Category:Races and Cultures

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Race refers to any of the species that can be player characters in GemStone IV. There are thirteen playable races, with various subcultures that can sometimes span between the races themselves. Races can affect different mechanics for game play, while culture focuses on different avenues for roleplay. Races and cultures may also have specific verbs that allow for additional ways to express themselves via roleplay.

Playable Races

Race Description Height Lifespan
Aelotoi1.gif Aelotoi are thin with large heads and big round eyes totally devoid of white. They have diaphanous wings of varying color but they are too weak to fly. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.

Available cultures: Cyrtae'ni, Gaeh'deh, Mrae'ni, Vaer'sah

5' to 6'
(max 6.5')
80
Burghalgnome1.gif Burghal gnomes live in, under, or near the cities of other civilizations. Excellent scavengers and thieves, their true delight lies in the art of tinkering. Burghal gnomes take great delight in puzzles and games, though some prefer pranks and dirty tricks.

Available cultures: Aledotter, Neimhean, Nylem, Vylem, Winedotter, Withycombe

3' to 3.25'
(max 3.5')
180
Darkelf1.gif Long ago exiled after the Undead War, dark elves' skin grew dark from exposure to the mana foci of Rhoska-Tor. Distinguished by sharp features, they possess a great love of knowledge and learning and have mastered spiritual and elemental magic as no other race ever could. Many are still bitter and resentful of their political status.

Available cultures: Faendryl, Dhe'nar, Evashir

5.5' to 6'
(max 6.5')
1500
Dwarf1.gif Dwarves are a hardy race, short, strong, and stout. They're quite fond of mining, forging, and ale. Their beards are a matter of great pride, often long and elaborately braided. Some dwarven females are bearded, some are not. Neither agile nor quick, they have a natural resistance to certain forms of elemental magic.

Available cultures: Borthuum, Egrentek, Gotronek, Greetok, Grenroa, Grevnek, Gulroten, Kazunel, Khanshael, Kikthuum, Krenlumtrek, Krethuum, Mithrenek, Mordrakam, Oltregek, Parkshnuum, Ragnak, Ralgrenek, Reznek, Roramnoak, Schneckgren, Sharznekgren, Smaelton, Toktrog

4' to 4.5'
(max 4.75')
180
Elf1.gif Tall, slender and agile with fine features, elves are resistant to the ravages of time and disease. Their senses are extremely keen but their long lifespans bring a natural lack of discipline. Elves are talented in many things and consider themselves superior to other races, especially humans.

The Elven Empire is in its twilight and only five of the original Seven Cities remain, but they still hold sway over much of eastern Elanith.

Available cultures: Ardenai, Illistim, Loenthra, Nalfein, Vaalor

5.5' to 6'
(max 6.5')
1500
Erithian1.gif Erithians are tall, thin and have slightly pointed ears and almond-shaped eyes giving them a somewhat elf-like appearance. Hardy and deceptively tough, both genders are often balding with just a fringe of hair. Erithians mysteriously appeared in Elanthia only 1500 years ago.

Available cultures: Eloth Dai, Nathala Dai, Surath Dai, Tichan Dai, Valaka Dai, Volnath Dai, Yachan Dai

5.5' to 6.5'
(max 7')
430
Forestgnome1.gif Forest gnomes protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive. Despite their cautious nature, Forest gnomes can be friendly and are known to be great lovers of poetry and rumination.

Available cultures: Angstholm, Basingstoke, Felcour, Greengair, Inyexat, Rosengift, Wendwillow

3.5' to 4'
(max 4.25')
200
Giantman1.gif Tall, well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile.

Available cultures: T'Kirem, Grot'karesh, Wsalamir, Grishknel, Issimir, Araime, Maeramil, Vaikalimara

6' to 6.5'
(max 7')
100
Halfelf1.gif Appearing as humans with slightly pointed ears and sharp features, half-elves are agile and dexterous like elves, yet full of strength and stamina like humans. Unfortunately, they are shunned in many lands due to the enmity between humans and elves.

Available cultures: Half-elves have the ability to select any of the Elven or Human cultures or have the option to be Half-Faendryl, Half-Evashir, or Half-Sylvan.

5' to 6'
(max 6.5')
400
Halfkrolvin1.gif Half-Krolvins have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvins benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning.

Available cultures: Glaoveln, Krint, Gob'tak, Hos'tau, Lar'toth, Rafi'kaes, Swu'lin, Northlands, Archipelago, Kraet

5' to 5.5'
(max 6')
100
Halfling1.gif Smaller than most, halflings are rotund and have large feet endowed with luxuriant hair. Preferring the simple pleasures of life, such as good food (mostly tarts), drink and companionship, their inquisitive manner frequently lands them in awkward situations.

Available cultures: Brughan, Malghava, Mhoragian, Paradis

3' to 3.25'
(max 3.5')
100
Human1.gif With an average stature, humans are rather stocky and tend to be somewhat rustic in appearance. Men often sport a beard or mustache while the women tend to be sturdy and good-natured.

Most humans hail from the Turamzzyrian Empire, the dominant power in western Elanith.

Available cultures: Aldora, Allace, Bourth, Chastonia, Dragach, Estoria, Hendor, Highmount, Honneland, Jantalar, Mestanir, Oire, Riverwood, Seareach, Selanthia, Shakat, Talador, Tehir, Torre, Trauntor, Vornavis

5' to 6'
(max 6.5')
80
Sylvankind1.gif Long ago, when the elves moved from the forests to build their Seven Cities, some remained and became sylvan. Extremely rare outside of the forest, few sylvankind ever leave their wooded homes. Slight and lithe, they move about the woodlands and hills with ease, preferring garbs of forest green and brown.

Available cultures: Fresiawn, Kytawa, Lassaran, Tyesteron

5.5' to 6'
(max 6.5')
1500

Statistics

These racial modifiers are added to the statistic bonus (not raw stat).

BONUS = (STAT-50)/2 + RACIAL MODIFIER
Table: Statistic Bonus Modifiers By Race - edit
Race Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence
Aelotoi -5 0 +5 +10 +5 0 +5 +5 0 -5
Burghal Gnome -15 +10 +10 +10 -5 +5 +10 +5 0 -5
Dark Elf 0 -5 +10 +5 -10 +10 0 +5 +5 -5
Dwarf +10 +15 0 -5 +10 -10 +5 0 0 -10
Elf 0 0 +5 +15 -15 +5 0 0 0 +10
Erithian -5 +10 0 0 +5 0 +5 0 0 +10
Forest Gnome -10 +10 +5 +10 +5 0 +5 0 +5 -5
Giantman +15 +10 -5 -5 0 -5 -5 0 0 +5
Half-Elf 0 0 +5 +10 -5 0 0 0 0 +5
Half-Krolvin +10 +10 0 +5 0 0 -10 0 -5 -5
Halfling -15 +10 +15 +10 -5 -5 +5 +10 0 -5
Human +5 0 0 0 0 0 +5 +5 0 0
Sylvankind 0 0 +10 +5 -5 +5 0 0 0 0

For racial modifiers to statistic growth, see the article on statistic growth rate.

Table: Other Modifiers By Race - edit
Race Max Base HP HP Regen Spirit Regen Decay Timer Maneuver Size Maneuver Dodge Elem. TD Spirit TD Mental TD Poison TD Disease TD
Aelotoi 120 +1 +1 per 4 min 10 min -5 +30 0 0 0 0 ?
Burghal Gnome 90 +2 +1 per 3 min 14 min -20 +80 0 0 0 0 0
Dark Elf 120 +1 +1 per 5 min 10 min 0 +30 -5 -5 0 +10 +100
Dwarf 140 +3 +2 per 5 min 10 min +5 0 +30 0 0 +20 +15
Elf 130 +1 +1 per 5 min 10 min -5 +60 -5 -5 0 +10 +100
Erithian 120 +3 +1 per 4 min 13 min 0 +30 0 0 0 0 ?
Forest Gnome 100 +2 +2 per 5 min 16 min -10 +60 0 0 0 0 0
Giantman 200 +2 +1 per 3 min 13 min +10 0 -5 +5 0 0 ?
Half-Elf 135 +2 +1 per 4 min 10 min 0 +30 -5 -5 0 0 +50
Half-Krolvin 165 +2 +1 per 4 min 13 min +10 0 0 0 0 0 ?
Halfling 100 +3 +2 per 5 min 16 min -15 +60 +40 0 0 +30 +30
Human 150 +2 +1 per 3 min 14 min +5 0 0 0 0 0 ?
Sylvankind 130 +1 +1 per 4 min 10 min 0 +30 -5 -5 0 +10 +100

Notes:

  1. A character's true max HP is their base max plus their total Constitution bonus. For example, a Dwarf with 100 Constitution would have 140 (base) + 25 (from 100 con) + 15 (Dwarf con bonus) = 180 max HP.
  2. Spirit regeneration values are double the displayed amount when resting at a node.
  3. Maneuver Dodge shows the number of effective bonus Dodging ranks when defending against standard maneuver rolls (including CMAN or SHIELD maneuvers). For example, a Halfling with 40 trained Dodging ranks would be treated as having 100 ranks against maneuvers. Dodging ranks are not the actual endroll bonus, which can vary widely depending on the exact maneuver and does not have a linear relationship with the rank bonus.
  4. Magical target defense (TD) bonuses against hybrid magic spheres are the average of the relevant spheres. Specifically, the TD bonus against Sorcerer Base spells (hybrid elemental/spirit) are the average of Elemental TD and Spirit TD. For example, a Halfling has +40 Elemental TD and +0 Spirit TD, giving them +20 Sorcerer TD; meanwhile, a Giantman has -5 Elemental TD and +5 Spirit TD, which averages to +0 Sorcerer TD.

Weight and Encumbrance

Main article: Encumbrance

There are three factors that determine body weight: base race weight, race weight factor (see table below) and the statistics (Strength + Constitution). Note that the strength and constitution stats are weighted equally. Base weight is the character's weight with (theoretically) zero (STR + CON) stats. As the STR and CON stats increase so does body weight.

Body weight is determined by the formula:

Body Weight = Race Base Weight + ((STR stat + CON stat) * Race Weight Factor)

Note: Use only even number STR and CON stats. If the stat is an odd number, subtract 1 from its value. For example, if the STR stat is 89 use 88 (89 - 1) for the calculations. The formula is accurate when both stat values are 50 or greater. If either stat value is less than 50 the character's actual weight will be slightly higher than the formula's calculated weight.

Maximum weight is 3x the race base weight.

Race Weight Factor Base Weight (lbs.) Maximum Weight (lbs.)
Burghal Gnome 0.40 40 120
Halfling 0.4533 45 1/3 136
Forest Gnome 0.4767 47 2/3 143
Aelotoi 0.6767 67 2/3 203
Elf 0.70 70 210
Erithian 0.7233 72 1/3 217
Sylvankind 0.7233 72 1/3 217
Dark Elf 0.7767 77 2/3 233
Dwarf 0.7767 77 2/3 233
Half-Elf 0.8233 82 1/3 247
Human 0.90 90 270
Half-Krolvin 1.00 100 300
Giantman 1.20 120 360

Body Weight Formula

Body Weight = Base Weight + [(STR stat + CON stat) * Weight Factor]

A human has 70 strength and 60 constitution stats.

Human base weight: 90
Human weight factor: .90
(90) + (130 * .90) = 207 lbs total body weight

Body Weight and Encumbrance

The amount of weight that a character can carry is primarily a function of body weight and the strength stat. Each character can carry a certain amount before becoming encumbered. That amount is:

Carrying Capacity = [trunc to .XX((STR Stat - 20)/200) * body weight] + (body weight/200).

Our human, with a body weight of 207 and a strength stat of 70, has an unencumbered carrying capacity of:

[((70 - 20)/200)* 207] + 207/200
(.25 * 207) + 1.03 = 52.78 lbs of unencumbered carrying capacity.

Once you become encumbered each 1% of encumbrance is simply 1% of body weight. In the example above with 207 lbs. body weight each 1% encumbrance = 2.07 lbs

Trade Modifiers

Shops in towns have racial biases that modify the cost of buying and selling. For more details, see the Trading article.

Table: Trade Bias Factors - edit
Location Human Elf Dwarf Giantman Halfling Half-Elf Dark Elf Sylvan Burghal Gnome Forest Gnome Half-Krolvin Erithian Aelotoi
Wehnimer's Landing 0 0 0 +5 +5 +5 +5 0 0 +5 0 0 0
Icemule Trace 0 0 0 0 +5 0 0 +5 0 0 +5 0 0
Solhaven +5 0 0 0 0 +5 0 0 0 0 0 0 0
River's Rest +5 0 0 0 0 0 0 0 0 0 +5 0 0
Ta'Vaalor 0 +5 0 0 0 0 0 0 0 0 0 0 0
Ta'Illistim 0 +5 0 0 0 0 0 +5 +5 0 0 +5 +5
Cysaegir 0 0 0 0 0 0 +5 0 0 +5 0 +5 +5
Kharam Dzu 0 0 +5 +5 0 0 0 0 0 0 0 0 0
Zul Logoth 0 0 +5 0 0 0 0 0 +5 0 0 0 0
Mist Harbor 0 0 0 0 0 0 0 0 0 0 0 0 0
Kraken's Fall 0 0 0 0 0 0 0 0 0 0 0 0 0
This table provided during the Power of Currency. Corresponding communities receive the pricing of their partnering towns.


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