Gilded Dominion

Implemented

Character Profile

Review the active character's identity, possessions, current life, Energy, and personal record.

Overview

Profile is the active character's personal record. It combines identity and progression with current life, Energy, equipment, possessions, residence, and authoritative activities.

Identity and Progress

Age and biography are descriptive. Character Level records practical experience and uses an increasing XP requirement. Social Status is a separate progression system with its own requirements.

Current Life

Occupation, housing, Job, Education, Gardening, and house-construction summaries are projected from current saved systems. A completed or cancelled timed activity disappears when authoritative reconciliation updates it.

Energy

The Profile Energy gauge ranges from 0 to 100. Energy does not regenerate naturally; food restores it, while an active residence grants a small daily level-based bonus. Activities require enough Energy for their full cost.

Possessions

Inventory and equipment summaries describe this character only. Account Storage and shared resources are managed on their own pages.

Personal Record and Residence

The Personal Record belongs to the active character. Age and biography provide identity and setting; they do not independently award bonuses. The residence projection identifies current shelter and whether it is valid for gated activities.

  • A State Apartment supplies shelter but no private acreage.
  • An owned operational house can supply residence and Gardening land.
  • A broken owned house remains owned but does not provide valid shelter until repaired.

Activities, Items Worn, and Inventory

Job, Education, Gardening, and house-construction records are projected from authoritative activity channels. Distinct channels may coexist when their own rules allow it.

  • Items Worn shows compatible equipment positions; current professional Job Tools stay in Inventory and do not need to be worn.
  • The Inventory preview is character-local. Account Storage is separate.
  • Changing the active character changes the Profile; it does not transfer possessions or progress.

Equipment through the existing Items Worn slots

Combat gear uses Head, Torso, Main Hand, Off Hand, Legs and Feet. Trade > Equipment Dealer displays the same player listings as Marketplace > Equipment. Choose Account Storage or an owned character Inventory when buying. Use the Equipment filter to find weapons and armor in either view. Professional job tools remain Inventory tools.

  1. In Storage, select the item, select the owned character, then Equip to Items Worn. This works directly without a spare backpack slot.
  2. Alternatively, select carried gear in Character > Inventory and Equip it. Profile > Items Worn displays the same equipped pieces.
  3. Meet the item's social rank and weapon discipline requirements. Unequip off-hand gear before using a two-handed weapon; an equipped two-handed weapon blocks an off-hand item.
  4. Unequipping combat gear returns it to Account Storage when built, otherwise to the backpack. A full destination blocks the move safely.
  5. Finish an active encounter before changing equipment or skills. Repair requires the character to be free of conflicting physical work. Listed equipment cannot be equipped, repaired or moved until the listing is cancelled.

Health, Energy, Stamina and combat stats

Profile > Combat & Standing shows current combat values. Attack influences damage, Defense reduces incoming damage, Accuracy improves hit chance, Evasion avoids attacks and Critical improves the chance of a stronger hit. Wearable gear and the equipped weapon's discipline modify these values.

  • Energy pays for starting real contracts and manual production. Refill it through Character > Provisions. It is separate from encounter Health and Stamina.
  • Health is the damage you can withstand. Each new encounter starts with its own Health and Stamina; temporary injuries can penalize character stats.
  • Stamina pays for turn actions. Guard and Second Wind recover it during a fight; Provisions do not refill encounter Stamina.
  • Blunt Weapons and Polearms have separate discipline XP and levels. Character Level, Social Status and weapon discipline are three different forms of progress.

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