> For the complete documentation index, see [llms.txt](https://blast-isles.gitbook.io/blast-isles-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://blast-isles.gitbook.io/blast-isles-docs/blast-isles-document/characters-and-progression.md).

# Characters and Progression

Characters, equipment, customisation and advanced progression.

### Create your character

Players choose a name and a male or female appearance. There is no fixed profession tree. Identity develops through equipment, appearance and systems unlocked through play.

Character profiles can show level, combat power, titles, equipment and companions. Combat power indicates development. It does not guarantee victory.

### Weapons and equipment

Progression includes throwing and shooting weapons, necklaces, rings, bracelets and other accessories. Available slots depend on the release.

Item information should show quality, attributes, duration, eligibility and transfer restrictions. Tradability inside the game does not make an item an NFT.

### Fashion, pets, mounts and wings

Players can customise heads, faces, clothing and wings. Dyeing supports further expression. Fashion items with combat effects must disclose them.

Pets, mounts and wings provide collecting and nurturing goals. Their systems can include upgrading, evolution, rebirth and appearance changes. Account ownership does not automatically confer on-chain transfer rights.

### Upgrades and advanced progression

Documented systems include enhancement, star upgrades, gem sockets, synthesis, attribute transfers, runes, awakening and transformation.

Synthesis consumes materials and currencies. Recycling processes unwanted items. Activities involving chance must disclose probabilities, costs and outcomes before confirmation.

Additional social systems enter the release plan only when they fit the product strategy.
