01The Core Idea

Your dynasty roster is still doing most of the work each week. LotL bolts a second layer on top: a hero you build and grow, gear you shop for, and abilities you cast during a matchup that can swing close games either way.

Your Roster Still Decides Most Weeks

Yards and touchdowns from the players you drafted are still where the bulk of your score comes from. The hero layer never replaces that. It rides on top of the lineup decisions you already make.

The Hero Layer

You also build a hero with a race, a class, six stats, and six gear slots. Each week you pick one ability to cast. Done well, the hero adds 5 to 15 points to your line. Done lazily, you give that swing to your opponent.

A Real Economy

Gold is your waiver budget AND your shopping money. You earn it from wins and quests, then spend it on gear that shifts your stats. There's no FAAB reset, so what you stockpile is what you have.

In Short
Roster wins you most of your points. The hero wins you the close ones. Whoever pays attention to both is usually the one still playing in December.

02What a Week Looks Like

Here's how a regular-season matchup actually shakes out. It looks like any normal fantasy game with a handful of extra numbers stacked on at the end.

Week 8 Matchup (Illustrative)

Jon of House Stark

Wood Elf Ranger, Level 2
Base fantasy score142.30
Stat mod bonuses (DEX/WIL)+4.80
Renown from gear+1.80
Stun Trap skill (opp QB 300 pass yds)+5.00
Total 153.90
VS

Alzaar

Troll Barbarian, Level 2
Base fantasy score148.70
Stat mod bonuses (VIG)+6.10
Imposing Presence (opp -2 WIL)-0.00
Rage skill mods (+2 ATH/DEX/SHF)+3.20
Total 158.00

Alzaar takes this one. Before any hero math, the bases were Jon 142.3 and Alzaar 148.7. After stats, gear, and abilities ran, the final was 153.9 to 158.0. Alzaar's Troll/Barbarian build padded an already healthy lead. Jon's Stun Trap landed on Alzaar's QB but didn't fire hard enough to close the gap.

Alzaar walks away with 1 XP and some gold scaled to the margin. Jon picks up a Bone (consolation quest item) but no XP for the loss. Both heroes roll into Week 9.

03LotL vs Traditional Fantasy

What stays the same, what changes, and the few places things actually feel different week to week.

Traditional Fantasy

  • Draft NFL players in a snake, auction, or rookie draft.
  • Set a lineup each week from your roster.
  • Score comes from NFL stats only, weighted by league scoring settings.
  • Free agents via FAAB or waiver priority.
  • Manage your lineup and trades. Spam offers hope something sparks interest.
  • Rewards are trophies, prize money, and bragging rights.
  • Season ends, offseason begins, rinse and repeat.

Lords of the League

  • Draft NFL players the same way you already do.
  • Set a lineup AND declare an ability AND swap gear each week.
  • Score comes from NFL stats plus stat mods, Renown, and active skills.
  • Free agents via Gold, which is FAAB AND your shopping currency.
  • No kickers, no DST. Not supported. More emphasis on offense plus IDP.
  • Your manager is a Hero with Race, Class, Stats, Gear, and a backstory if you want one.
  • Rewards also include in-game items, quest completions, and the King's Decree.
Time Cost
Plan on 5 to 10 extra minutes per week on top of your normal lineup work to pick an ability, check quest progress, and tweak gear. If that sounds like a chore, LotL probably isn't for you. If it sounds fun, keep going.

04Your Hero

A Hero is built from four components: Race, Path, Class, and Equipment. You pick Race and Path up front. Class unlocks later, at Level 1.

Starting Resources 10 gold, 0 XP, 0 AP. Every new hero begins the same.
Race (1 of 9) Sets your six base stats and gives a permanent passive racial skill. Cannot be changed easily.
Path (1 of 6) Your apprenticeship. Each path has a usable 1-AP skill and gates which 4 classes you can choose later.
Class (1 of 12) Unlocked at Level 1 (5 XP or after your first full season, whichever comes first). Adds new skills at levels 1, 3, and 5.
Equipment (6 slots) Head, Chest, Finger, Neck, Main Hand, Off Hand. Buy from the Armory. Trade with other managers. Sell back for 25%.
Six Stats Athletics, Dexterity, Intellect, Shiftiness, Vigor, Willpower. Each affects specific fantasy categories via a modifier.
Build Order
Most veterans figure out which Class they want to play, then pick the Path that unlocks it, then choose a Race whose stats lean into the build. The interface forces you to pick Race first, but planning the chain backwards keeps you from boxing yourself in.
Timing
You can lock in your Race anytime before Week 1, with one big exception: Goblin's racial passive grants bonus draft picks, so your commissioner needs to know about it before any draft runs. If your race's passive touches draft order or league structure, run it by your commish first.

05The 9 Races

Stats shown as raw value (mod). Raw 10 or 11 is neutral. Mods are what actually impact your score.

Archimon

Avian Mage

Highly intelligent and clairvoyant avians with a propensity for magicks.

ATH7-2
DEX100
INT16+3
SHF9-1
VIG9-1
WIL12+1
Astral Projections
Predict all regular season matchup outcomes before the season. Gain +1 XP for each correct prediction.

Dragonkin

Greedy Negotiator

Avaricious and obsessive hoarders. Dragonkin extract every last coin from their dealings.

ATH8-1
DEX8-1
INT14+2
SHF110
VIG9-1
WIL13+1
Shrewd Investor
Earn 5% interest on held gold at the start of each regular season matchup, rounded up, up to a max of 5g.

Dwarf

Mountain Warrior

Strong, sturdy folk born of the mountains. They never forget a grudge.

ATH100
DEX8-1
INT100
SHF8-1
VIG12+1
WIL15+2
Grudgebearer
For every loss against this opponent in the past 4 seasons, gain 0.2 pts per starter. Playoff losses count double, regardless of year.

Goblin

Crafty Clan Dweller

Rabid, crafty, and dumb. They live in large clans and never fight fair.

ATH12+1
DEX12+1
INT9-1
SHF13+1
VIG100
WIL7-2
Greenskinz Unite!
Bonus 5th round pick in the startup draft (end of round) plus a compensatory 1st round pick at the end of round 1 in every rookie draft. Bonus picks are untradeable until the player is drafted.

Halfling

Lucky Rogue

Homely, kind, and curious, but they always find a way into trouble.

ATH12+1
DEX13+1
INT9-1
SHF12+1
VIG9-1
WIL8-1
Incredible Luck
All your players' scores round up to the nearest whole number. Cancels out when playing vs a Minotaur's Lure to the Labyrinth.

Human

Adaptable Free Folk

The common race of the Free Folk. No weaknesses, no standout strengths.

ATH100
DEX110
INT110
SHF100
VIG100
WIL110
Adaptable
Humans receive FULL AP when they level up. Burn AP down before leveling to maximize the refill.

Minotaur

Proud Bruiser

Proud, faithful, and quick to anger. Drags opponents into the maze.

ATH12+1
DEX100
INT100
SHF8-1
VIG12+1
WIL110
Lure to the Labyrinth
Opponent's player scores round DOWN to the nearest whole number. Cancels out vs a Halfling's Incredible Luck.

Troll

Hulking Brute

Lumbering, smelly, and insanely strong. Not known for brains.

ATH12+1
DEX7-2
INT8-1
SHF100
VIG17+3
WIL9-1
Imposing Presence
Reduce your opponent's WIL by 2 every matchup. Rushing QB / power RB builds love this.

Vampire

Dignified Predator

Terrifying, but dignified. They drink more than blood.

ATH9-1
DEX100
INT12+1
SHF110
VIG110
WIL100
Kiss of the Vampire
+1 VIG to you, -1 VIG to your opponent each matchup.

Wood Elf

Reclusive Archer

Agile and nature-loving denizens of the deep forest.

ATH100
DEX14+2
INT110
SHF100
VIG8-1
WIL100
Naturally Curious
Gain +1 extra AP during rest if an activated skill was used against you the previous week.

06The 6 Paths

Your Path is your apprenticeship. Each gives a cheap 1-AP skill you can use right away and unlocks 4 potential classes at Level 1. Pick the Path whose classes you actually want.

Scholar

Path of the Book | +1 INT

Drawn to libraries, scriptwork, and pursuits of the mind.

Armed with a Mind (1 AP)
If your INT is higher than your opponent's, gain 1d8 x 0.1 per starter.
Alchemist Bard Cleric Echoist Mentalist

Rapscallion

Path of the Coin | +1 ATH

Success by any means possible. Gold saved is gold earned, unless you need it now.

Let it Ride (1 AP)
Roll 1d6. On a 5 or 6, gain 1 pt per starter plus 3 gold.
Alchemist Barbarian Bard Rogue

Cultist

Path of the Shadow | +1 SHF

Guided by darkness. Sinister, brooding, and unafraid of the Dark Arts.

Blood Rite (1 AP)
Reduce your VIG by up to -3 to gain 0.5 pts per starter for each VIG reduced.
Infernist Necromancer Rogue Shadow Knight

Acolyte

Path of the Spell | +1 DEX

Scholars who turned practical. They fill the air with magic and sorcery.

Spark (1 AP)
Opponent loses 2 pts for each starter they go over 20 points.
Druid Infernist Mentalist Necromancer

Neophyte

Path of the Spirit | +1 WIL

The bond between body, mind, and soul. Hours of meditation and self-discipline.

Virtue (1 AP)
Gain 2 pts for each starter you go over 20 points.
Cleric Druid Echoist Paladin Ranger

Conscript

Path of the Sword | +1 VIG

Physical punishment and weapon skills pushed to the limit.

Slash (1 AP)
Reduce opponent's score by 0.5 pts per starter.
Barbarian Paladin Ranger Shadow Knight

07The 13 Classes

Classes unlock at Level 1 and gain new skills at Levels 1, 3, and 5. Click any class to expand its skill list. AP costs and passive/active flags are shown for each.

Alchemist

Scholar or Rapscallion

Brewer of potions. Failures are inevitable but skill improves with practice.

  • Lvl 1ForagePassive Gathers potion ingredients from the wild.
  • Lvl 1Recipe Book1 AP 4 tiers of alchemy. Each brew costs 1 AP. Roll 1d20, on a 1 the potion ruins.
  • Lvl 3MixologistPassive Use 1 unique potion per level each week.
  • Lvl 5Alchemical EfficiencyPassive Every recipe produces 2 potions. Brews never fail.

Barbarian

Rapscallion or Conscript

Chaotic rage replaces judgment. A split skull beats a good defense.

  • Lvl 1Rage4 AP +2 ATH, +2 DEX, +2 SHF, -2 VIG for the week.
  • Lvl 3Dual WieldPassive Equip a second weapon instead of a shield.
  • Lvl 3Blood AxePassive Gain a signature axe: +1 ATH/DEX/WIL, -1 VIG, +3 Renown.
  • Lvl 5Chaotic Whirlwind13 AP You lose 9d4, opponent loses 27d4, both x 0.1 per starter.

Bard

Scholar or Rapscallion

Wields music instead of steel. Six melodies, each giving +1 to a different stat.

  • Lvl 1ProdigyPassive Use multiple unique skills per week (1 per level + 1).
  • Lvl 16 Melodies1 AP each +1 to ATH, DEX, INT, SHF, VIG, or WIL. Stack for Renown bonuses.
  • Lvl 3A Song of Fury1 AP Opp loses 1 pt per starter they go over 15.
  • Lvl 5MaestroPassive Equip a mastered instrument in the Offhand.

Cleric

Scholar or Neophyte | IR-Capable

Divine healer and smiter. Only class allowed to use IR slots.

  • Lvl 1Healer's InfirmaryPassive 1 IR slot per Cleric level.
  • Lvl 1Healing AuraPassive +0.25 pts per rostered player who scores under 5 (non-bye).
  • Lvl 3Blessing5 AP Turnovers give positive points this week. +3 to a random stat.
  • Lvl 5Blessed are the Meek11 AP Your two lowest starters become equal to your two highest (including bench).

Druid

Acolyte or Neophyte

Attuned to nature. Draws from the land and its creatures.

  • Lvl 1Animal Companion5 AP Summon a random NFL animal team. Gain 7% of their real score per starter.
  • Lvl 3BarkskinPassive Permanent +3 VIG.
  • Lvl 5In Righteous HarmonyVariable Spend any AP to gain 0.5 per starter per AP. Opponent spends equal AP to match.

Echoist

Scholar or Neophyte

Studies every technique in the league. Turns opponents' own weapons against them.

  • Lvl 1Eidetic MemoryPassive Access any activated matchup skill used in the league this season, up to your current level.
  • Lvl 3Mirrored StancePassive Auto-detect opponent's highest base stat (pre-gear/buffs). Gain +2 to that stat for the matchup. Ties resolved randomly.
  • Lvl 5Perfected EchoPassive Skills cast via Eidetic Memory cost half AP (rounded up). Variable AP skills excluded.

Infernist

Cultist or Acolyte

Obsessed with flame. Sheds beauty for destruction.

  • Lvl 1Set Aflame4 AP Opponent loses 4d4 x 0.1 per starter.
  • Lvl 3ChannelPassive Skip a skill for +1 WIL that week and +1 extra AP next week.
  • Lvl 5Immolate15 AP Opp -2 DEX/ATH/VIG/SHF and loses 6d12 x 0.1 per starter.

Mentalist

Scholar or Acolyte

Manipulates minds and perception. INT-heavy caster.

  • Lvl 1Mirror Image5 AP Clone a rostered player. Clone scores 5% of real per starter.
  • Lvl 3Psionic Blast8 AP For each INT mod over opponent, blast for 0.5 per starter.
  • Lvl 5Perceived Drowning13 AP Roll 6d6 randomly assigned to opponent's stats as penalties.

Necromancer

Cultist or Acolyte

Dark magic bound to the dead. Feeds on the dropped and cut.

  • Lvl 1Summon Undead Servant3 AP 2d6 x 0.1 per starter.
  • Lvl 3Soul Harvest8 AP Gain 1d3 x 0.1 per starter for each player you've cut this season (max 20).
  • Lvl 5Contagion14 AP Roll 3d3 potency. Each starter roll 1d20 vs 15. Failures lose potency points.

Paladin

Neophyte or Conscript

Holy warrior. Tough armor and divine retribution.

  • Lvl 1Lay On Hands5 AP Touch a player. If they score exactly 0, gain their season average.
  • Lvl 3Armor of GodPassive Plate armor: +2 ATH/VIG/WIL, -2 SHF, -1 DEX.
  • Lvl 5Divine Retribution12 AP Opp loses 1 pt per starter for each loss you have this season.

Ranger

Neophyte or Conscript

Outcast hunter. Sets traps and thrives in solitude.

  • Lvl 1Stun Trap3 AP Opp QB with 275+ pass yds loses 5. 1+ INT loses 3.
  • Lvl 1Spike Trap3 AP Opp RB with 90+ rush yds loses 4. 2+ TFL loses 3.
  • Lvl 1Ensnaring Trap3 AP Opp with 75+ rec yds loses 2. 5+ solo tackles loses 2.
  • Lvl 3Thrill of the Hunt7 AP +4 ATH, +4 DEX, +1 pt per pass TD.
  • Lvl 3Dual WieldPassive Equip a second weapon instead of a shield.
  • Lvl 5Crippling Shot4 AP 1d20 + ATH + DEX vs opp 1d20 + SHF. Win = opp SHF to 0.

Rogue

Rapscallion or Cultist

Stalks the shadows for purses and necks alike.

  • Lvl 1Backstab5 AP Opp loses 1.5 per starter if they're ranked equal or higher. Half vs lower.
  • Lvl 3Pilfer5 AP 1d20. 12-20 steals 1d10 gold per Rogue level. A 20 also steals a random item.
  • Lvl 3Dual WieldPassive Equip a second weapon instead of a shield.
  • Lvl 5Eviscerate13 AP 9d10 x 0.1 per starter opponent loss.

Shadow Knight

Cultist or Conscript

Anti-Paladin. Heavy armor fused with dark magic.

  • Lvl 1Sap4 AP -2 opp VIG, +2 your VIG this week.
  • Lvl 3Instill TerrorPassive Reduce each opp starter's score by 4%.
  • Lvl 5Soul Suck14 AP Pick an opp player. They score 0, you gain 10% per starter of their score.

08Stats and Mods

Each of the six stats has a raw value (0 to 30) and a mod (-5 to +10). The mod is what actually impacts your score. Raw 10 or 11 is neutral.

Raw to Mod Conversion

0-1
-5
2-3
-4
4-5
-3
6-7
-2
8-9
-1
10-11
0
12-13
+1
14-15
+2
16-17
+3
18-19
+4
20-21
+5
22-23
+6
24-25
+7
26-27
+8
28-29
+9
30
+10
Key Insight
Avoid odd raw stats. An item that takes you from 10 to 11 gives you zero actual benefit. An item that takes you from 10 to 12 gives +1 mod. Always plan gear changes in pairs of 2.

What Each Stat Affects (Per Mod)

Athletics (ATH)

  • +0.009 per receiving yard
  • +0.150 per IDP assist tackle

Dexterity (DEX)

  • +0.110 per reception
  • +1.750 per forced fumble
  • +1.750 per fumble recovery
  • +4.000 per defensive TD

Intellect (INT)

  • +0.008 per passing yard
  • +1.500 per IDP interception
  • +0.600 per pass defended

Shiftiness (SHF)

  • +0.012 per rushing yard
  • +1.500 per 2-point conversion (any type)
  • +0.120 per IDP assist tackle
  • +0.200 per tackle for loss and pass defended

Vigor (VIG)

  • +0.120 per rushing first down
  • +0.120 per receiving first down
  • +0.100 per IDP solo tackle

Willpower (WIL)

  • +0.600 per receiving TD and rushing TD
  • +0.500 per passing TD
  • +0.400 per IDP tackle for loss
  • +0.600 per IDP sack
Renown
Renown is its own thing and ignores the mod table entirely. Each point adds 0.1 x starters to your final score, so a +5 Renown item is worth half a point per starter every week. Most higher-tier gear gives +5 or +10. Flat, predictable, no math.

09Gold, FAAB, and the Armory

Gold is the only currency in LotL. It's your waiver budget, your shopping money, and trade bait all in one. Every waiver pickup costs at least 1 gold, so it carries real weight even when you're not buying gear.

Starting Gold 10 gold per manager
Gold from Wins Formula: 3 + ((1+Y) d X) where Y is the level difference and X is the margin of victory rounded down to the nearest 5 (capped at 10). Ties award no gold.
Gold from Quests Variable. Some quests pay directly in gold, others in items that can be sold back.
Waivers All pickups run through waivers at a $1 gold minimum bid. No free claims.
Equipment Slots Head, Chest, Finger, Neck, Main Hand, Off Hand. You can own unequipped items but only one copy of each.
Equipping Deadline Gear must be equipped BEFORE the first game of the week to count.
Sell-Back Rate 25% of marked price (rounded down to nearest 5g). Buyer's remorse is expensive.
Trading Gold, equipment (unless marked "No Trade"), and consumables can all be included in trades. Quest items cannot.
Economy Tip
Gold is tight in the first few weeks. Cheap common gear with a +1 mod bump is usually worth picking up early. Hold off on the big purchases until midseason when you've got more gold to work with and a real read on which stats your build actually wants.

10XP and Leveling Up

XP comes from regular season wins. Max level is 5. Beating a higher-level opponent grants bonus XP, so the gap between you and the rest of the league closes faster than you'd expect once you start winning.

LevelXP RequiredWhat You GainMax AP
Apprentice (0)0Path skill (1 AP), +0 stat5
Level 15 XP or 1 full seasonClass unlock + path apprenticeship stat bonus + class Lvl 1 skill10
Level 215 XP+1 to any stat of your choice15
Level 328 XPNew class skill20
Level 445 XP+1 to any stat of your choice25
Level 570 XPFinal class skill. Max hero.30
XP Math
A win is worth 1 XP by default. Beat someone higher level and you get 1 + (their level - your level), so picking off a Lvl 4 when you're a Lvl 2 pays 3 XP. Losses give zero XP, but you do walk away with a Bone for a consolation quest item.

11AP and Abilities

AP is what you spend to cast skills. You bank 1 per week during the regular season and lock in your spend before the first NFL game kicks off.

Starting AP 0 AP at character creation
Weekly Gain 1 AP per week during regular season. Capped at your level's max.
One Skill per Week Default rule. Bards and level 3+ Alchemists are exceptions.
Declaration Deadline Before the first game of the week kicks off. After that, locked.
AP Cap Matters Extra AP is wasted if you hit the cap. Spend to avoid waste.
Timing
Hold your big AP dumps for playoff weeks or matchups against higher-level managers where the bonus XP is worth the spend. There's no reason to drop a 13 AP skill when you're already projected to win by 30.

12Quests

Quests are side-goals tied to your roster's counting stats. Your lineup generates quest items automatically as the yards, tackles, and TDs add up. Turn them in at the Town for rewards.

How Items Are Earned

Certain counting stats track across the season, and every time your roster crosses a threshold you pick up a quest item. For example, every 80 passing yards earns you 1 Arrowhead.

Where Things Live

Quest Givers post in the Town, items sit in your Hero Inventory, and completed quests log to your Hero Journal. Each quest can only be turned in once.

Bones (Loss Consolation)

Every loss gives you a Bone, and one Bone trades in for 10 of any Tier 1 quest item. Alchemists also pick up Grave Moss for their recipes. It's a nice way to chip away at items you'd struggle to grind out otherwise.

Timing and Rules

Turn-ins lock at first kickoff each week, same as your skill choice. Item tracking only runs during the regular season. Quest items are bound to your hero and can't be traded.

13Weekly Rhythm

All times in US Eastern (EDT during the NFL season). Most weeks come down to a Tuesday planning check-in and a Thursday morning reward sweep.

Tuesday, 6:00 AM ET
New Week Begins
Rest completes. AP regenerates. You can plan skills, swap gear, and turn in quests for the upcoming week.
Kickoff of First NFL Game
Week Locks
Skills, equipment, and quest turn-ins are final. Nothing can be changed for the week after this point.
During Live Games
Stat Updates Every 5 Minutes
Scores update near-live. Watch matchups tick forward in real time.
Outside Game Windows
Stat Refresh Every 3 Hours
Non-live stats, transactions, and roster syncs run on the 3-hour cadence.
Daily, 9:10 AM ET
Hero Class Rewards
Permanent buffs and equipment from class progression post at this time each day.
Thursday, 9:00 AM ET
Weekly Rewards Process
Gold and XP from matchup wins are awarded. Quest rewards from the prior week distribute here.

14Scoring and Roster

These are the LotL recommended scoring settings. Individual leagues will tweak from here, so check your specific settings before drafting.

Recommended Starting Roster

QB
RB
RB
WR
WR
TE
FLEX
FLEX
FLEX
SUPERFLEX
IR (Cleric only)

Recommended Offensive Scoring

CategoryPoints
Passing TD4
Passing Yards0.04 (1 per 25)
Passing INT-2
Fumble Lost-2
Rushing TD6
Rushing Yards0.1 (1 per 10)
Rushing First Down0.5
Receiving TD6
Receiving Yards0.1 (1 per 10)
Receiving First Down0.5
Reception0.5 (PPR)
TE Reception Premium+0.5
2-Point Conversions (any)2
IDP Options
LotL supports two IDP setups: Option 1 is 10 IDP FLEX slots. Option 2 breaks it down (DL2/LB2/DB2/IDP FLEX 4). Standard IDP scoring applies: solo 1.25, assist 0.75, TFL 3, sack 2, PD 2.5, INT 3.5, FF 3.5, FR 3.5, BK 4, safety 6. Confirm which your league uses before drafting.
No K / No DST
Kickers and team defenses aren't supported on the platform. Rosters are offensive skill players plus IDP, full stop.

15Frequently Asked Questions

The questions that come up most when dynasty managers first hear about LotL.

Do I need to know tabletop RPGs to play this?

Not at all. Races, Classes, AP, and Mods are flavor wrapped around basic arithmetic. If you've ever read a league's scoring settings, you'll be fine reading a hero sheet. Tabletop experience helps you recognize the words faster, but it doesn't make you better at the game.

How much extra time does this take per week?

Plan on 5 to 10 extra minutes on top of your normal lineup work. You'll log in, pick an ability, glance at quest progress, and occasionally shop the Armory. Most weeks the ability call takes about 30 seconds.

Will the RPG mechanics ruin my fantasy football league?

Hero mods usually swing 5 to 15 points per week on top of base scores in the 120 to 180 range. The NFL players you draft are still doing the heavy lifting. Heroes show up most in close matchups and across a full season's worth of small edges, not in week-to-week variance.

What happens to my hero between seasons?

Same dynasty rules you already know, just applied to your hero too. XP, levels, gear, and gold all carry over. Commissioners can reset a hero if a team changes hands.

What if I pick the wrong Race or Class?

Race is the one that really sticks. Path and Class are more flexible than they look, and equipment plus level-up bonuses (+1 at Lvl 2 and Lvl 4) let you shift stats over time. There's no single correct build, and a sub-optimal one is still very playable.

Can I still play in my existing Sleeper leagues?

Yes. LotL runs on its own platform. You can stand up a brand-new league on Sleeper, or convert an existing dynasty over with rosters and history intact. Plenty of leagues use LotL as their main home and still mirror to Sleeper if managers want the familiar lineup interface.

How competitive is the meta?

Heroes scale slowly. Hitting Lvl 5 takes multiple seasons, which means leagues tend to be welcoming to first-year managers. Drafting well still beats having a clever build, especially in year one. As the league matures, build knowledge becomes a bigger edge, but luck and roster moves still decide most weeks.

Is there a cost?

Check the LotL site for current pricing. The platform has both free and paid tiers, and individual commissioners usually set their own league fees on top. Some features may be tier-gated, so confirm what you'll have access to before signing up.

What is the King's Decree?

The reigning champ gets a King's Decree the following year. It lets them rewrite one regular-season matchup however they want. Use it to dodge a bad week, force a rival into a hard one, or save it for a playoff race. One per season.

Why Bones? What are those?

Bones are the loss consolation item. You collect one every time you drop a matchup, and one Bone trades in for 10 of any Tier 1 quest item. They keep teams that are struggling in a category from falling completely behind on quest progress. Alchemists also pick up Grave Moss on losses for their recipe book.

16How to Get Started

Four steps to go from curious to rolling out Week 1 with a hero of your own.

Create an Account

Head to lordsoftheleague.com and sign up. Registration is free. Verify your email and set up your profile.

Find or Start a League

Join the Discord to find open leagues or ask more questions about league specifics/advice/etc. Lots of activity on the Discord.

Read the Official Docs

Skim the Rules, Races, and Classes pages. This guide summarizes the basics. The official docs are the full reference.

Create Your Hero

Pick your Race and Path before Week 1. Your hero starts at Level 0 inside the Path until you hit 5 XP, then they level to 1 and that's when you choose your Class. Equip starting gear with your 10 gold or save up for something better.

Pro Move
Before locking in a Race, spend 10 minutes scanning the Class list and ask yourself which one you'd actually want to play for the next few seasons. Pick that, then the Path that unlocks it, then the Race whose stats lean into the build. A lot easier than reverse-engineering after the fact.