Clover Time Beginner Guide: Your First Session, Step by Step
A step-by-step Clover Time beginner guide: roll your first Grimoire, spend your starting spins well, clear the starter quests, and avoid wasting early resources.
Clover Time queues up almost everything a strong first hour needs before you make a single decision: a scripted chest reward, your first mana crystal, three rolls for Race, Social Class and Trait, and a starter quest chain that levels you while it teaches you the map. This beginners guide walks that first session in order — what to open, where to roll, which quests to run, and what to spend versus save — so you don't burn early resources on the wrong things.
The first-session route at a glance
- Open the chests you spawn with and take the mana crystal.
- Spend the crystal on your first Grimoire roll at the Grimoire Tower.
- Use your three starting spins — one each on Race, Social Class and Trait — at the Hage Priest.
- Work the auto-advancing starter quests, repeating the bandit or potato quest whenever you need levels.
- Pick up Nero's training for the double jump, then a broom for free travel, and start saving mana crystals for your next roll.
Opening minutes: chests, crystal, first Grimoire
The session starts scripted. In recorded launch playthroughs you spawn facing the Grimoire Tower holding a normal chest; the normal chest opens into a medium chest, and the medium chest produces your first mana crystal, with Asta appearing to tell you to spend it at the tower. That specific chest-to-crystal chain comes from player recordings rather than official documentation, so treat it as the typical opening rather than a guaranteed rule — and even if your opening plays out differently, the compass marks the tower with an icon and a live distance readout, so you can always find your way back.
At the tower, interact with the rolling area, spend the crystal, wait out the animated roll, and collect your Grimoire — the rolls are random (one recorded player pulled Earth). The game deliberately introduces this system in your first minutes; no level gates it. When the roll ends you're teleported to the first village (Hage — rendered Ragi in some builds), where the mission tracker, the church, the merchant, the fish seller and your first quests all sit within a short walk.
Spend your three starting spins at the Hage Priest
Inside the starting village's church stands the Hage Priest. Talking to him opens the roll menu for Races, Social Classes and Traits — the same menu you reach through Menu → Customize → Rolls, though knowing the NPC is handy once you're out exploring. New characters start with exactly three spins: enough for one roll of each category. Don't skip it — these choices feed passive bonuses into your stats and shape how your character develops.
The launch pools: Races run from Human (listed around 94.7%) down to Elf and Devil at fractions of a percent; Social Classes climb from Commoner through Noble to Royal; Traits are passive boosts such as Fast Learner's +10% EXP.
The consensus for newcomers is not to chase rerolls yet. Merchant's +10% Yuls bonus makes it a nice early keeper, Fast Learner and Coin Eye are both solid starting traits, and mid-tier options comfortably carry early progression. Keep a useful setup, bank surplus rolls, and spend them once you know the play style you enjoy — the Clover Time rerolls guide covers the long game, and the race, social class and trait tier lists show what's worth saving toward.
While you're in the menus, claim your playtime rewards (they pay spins), and take two minutes to learn the inventory — its filters pay off fast, and the Index inside it quietly tracks rewards for discovering new items.
Level through the starter quests
The quest chain around Hage doubles as the tutorial, and it feeds itself:
- Four potatoes. The game supplies the Rake; press E near grown plants to harvest, then return to the NPC. Recorded sessions hit level 2 immediately.
- Firewood. The Axe takes over. Bigger trees have more HP and drop more logs, and the fallen logs vanish after a moment, so collect them quickly.
- Five ores. Mining interacts with E, not the mouse button — a detail more than one recorded player fumbled.
- Combat. A forest boar hunt (six boars in one run) and Tony's "drive the potato thieves out" bandit fight, which handed one recorded player a medium chest containing a Magic Broom. Sister Lily's quest opens at level 3.
Completing a quest and reaching the next one's level requirement moves the tracker on its own — a golden-door arrow marks the current target, so you're rarely lost. Everything you gather stays in your inventory afterward, and every early quest can be re-accepted at its NPC: recorded players farmed the bandit and potato quests back to back specifically to climb levels. If you lose the thread entirely, the profile's Missions and NPCs tab pins any quest for your level onto the map. For routes beyond the first session, the Clover Time quests and leveling guide pick up where this page stops.
Combat basics worth learning now: M1 attacks are the foundation, the dodge pulls you out of combos against players and bosses alike, and early weapons are cheap to try — a craftable sword at the Hage crafting bench, a Bandit Dagger with two moves. Range, cooldowns and enemy patterns matter more at this stage than owning the strongest weapon.
Stat points accumulate as you level and are spent in Profile → Stats. Recorded players split them very differently — one poured everything into mana so his broom could stay airborne, another favored power for Grimoire damage — and beta-era guides disagree on a best allocation, so match your spending to whatever you actually use.
Nero's training and the double jump
Nero's training quest sits near Finral in the starting area and runs three timing minigames: sit-up and push-up presses, crunch holds, and jumping jacks that speed up as the green bar shrinks. Clearing it awards the double jump plus stat boosts — and a bonus mana crystal in at least one recording. It's doable around level 5–10. The catch: the quest doesn't reliably appear on the tracker, so either look for Nero directly while exploring or open the profile's quest list to find it. It's the easiest thing in the first hours to miss and one of the best to have.
Solve travel: broom, spawn crystals, and Finral's fee
The broom is the mobility upgrade that makes the big map feel small. Summon it with H (D-pad up on console), click to mount, and hold Shift to boost. Flying drains mana and boosting drains it faster, so newer characters may need a few stat points in mana before flying feels useful — one recorded player faceplanted repeatedly until he invested in mana.
Recorded routes to a broom vary, and any of them counts: a dedicated broom-training mission (steadying the broom by clicking against its tilt), a Magic Broom pulled from the medium chest off Tony's bandit quest, or brooms awarded simply for completing missions. The broom guide has the details.
Two travel habits to set early:
- Set your spawn. Every area has a spawn crystal; interact with it and set your spawn, and keep the "nearest spawn" option on so a death far from home teleports you to the closest crystal instead of dragging you back across the map.
- Don't pay Finral casually. The Finral NPC teleports between map areas for a Yuls fee — recorded around 1,100 — that a broom covers for free. An ~80 Robux teleport pass removes the fee permanently if you decide the convenience is worth it; nothing about early progression requires spending Robux.
Save and earn mana crystals and spins
From the second roll on, Grimoire spins cost mana crystals, while spins (from playtime, the Index and codes) feed Race, Social Class and Trait rerolls — keep the two currencies straight. Inside the tower, every Grimoire is displayed with its rarity and odds before you spend: ten books at launch, with Mythic Anti-Magic listed at 1 in 179. A pity system guarantees upgrades at reported thresholds of 35 rolls for Epic, 70 for Legendary and 175 for Mythical, so track your rolls instead of assuming every spin must pay out.
Before a long roll session, check inventory space: without the Robux grimoire bag you equip one Grimoire and keep one spare, and a third roll forces a replace-or-drop decision. Decide what you actually want first — the grimoires tier list and the how to get a grimoire guide both help — then farm toward it.
Mana crystals and spins come from everywhere; the figures below are launch-window reports worth re-verifying in game:
| Source | What it pays | Notes |
|---|---|---|
| Inventory Index | 1 spin at 5 discoveries; 5 mana crystals at 40; 15 at 75 | Discovery happens naturally while questing |
| Playtime, daily and group rewards | Spins; the weekly track pays a mana crystal | Claim before you log off |
| Quests | Normal, medium and big chests holding fragments, spins, money or a crystal | Repeatable quests count |
| Chests and map spawns | Fragments, spins, money, occasionally a crystal | Chests and crystals appear at points in the world |
| Fishing plus crafting | Golden Marlin catches yield fragments; fragments plus potatoes craft into mana crystals | Recipe counts differ between recordings — read the bench |
| Profile Guide tab | Objective rewards; a big chest reported near level 50 | Follow the guided objectives when unsure what's next |
Crafting happens at the bench next to the spawn crystal in Hage: one recorded recipe uses five potatoes plus ten mana crystal fragments per crystal, though another player's count differs, so check the recipe on your own bench. Hold onto potatoes and fragments instead of selling everything — they're the raw material of your future rolls, and the mana crystals page covers the economy in depth. Codes also top up rolls regularly; check the Clover Time codes page before spending farmed resources so free rewards do the spending for you.
Beginner mistakes to avoid
- Rushing out of the starting area. The Hage Priest, the crafting bench, the merchant and the Index all sit in the first village; leaving before you understand them wastes the rolls and materials they hand you.
- Dumping crystals into the gacha blind. Rolls are random and the pity thresholds are long — know your target before you spin.
- Selling potatoes or mana crystal fragments. Both feed crystal crafting; selling them delays your next Grimoire.
- Paying Finral fees for trips a broom covers.
- Buying game passes to "start playing." Multi-chest opening, skip-animation and private-server passes are conveniences, not requirements.
- Guessing at systems. The in-game Guide tab explains tools, equipment and other mechanics that aren't obvious — check it before experimenting blindly.
- Assuming early move lists are final. Launch builds showed the Iron Sword, Iron Scythe and one Wind Grimoire with no visible moves; that looks like stat-gated unlocks (one player cites roughly 70 Power to unlock a move) rather than permanently absent content. Clover Time is early access, and sources consistently warn that mechanics, animations and prices can change with updates — treat this route as the launch-window baseline.
Where to go after your first session
Once the loop is set — Grimoire equipped and tested somewhere safe, starter quests cleared or repeating, broom summoned with H, spawn claimed, and crystals saved toward your next roll — you've finished everything a first session needs. From there, the Clover Time progression guide takes over with what to prioritize next.
Related Guides
Clover Time Codes
Every code reported working in early October 2026, what each grants, redemption steps, and fixes for rejected codes.
How to Get a Grimoire
Reach the Grimoire Tower, roll with mana crystals, and plan around the pity thresholds.
Rerolls
Where spins come from and how to reroll your race, social class and trait.
Progression Guide
Every milestone from your starting rolls to the level-100 finale, with what gates each step.
