Character Creation

**Character creation** is the first step before players can embark upon journeys in the world of Eth-ur. All players must create a character before starting the game, and can have up to ten characters. Players can customize various graphical aspects of their character, as well as the role they want to perform in-game.

### Appearance

Players have a multitude of customization options to select from, including gender, skin tone, facial features, hair styles, and eyes. Class selections with the exception of Humans will be limited based on race.

* Deep Dwarf
* Deep Elf
* Deep Gnome
* Dwarf
* Gnome
* Goblin
* Halfling
* High Elf
* Human
* Ogre
* Troll
* Wood Elf

## Choosing a Class

There are eighteen distinct classes to choose from, each with differing playstyles in combat. Their spells and abilities can range from powerful attacks to helpful beneficial buffs, or crowd control. While every class is better suited for a certain role, it doesn't mean they can't perform well in others. For instance, a fighter can still serve a damage role if there is another main tank, and can even benefit the group in the event something goes awry. The same can be said for other classes, such as two healers in a group, with one focusing on dealing damage. There are no hard rules about group compositions, other than what works for that particular group.

Classes can be classified into categories which share similar characteristics and allow them to fill certain roles within the game when grouped with others.

### Tanks

Tanks have more health points and wear heavier armor which provides more protection. Their main role is to gain the focus of enemies and protect party members who may be more susceptible to damage and death.

* Fighter - Physical
* Inquisitor - Physical | Magic
* Paladin - Physical | Magic
* Shadow Knight - Physical | Magic

### Damage

Damage dealer classes focus on dealing the most damage to targets.

#### Melee

Melee damage dealers fight in close quarters.

* Bard - Physical | Crowd Control | Pulling
* Beast Master - Physical | Pet Class | Magic
* Monk - Physical | Pulling
* Ranger - Physical | Ranged | Magic
* Rogue - Physical
* Spellblade - Physical | Magic

#### Ranged

Ranged damage dealers attack from afar.

* Archer - Physical
* Elementalist - Pet Class | Magic
* Enchanter - Crowd Control | Magic
* Necromancer Pet Class | Magic
* Wizard - Magic

### Healers

Healing classes have access to healing and buff spells and specialized abilities to resurrect fallen allies and provide protective spells.

* Cleric - Magic
* Druid - Magic
* Shaman - Magic

## Choosing Attributes

Every character has seven primary stats, as well as Armor Class (AC), attack, endurance, health, and mana. Classes tend to primarily use a few attributes to support their health and mana, damage output, and other secondary stats. For example, tanks traditionally utilize a combination of Stamina and Strength to increase survivability and to output enough damage to hold aggro.

All character's start with seven attribute points to spend. Players will want to invest in stats which support their character most. All characters WIP below until stat confirmation:

* Strength - Physical attack and average hit, total endurance, endurance regen, and weight carrying. Good for Melee characters.
* Stamina - Maximum health and health regen. Good for all characters to increase survivability.
* Dexterity - Melee abilities and critical hits. Good for Melee and physical Ranged damage.
* Agility - Avoidance and stealth. Good for Tanks and Melee damage.
* Intelligence - Maximum mana and mana regen for Caster classes.
* Wisdom - Maximum mana and mana regen for Healer classes.
* Charisma - Affects merchant prices, faction change rate, and certain Enchanter and Bard spells.

## Choosing Traits

Traits are special abilities which enhance a character beyond class selection and attributes. There are four categories: Major Combat, Minor Combat, Major Non-Combat, and Minor Non-Combat. Players may only select one trait per category. Traits may be passive bonuses, active abilities, or both. Some traits are class restricted.

While traits are completely customizable, some classes will benefit from traits more than others. For instance, a Monk would benefit from Dexterous more than Intelligent. A Rogue would benefit from Dexterous to increase their base Dexterity, overall increasing their damage output and being able to activate the ability for burst damage.

Example Tank Build:

* Fortitude
* Shieldman
* Iron Lungs
* Blacksmithing

Example Melee Build:

* Dexterous
* Weapon Skill
* Forage
* Leatherworker

Example Caster Build:

* Intelligent
* Evoker
* Infravision
* Tailor

Example Healer Build:

* Wise
* Abjurer
* Ultravision
* Beggar