make a thread with that theme, has nothing to do with KH.)