Creating your character
Creating a character in this game might feel simple at first, especially when compared to the detailed processes in many other RPGs. However, the true complexity unfolds as your character evolves dynamically throughout the gameplay, rather than being fully shaped at the start. The combination of race, history, and guild forms the essence of your character’s life core.

RACE
Begin by selecting your race, as it serves as the cornerstone of your identity.

HISTORY
Your history represents a previous life in a different occupation, enriching you with additional experience.

GUILD
The Guild is one of four magical schools, each characterized by its unique magical traits.

STRATEGY
Design your hero’s identity by selecting their race, history, and guild, influencing their strengths, alliances, and special abilities.

Race
Begin by selecting one of the five races: Orc, Human, Dwarf, Elf, or Goblin. Each race comes with unique physical traits, so choose the one that best suits your desired playstyle.
You now have : HITPOITS, HEALING INDEX, SPEED, HEARING, DARK VISION, STRENGTH, CONSTITUTION, PERCEPTION, MENTAL RESISTANS, MAGIC RESISTANS.

History
As a character, you also have a past life that contributes to your skill traits and grants certain physical trait bonuses.
Chose history from
LABOUR, CRAFTING, COMBAT, MEDICAL, ADVENTURE, COMMERS, ENTERTAINE, SHADY, MAGIC, NOBILITY, LITERATURE, PHILOSOPHY
Adding skill traits
STEALTH, THIVERY, DECEPTION, INTIMIDATION, CRAFTING, SURVIVING, NATURE, MEDICAL, ATHELETICS, ACROBATICS, AQUATICS, DIPLOMACY, SOCIETY, REFLEX, BLOCK, ARCANA
Adding physical trait bonus
HITPOINTS, SPEED, STRENGTH, CONSTITUTION, PERCEPTION, MENTAL RESISTANS, MAGIC RESISTANS
Wherever you receive a physical bonus, add it to your original physical skills.
You now have : HITPOITS & HEALING INDEX, OCCUPATION
STEALTH, THIVERY, DECEPTION, INTIMIDATION, CRAFTING, SURVIVING, NATURE, MEDICAL, ATHELETICS, ACROBATICS, AQUATICS, DIPLOMACY, SOCIETY, REFLEX, BLOCK, ARCANA

Guild
Your character also belong to a guild , one of the four magic schools.
Divina Bellatori, Home of the War priests, Terra Noxus, Home of the Dread druids, Magus Militarum, Home of the Battle mages, Devoti Mentalis, Home of the Combat centinels.
Depending on school you can choose a guidclass: STONE TEMPLAR, STORM BRINGER, FROST GUARDIAN, LIFE MENDER, BEAST CALLER, ROOT BINDER, TIDE STRIDER, WIND WALKER, VENOM REAPER, ACID KNIGHT, FLAME HUNTER, SPARK WEAVER, PORTAL BANE, KINETIC WARDEN, MIND BREAKER, LIGHT CASTER.
Each class gives you a set of magic elements.
STONE, METAL, ICE, HEALING, ANIMAL, PLANT, WATER, AIR, POISON, ACID, FIRE, ELECTRICITY, PORTAL, TELEKINESIS, MENTAL, LIGHT
Adding skill traits bonus
STEALTH, THIVERY, DECEPTION, INTIMIDATION, CRAFTING, SURVIVING, NATURE, MEDICAL, ATHELETICS, ACROBATICS, AQUATICS, DIPLOMACY, SOCIETY, REFLEX, BLOCK, ARCANA
Wherever you receive a skill bonus, add it to your original skill skills.
You now have : HITPOITS & HEALING INDEX, OCCUPATION, GUILD, MANA
STEALTH, THIVERY, DECEPTION, INTIMIDATION, CRAFTING, SURVIVING, NATURE, MEDICAL, ATHELETICS, ACROBATICS, AQUATICS, DIPLOMACY, SOCIETY, REFLEX, BLOCK, ARCANA
STONE, METAL, ICE, HEALING, ANIMAL, PLANT, WATER, AIR, POISON, ACID, FIRE, ELECTRICITY, PORTAL, TELEKINESIS, MENTAL, LIGHT
