■ Magic System
| Form | Characteristics |
|---|---|
| Fire | Burning, High Temperature, Explosion |
| Water | Liquid, Adaptation, Permeation |
| Wind | Movement, Speed, Diffusion |
| Earth | Solid, Stability, Bearing |
| Light | Healing, Growth, Purification |
| Spirit | Consciousness, Memory, Afterlife Remnants |
■ Levels and Experience
Level Range: Lv.1 - Lv.20
Sources of Growth:
• Combat Victory → Experience Points (Primary Source)
• Breaking Limits → Experience Points (High-difficulty challenges, learning new skills, overcoming fears)
• Completing Quests / Exploring New Locations → Rewards (Gold, Items)
• Daily Training → Learning Passive Skills
■ Four Major Attributes
• Strength (STR): Physical Attack, Load Capacity, Destructive Power
• Dexterity (DEX): Speed, Evasion, Reaction
• Constitution (CON): Health, Physical Defense, Stamina
• Intelligence (INT): Magic Attack, Magic Power, Magic Defense, Magic Recovery
■ Professions and Growth
Starting Point:
Everyone is a unique individual—Adventurer, Traveler, Merchant, Mercenary, Apprentice...
• No profession restrictions, growth direction is entirely determined by "what you do"
Profession Awakening/Reincarnation (Lv.20):
Reach Lv.20 → Go to the Temple → The God provides 2-3 profession options based on "Passive Skill Combination" → Player chooses
Option Generation Logic:
• Passive skills point in a clear direction → Corresponding advanced profession (Sword Mastery + Armor Break Slash → Sword Saint)
• Scattered passive skills → Balanced profession provided
• Unique passive skill combination → Rare professions may appear (Spellblade, Shadow Assassin)
Reincarnation Effects:
• Level reset to Lv.1, 50% of stats retained (accumulates)
• All active/passive skills retained
• Gain new profession characteristics and growth curve
Number of Reincarnations: Unlimited
• Can reincarnate every time Lv.20 is reached
■ Skill System
Core Rules:
• Repeated practice → Passive skills
• Reading skill books → Active skills
Proficiency and Levels:
Skill Level: Lv.1 (Beginner) → Lv.5 (Proficient) → Lv.10 (Mastered) → Lv.15 (Grandmaster)
■ Races
• Human (60%): Balanced, no special bonuses
• Elf (15%): Intelligence +2, Magic Power +20%, Long lifespan, Keen senses
• Dwarf (10%): Strength +2, Constitution +1, Skilled in forging, High poison resistance
• Orc (10%): Strength +1, Dexterity +1, Keen senses, Night vision
• Other Rare Races (5%): Half-elf, Dragonkin, Half-blood, etc.
■ Temple
The center of faith for the Creator God, spread across the continent. Most people believe in the Creator God to varying degrees.
Functions:
- Reincarnation: Lv.20 adventurers receive blessings and profession options.
- Healing/Purification: Performed by clergy, fees vary by injury (Minor injury 10 gold, Severe injury 100 gold, Purification 100-1000 gold), the poor can apply for reductions.
- Resurrection: Players revive after death, at the cost of dropping some experience, losing some items, and a weakened state lasting 1 day.
Faith Aspect:
• The Creator God is the origin of the world, and the temple is a spiritual pillar.
• People go to pray during disasters, wars, and plagues.
• Devout believers attend services regularly.
■ Adventurers' Guild
The central organization connecting clients and adventurers.
Why Choose the Guild:
• For Adventurers: Credit guarantee, stable prices, legal protection, information support, social network
• For Clients: Quickly find suitable adventurers, no worries about them running off, guild screening capabilities
■ Factions and Geographical Distribution
Saint Roland Royal Capital (Center of the Human Empire)
The fertile plains in the center of the continent, the political and economic hub, where various organizations and the Adventurers' Guild headquarters are located. The "Imperial Magic Academy" and "Royal Library" are situated within the city. Radiating outwards from the capital are dense agricultural villages, trading towns, and low-threat (F-class) plains ecosystems.
Elune Elf Forest
Directly east of the Royal Capital, extending to the eastern coastline, the secluded homeland of the elves.
Ogre Wilds (Orc Tribal Union)
Directly west of the Royal Capital, stretching westward to the steep border mountains, inhabited by several warlike orc clans and dwarf tribes skilled in forging.
Zakaz Demon Realm (Abyssal Rift and Scorched Earth)
Directly north of the Royal Capital, separated from the human world by a transverse cliff face, featuring active volcanoes and highly toxic swamps. Magic concentration has long been above the threshold, with a large number of high-level dungeons naturally emerging and unable to be cleared. It is filled with high-level humanoid demons, undead, and pure elemental calamities.