Character Creation and Levelling Up


There are eight classes in the game, two for each element. Half are Physical, the rest are Spiritual - the former are better at attacking, while the latter wield more control over their Hand and Held cards. All classes start with one unique ability (i.e a skill that's always in effect) and one skill.

Fire (u)
Pyrotechnic (Spiritual)
1st Ability: Ether Gather - Can hold 1 u from your hand instead of attacking.
1st Skill: Roman Candle - uu - Does ½ damage of total cost to two monsters (regardless of type)
Soldier (Physical)
1st Ability: Fire Sword u attacks always work.
1st Skill: Sear - uu - Does damage of 1 u and ½ of other u to one monster (regardless of type).

Earth (z)
Herbalist (Spiritual)
1st Ability: Harvest - Can draw and hold top discard (if z) instead of attacking.
1st Skill: Mild Tonic - zz - Remove damage equal to ½ total cost, or create base with ½ total cost.
Hunter (Physical)
1st Ability: Precision - Any attack works on z monsters.
Special Ability - Trapping: See the Familiar section for more on trapping.
1st Skill: Subdue - zz - Does damage of 1/2 z (regardless of type). Traps against this monster may succeed if the trap's value is 3 higher or lower than that monster's active Base.
Thunder (<3)
Storm Mage (Spiritual)
1st Ability: Charge - Hold <3 attacks (that don’t connect).
1st Skill: Cloud Seeding (<3<3) - Draw two (if neither <3 is over 10) or three (if one <3 is over 10) cards from the top of the deck. Rearrange them in any order you like, then place them back on top of the deck.
Martial Artist (Physical)
1st Ability: Counter - Enemy <3 attacks (that connect) do ½ damage to enemy (but will still harm – NO bonus deductions for counter KOs)
1st Skill: Reflex – <3<3 – Attack with 1 <3 (regardless of type); if that monster (or the next one, if slain) attacks in the next turn, attack with the other <3 (also regardless of type).

Water (^, or spade)
Sea Mystic (Spiritual)
1st Ability: Life Stream - Replace ^ Base with any card from your hand instead of attacking (old base is held; does not remove damage).
1st Skill: Whirlpool - ^^ - Switch the base of 1 monster with 1 ^; do damage of other ^ to same monster (ignore type; discard old base)
Winter Warden (Physical)
1st Ability: Barrier - Enemy ^ attacks do ½ damage.
1st Skill: Frost Shield - ^^ - Ignore up to ½ damage of total cost.

All classes begin with two Hand and two base. Spiritual classes can Hold up to one card. Hunters, Martial Artists, Pyrotechnics, and Sea Mystics always go first; Herbalists, Storm Mages, Soldiers, and Winter Wardens go after the first monster. 

Levelling Up
Your first level-up requires 5 exp; every subsequent level-up requires 5x(level) + 2(level) exp. Until Lvl. 7, gain 1 base per level. Every 3rd level, gain a new skill. Every 4th level, increase Hand size. Every 5th level, update your ability.