Adventure Cards

Adventurer cards serve as the primary identification for adventurers across Feldranix. Whether it be Terrasia, Lanexi or Ortoria, the Adventurer Guild and card system is the same, retained from the days of the Elven Empire.

Identification
Every living being has a unique flow of mana within their body that can be used to identify them from others. This is known as a 'mana current' and operates like a 'circuit' of mana flow in the body, unique for each individual, even of different species. The high elves were able to invent a machine that could read said circuit and print it on a 'card': a device that was linked to the person's current. Even if lost, the card cannot be used by any other unless by its user's consent, and if a new card is made, the old one becomes useless.

Levels, skills and stats
As a person takes, then completes quests, they gain experience based on their contributions to said quest. Experience allows them to gain levels, which further give them 'skill points'. Using these skill points, an adventurer can instantly learn skills for their corresponding class that would otherwise need to be learned manually, and then use them as if they had known them all along. Some skills, of course, can be levelled as well.

Those are general skills, and unlock sub-skills. For example, the skill Advanced Archery (level 1) automatically unlocks multi-shot and horse-archery.

Skills can be learned outside of classes, manually. These skills, once learnt, show up on the card. This also applies to unique techniques and skills an adventurer may have themselves discovered.

Stats change over time as the adventurer becomes stronger (or weaker), but every person has a cap on how strong they can become. This is determined by the strength of their mana current and cannot be changed. Likewise, some stats grow more for certain individuals that they do for others. The base stats at time of registry and predicted growth determines what class(es) a person is eligible for. Intelligence and luck, however, can never be changed, and stats that exceed the measurements are marked 'X'.

Average stats are thus:
 * Strength: 4 base, 6 cap
 * Endurance: 4 base, 6 cap
 * Agility: 4 base, 6 cap
 * Mana: 4 base, 6 cap
 * Luck: 6
 * Intelligence: 6

Alignments and ranks
The machine made to read a person's mana current can also read their personality traits, and thus assign them an alignment. Alignments do not change automatically, but only change during Guild evaluations where the machine re-reads a person to determine change. The Guild takes special care to monitor those with Chaotic alignments.

At the same time, depending on an adventurer's achievements at time of evaluation, they are assigned a rank ranging from one to seven starrs, with every individual starting at one, but most not making it past three, and sometimes four.

Approximate rarity of ranks is generally as follows:
 * 1-star - 30% of all adventurers
 * 2-star - 50-60% of all adventurers
 * 3-star - top 10%
 * 4-star - top 2-3%
 * 5-star - top 1%
 * 6-star - currently 3 active, 424 in history
 * 7-star - none active, 12 in history