Challenges have a few major components:
Tokens of Harmony — First and foremost, you need a Token to go on a quest. Tokens of Harmony are generated once every ten (10) minutes and stack up to a maximum of twelve (12). There are specific Element tokens (see the Tokens section).
Difficulty Level — When you take on a challenge, you’ll select a difficulty level ranging from easy to advanced. This sets the difficulty check you will roll against as well as the rewards available if you succeed.
Element — Challenges have an Element associated with them. These determine the quest text and the die you roll against the difficulty check. If you use a Token of Harmony to go on a challenge, it will be randomly generated; otherwise, it will match the Element of the token you use.
Element Rolls — The dice determine whether you succeed or fail! Your matching Element dice will be rolled, any bonuses you have will be added, and the total will be compared against the difficulty check. Succeeding a challenge with a critical (i.e., rolling a 12 with a 1d12 or an 8 with a 1d8) will net bonus experience based upon the die (the bigger the die, the better the bonus).
Virtue Rolls — If you fail your Element roll, there is still hope! You have a secondary set of stats called Virtues of Harmony that work as your saves. If you have a +1 or higher in the Virtue that matches your challenge’s randomly chosen adversary, you will do a save roll against them. You will, by default, roll a 1d8 and have your Virtue bonuses added on against the adversary’s hidden roll. The dice the adversary uses depends upon the difficulty level.
Rewards — Depending on your difficulty level, you have the opportunity for various rewards (should you succeed). This is a combination of exp, bits, and/or items. Failing a challenge will net no bits, no items, and reduced exp.