A character is the main playable unit in Spirit Land.
A character belongs to a dynasty which in turn belongs to a player.
Progression
A character starts at level 1 and gains experience by completing adventures and defeating enemies.
After gaining enough experience the character levels up and can buy new skills from the relevant skill trees.
Classes
Inventory & Equipment
A character owns stuff such as resources, equipment, quest items, transportation and movement means and so on.
Resources Inventory
The amount of carriable resources is limited by the transportation means of the character, starting at a value of 10 units.
This means that the character will drop on the ground anything that cannot be carried.
This amount can be increased by buying more personal inventory space in cities.
Each level of personal inventory increases space by 10 units and costs 10 to the power of the new size divided by 10 in favor.
This means that the first buy will increase personal inventory to 20 and will cost 100 favor, while second buy will increase personal inventory to 30 and will cost 1000 favor and so on.
Also increasing inventory space will decrease move efficiency on world map, by a factor depending on current horses value.
Horses
Horses are needed to keep movement smooth on the world map while carrying a big inventory.
Horse power starts at 10, like personal inventory space, and determines a multiplier to world map movement, which can increase or decrease movement cost in TU.
Each level of horses increases space by 10 units and costs 10 to the power of the new value divided by 10 in favor.
This means that the first buy will increase horse power to 20 and will cost 100 favor, while second buy will increase horse power to 30 and will cost 1000 favor and so on.
The difference between inventory size and horse power will determine a multiplier on movement cost for world map movement.
If the two values are the same then moving on the world map will cost the standard value, otherwise for each point of difference a 1% will be applied in positive or negative to move cost.
Move cost can go down to 50% (halving move costs) for example if inventory is at 10 and horses at 60, while penalty for having more inventory than horse power has no limit in how much movement cost can be increased.