Level
Special Abilities
1st
1. You must be beaten by at least two points in Combat or Psychic Combat. If you are beaten only by one then the result is a Stand Off.
2nd
Bonus: +1 Strength, +1 Craft
3rd
2. You may choose not to roll a die in the Crags, Forest, Chasm, or Graveyard.
3. You can Evade Enemies while in the Hills.
4th
Bonus: +1 Craft, +1 Life
5th
4. You may draw two cards when you enter a Fields space and discard one of your choice. If there is already a card there then draw a second and discard one of your choice.
5. You can sneak past the Sentinel without having to fight it.
6th
Bonus: +1 Life
7th
6. You can take an extra Turn if you end a turn in a Plains space. You can only do this once per turn.
7. You sneak past the Black Knight and end a turn in its space without having to encounter it.
8th
Bonus: +1 Craft
9th
8. You learn of a secret path in the Valley of Fire and can enter it even if you do not have a Talisman.