
How to Play
Complete Beginner's Guide
What is Lourdin RPG?
Lourdin RPG is a free, browser-based D&D 5e-inspired RPG — no download required. Choose from 10 character classes (5 free, 5 premium), fight monsters on a hex grid using real d20 dice rolls, level your character to 20, and team up with friends in real-time multiplayer. Sign up with an email address and start playing immediately.
Lourdin RPG is a D&D 5e-inspired turn-based fantasy game where you create a hero, choose from 10 unique character classes, and embark on epic adventures. Every action — attack, spell, saving throw — is resolved with real dice rolls shown transparently in the combat log. No hidden RNG. No auto-wins. Pure, strategic adventure.
Whether you prefer solo quests or teaming up with friends in real-time multiplayer, this guide covers everything you need to forge your legend.
How Do You Start Playing Lourdin RPG?
Step 1: Create an Account
- Click "Sign Up" on the homepage or go here
- Enter your email address and create a password
- Accept the Terms & Conditions and Privacy Policy
- Click "Create Account" — you're in immediately
Step 2: Create Your Character
- Choose a character name (family-friendly)
- Select one of 10 character classes:
- Review your starting stats and equipment
- Click "Create Character" to begin your adventure
Step 3: Explore the Game
Once your character is created, you'll arrive at the Main Menu where you can:
- Combat Arena: Fight monsters to earn XP, loot, and copper
- Adventures: Embark on story-driven multi-waypoint quests
- Multiplayer: Join or create parties with other players
- Inventory: Manage items, equipment, and consumables
- Merchant: Buy and sell weapons, armor, and potions
What Are the Core Stats in Lourdin RPG?
The Six Core Stats
Your character has six core attributes that drive every calculation in the game:
- Strength (STR): Melee attack and damage rolls
- Dexterity (DEX): Initiative, AC (light armor), ranged attacks
- Constitution (CON): Maximum hit points
- Intelligence (INT): Spell power for Wizards
- Wisdom (WIS): Spell power for Clerics and Rangers
- Charisma (CHA): Spell power for Bards and Paladins
Derived Stats
- Hit Points (HP): Reach 0 and you're defeated
- Mana: Resource for spellcasting classes
- Armor Class (AC): How hard you are to hit — higher is better
- Attack Bonus: Added to d20 attack rolls (based on STR or DEX)
- Spell Save DC: 8 + Stat Modifier + Proficiency Bonus
- Proficiency Bonus: +2 at level 1, scales with level
Starting Stats by Class
- Warrior: 12 HP, AC 11 (Training Armor), 0 Mana, High STR
- Wizard: 6 HP, AC 11 (Cloth Robes), 10 Mana, High INT
- Ranger: 10 HP, AC 11 (Ranger's Vest), 6 Mana, High DEX
- Rogue: 8 HP, AC 11 (Rogue's Vest), 0 Mana, High DEX
- Cleric: 8 HP, AC 11 (Acolyte's Vestments), 10 Mana, High WIS
- Paladin: 10 HP, AC 12 (Squire's Mail), 6 Mana, High STR/CHA — Premium
- Bard: 8 HP, AC 11 (Performer's Doublet), 10 Mana, High CHA — Premium
- Monk: 8 HP, AC 10 + DEX + WIS (Unarmored Defense), 0 Mana, High DEX/WIS — Premium
- Barbarian: 12 HP, AC 11 (Barbarian's Hide), 0 Mana, High STR — Premium
- Pirate: 10 HP, AC 11 (light/medium armor), 0 Mana, High DEX/CHA — Premium
How Does Combat Work in Lourdin RPG?
How Combat Works
- Initiative Roll: 1d20 + DEX determines who acts first
- Choose an Action: Attack, Cast Spell, Use Item, Class Feature, or Flee
- Attack Roll: 1d20 + Attack Bonus vs. Enemy AC — meet or beat AC to hit
- Damage Roll: Weapon or spell dice + stat modifier
- Natural 20: Automatic critical hit — damage dice are doubled!
- Repeat: Combat continues in initiative order until all enemies are defeated
Hex Movement & Zone Bonuses
The battlefield is a hex grid divided into three named zones — Vanguard, Flank, and Rear. You move freely each turn by clicking the highlighted blue hexes within your class's movement range. No confirm step — click a hex, you move there instantly.
Warrior, Paladin, Barbarian, Pirate
Frontline zone — melee combat bonuses. Warriors in Vanguard can Hold the Line to protect allies.
Ranger, Rogue, Monk
Side lanes connecting Vanguard and Rear. Useful for flanking and repositioning between zones.
Wizard, Cleric, Bard
Protected back line. Spellcasters thrive here — ranged attacks and spells reach across the board.
Your First Battle
- Start with Easy difficulty to learn mechanics safely
- Higher difficulty = stronger enemies + much better rewards
- Read the Combat Log — every roll and damage value is shown
- Use Health Potions when HP drops below 40%
- Don't be afraid to Flee — you lose 10% copper but keep your character
Learn more: Full Combat System Guide | Spell System Guide
How Do You Level Up in Lourdin RPG?
Gaining Experience (XP)
- Easy encounters: 50–100 XP
- Medium encounters: 100–200 XP
- Hard encounters: 200–400 XP
- Deadly encounters: 400+ XP
Leveling Up
When you reach enough XP you level up and receive:
- Increased HP: Based on class hit die + CON modifier
- Increased Mana: For spellcasting classes
- Higher Proficiency Bonus: +3 at level 5, +4 at level 9
- New Class Abilities: Unlocked at milestone levels
- Stat Increases: +2 to any stat at levels 4, 8, 12, 16
XP Required per Level (Key Milestones)
- Level 2: 300 XP
- Level 3: 900 XP
- Level 5: 6,500 XP (Proficiency Bonus becomes +3)
- Level 10: 64,000 XP
- Level 20: 355,000 XP (max level)
What Equipment Can Your Character Wear?
Equipment Slots (9 Total)
- Chest Armor: Only slot that provides AC bonus (Light, Medium, or Heavy)
- Head: Helmets — stat bonuses (STR, DEX, INT, etc.)
- Hands: Gauntlets — stat bonuses
- Legs: Leggings — stat bonuses
- Feet: Boots — stat bonuses
- Ring 1 & Ring 2: Magical rings — powerful stat bonuses
- Neck: Amulets — stat bonuses
- Main Hand: Primary weapon (determines attack damage)
- Off Hand: Shield (+2 AC) or second light weapon
Weapon Damage Types
- Light (1d4–1d6): Daggers, shortswords — can dual wield
- One-Handed (1d6–1d8): Longswords, maces — can use with shield
- Two-Handed (2d6, 1d12): Greatswords, greataxes — highest damage
- Ranged (1d8–1d10): Bows, crossbows — attack from any zone
Consumable Items
- Health Potion (Minor): Restore 2d4+2 HP (20 copper)
- Health Potion (Lesser): Restore 4d4+4 HP (50 copper)
- Mana Potion (Minor): Restore 2d4+2 Mana (25 copper)
- Elixir of Strength: +2 STR for 5 turns (100 copper)
- Scroll of Fireball: Cast Fireball once — no mana cost (150 copper)
How Do You Earn and Spend Copper?
Copper Pieces
The main currency in Lourdin RPG:
- Earned by defeating monsters (10–100+ copper per battle)
- Found in loot drops and quest rewards
- Used to buy weapons, armor, potions, and scrolls from the Merchant
- You lose 10% of current copper when you Flee from combat
Economy Strategy
- Early game: Upgrade chest armor first — better AC = survival
- Mid game: Buy stat-boosting equipment (head, rings) to improve attack/spell damage
- Late game: Upgrade weapons for higher damage dice and rare enchantments
- Always keep: At least 2–3 health potions in your inventory
How Does Multiplayer Work in Lourdin RPG?
Playing with Friends
- Navigate to the Multiplayer section from the main menu
- Create a Party: Set a name and invite friends via the party code
- Join a Party: Browse open parties or enter an invite code
- Start Combat: Party leader selects difficulty and begins the encounter
Party Roles
- Tanks (frontline): Warrior, Paladin, Barbarian, Pirate — move to the Vanguard zone, absorb damage, and hold the line
- DPS (flexible): Rogue, Ranger, Monk — maneuver freely to flank or press enemies; melee classes move adjacent to targets
- Casters (backline): Wizard — stay in the Rear zone; spells and ranged attacks reach any hex on the board
- Support (backline): Cleric, Bard — heal, buff allies, and debuff enemies from a safe distance
Party Benefits
- Shared XP from all battles — everyone gains equally
- Fair loot and copper distribution
- Class synergies: Bard's Bardic Inspiration stacks with Warrior's Battle Cry
- Tackle Deadly encounters that would be impossible solo
What Are the Best Tips for Lourdin RPG Beginners?
General Advice
- Read the combat log: Every roll, hit, miss, and damage is shown — learn from it
- Upgrade chest armor first: It is the only slot that improves your AC
- Always carry potions: One potion can mean the difference between victory and retreat
- Experiment with difficulty: Hard and Deadly encounters give dramatically better XP and loot
- Understand your armor type: Light = full DEX, Medium = +2 DEX cap, Heavy = 0 DEX bonus
Class Quick Tips
- Warrior: Best for beginners — durable, straightforward, effective at all difficulties
- Wizard: Use Fireball on groups; save mana for tough enemies — devastating but fragile
- Rogue: Stack DEX and always target the same enemy for Sneak Attack burst damage
- Cleric: Balance offense (Sacred Flame) with healing — mana is precious
- Paladin: Save Divine Smite for critical hit turns to maximize the doubled dice
- Bard: Buff allies first, then Vicious Mockery the most dangerous enemy
- Barbarian: Rage immediately — the damage reduction makes early turns much safer
- Pirate: Build Swagger stacks with attacks before unleashing Cutlass Flurry for combo damage
Common Mistakes to Avoid
- Don't fight Deadly encounters before level 5
- Don't ignore chest armor — it is your only AC source
- Don't waste all mana on the first wave of enemies
- Don't forget to equip new gear after buying it at the Merchant
- Don't be ashamed to Flee — losing 10% copper beats dying
Continue Learning
Ready to Begin Your Adventure?
Create your hero and forge your legend in Lourdin RPG — free in your browser!