<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LAERNU</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LAERNU"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/LAERNU"/>
	<updated>2026-05-16T12:22:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236987</id>
		<title>New Players&#039; Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236987"/>
		<updated>2025-04-17T12:20:09Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: /* Death in Elanthia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|date=2006-07-19&lt;br /&gt;
|updated=2023-11-09&lt;br /&gt;
|topic=New Player&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to Elanthia&#039;&#039;&#039;&amp;lt;/span&amp;gt;.  This guide is intended to aid a new player in joining [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cWsaAETt4dM Introductory YouTube video by Lord Whirlin]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an updated version of the old play.net GemStone IV New Player Guide, with credits to the original author(s).&#039;&#039;&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
==What is GemStone IV?==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unique. The longest-running text-based game in the industry, it boasts hundreds of users online at any given time. What defines GemStone is a close-knit community, some members of which have been adventuring in Elanthia for well over a decade.&lt;br /&gt;
&lt;br /&gt;
The [[Elanthia|World of Elanthia]] is one of contrasts and conflict, a constantly shifting landscape of light and darkness, where everyone must work together, or find the courage to stand-alone. For players new and old, the world is constantly changing and growing.&lt;br /&gt;
&lt;br /&gt;
With over fifty thousand locations to explore, hundreds of creatures and puzzles, and a vast array of fully customizable items, GemStone IV is a behemoth of an experience.&lt;br /&gt;
&lt;br /&gt;
===You and Your Character===&lt;br /&gt;
&lt;br /&gt;
As you experience Elanthia, you do it through the eyes of your character, whose actions, thoughts, and motivations you ultimately control. The fate of your character and those around will frequently be in your hands. When conflicts rise, your character&#039;s life and reputation hang in the balance of your decisions.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===&lt;br /&gt;
{{main|Roleplay}}&lt;br /&gt;
:&#039;&#039;[[The Art of Roleplaying in GemStone IV (guide)|Guide: The Art of Roleplaying in GemStone IV]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your character knows nothing outside the world in which they exist. While Elanthia has many similarities to our reality, within its confines is a different universe. The setting is a collage of periods that blend into a medieval reality where magic and technology meet to clash or create.&lt;br /&gt;
&lt;br /&gt;
This effectively means that the things your character says or does should stay true to its nature and that of the world. Discussing things that are not in the genre or generally not something that characters in this world would do or know is beyond the intent of the game. The staff does enforce this and will take measures to ensure that characters&#039; roles and actions stay true to the game world.&lt;br /&gt;
&lt;br /&gt;
===Rooms, Creatures, NPCs, and Items===&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a realm of [[room]]s, each of which signifies a specific location. Your character will always be in a room, though you can move to new rooms through any exits in that room. Those exits could be as simple as heading north or south, or as complicated as sneaking through a hidden grate in an empty fireplace.&lt;br /&gt;
&lt;br /&gt;
The myriad of [[creature]]s that call Elanthia their home are as diverse as the adventurers who battle them. Creatures exist with their own motivations. Some are friends; others are foes, and many are wild beasts living on instinct beyond the borders of civilization. Still others are controlled by the dark forces of the world, amassing and attacking cities or towns in invasions that can scale from a small skirmish to epic battles with armies fit to end civilization.&lt;br /&gt;
&lt;br /&gt;
When in conflict, you can arm yourself with literally thousands of different weapons, armors, shields, and magical artifacts to aid you on your path. These items are often fully customizable, from their descriptions down to potent abilities. There are hundreds of [[:Category:Events|events]] and staff-controlled [[NPC]]s--non-player characters--who visit on a consistent basis to provide players with a [[:Category:Merchant Services|multitude of services]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Character==&lt;br /&gt;
{{main|Character creation}}&lt;br /&gt;
If you have not done so, you will need to create a GemStone IV account. To sign up for a new account: http://www.play.net/gs4/&lt;br /&gt;
&lt;br /&gt;
A [[F2P subscription|free to play]] account has no restrictions on travel or character advancement, but some features like item storage and casting spells on other characters are disabled or limited. You can purchase passes to lift these limits temporarily, or upgrade at any time from a free account to a monthly subscription which permanently unlocks all features.&lt;br /&gt;
&lt;br /&gt;
Once you have an account, you will be able to do several things: post on and read the forums, view important announcements about Elanthia, and most importantly, log in to the game!&lt;br /&gt;
&lt;br /&gt;
After you sign in to your account, you will be given two choices: &amp;quot;Choose a character to play&amp;quot; and &amp;quot;Select client&amp;quot;. The first choice will be to Create a new character. The second choice gives 3 choices, though it lists 4. These are [[Wrayth]], [[Wizard (front end)|Wizard]], Web Client, and Java. Likely the best choice for a new player is Wrayth, which you will need to download from the site. When a choice is made, hit the orange button labelled &amp;quot;Create Character.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Profession===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[profession]] is his or her special job in Elanthia, and largely defines the skills and specialties available to you during your time in Elanthia. Although your profession does not directly dictate your roleplay, there are some abilities that only certain professions can access. Alchemy, for example, is limited to Clerics, Empaths, Sorcerers, and Wizards, while certain Combat Maneuvers are only usable by Rogues or Warriors.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
*[[Cleric]]&lt;br /&gt;
*[[Empath]]&lt;br /&gt;
*[[Sorcerer]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
&lt;br /&gt;
====Hybrid====&lt;br /&gt;
&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
&lt;br /&gt;
====Profession Bonuses====&lt;br /&gt;
&lt;br /&gt;
Professions also provide enhancements to a character&#039;s attributes bonuses. These are referenced in more detail on the individual professions&#039; pages.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[race]] heavily affects your roleplay, as well as the mechanical strengths and weaknesses of your character. Each race is distinct and has its own unique history. While your profession affects the cost and availability of skills, race will directly affect your statistics, and therefore the number of training points you can use to spend on skills.&lt;br /&gt;
&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
====Racial Attributes====&lt;br /&gt;
&lt;br /&gt;
All races have their strengths and weaknesses, but certain races possess extraordinary bonuses that make them well suited to particular professions. Giantmen, Dwarves, and Half-Krolvin, for example, make excellent Warriors due to their high Strength and Constitution. The exceptional Dexterity of Halflings makes them extraordinary as Wizards. Dark Elves are gifted with magic in general, reflected by their enhanced Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
It is possible for most races to do well at any given profession, yet some will find an easier path than others.&lt;br /&gt;
&lt;br /&gt;
====Pitfalls====&lt;br /&gt;
&lt;br /&gt;
Because GemStone is a roleplaying game, your chosen race can carry some stigma that will affect your playing experience. Dark Elves are widely loathed in most cities, and may meet with higher shop prices in the West, or complete exclusion from some services in the Elven Nations. Halfling players, in turn, may be snubbed by Dark Elves who view them as frippery (or worse, lunch.) In Human-controlled lands, most other races are viewed with some level and variety of disdain.&lt;br /&gt;
&lt;br /&gt;
====Cultures====&lt;br /&gt;
&lt;br /&gt;
Races also feature subsets known as [[culture]]s. Some races are homogeneous: for example the professions of one&#039;s ancestors largely determine Aelotoi cultures. Other cultures often feature surprising variety. A Human of the [[Tehir]] clans comes from a vastly different lifestyle than one from [[Hendor]] or elsewhere in the [[Turamzzyrian Empire]]. You are encouraged to examine the different cultures before choosing one. While you do not need to choose your character&#039;s culture right away, the selection is permanent once completed.&lt;br /&gt;
&lt;br /&gt;
====Rerolling====&lt;br /&gt;
&lt;br /&gt;
Race and profession are permanent features of your character. Starting out is not easy for any profession, and frequently class-defining skills will take some time and leveling to develop. If you are certain that you are dissatisfied with either your race or profession and wish to change, you may reroll your character at the nearest inn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is not a choice to be taken lightly. Your character is essentially reset, starting from zero, and you will have to begin anew.&lt;br /&gt;
&lt;br /&gt;
===Customizing Your Appearance===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide: [[Character guide|Character customization]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many combinations of features are available to your character. Some of these features are available to everyone; others, like pointed ears, are limited to certain races. You can have the character manager assign you a random set of features if they are unimportant to you.&lt;br /&gt;
&lt;br /&gt;
Features are not permanent in GemStone. In addition to pavilions across the game where you can select new basic features at any time, there are also merchants called feature alterers who allow access to custom descriptions for your character. Your inventory can be altered in a like fashion.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
{{Side box|width=auto|&lt;br /&gt;
&#039;&#039;&#039;Attribute/Stat Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Strength]]: Melee AS, Ranged Speed, Encumbrance&lt;br /&gt;
:[[Constitution]]: Max Health, Encumbrance&lt;br /&gt;
:[[Dexterity]]: Ranged AS, Melee Speed&lt;br /&gt;
:[[Agility]]: Melee Speed, DS&lt;br /&gt;
:[[Discipline]]: Experience Pool&lt;br /&gt;
:[[Aura]]: Elemental CS/TD, Max Spirit&lt;br /&gt;
:[[Logic]]: Experience Pool/Absorption, Mental CS&lt;br /&gt;
:[[Intuition]]: Locksmithing&lt;br /&gt;
:[[Wisdom]]: Spiritual CS/TD&lt;br /&gt;
:[[Influence]]: Trading&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Statistic|Attributes]], or &#039;stats&#039;, are the mechanical lifeblood of your character. Unlike skills, which are selected and purchased with training points earned via experience, attributes are largely permanent numbers that mechanically impact your character. They are set during character creation and grow throughout the life of your character based upon your profession and race.&lt;br /&gt;
&lt;br /&gt;
The mathematically minded may want to spend time reading documentation and seeking the &#039;perfect&#039; combination of stats for their character, but the average player will have little trouble using the auto-assigned attributes available through the character creation system. In addition, characters can change their statistics five times up to level 20 by {{boldmono|CHECK}}ing {{boldmono|IN}} to the inn. At level 20, however, it will no longer be possible to change them without rerolling your character or using a [[fixstats]] potion. These can be acquired in the [[SimuCoin]] store, through [[Adventurer&#039;s Guild]] points, or by purchasing from other characters, but their cost is not trivial.&lt;br /&gt;
&lt;br /&gt;
===Skills and Training===&lt;br /&gt;
&lt;br /&gt;
[[Skill]] training allows you to set your unique mark upon a character. Although the skills you train in are integral to your character&#039;s makeup, what you train in is less important than being consistent in your choices. Dabbling in a skill here and there in GemStone IV is much the same as doing so in the real world: you will end up with mediocre abilities in many subjects, but without mastery of anything.&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
In Elanthia, it is essential that your character pushes forward and masters skills, as your foes will certainly be doing so. Some skills, like Climbing and Swimming, will provide only a negligible bonus if trained past a certain point. Others, like Spell Aiming for Wizards and Weapons Training for non-casters, are lifetime investments.&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unusual in that skills are not always purchased immediately as a character gains a [[level]]. [[Training point]]s toward your character&#039;s next level are accrued as your character earns experience, allowing you to get a leg up on skills for the next level.&lt;br /&gt;
&lt;br /&gt;
Skills can be trained by checking into an inn or by using the {{mono|[[GOALS]]}} command.&lt;br /&gt;
&lt;br /&gt;
====Class Comfort====&lt;br /&gt;
&lt;br /&gt;
Some skills are essential for a given profession, and as such can (and should) be trained more than one time a level. A Sorcerer would be lax in training with only a single jaunt into Spell Research each level, but might not want to indulge in Shield Use at all. In contrast, a Warrior would be foolish to expend too much effort in learning spells while forsaking Shield training.&lt;br /&gt;
&lt;br /&gt;
Certain skills that your profession is comfortable with may not suit your personal playing style. As playing style is a completely subjective medium, it would be wise to consult with a Mentor, your profession page, or experienced players before making precipitous decisions about your skill training.&lt;br /&gt;
&lt;br /&gt;
====Retraining====&lt;br /&gt;
&lt;br /&gt;
Normally, skills are difficult to untrain once you have selected them. Small changes in skills can be accomplished in a matter of hours, but forgetting an entire skill might take weeks or months to manage. GemStone IV is not without leeway for new players. During your first 20 levels, you can make instant changes to your skills at any time. This allows you to explore a wide variety of skillsets as a new player before finally settling on your chosen path.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the [[Festival of Oleani]] each Spring, a [[FIXSKILLS]] is granted to characters on paying accounts. Using the fixskills verb will allow you to instantly align your actual skills with your skill goals. This allows you to repair any major mistakes in your training, or to choose a new path entirely.  (Fixskills potions are also available for purchase in the [[Simucoin Store]] and the [[Adventurer&#039;s Guild]].)&lt;br /&gt;
&lt;br /&gt;
====What&#039;s In a Name?====&lt;br /&gt;
&lt;br /&gt;
At the end of the character creation process, you will be asked to name your character. Characters names should be original and in keeping with a fantasy environment. Keep in mind that science fiction is not fantasy, and as such, names like Robocop and Jeanlucpicard may earn you a mandatory name change as well as some strange looks.&lt;br /&gt;
&lt;br /&gt;
==Interacting with the World==&lt;br /&gt;
&lt;br /&gt;
Interacting with The World of Elanthia is done through use of [[verb|command]]s. GemStone is accessed through Wrayth, a program that interprets the vast game world, featuring point-and-click options, web links, and many other powerful features.&lt;br /&gt;
&lt;br /&gt;
Text in {{mono|TELETYPE}} indicates a command that can be typed and text in {{wrayth link|&amp;quot;quotes&amp;quot;}} indicates a link in Wrayth that can be clicked (see below).&lt;br /&gt;
&lt;br /&gt;
[[File:Wrayth_example.gif|frame|none|Wrayth Link]]&lt;br /&gt;
&lt;br /&gt;
[[File:Window.gif|frame|none|The &amp;quot;Windows&amp;quot; Window]]&lt;br /&gt;
&lt;br /&gt;
If a window in Wrayth is mentioned that you don&#039;t seem to have open, find the &amp;quot;Windows&amp;quot; window (which you cannot close) and make sure that the eye icon to the left of the window you want to have visible is open. An open eye is black, and a closed eye is white.&lt;br /&gt;
Most commands explain how to use themselves if you type them. For example, typing {{mono|WHISPER}} by itself will tell you everything you want to know about using whispers.&lt;br /&gt;
&lt;br /&gt;
All Wrayth users begin in Chat Mode, where anything typed into the black command bar comes out as something the character says. If you want to switch to Command Mode so you can type commands like {{mono|LOOK}} or {{mono|DIR}}, click the gray chat bubble just to the left of the command bar. Confirm the window that pops up, and the chat bubble will change to a &amp;gt; sign, which you can click again to switch back to Chat Mode later.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chat_mode.gif|frame|none|Wrayth in Chat mode]]&lt;br /&gt;
|[[File:Command_mode.gif|frame|none|Wrayth in Command mode]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement and Awareness===&lt;br /&gt;
&lt;br /&gt;
First and most importantly, some basic commands for figuring out where you are and how to get elsewhere.&lt;br /&gt;
&lt;br /&gt;
{{mono|LOOK}} gives a room&#039;s description, items, creatures and NPCs (Non-Player Characters), and obvious exits. To use this command, either click the &amp;quot;look&amp;quot; button in the menu immediately above the command bar (where your typed text is being entered) or type {{mono|LOOK}}. Your current room appears automatically in Wrayth&#039;s Room window.&lt;br /&gt;
&lt;br /&gt;
{{mono|DIR}} (directions), gives directions to common places in any of the starting cities. Click the &amp;quot;directions&amp;quot; button in the menu just above the command bar and then click on the place you want to go, or type {{mono|DIR}} [place] [number of steps you want shown].&lt;br /&gt;
&lt;br /&gt;
In cases where you want to use exits that aren&#039;t obvious like gates or doors, click on the {{wrayth link|&amp;quot;name of the exit link&amp;quot;}} in the room description and then click &amp;quot;go&amp;quot;. You can also type {{mono|GO}} [portal].&lt;br /&gt;
&lt;br /&gt;
You can go in any obvious direction by either clicking or typing that direction. If you want to move northeast, click {{wrayth link|&amp;quot;northeast&amp;quot;}}, type {{mono|NE}}, or use your 9-key number pad. In addition any obvious exits in the room will be automatically highlighted for you on the compass in the bottom right corner of Wrayth.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Look.gif|frame|none|The Look Button]]&lt;br /&gt;
|[[File:Directions.gif|frame|none|The Directions Button]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dir_ex.gif|frame|none|{{mono|DIR}} Example]]&lt;br /&gt;
|[[File:Go_ex.gif|frame|none|{{mono|GO}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Compass.gif|frame|none|The Compass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
&lt;br /&gt;
The ability to communicate is what keeps the world alive. These are a few of the ways to communicate with your fellow players. Keep in mind that you must remain in character when talking out loud or in any area where other players may overhear you.&lt;br /&gt;
&lt;br /&gt;
{{mono|SAY}} can be used to say something that everyone in your current room will hear. The syntax is {{mono|SAY}} [message]. This can be abbreviated by using an apostrophe (example: &#039;Hello there.). If you want to speak to another person in your room, click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}}, select &amp;quot;speak to&amp;quot;, then type what you want to say to them. They need to be in your room for &amp;quot;speak to&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
{{mono|WHISPER}} is used to speak to another character in your current room without anyone else hearing. Click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and select &amp;quot;whisper to&amp;quot;, then type out what you want to whisper. You can also type {{mono|WHISPER}} [person] [message].&lt;br /&gt;
&lt;br /&gt;
{{mono|YELL}} can be used to shout something that will be heard by everyone in your current room and all adjacent rooms. The syntax is {{mono|YELL [MESSAGE]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|THINK}} can be used to send out a thought heard by all players tuned to a common channel. You&#039;ll need to tune to a channel using {{mono|ESP}} (example: {{mono|ESP TUNE General}}). You can think out loud using {{mono|THINK}} [message] (example: {{mono|THINK}} Hello.). Click any {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and, if they are within range, click &amp;quot;think to&amp;quot; and then type out what you want to think to them. You can also type {{mono|THINK TO}} [person].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Say_ex.gif|frame|none|{{mono|SAY}} Example]]&lt;br /&gt;
|[[File:Whisper_ex.gif|frame|none|{{mono|WHISPER}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yell_ex.gif|frame|none|{{mono|YELL}} Example]]&lt;br /&gt;
|[[File:Think_ex.gif|frame|none|{{mono|THINK}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s basic information is a measure of your advancement in the game world. There are a few important ways to check this information.&lt;br /&gt;
&lt;br /&gt;
The easiest way to check all character info is to click the &amp;quot;character sheet&amp;quot; button just above the command bar in Wrayth. The window that pops up contains all relevant character data, and there are ways to quickly access different parts of this information through commands.&lt;br /&gt;
&lt;br /&gt;
{{mono|EXP}} brings up your experience. Experience is needed to advance your character from one level to the next. {{mono|EXP}} shows your current level along with total experience and how much experience is needed to hit the next level. {{mono|EXP}} also shows your character&#039;s training points and deeds, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
{{mono|INFO}} brings up your stats and character description. Your stats grow as you level and play an important role in how many training points you get when you level up. {{mono|INFO}} also shows your current mana and on-hand silver.&lt;br /&gt;
&lt;br /&gt;
{{mono|SKILLS}} brings up your skills and spells, displaying both the ranks you have and the bonus that those ranks give you, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
[[File:Char_sheet.gif|frame|none|The Character Sheet Button and Window]]&lt;br /&gt;
&lt;br /&gt;
===Inventory and Items===&lt;br /&gt;
:&#039;&#039;Guide: [[Character_guide#Inventory_.26_Item_Management|Item Management]]&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s inventory and items comprise a significant portion of your character&#039;s identity in GemStone IV. Nearly all items are highly customizable, and there are dozens of types.&lt;br /&gt;
&lt;br /&gt;
{{mono|INV}} brings up your character&#039;s inventory, which includes everything you&#039;re wearing and whatever is in your hands. Click the &amp;quot;inventory&amp;quot; button just above the command bar in Wrayth to bring this up. There are also several advanced options to the {{mono|INV}} verb that will appear when you use it.&lt;br /&gt;
&lt;br /&gt;
{{mono|GET}} allows you to pick up an item, if you have a free hand. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over one of your containers to immediately pick up the item and place it in that container. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then click &amp;quot;get&amp;quot;, or type {{mono|GET}} [item].&lt;br /&gt;
&lt;br /&gt;
{{mono|PUT}} allows you to place an item from one of your hands into one of your containers. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over a container to place it into the container, or type {{mono|PUT MY [item] IN MY [container]}}.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to use the adjective {{mono|MY}} when moving items around your inventory. {{mono|MY}} is used to indicate that the item you&#039;re referencing is on your character, which means it will make sure that you&#039;re putting your item into one of your containers, not one that may be on the ground or a nearby bench.&lt;br /&gt;
&lt;br /&gt;
{{mono|WEAR}} allows you to wear an item that you&#039;re holding. Items are automatically worn where they are supposed to be worn in your inventory. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and click &amp;quot;wear&amp;quot;, or type {{mono|WEAR [item]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|REMOVE}} allows you to remove an item that you&#039;re wearing, if you have a free hand. Click an item and drag it into one of the hand icons in the top left-hand corner of the Wrayth window to move the item to that hand. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} in your inventory and click &amp;quot;remove&amp;quot;, or type {{mono|REMOVE MY [item]}}.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inventory.gif|frame|none|Inventory Button]]&lt;br /&gt;
|[[File:Get_ex.gif|frame|none|{{mono|GET}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Put_ex.gif|frame|none|{{mono|PUT}} Example]]&lt;br /&gt;
|[[File:Wear_ex.gif|frame|none|{{mono|WEAR}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Remove_ex.gif|frame|none|{{mono|REMOVE}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combat Basics===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to combat|Guide: A beginner&#039;s guide to combat]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Combat.gif|frame|left|The Combat Window]]&lt;br /&gt;
&lt;br /&gt;
The primary way to gain experience and money in the game is by killing other creatures.&lt;br /&gt;
&lt;br /&gt;
If you want to attack a creature, you can click on its {{wrayth link|&amp;quot;creature name link&amp;quot;}} and choose &amp;quot;attack&amp;quot;, select it from the drop down and click on the &amp;quot;attack&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|ATTACK [critter]}}. Typing {{mono|ATTACK}} by itself will automatically cause you to attack the first critter available in a room.&lt;br /&gt;
&lt;br /&gt;
You can use the {{mono|STANCE}} command or click the &amp;quot;stance&amp;quot; button in the Combat window to change your stance. The more offensive your stance, the more you&#039;ll be focusing on attack over defense. Your AS (Attack Strength) and DS (Defense Strength) are heightened or lowered accordingly.&lt;br /&gt;
&lt;br /&gt;
Once a creature is dead, some creatures can be skinned. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} to see if the &amp;quot;skin&amp;quot; option is available and click that, click on the &amp;quot;skin&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SKIN [critter]}}. Depending on your Survival and First Aid skills, along with your level, this may produce a skin of varying quality, or you may fail to skin the creature entirely.&lt;br /&gt;
&lt;br /&gt;
Most creatures can also be searched after they&#039;ve been killed. Searching a creature will let you find any treasure it may have, including locked boxes, gems, coins, and magical artifacts. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} and click &amp;quot;search&amp;quot; to search it, click on the &amp;quot;search&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SEARCH [critter]}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Attack_ex.gif|frame|none|{{mono|ATTACK}} Example]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Skin_ex.gif|frame|none|{{mono|SKIN}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot;|[[File:Search_ex.gif|frame|none|{{mono|SEARCH}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience, Levels, and Silver==&lt;br /&gt;
&lt;br /&gt;
Other than roleplaying, one of the basic premises of GemStone IV is the acquisition of money and experience. As you gain more of both, your character becomes more powerful by gaining [[level]]s, and coincidentally will be able to afford better equipment and armor. Experience comes in two varieties: field experience and real experience. You will usually gain field experience from your activities in the world of Elanthia. This takes time to &#039;absorb&#039; and become real experience.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide to all of Elanthia&#039;s [[armor]], [[weapon]]s, and [[material]]s used in their construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to combat the creatures in the encroaching wilderness, adventurers use weapons and armor crafted in the world. There are many different types of weapons and weapon styles, including (but not limited to) standard weapon/shield combinations, the more defensive [[runestaff]] for casters, and even [[Ranged Weapons|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Shop, Armor Shop, Pawnshop====&lt;br /&gt;
&lt;br /&gt;
There are a few basic places where most adventurers go to find weapons, armor, and magical items from non-player vendors. Every major city has a [[:Category: Weapon shops|weapon shop]], [[:Category: Armor Shops|armor shop]], and [[pawnshop]]. If you&#039;re in a starting city, you can use the {{mono|DIR}} command to find these.&lt;br /&gt;
&lt;br /&gt;
====Special metals and woods====&lt;br /&gt;
&lt;br /&gt;
When you go shopping for new weapons or armor, you may find that some are composed of special materials. These materials directly contribute to how much AS or DS the weapon or armor gives your character. In order to use these, your character&#039;s level must equal half of the AS or DS bonus of the item, rounded up.&lt;br /&gt;
&lt;br /&gt;
So, for example, an [[ora]] broadsword gives an automatic +10 AS when used to attack something. Your character would need to be level 5 to even pick up or hold this weapon. If you can&#039;t pick up a certain weapon or armor, it may be because you aren&#039;t high enough level to hold it!&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Blade]] spell is a unique magic that gives a weapon a +20 to your AS, and you need to be level 10 to hold items that are e-bladed. These items can be identified by the scintillating light surrounding them when you {{mono|LOOK}} at them.&lt;br /&gt;
&lt;br /&gt;
====What kind of weapon and armor should you use?====&lt;br /&gt;
&lt;br /&gt;
Starting out, we recommend that you use basic weapons and armor for your first few levels. You can wield [[mithril]] equipment (+5 to AS for weapons; +5 to DS for armor/shields) when you reach level 3, and [[ora]] equipment (+10 to AS for weapons; +10 to DS for armor/shields) when you reach level 5. Most adventurers carry [[vultite]] equipment (+20 to AS for weapons; +20 to DS for armor/shields), which you can hold at level 10, and this is considered to be equipment for experienced players.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
When players talk about hunting in Elanthia, they&#039;re referring to going out and fighting creatures in the areas bordering the major cities. There are hundreds of [[:Category:Hunting Areas|hunting areas]], and the creatures that inhabit them boast a wide range of levels and tricks. New players should try to stick closer to town, as creatures there are relatively weak and geared towards players with lower-level characters.&lt;br /&gt;
&lt;br /&gt;
====Experience, Levels, and Training Points====&lt;br /&gt;
&lt;br /&gt;
When you kill creatures around your own level, you gain a certain amount of experience for doing so. The GemStone IV experience system is unique in that the experience that you gain is not immediately applied to your total experience. When you&#039;re hunting, you will have experience you gain in the field saved in your mind. You must gradually convert the experience in your character&#039;s head into real experience that will gain you levels.&lt;br /&gt;
&lt;br /&gt;
Every minute, a little of your field experience is converted to real experience. You can only hold so much field experience until you stop gaining field experience, so it&#039;s common for adventurers to go out, hunt until their mind can&#039;t take anymore, then head back into a city to rest. Certain areas, such as sanctuaries where combat can&#039;t take place, provide a boost to how fast you convert field experience to real experience.&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s skills can be raised by spending training points on those skills. You get more training points every level by having higher character statistics. Every so often, you will gain some training points from your experience earned. You can type the {{mono|GOALS}} command in game to apply these training points to skills and gain ranks in those skills.&lt;br /&gt;
&lt;br /&gt;
===Material Wealth and Items===&lt;br /&gt;
&lt;br /&gt;
The [[silver coin]] is the main unit of currency in Elanthia. The most common method of making silver is to find it on the bodies of creatures, but you can also find it in [[box]]es or items dropped by those creatures. Be sure to search all of the creatures you kill.  There are other [[:Category: Currency|currencies]] related to certain events, tiers of subscriptions, and other facets of the game, but most if not all can be exchanged in some way for silvers.&lt;br /&gt;
&lt;br /&gt;
====Banks====&lt;br /&gt;
&lt;br /&gt;
There is a [[bank]] in every major city. When carrying too much silver, it will weigh you down and slow your movements, increasing even the roundtime associated with swinging a weapon. You can use the {{mono|DIR}} command to find the bank in your town and read the sign there for more information.&lt;br /&gt;
&lt;br /&gt;
Two basic bank commands are {{mono|DEPOSIT}} and {{mono|WITHDRAW}}. {{mono|DEPOSIT}} allows you to put money into the bank that you have on your person, including any notes in open containers. {{mono|WITHDRAW}} allows you to withdraw silver or bank notes. You can specify the format in which you would like to receive money (example: {{mono|WITHDRAW 1000 NOTE}} will give you 1000 silvers as a bank note; {{mono|WITHDRAW 100000 SILVER}} will pull 100000 silvers from your account) but, by default, any amount over 4999 will come in a note format.&lt;br /&gt;
&lt;br /&gt;
====Lockers====&lt;br /&gt;
&lt;br /&gt;
All major cities also have [[locker]]s, where you can store any items that you find that you don&#039;t need immediately on your person. Basic account holders have one locker holding 50 items in their town of creation, while premium account holders have lockers that hold up to 80 items in every town and the locker contents and are automatically organized. If you join a [[CHE|Cooperative House of Elanthia]], your locker space increases even more.&lt;br /&gt;
&lt;br /&gt;
To access your locker, simply step through the curtain and {{mono|OPEN LOCKER}}. You will need to {{mono|CLOSE LOCKER}} before leaving a locker room. Try not to log out in locker rooms with your locker still open.&lt;br /&gt;
&lt;br /&gt;
===Death in Elanthia===&lt;br /&gt;
{{main|Death&#039;s Sting}}&lt;br /&gt;
As in most games, death is a part of life in GemStone IV. Fortunately, the gods of Elanthia provide adventurers with the chance to return to life by many different means. However, it is important to note that if you die, and have no deeds, and are not also raised, you incur a debuff called Death&#039;s Sting (See above link). This debuff cripples your XP gain for a very long time, and you only obtain 25% of your absorbed XP while under this status. Do everything you can to carry deeds and get raised. Do NOT chose to depart, as the cost to remedy Death&#039;s Sting is very expensive and time intensive, and will absolutely cripple your leveling speed, a mistake a lot of new players make which can take a few real life days of playing to fix if the sting # is high enough. &lt;br /&gt;
&lt;br /&gt;
====Death and Dying====&lt;br /&gt;
&lt;br /&gt;
When your character is killed, your body remains where you died. All items and silver are maintained on your character, and characters in Elanthia cannot be &amp;quot;looted&amp;quot; by other players (though some creatures can steal items). You also won&#039;t lose levels or have experience or training points taken away for dying.&lt;br /&gt;
&lt;br /&gt;
At the moment of your death, a &amp;quot;decay counter&amp;quot; begins, which is the amount of time you have to be rescued and resurrected before your body decays. Should you decay, you will suffer increased penalties for the death and find yourself alive and well at the designated decay point for your realm.&lt;br /&gt;
&lt;br /&gt;
Acquiring [[deed]]s with the goddess [[Lorminstra]], taken at a rate of 1 per normal death, will help alleviate the [[Death&#039;s Sting|penalties]] associated with dying in Elanthia, which are mostly semi-permanent Constitution stat loss and a slower rate of experience gain. Deeds can be acquired by making the appropriate offering to a god, though how to make this offering is left to players to discover.&lt;br /&gt;
&lt;br /&gt;
====Rejoining the Ranks of the Living====&lt;br /&gt;
&lt;br /&gt;
Returning to life is sometimes an easy task and sometimes a very difficult one. You will need to be rescued by other adventurers if you do not want to decay - they will need to bring you somewhere safe and find a cleric, paladin, or another adventurer with the proper tools to raise you from the dead. You can use the {{mono|DRAG}} (example: {{mono|DRAG [player] SOUTH}}) command to move dead adventurers around to try to get them help.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dragging others is a realistic system - it&#039;s going to take a lot of strength for a halfling to drag a giantman around. If you&#039;re having trouble dragging another adventurer, try unloading some of your items or silver back at the city and returning to try again. You will also find dragging is easier the more offensive your stance is, or with help from other adventurers.&lt;br /&gt;
&lt;br /&gt;
==Early Adventuring==&lt;br /&gt;
&lt;br /&gt;
Once you have finished creating your character, you will be greeted by a friendly sprite. Depending on your choices, your adventure with the sprite may take you to treasure or tragedy!&lt;br /&gt;
&lt;br /&gt;
===The Sprite Quest===&lt;br /&gt;
{{main|Sprite quest}}&lt;br /&gt;
====What Is This Thing, and Why Is It Following Me?====&lt;br /&gt;
&lt;br /&gt;
When your character steps out into Elanthia for the first time, you will notice that there is a sprite accompanying you. This peculiar little creature will guide you on a short series of quests aimed at familiarizing you with life in Elanthia. We recommend that new players complete the quest before moving along, as the sprite quest will answer many questions and provide you with a small amount of experience.&lt;br /&gt;
&lt;br /&gt;
====Spritely Rewards====&lt;br /&gt;
&lt;br /&gt;
As you move through the sprite quest, your answers will garner you different rewards. The plotline you choose may help you answer some questions about your character and what sort of person you want to be in Elanthia. Most of the moral decisions made within the sprite quest are clean-cut, easy choices, meant to accommodate a wide variety of players.&lt;br /&gt;
&lt;br /&gt;
====Afterward====&lt;br /&gt;
&lt;br /&gt;
Once you have completed the quest, your sprite will offer to bring you to [[Silverwood Manor]] automatically, so you can speak with a Mentor (volunteer player). This is a good time to bring up any questions the quest brought to light. Once you are satisfied, now would be a great time to start exploring. Make use of the {{mono|DIR}} command to take yourself around town.&lt;br /&gt;
&lt;br /&gt;
Starter towns like [[Wehnimer&#039;s Landing]], [[Ta&#039;Vaalor]], and [[Icemule Trace]] are all inhabited by NPCs who will gladly employ new adventurers at simple, menial tasks like running messages or gathering water for guards. This is a great way to get to know your surroundings.&lt;br /&gt;
&lt;br /&gt;
===New In Town===&lt;br /&gt;
&lt;br /&gt;
====Starting Cash====&lt;br /&gt;
&lt;br /&gt;
If you completed all of the tasks set before you by the sprite, you should have a bit of silver in your pocket. A decent set of gear was provided to you as soon as you came out of new character creation, so you should not have to purchase anything immediately at the local shops. You will also find that you have been loaned a small sum by the town you are in. One of the first stops you should make is to the local Debt Collector, who will gladly relieve you of this sum.&lt;br /&gt;
&lt;br /&gt;
After paying off your debts, it would be wise to use dir bank to get to the nearest bank and deposit some of your hard-won earnings.&lt;br /&gt;
&lt;br /&gt;
====Earth Nodes====&lt;br /&gt;
&lt;br /&gt;
Commonly called [[node]]s, earth nodes are places where the energies of Elanthia gather and collect. Characters resting at these places will find that they absorb experience more quickly, along with regaining mana, spirit, and health at an accelerated rate. It is advised that you rest at earth nodes between hunts.&lt;br /&gt;
&lt;br /&gt;
====Sanctuaries====&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary|Sanctuaries]] are magically protected havens where characters can do no violence to one another, and creatures will not travel except in extreme circumstances. As such, these are idyllic places to relax or catch a break from the cares of the day.&lt;br /&gt;
&lt;br /&gt;
These gathering spots are also ideal locations to find services provided by other players, and are hotbeds for roleplay.&lt;br /&gt;
&lt;br /&gt;
====Wehnimer&#039;s Landing====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Wehnimer&#039;s Landing|Guide: A beginner&#039;s guide to Wehnimer&#039;s Landing]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Square Central is the cultural heart of Wehnimer&#039;s Landing, a sprawling plaza that encompasses the Town Well and the Small Park. A huge, ancient oak boasts a treehouse frequented by adventurers great and small.&lt;br /&gt;
&lt;br /&gt;
Hearthstone Manor is an old estate just outside of the gates of Wehnimer&#039;s Landing. The steps are often frequented by the great and powerful. Characters must be at least level 20 to enter Hearthstone and partake of the secrets within, but the steps are open to all. This is a superb place to meet some of Elanthia&#039;s living legends.&lt;br /&gt;
&lt;br /&gt;
Helga&#039;s Tavern is a seedy little bar in center of western Wehnimer&#039;s; its proprietor is as wide as she is ugly, but something about the atmosphere keeps bringing people back night after night.&lt;br /&gt;
&lt;br /&gt;
Outside the Catacombs, you may find a few other new players who are actively engaged in taking out the local rat problem. This is a good locale for the inexperienced.&lt;br /&gt;
&lt;br /&gt;
====Icemule Trace====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Icemule Trace|Guide: A beginner&#039;s guide to Icemule Trace]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Center is dominated by the frozen statue of an enormous mule, which gives the town its name. Despite the cold, the hearts of people in Icemule are warm and welcoming to new adventurers.&lt;br /&gt;
&lt;br /&gt;
The Voln Garden is a place of peace, and many healers and clerics have been known to stop by this place for a brief rest. If no healers are present in Town Center, they are probably in the Garden.&lt;br /&gt;
&lt;br /&gt;
====Ta&#039;Vaalor====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Ta&#039;Vaalor|Guide: A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Ta&#039;Vaalor, King&#039;s Court is a huge courtyard built as a testament to the triumphs of the martial Vaalor elves. Now, in the twilight days of the Elven Empire, this bustling marketplace is a pleasant place to rest.&lt;br /&gt;
&lt;br /&gt;
====On the Road Again====&lt;br /&gt;
&lt;br /&gt;
Not every town is for everyone. If you find yourself unimpressed with your current town, you have the option of hiring a travel guide at the local travel office. Use {{mono|DIR TRAVEL}} to get to the office. Each new player is given one free travel token, which should be in your inventory when you begin playing. This will allow you free access to any one of the towns available at your local travel guide.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&lt;br /&gt;
Regardless of where you end up, it&#039;s likely that you&#039;ll eventually want to start hunting. You need not have an integral knowledge of the local terrain. Your local [[Adventurers&#039; Guild]] {{mono|DIR AG}} is run by battle-hardened combatants who will send you off on different missions that will pit you against fiends in a variety of quests. Unlike town jobs, Adventurers&#039; Guild quests scale with your abilities, and can be completed all throughout the life of your character.&lt;br /&gt;
&lt;br /&gt;
If you cannot find a creature you have been assigned to hunt, the [[List of creatures by level|Bestiary]] is a helpful place to start. Furthermore, you may wish to [[group|team up]] with another player and go exploring: after all, half the fun of questing is in the journey!&lt;br /&gt;
&lt;br /&gt;
==Where to Now?==&lt;br /&gt;
&lt;br /&gt;
The [[Order of Lorekeepers]], affectionately dubbed &amp;quot;The Mentors,&amp;quot; are a group of wise volunteers who are more than willing to help you on your way. The purpose of these agents is foremost to teach and spread wisdom, knowledge, and etiquette, and secondly to gather and record information for the order and prosperity.&lt;br /&gt;
&lt;br /&gt;
===Mentors===&lt;br /&gt;
&lt;br /&gt;
The Mentors are the first line of Customer Support for GemStone IV, an organization devoted to assisting players with general questions or difficulties they may be having while playing the game. While they will not solve puzzles for other adventurers, they are well trained for providing information or guidance that might help you better understand how to play the game and interact with the world.&lt;br /&gt;
&lt;br /&gt;
The Mentors have offices in Wehnimer&#039;s Landing, Ta&#039;Vaalor, and Icemule Trace. You can use DIR silverwood to find the nearest Silverwood Manor in any of these three cities. When you&#039;re standing in the courtyard, type RING doorbell to call the attention of the Mentors. If any are available, they may take a few seconds or minutes to respond, but they will be there.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
&lt;br /&gt;
Live help and message boards are available on the [https://discord.gg/KF9Wr8u GemStone IV Discord channel].&lt;br /&gt;
&lt;br /&gt;
===Cooperative Houses of Elanthia and Meeting Hall Organizations===&lt;br /&gt;
&lt;br /&gt;
The [[CHE|Cooperative Houses of Elanthia]] (CHE) and [[Meeting Hall Organization]] (MHO) systems are excellent ways to meet other players for learning, roleplay, and friendship. Each house and Meeting Hall has its own agenda, and in concert they represent a myriad of different people and themes.&lt;br /&gt;
&lt;br /&gt;
Cooperative Houses are a throwback to Elanthia&#039;s past, and are often large manor houses of dozens of rooms that offer their members benefits in exchange for initiation fees, and sometimes monthly dues. These bonuses include expanded locker space and access to private house areas. Most exist in Wehnimer&#039;s Landing, but scatterings exist based in other towns like Ta&#039;Vaalor, and Icemule Trace.  CHEs might also have annex structures consisting of several rooms in towns other than their base.&lt;br /&gt;
&lt;br /&gt;
Meeting Hall Organizations are smaller, more current, and feature greater diversity in purposes and goals than do CHEs. As a player, you can be a member of a number of MHOs, but only a single CHE at a time. A MHO might also have a structure, depending on how active it is, but does not have lockers.&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236985</id>
		<title>New Players&#039; Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236985"/>
		<updated>2025-04-17T12:16:21Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: /* Death in Elanthia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|date=2006-07-19&lt;br /&gt;
|updated=2023-11-09&lt;br /&gt;
|topic=New Player&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to Elanthia&#039;&#039;&#039;&amp;lt;/span&amp;gt;.  This guide is intended to aid a new player in joining [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cWsaAETt4dM Introductory YouTube video by Lord Whirlin]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an updated version of the old play.net GemStone IV New Player Guide, with credits to the original author(s).&#039;&#039;&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
==What is GemStone IV?==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unique. The longest-running text-based game in the industry, it boasts hundreds of users online at any given time. What defines GemStone is a close-knit community, some members of which have been adventuring in Elanthia for well over a decade.&lt;br /&gt;
&lt;br /&gt;
The [[Elanthia|World of Elanthia]] is one of contrasts and conflict, a constantly shifting landscape of light and darkness, where everyone must work together, or find the courage to stand-alone. For players new and old, the world is constantly changing and growing.&lt;br /&gt;
&lt;br /&gt;
With over fifty thousand locations to explore, hundreds of creatures and puzzles, and a vast array of fully customizable items, GemStone IV is a behemoth of an experience.&lt;br /&gt;
&lt;br /&gt;
===You and Your Character===&lt;br /&gt;
&lt;br /&gt;
As you experience Elanthia, you do it through the eyes of your character, whose actions, thoughts, and motivations you ultimately control. The fate of your character and those around will frequently be in your hands. When conflicts rise, your character&#039;s life and reputation hang in the balance of your decisions.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===&lt;br /&gt;
{{main|Roleplay}}&lt;br /&gt;
:&#039;&#039;[[The Art of Roleplaying in GemStone IV (guide)|Guide: The Art of Roleplaying in GemStone IV]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your character knows nothing outside the world in which they exist. While Elanthia has many similarities to our reality, within its confines is a different universe. The setting is a collage of periods that blend into a medieval reality where magic and technology meet to clash or create.&lt;br /&gt;
&lt;br /&gt;
This effectively means that the things your character says or does should stay true to its nature and that of the world. Discussing things that are not in the genre or generally not something that characters in this world would do or know is beyond the intent of the game. The staff does enforce this and will take measures to ensure that characters&#039; roles and actions stay true to the game world.&lt;br /&gt;
&lt;br /&gt;
===Rooms, Creatures, NPCs, and Items===&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a realm of [[room]]s, each of which signifies a specific location. Your character will always be in a room, though you can move to new rooms through any exits in that room. Those exits could be as simple as heading north or south, or as complicated as sneaking through a hidden grate in an empty fireplace.&lt;br /&gt;
&lt;br /&gt;
The myriad of [[creature]]s that call Elanthia their home are as diverse as the adventurers who battle them. Creatures exist with their own motivations. Some are friends; others are foes, and many are wild beasts living on instinct beyond the borders of civilization. Still others are controlled by the dark forces of the world, amassing and attacking cities or towns in invasions that can scale from a small skirmish to epic battles with armies fit to end civilization.&lt;br /&gt;
&lt;br /&gt;
When in conflict, you can arm yourself with literally thousands of different weapons, armors, shields, and magical artifacts to aid you on your path. These items are often fully customizable, from their descriptions down to potent abilities. There are hundreds of [[:Category:Events|events]] and staff-controlled [[NPC]]s--non-player characters--who visit on a consistent basis to provide players with a [[:Category:Merchant Services|multitude of services]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Character==&lt;br /&gt;
{{main|Character creation}}&lt;br /&gt;
If you have not done so, you will need to create a GemStone IV account. To sign up for a new account: http://www.play.net/gs4/&lt;br /&gt;
&lt;br /&gt;
A [[F2P subscription|free to play]] account has no restrictions on travel or character advancement, but some features like item storage and casting spells on other characters are disabled or limited. You can purchase passes to lift these limits temporarily, or upgrade at any time from a free account to a monthly subscription which permanently unlocks all features.&lt;br /&gt;
&lt;br /&gt;
Once you have an account, you will be able to do several things: post on and read the forums, view important announcements about Elanthia, and most importantly, log in to the game!&lt;br /&gt;
&lt;br /&gt;
After you sign in to your account, you will be given two choices: &amp;quot;Choose a character to play&amp;quot; and &amp;quot;Select client&amp;quot;. The first choice will be to Create a new character. The second choice gives 3 choices, though it lists 4. These are [[Wrayth]], [[Wizard (front end)|Wizard]], Web Client, and Java. Likely the best choice for a new player is Wrayth, which you will need to download from the site. When a choice is made, hit the orange button labelled &amp;quot;Create Character.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Profession===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[profession]] is his or her special job in Elanthia, and largely defines the skills and specialties available to you during your time in Elanthia. Although your profession does not directly dictate your roleplay, there are some abilities that only certain professions can access. Alchemy, for example, is limited to Clerics, Empaths, Sorcerers, and Wizards, while certain Combat Maneuvers are only usable by Rogues or Warriors.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
*[[Cleric]]&lt;br /&gt;
*[[Empath]]&lt;br /&gt;
*[[Sorcerer]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
&lt;br /&gt;
====Hybrid====&lt;br /&gt;
&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
&lt;br /&gt;
====Profession Bonuses====&lt;br /&gt;
&lt;br /&gt;
Professions also provide enhancements to a character&#039;s attributes bonuses. These are referenced in more detail on the individual professions&#039; pages.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[race]] heavily affects your roleplay, as well as the mechanical strengths and weaknesses of your character. Each race is distinct and has its own unique history. While your profession affects the cost and availability of skills, race will directly affect your statistics, and therefore the number of training points you can use to spend on skills.&lt;br /&gt;
&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
====Racial Attributes====&lt;br /&gt;
&lt;br /&gt;
All races have their strengths and weaknesses, but certain races possess extraordinary bonuses that make them well suited to particular professions. Giantmen, Dwarves, and Half-Krolvin, for example, make excellent Warriors due to their high Strength and Constitution. The exceptional Dexterity of Halflings makes them extraordinary as Wizards. Dark Elves are gifted with magic in general, reflected by their enhanced Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
It is possible for most races to do well at any given profession, yet some will find an easier path than others.&lt;br /&gt;
&lt;br /&gt;
====Pitfalls====&lt;br /&gt;
&lt;br /&gt;
Because GemStone is a roleplaying game, your chosen race can carry some stigma that will affect your playing experience. Dark Elves are widely loathed in most cities, and may meet with higher shop prices in the West, or complete exclusion from some services in the Elven Nations. Halfling players, in turn, may be snubbed by Dark Elves who view them as frippery (or worse, lunch.) In Human-controlled lands, most other races are viewed with some level and variety of disdain.&lt;br /&gt;
&lt;br /&gt;
====Cultures====&lt;br /&gt;
&lt;br /&gt;
Races also feature subsets known as [[culture]]s. Some races are homogeneous: for example the professions of one&#039;s ancestors largely determine Aelotoi cultures. Other cultures often feature surprising variety. A Human of the [[Tehir]] clans comes from a vastly different lifestyle than one from [[Hendor]] or elsewhere in the [[Turamzzyrian Empire]]. You are encouraged to examine the different cultures before choosing one. While you do not need to choose your character&#039;s culture right away, the selection is permanent once completed.&lt;br /&gt;
&lt;br /&gt;
====Rerolling====&lt;br /&gt;
&lt;br /&gt;
Race and profession are permanent features of your character. Starting out is not easy for any profession, and frequently class-defining skills will take some time and leveling to develop. If you are certain that you are dissatisfied with either your race or profession and wish to change, you may reroll your character at the nearest inn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is not a choice to be taken lightly. Your character is essentially reset, starting from zero, and you will have to begin anew.&lt;br /&gt;
&lt;br /&gt;
===Customizing Your Appearance===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide: [[Character guide|Character customization]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many combinations of features are available to your character. Some of these features are available to everyone; others, like pointed ears, are limited to certain races. You can have the character manager assign you a random set of features if they are unimportant to you.&lt;br /&gt;
&lt;br /&gt;
Features are not permanent in GemStone. In addition to pavilions across the game where you can select new basic features at any time, there are also merchants called feature alterers who allow access to custom descriptions for your character. Your inventory can be altered in a like fashion.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
{{Side box|width=auto|&lt;br /&gt;
&#039;&#039;&#039;Attribute/Stat Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Strength]]: Melee AS, Ranged Speed, Encumbrance&lt;br /&gt;
:[[Constitution]]: Max Health, Encumbrance&lt;br /&gt;
:[[Dexterity]]: Ranged AS, Melee Speed&lt;br /&gt;
:[[Agility]]: Melee Speed, DS&lt;br /&gt;
:[[Discipline]]: Experience Pool&lt;br /&gt;
:[[Aura]]: Elemental CS/TD, Max Spirit&lt;br /&gt;
:[[Logic]]: Experience Pool/Absorption, Mental CS&lt;br /&gt;
:[[Intuition]]: Locksmithing&lt;br /&gt;
:[[Wisdom]]: Spiritual CS/TD&lt;br /&gt;
:[[Influence]]: Trading&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Statistic|Attributes]], or &#039;stats&#039;, are the mechanical lifeblood of your character. Unlike skills, which are selected and purchased with training points earned via experience, attributes are largely permanent numbers that mechanically impact your character. They are set during character creation and grow throughout the life of your character based upon your profession and race.&lt;br /&gt;
&lt;br /&gt;
The mathematically minded may want to spend time reading documentation and seeking the &#039;perfect&#039; combination of stats for their character, but the average player will have little trouble using the auto-assigned attributes available through the character creation system. In addition, characters can change their statistics five times up to level 20 by {{boldmono|CHECK}}ing {{boldmono|IN}} to the inn. At level 20, however, it will no longer be possible to change them without rerolling your character or using a [[fixstats]] potion. These can be acquired in the [[SimuCoin]] store, through [[Adventurer&#039;s Guild]] points, or by purchasing from other characters, but their cost is not trivial.&lt;br /&gt;
&lt;br /&gt;
===Skills and Training===&lt;br /&gt;
&lt;br /&gt;
[[Skill]] training allows you to set your unique mark upon a character. Although the skills you train in are integral to your character&#039;s makeup, what you train in is less important than being consistent in your choices. Dabbling in a skill here and there in GemStone IV is much the same as doing so in the real world: you will end up with mediocre abilities in many subjects, but without mastery of anything.&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
In Elanthia, it is essential that your character pushes forward and masters skills, as your foes will certainly be doing so. Some skills, like Climbing and Swimming, will provide only a negligible bonus if trained past a certain point. Others, like Spell Aiming for Wizards and Weapons Training for non-casters, are lifetime investments.&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unusual in that skills are not always purchased immediately as a character gains a [[level]]. [[Training point]]s toward your character&#039;s next level are accrued as your character earns experience, allowing you to get a leg up on skills for the next level.&lt;br /&gt;
&lt;br /&gt;
Skills can be trained by checking into an inn or by using the {{mono|[[GOALS]]}} command.&lt;br /&gt;
&lt;br /&gt;
====Class Comfort====&lt;br /&gt;
&lt;br /&gt;
Some skills are essential for a given profession, and as such can (and should) be trained more than one time a level. A Sorcerer would be lax in training with only a single jaunt into Spell Research each level, but might not want to indulge in Shield Use at all. In contrast, a Warrior would be foolish to expend too much effort in learning spells while forsaking Shield training.&lt;br /&gt;
&lt;br /&gt;
Certain skills that your profession is comfortable with may not suit your personal playing style. As playing style is a completely subjective medium, it would be wise to consult with a Mentor, your profession page, or experienced players before making precipitous decisions about your skill training.&lt;br /&gt;
&lt;br /&gt;
====Retraining====&lt;br /&gt;
&lt;br /&gt;
Normally, skills are difficult to untrain once you have selected them. Small changes in skills can be accomplished in a matter of hours, but forgetting an entire skill might take weeks or months to manage. GemStone IV is not without leeway for new players. During your first 20 levels, you can make instant changes to your skills at any time. This allows you to explore a wide variety of skillsets as a new player before finally settling on your chosen path.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the [[Festival of Oleani]] each Spring, a [[FIXSKILLS]] is granted to characters on paying accounts. Using the fixskills verb will allow you to instantly align your actual skills with your skill goals. This allows you to repair any major mistakes in your training, or to choose a new path entirely.  (Fixskills potions are also available for purchase in the [[Simucoin Store]] and the [[Adventurer&#039;s Guild]].)&lt;br /&gt;
&lt;br /&gt;
====What&#039;s In a Name?====&lt;br /&gt;
&lt;br /&gt;
At the end of the character creation process, you will be asked to name your character. Characters names should be original and in keeping with a fantasy environment. Keep in mind that science fiction is not fantasy, and as such, names like Robocop and Jeanlucpicard may earn you a mandatory name change as well as some strange looks.&lt;br /&gt;
&lt;br /&gt;
==Interacting with the World==&lt;br /&gt;
&lt;br /&gt;
Interacting with The World of Elanthia is done through use of [[verb|command]]s. GemStone is accessed through Wrayth, a program that interprets the vast game world, featuring point-and-click options, web links, and many other powerful features.&lt;br /&gt;
&lt;br /&gt;
Text in {{mono|TELETYPE}} indicates a command that can be typed and text in {{wrayth link|&amp;quot;quotes&amp;quot;}} indicates a link in Wrayth that can be clicked (see below).&lt;br /&gt;
&lt;br /&gt;
[[File:Wrayth_example.gif|frame|none|Wrayth Link]]&lt;br /&gt;
&lt;br /&gt;
[[File:Window.gif|frame|none|The &amp;quot;Windows&amp;quot; Window]]&lt;br /&gt;
&lt;br /&gt;
If a window in Wrayth is mentioned that you don&#039;t seem to have open, find the &amp;quot;Windows&amp;quot; window (which you cannot close) and make sure that the eye icon to the left of the window you want to have visible is open. An open eye is black, and a closed eye is white.&lt;br /&gt;
Most commands explain how to use themselves if you type them. For example, typing {{mono|WHISPER}} by itself will tell you everything you want to know about using whispers.&lt;br /&gt;
&lt;br /&gt;
All Wrayth users begin in Chat Mode, where anything typed into the black command bar comes out as something the character says. If you want to switch to Command Mode so you can type commands like {{mono|LOOK}} or {{mono|DIR}}, click the gray chat bubble just to the left of the command bar. Confirm the window that pops up, and the chat bubble will change to a &amp;gt; sign, which you can click again to switch back to Chat Mode later.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chat_mode.gif|frame|none|Wrayth in Chat mode]]&lt;br /&gt;
|[[File:Command_mode.gif|frame|none|Wrayth in Command mode]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement and Awareness===&lt;br /&gt;
&lt;br /&gt;
First and most importantly, some basic commands for figuring out where you are and how to get elsewhere.&lt;br /&gt;
&lt;br /&gt;
{{mono|LOOK}} gives a room&#039;s description, items, creatures and NPCs (Non-Player Characters), and obvious exits. To use this command, either click the &amp;quot;look&amp;quot; button in the menu immediately above the command bar (where your typed text is being entered) or type {{mono|LOOK}}. Your current room appears automatically in Wrayth&#039;s Room window.&lt;br /&gt;
&lt;br /&gt;
{{mono|DIR}} (directions), gives directions to common places in any of the starting cities. Click the &amp;quot;directions&amp;quot; button in the menu just above the command bar and then click on the place you want to go, or type {{mono|DIR}} [place] [number of steps you want shown].&lt;br /&gt;
&lt;br /&gt;
In cases where you want to use exits that aren&#039;t obvious like gates or doors, click on the {{wrayth link|&amp;quot;name of the exit link&amp;quot;}} in the room description and then click &amp;quot;go&amp;quot;. You can also type {{mono|GO}} [portal].&lt;br /&gt;
&lt;br /&gt;
You can go in any obvious direction by either clicking or typing that direction. If you want to move northeast, click {{wrayth link|&amp;quot;northeast&amp;quot;}}, type {{mono|NE}}, or use your 9-key number pad. In addition any obvious exits in the room will be automatically highlighted for you on the compass in the bottom right corner of Wrayth.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Look.gif|frame|none|The Look Button]]&lt;br /&gt;
|[[File:Directions.gif|frame|none|The Directions Button]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dir_ex.gif|frame|none|{{mono|DIR}} Example]]&lt;br /&gt;
|[[File:Go_ex.gif|frame|none|{{mono|GO}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Compass.gif|frame|none|The Compass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
&lt;br /&gt;
The ability to communicate is what keeps the world alive. These are a few of the ways to communicate with your fellow players. Keep in mind that you must remain in character when talking out loud or in any area where other players may overhear you.&lt;br /&gt;
&lt;br /&gt;
{{mono|SAY}} can be used to say something that everyone in your current room will hear. The syntax is {{mono|SAY}} [message]. This can be abbreviated by using an apostrophe (example: &#039;Hello there.). If you want to speak to another person in your room, click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}}, select &amp;quot;speak to&amp;quot;, then type what you want to say to them. They need to be in your room for &amp;quot;speak to&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
{{mono|WHISPER}} is used to speak to another character in your current room without anyone else hearing. Click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and select &amp;quot;whisper to&amp;quot;, then type out what you want to whisper. You can also type {{mono|WHISPER}} [person] [message].&lt;br /&gt;
&lt;br /&gt;
{{mono|YELL}} can be used to shout something that will be heard by everyone in your current room and all adjacent rooms. The syntax is {{mono|YELL [MESSAGE]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|THINK}} can be used to send out a thought heard by all players tuned to a common channel. You&#039;ll need to tune to a channel using {{mono|ESP}} (example: {{mono|ESP TUNE General}}). You can think out loud using {{mono|THINK}} [message] (example: {{mono|THINK}} Hello.). Click any {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and, if they are within range, click &amp;quot;think to&amp;quot; and then type out what you want to think to them. You can also type {{mono|THINK TO}} [person].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Say_ex.gif|frame|none|{{mono|SAY}} Example]]&lt;br /&gt;
|[[File:Whisper_ex.gif|frame|none|{{mono|WHISPER}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yell_ex.gif|frame|none|{{mono|YELL}} Example]]&lt;br /&gt;
|[[File:Think_ex.gif|frame|none|{{mono|THINK}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s basic information is a measure of your advancement in the game world. There are a few important ways to check this information.&lt;br /&gt;
&lt;br /&gt;
The easiest way to check all character info is to click the &amp;quot;character sheet&amp;quot; button just above the command bar in Wrayth. The window that pops up contains all relevant character data, and there are ways to quickly access different parts of this information through commands.&lt;br /&gt;
&lt;br /&gt;
{{mono|EXP}} brings up your experience. Experience is needed to advance your character from one level to the next. {{mono|EXP}} shows your current level along with total experience and how much experience is needed to hit the next level. {{mono|EXP}} also shows your character&#039;s training points and deeds, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
{{mono|INFO}} brings up your stats and character description. Your stats grow as you level and play an important role in how many training points you get when you level up. {{mono|INFO}} also shows your current mana and on-hand silver.&lt;br /&gt;
&lt;br /&gt;
{{mono|SKILLS}} brings up your skills and spells, displaying both the ranks you have and the bonus that those ranks give you, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
[[File:Char_sheet.gif|frame|none|The Character Sheet Button and Window]]&lt;br /&gt;
&lt;br /&gt;
===Inventory and Items===&lt;br /&gt;
:&#039;&#039;Guide: [[Character_guide#Inventory_.26_Item_Management|Item Management]]&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s inventory and items comprise a significant portion of your character&#039;s identity in GemStone IV. Nearly all items are highly customizable, and there are dozens of types.&lt;br /&gt;
&lt;br /&gt;
{{mono|INV}} brings up your character&#039;s inventory, which includes everything you&#039;re wearing and whatever is in your hands. Click the &amp;quot;inventory&amp;quot; button just above the command bar in Wrayth to bring this up. There are also several advanced options to the {{mono|INV}} verb that will appear when you use it.&lt;br /&gt;
&lt;br /&gt;
{{mono|GET}} allows you to pick up an item, if you have a free hand. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over one of your containers to immediately pick up the item and place it in that container. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then click &amp;quot;get&amp;quot;, or type {{mono|GET}} [item].&lt;br /&gt;
&lt;br /&gt;
{{mono|PUT}} allows you to place an item from one of your hands into one of your containers. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over a container to place it into the container, or type {{mono|PUT MY [item] IN MY [container]}}.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to use the adjective {{mono|MY}} when moving items around your inventory. {{mono|MY}} is used to indicate that the item you&#039;re referencing is on your character, which means it will make sure that you&#039;re putting your item into one of your containers, not one that may be on the ground or a nearby bench.&lt;br /&gt;
&lt;br /&gt;
{{mono|WEAR}} allows you to wear an item that you&#039;re holding. Items are automatically worn where they are supposed to be worn in your inventory. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and click &amp;quot;wear&amp;quot;, or type {{mono|WEAR [item]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|REMOVE}} allows you to remove an item that you&#039;re wearing, if you have a free hand. Click an item and drag it into one of the hand icons in the top left-hand corner of the Wrayth window to move the item to that hand. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} in your inventory and click &amp;quot;remove&amp;quot;, or type {{mono|REMOVE MY [item]}}.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inventory.gif|frame|none|Inventory Button]]&lt;br /&gt;
|[[File:Get_ex.gif|frame|none|{{mono|GET}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Put_ex.gif|frame|none|{{mono|PUT}} Example]]&lt;br /&gt;
|[[File:Wear_ex.gif|frame|none|{{mono|WEAR}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Remove_ex.gif|frame|none|{{mono|REMOVE}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combat Basics===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to combat|Guide: A beginner&#039;s guide to combat]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Combat.gif|frame|left|The Combat Window]]&lt;br /&gt;
&lt;br /&gt;
The primary way to gain experience and money in the game is by killing other creatures.&lt;br /&gt;
&lt;br /&gt;
If you want to attack a creature, you can click on its {{wrayth link|&amp;quot;creature name link&amp;quot;}} and choose &amp;quot;attack&amp;quot;, select it from the drop down and click on the &amp;quot;attack&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|ATTACK [critter]}}. Typing {{mono|ATTACK}} by itself will automatically cause you to attack the first critter available in a room.&lt;br /&gt;
&lt;br /&gt;
You can use the {{mono|STANCE}} command or click the &amp;quot;stance&amp;quot; button in the Combat window to change your stance. The more offensive your stance, the more you&#039;ll be focusing on attack over defense. Your AS (Attack Strength) and DS (Defense Strength) are heightened or lowered accordingly.&lt;br /&gt;
&lt;br /&gt;
Once a creature is dead, some creatures can be skinned. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} to see if the &amp;quot;skin&amp;quot; option is available and click that, click on the &amp;quot;skin&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SKIN [critter]}}. Depending on your Survival and First Aid skills, along with your level, this may produce a skin of varying quality, or you may fail to skin the creature entirely.&lt;br /&gt;
&lt;br /&gt;
Most creatures can also be searched after they&#039;ve been killed. Searching a creature will let you find any treasure it may have, including locked boxes, gems, coins, and magical artifacts. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} and click &amp;quot;search&amp;quot; to search it, click on the &amp;quot;search&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SEARCH [critter]}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Attack_ex.gif|frame|none|{{mono|ATTACK}} Example]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Skin_ex.gif|frame|none|{{mono|SKIN}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot;|[[File:Search_ex.gif|frame|none|{{mono|SEARCH}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience, Levels, and Silver==&lt;br /&gt;
&lt;br /&gt;
Other than roleplaying, one of the basic premises of GemStone IV is the acquisition of money and experience. As you gain more of both, your character becomes more powerful by gaining [[level]]s, and coincidentally will be able to afford better equipment and armor. Experience comes in two varieties: field experience and real experience. You will usually gain field experience from your activities in the world of Elanthia. This takes time to &#039;absorb&#039; and become real experience.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide to all of Elanthia&#039;s [[armor]], [[weapon]]s, and [[material]]s used in their construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to combat the creatures in the encroaching wilderness, adventurers use weapons and armor crafted in the world. There are many different types of weapons and weapon styles, including (but not limited to) standard weapon/shield combinations, the more defensive [[runestaff]] for casters, and even [[Ranged Weapons|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Shop, Armor Shop, Pawnshop====&lt;br /&gt;
&lt;br /&gt;
There are a few basic places where most adventurers go to find weapons, armor, and magical items from non-player vendors. Every major city has a [[:Category: Weapon shops|weapon shop]], [[:Category: Armor Shops|armor shop]], and [[pawnshop]]. If you&#039;re in a starting city, you can use the {{mono|DIR}} command to find these.&lt;br /&gt;
&lt;br /&gt;
====Special metals and woods====&lt;br /&gt;
&lt;br /&gt;
When you go shopping for new weapons or armor, you may find that some are composed of special materials. These materials directly contribute to how much AS or DS the weapon or armor gives your character. In order to use these, your character&#039;s level must equal half of the AS or DS bonus of the item, rounded up.&lt;br /&gt;
&lt;br /&gt;
So, for example, an [[ora]] broadsword gives an automatic +10 AS when used to attack something. Your character would need to be level 5 to even pick up or hold this weapon. If you can&#039;t pick up a certain weapon or armor, it may be because you aren&#039;t high enough level to hold it!&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Blade]] spell is a unique magic that gives a weapon a +20 to your AS, and you need to be level 10 to hold items that are e-bladed. These items can be identified by the scintillating light surrounding them when you {{mono|LOOK}} at them.&lt;br /&gt;
&lt;br /&gt;
====What kind of weapon and armor should you use?====&lt;br /&gt;
&lt;br /&gt;
Starting out, we recommend that you use basic weapons and armor for your first few levels. You can wield [[mithril]] equipment (+5 to AS for weapons; +5 to DS for armor/shields) when you reach level 3, and [[ora]] equipment (+10 to AS for weapons; +10 to DS for armor/shields) when you reach level 5. Most adventurers carry [[vultite]] equipment (+20 to AS for weapons; +20 to DS for armor/shields), which you can hold at level 10, and this is considered to be equipment for experienced players.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
When players talk about hunting in Elanthia, they&#039;re referring to going out and fighting creatures in the areas bordering the major cities. There are hundreds of [[:Category:Hunting Areas|hunting areas]], and the creatures that inhabit them boast a wide range of levels and tricks. New players should try to stick closer to town, as creatures there are relatively weak and geared towards players with lower-level characters.&lt;br /&gt;
&lt;br /&gt;
====Experience, Levels, and Training Points====&lt;br /&gt;
&lt;br /&gt;
When you kill creatures around your own level, you gain a certain amount of experience for doing so. The GemStone IV experience system is unique in that the experience that you gain is not immediately applied to your total experience. When you&#039;re hunting, you will have experience you gain in the field saved in your mind. You must gradually convert the experience in your character&#039;s head into real experience that will gain you levels.&lt;br /&gt;
&lt;br /&gt;
Every minute, a little of your field experience is converted to real experience. You can only hold so much field experience until you stop gaining field experience, so it&#039;s common for adventurers to go out, hunt until their mind can&#039;t take anymore, then head back into a city to rest. Certain areas, such as sanctuaries where combat can&#039;t take place, provide a boost to how fast you convert field experience to real experience.&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s skills can be raised by spending training points on those skills. You get more training points every level by having higher character statistics. Every so often, you will gain some training points from your experience earned. You can type the {{mono|GOALS}} command in game to apply these training points to skills and gain ranks in those skills.&lt;br /&gt;
&lt;br /&gt;
===Material Wealth and Items===&lt;br /&gt;
&lt;br /&gt;
The [[silver coin]] is the main unit of currency in Elanthia. The most common method of making silver is to find it on the bodies of creatures, but you can also find it in [[box]]es or items dropped by those creatures. Be sure to search all of the creatures you kill.  There are other [[:Category: Currency|currencies]] related to certain events, tiers of subscriptions, and other facets of the game, but most if not all can be exchanged in some way for silvers.&lt;br /&gt;
&lt;br /&gt;
====Banks====&lt;br /&gt;
&lt;br /&gt;
There is a [[bank]] in every major city. When carrying too much silver, it will weigh you down and slow your movements, increasing even the roundtime associated with swinging a weapon. You can use the {{mono|DIR}} command to find the bank in your town and read the sign there for more information.&lt;br /&gt;
&lt;br /&gt;
Two basic bank commands are {{mono|DEPOSIT}} and {{mono|WITHDRAW}}. {{mono|DEPOSIT}} allows you to put money into the bank that you have on your person, including any notes in open containers. {{mono|WITHDRAW}} allows you to withdraw silver or bank notes. You can specify the format in which you would like to receive money (example: {{mono|WITHDRAW 1000 NOTE}} will give you 1000 silvers as a bank note; {{mono|WITHDRAW 100000 SILVER}} will pull 100000 silvers from your account) but, by default, any amount over 4999 will come in a note format.&lt;br /&gt;
&lt;br /&gt;
====Lockers====&lt;br /&gt;
&lt;br /&gt;
All major cities also have [[locker]]s, where you can store any items that you find that you don&#039;t need immediately on your person. Basic account holders have one locker holding 50 items in their town of creation, while premium account holders have lockers that hold up to 80 items in every town and the locker contents and are automatically organized. If you join a [[CHE|Cooperative House of Elanthia]], your locker space increases even more.&lt;br /&gt;
&lt;br /&gt;
To access your locker, simply step through the curtain and {{mono|OPEN LOCKER}}. You will need to {{mono|CLOSE LOCKER}} before leaving a locker room. Try not to log out in locker rooms with your locker still open.&lt;br /&gt;
&lt;br /&gt;
===Death in Elanthia===&lt;br /&gt;
{{main|Death&#039;s Sting}}&lt;br /&gt;
As in most games, death is a part of life in GemStone IV. Fortunately, the gods of Elanthia provide adventurers with the chance to return to life by many different means. However, it is important to note that if you die, and have no deeds, and are not also raised, you incur a debuff called Death&#039;s Sting (See above link). This debuff cripples your XP gain for a very long time, and you only obtain 25% of your absorbed XP while under this status. Do everything you can to carry deeds and get raised. Do NOT chose to depart, as the cost to remedy Death&#039;s Sting is very expensive and time intensive, and will absolutely cripple your leveling speed, a mistake a lot of new players make which can a few real life days of playing to fix if the sting # is high enough. &lt;br /&gt;
&lt;br /&gt;
====Death and Dying====&lt;br /&gt;
&lt;br /&gt;
When your character is killed, your body remains where you died. All items and silver are maintained on your character, and characters in Elanthia cannot be &amp;quot;looted&amp;quot; by other players (though some creatures can steal items). You also won&#039;t lose levels or have experience or training points taken away for dying.&lt;br /&gt;
&lt;br /&gt;
At the moment of your death, a &amp;quot;decay counter&amp;quot; begins, which is the amount of time you have to be rescued and resurrected before your body decays. Should you decay, you will suffer increased penalties for the death and find yourself alive and well at the designated decay point for your realm.&lt;br /&gt;
&lt;br /&gt;
Acquiring [[deed]]s with the goddess [[Lorminstra]], taken at a rate of 1 per normal death, will help alleviate the [[Death&#039;s Sting|penalties]] associated with dying in Elanthia, which are mostly semi-permanent Constitution stat loss and a slower rate of experience gain. Deeds can be acquired by making the appropriate offering to a god, though how to make this offering is left to players to discover.&lt;br /&gt;
&lt;br /&gt;
====Rejoining the Ranks of the Living====&lt;br /&gt;
&lt;br /&gt;
Returning to life is sometimes an easy task and sometimes a very difficult one. You will need to be rescued by other adventurers if you do not want to decay - they will need to bring you somewhere safe and find a cleric, paladin, or another adventurer with the proper tools to raise you from the dead. You can use the {{mono|DRAG}} (example: {{mono|DRAG [player] SOUTH}}) command to move dead adventurers around to try to get them help.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dragging others is a realistic system - it&#039;s going to take a lot of strength for a halfling to drag a giantman around. If you&#039;re having trouble dragging another adventurer, try unloading some of your items or silver back at the city and returning to try again. You will also find dragging is easier the more offensive your stance is, or with help from other adventurers.&lt;br /&gt;
&lt;br /&gt;
==Early Adventuring==&lt;br /&gt;
&lt;br /&gt;
Once you have finished creating your character, you will be greeted by a friendly sprite. Depending on your choices, your adventure with the sprite may take you to treasure or tragedy!&lt;br /&gt;
&lt;br /&gt;
===The Sprite Quest===&lt;br /&gt;
{{main|Sprite quest}}&lt;br /&gt;
====What Is This Thing, and Why Is It Following Me?====&lt;br /&gt;
&lt;br /&gt;
When your character steps out into Elanthia for the first time, you will notice that there is a sprite accompanying you. This peculiar little creature will guide you on a short series of quests aimed at familiarizing you with life in Elanthia. We recommend that new players complete the quest before moving along, as the sprite quest will answer many questions and provide you with a small amount of experience.&lt;br /&gt;
&lt;br /&gt;
====Spritely Rewards====&lt;br /&gt;
&lt;br /&gt;
As you move through the sprite quest, your answers will garner you different rewards. The plotline you choose may help you answer some questions about your character and what sort of person you want to be in Elanthia. Most of the moral decisions made within the sprite quest are clean-cut, easy choices, meant to accommodate a wide variety of players.&lt;br /&gt;
&lt;br /&gt;
====Afterward====&lt;br /&gt;
&lt;br /&gt;
Once you have completed the quest, your sprite will offer to bring you to [[Silverwood Manor]] automatically, so you can speak with a Mentor (volunteer player). This is a good time to bring up any questions the quest brought to light. Once you are satisfied, now would be a great time to start exploring. Make use of the {{mono|DIR}} command to take yourself around town.&lt;br /&gt;
&lt;br /&gt;
Starter towns like [[Wehnimer&#039;s Landing]], [[Ta&#039;Vaalor]], and [[Icemule Trace]] are all inhabited by NPCs who will gladly employ new adventurers at simple, menial tasks like running messages or gathering water for guards. This is a great way to get to know your surroundings.&lt;br /&gt;
&lt;br /&gt;
===New In Town===&lt;br /&gt;
&lt;br /&gt;
====Starting Cash====&lt;br /&gt;
&lt;br /&gt;
If you completed all of the tasks set before you by the sprite, you should have a bit of silver in your pocket. A decent set of gear was provided to you as soon as you came out of new character creation, so you should not have to purchase anything immediately at the local shops. You will also find that you have been loaned a small sum by the town you are in. One of the first stops you should make is to the local Debt Collector, who will gladly relieve you of this sum.&lt;br /&gt;
&lt;br /&gt;
After paying off your debts, it would be wise to use dir bank to get to the nearest bank and deposit some of your hard-won earnings.&lt;br /&gt;
&lt;br /&gt;
====Earth Nodes====&lt;br /&gt;
&lt;br /&gt;
Commonly called [[node]]s, earth nodes are places where the energies of Elanthia gather and collect. Characters resting at these places will find that they absorb experience more quickly, along with regaining mana, spirit, and health at an accelerated rate. It is advised that you rest at earth nodes between hunts.&lt;br /&gt;
&lt;br /&gt;
====Sanctuaries====&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary|Sanctuaries]] are magically protected havens where characters can do no violence to one another, and creatures will not travel except in extreme circumstances. As such, these are idyllic places to relax or catch a break from the cares of the day.&lt;br /&gt;
&lt;br /&gt;
These gathering spots are also ideal locations to find services provided by other players, and are hotbeds for roleplay.&lt;br /&gt;
&lt;br /&gt;
====Wehnimer&#039;s Landing====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Wehnimer&#039;s Landing|Guide: A beginner&#039;s guide to Wehnimer&#039;s Landing]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Square Central is the cultural heart of Wehnimer&#039;s Landing, a sprawling plaza that encompasses the Town Well and the Small Park. A huge, ancient oak boasts a treehouse frequented by adventurers great and small.&lt;br /&gt;
&lt;br /&gt;
Hearthstone Manor is an old estate just outside of the gates of Wehnimer&#039;s Landing. The steps are often frequented by the great and powerful. Characters must be at least level 20 to enter Hearthstone and partake of the secrets within, but the steps are open to all. This is a superb place to meet some of Elanthia&#039;s living legends.&lt;br /&gt;
&lt;br /&gt;
Helga&#039;s Tavern is a seedy little bar in center of western Wehnimer&#039;s; its proprietor is as wide as she is ugly, but something about the atmosphere keeps bringing people back night after night.&lt;br /&gt;
&lt;br /&gt;
Outside the Catacombs, you may find a few other new players who are actively engaged in taking out the local rat problem. This is a good locale for the inexperienced.&lt;br /&gt;
&lt;br /&gt;
====Icemule Trace====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Icemule Trace|Guide: A beginner&#039;s guide to Icemule Trace]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Center is dominated by the frozen statue of an enormous mule, which gives the town its name. Despite the cold, the hearts of people in Icemule are warm and welcoming to new adventurers.&lt;br /&gt;
&lt;br /&gt;
The Voln Garden is a place of peace, and many healers and clerics have been known to stop by this place for a brief rest. If no healers are present in Town Center, they are probably in the Garden.&lt;br /&gt;
&lt;br /&gt;
====Ta&#039;Vaalor====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Ta&#039;Vaalor|Guide: A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Ta&#039;Vaalor, King&#039;s Court is a huge courtyard built as a testament to the triumphs of the martial Vaalor elves. Now, in the twilight days of the Elven Empire, this bustling marketplace is a pleasant place to rest.&lt;br /&gt;
&lt;br /&gt;
====On the Road Again====&lt;br /&gt;
&lt;br /&gt;
Not every town is for everyone. If you find yourself unimpressed with your current town, you have the option of hiring a travel guide at the local travel office. Use {{mono|DIR TRAVEL}} to get to the office. Each new player is given one free travel token, which should be in your inventory when you begin playing. This will allow you free access to any one of the towns available at your local travel guide.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&lt;br /&gt;
Regardless of where you end up, it&#039;s likely that you&#039;ll eventually want to start hunting. You need not have an integral knowledge of the local terrain. Your local [[Adventurers&#039; Guild]] {{mono|DIR AG}} is run by battle-hardened combatants who will send you off on different missions that will pit you against fiends in a variety of quests. Unlike town jobs, Adventurers&#039; Guild quests scale with your abilities, and can be completed all throughout the life of your character.&lt;br /&gt;
&lt;br /&gt;
If you cannot find a creature you have been assigned to hunt, the [[List of creatures by level|Bestiary]] is a helpful place to start. Furthermore, you may wish to [[group|team up]] with another player and go exploring: after all, half the fun of questing is in the journey!&lt;br /&gt;
&lt;br /&gt;
==Where to Now?==&lt;br /&gt;
&lt;br /&gt;
The [[Order of Lorekeepers]], affectionately dubbed &amp;quot;The Mentors,&amp;quot; are a group of wise volunteers who are more than willing to help you on your way. The purpose of these agents is foremost to teach and spread wisdom, knowledge, and etiquette, and secondly to gather and record information for the order and prosperity.&lt;br /&gt;
&lt;br /&gt;
===Mentors===&lt;br /&gt;
&lt;br /&gt;
The Mentors are the first line of Customer Support for GemStone IV, an organization devoted to assisting players with general questions or difficulties they may be having while playing the game. While they will not solve puzzles for other adventurers, they are well trained for providing information or guidance that might help you better understand how to play the game and interact with the world.&lt;br /&gt;
&lt;br /&gt;
The Mentors have offices in Wehnimer&#039;s Landing, Ta&#039;Vaalor, and Icemule Trace. You can use DIR silverwood to find the nearest Silverwood Manor in any of these three cities. When you&#039;re standing in the courtyard, type RING doorbell to call the attention of the Mentors. If any are available, they may take a few seconds or minutes to respond, but they will be there.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
&lt;br /&gt;
Live help and message boards are available on the [https://discord.gg/KF9Wr8u GemStone IV Discord channel].&lt;br /&gt;
&lt;br /&gt;
===Cooperative Houses of Elanthia and Meeting Hall Organizations===&lt;br /&gt;
&lt;br /&gt;
The [[CHE|Cooperative Houses of Elanthia]] (CHE) and [[Meeting Hall Organization]] (MHO) systems are excellent ways to meet other players for learning, roleplay, and friendship. Each house and Meeting Hall has its own agenda, and in concert they represent a myriad of different people and themes.&lt;br /&gt;
&lt;br /&gt;
Cooperative Houses are a throwback to Elanthia&#039;s past, and are often large manor houses of dozens of rooms that offer their members benefits in exchange for initiation fees, and sometimes monthly dues. These bonuses include expanded locker space and access to private house areas. Most exist in Wehnimer&#039;s Landing, but scatterings exist based in other towns like Ta&#039;Vaalor, and Icemule Trace.  CHEs might also have annex structures consisting of several rooms in towns other than their base.&lt;br /&gt;
&lt;br /&gt;
Meeting Hall Organizations are smaller, more current, and feature greater diversity in purposes and goals than do CHEs. As a player, you can be a member of a number of MHOs, but only a single CHE at a time. A MHO might also have a structure, depending on how active it is, but does not have lockers.&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236984</id>
		<title>New Players&#039; Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=236984"/>
		<updated>2025-04-17T12:15:00Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: /* Death in Elanthia */  Added more clarity on death&amp;#039;s sting for new players and its XP debuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|date=2006-07-19&lt;br /&gt;
|updated=2023-11-09&lt;br /&gt;
|topic=New Player&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to Elanthia&#039;&#039;&#039;&amp;lt;/span&amp;gt;.  This guide is intended to aid a new player in joining [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cWsaAETt4dM Introductory YouTube video by Lord Whirlin]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an updated version of the old play.net GemStone IV New Player Guide, with credits to the original author(s).&#039;&#039;&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
==What is GemStone IV?==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unique. The longest-running text-based game in the industry, it boasts hundreds of users online at any given time. What defines GemStone is a close-knit community, some members of which have been adventuring in Elanthia for well over a decade.&lt;br /&gt;
&lt;br /&gt;
The [[Elanthia|World of Elanthia]] is one of contrasts and conflict, a constantly shifting landscape of light and darkness, where everyone must work together, or find the courage to stand-alone. For players new and old, the world is constantly changing and growing.&lt;br /&gt;
&lt;br /&gt;
With over fifty thousand locations to explore, hundreds of creatures and puzzles, and a vast array of fully customizable items, GemStone IV is a behemoth of an experience.&lt;br /&gt;
&lt;br /&gt;
===You and Your Character===&lt;br /&gt;
&lt;br /&gt;
As you experience Elanthia, you do it through the eyes of your character, whose actions, thoughts, and motivations you ultimately control. The fate of your character and those around will frequently be in your hands. When conflicts rise, your character&#039;s life and reputation hang in the balance of your decisions.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===&lt;br /&gt;
{{main|Roleplay}}&lt;br /&gt;
:&#039;&#039;[[The Art of Roleplaying in GemStone IV (guide)|Guide: The Art of Roleplaying in GemStone IV]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your character knows nothing outside the world in which they exist. While Elanthia has many similarities to our reality, within its confines is a different universe. The setting is a collage of periods that blend into a medieval reality where magic and technology meet to clash or create.&lt;br /&gt;
&lt;br /&gt;
This effectively means that the things your character says or does should stay true to its nature and that of the world. Discussing things that are not in the genre or generally not something that characters in this world would do or know is beyond the intent of the game. The staff does enforce this and will take measures to ensure that characters&#039; roles and actions stay true to the game world.&lt;br /&gt;
&lt;br /&gt;
===Rooms, Creatures, NPCs, and Items===&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a realm of [[room]]s, each of which signifies a specific location. Your character will always be in a room, though you can move to new rooms through any exits in that room. Those exits could be as simple as heading north or south, or as complicated as sneaking through a hidden grate in an empty fireplace.&lt;br /&gt;
&lt;br /&gt;
The myriad of [[creature]]s that call Elanthia their home are as diverse as the adventurers who battle them. Creatures exist with their own motivations. Some are friends; others are foes, and many are wild beasts living on instinct beyond the borders of civilization. Still others are controlled by the dark forces of the world, amassing and attacking cities or towns in invasions that can scale from a small skirmish to epic battles with armies fit to end civilization.&lt;br /&gt;
&lt;br /&gt;
When in conflict, you can arm yourself with literally thousands of different weapons, armors, shields, and magical artifacts to aid you on your path. These items are often fully customizable, from their descriptions down to potent abilities. There are hundreds of [[:Category:Events|events]] and staff-controlled [[NPC]]s--non-player characters--who visit on a consistent basis to provide players with a [[:Category:Merchant Services|multitude of services]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Character==&lt;br /&gt;
{{main|Character creation}}&lt;br /&gt;
If you have not done so, you will need to create a GemStone IV account. To sign up for a new account: http://www.play.net/gs4/&lt;br /&gt;
&lt;br /&gt;
A [[F2P subscription|free to play]] account has no restrictions on travel or character advancement, but some features like item storage and casting spells on other characters are disabled or limited. You can purchase passes to lift these limits temporarily, or upgrade at any time from a free account to a monthly subscription which permanently unlocks all features.&lt;br /&gt;
&lt;br /&gt;
Once you have an account, you will be able to do several things: post on and read the forums, view important announcements about Elanthia, and most importantly, log in to the game!&lt;br /&gt;
&lt;br /&gt;
After you sign in to your account, you will be given two choices: &amp;quot;Choose a character to play&amp;quot; and &amp;quot;Select client&amp;quot;. The first choice will be to Create a new character. The second choice gives 3 choices, though it lists 4. These are [[Wrayth]], [[Wizard (front end)|Wizard]], Web Client, and Java. Likely the best choice for a new player is Wrayth, which you will need to download from the site. When a choice is made, hit the orange button labelled &amp;quot;Create Character.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Profession===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[profession]] is his or her special job in Elanthia, and largely defines the skills and specialties available to you during your time in Elanthia. Although your profession does not directly dictate your roleplay, there are some abilities that only certain professions can access. Alchemy, for example, is limited to Clerics, Empaths, Sorcerers, and Wizards, while certain Combat Maneuvers are only usable by Rogues or Warriors.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
*[[Cleric]]&lt;br /&gt;
*[[Empath]]&lt;br /&gt;
*[[Sorcerer]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
&lt;br /&gt;
====Hybrid====&lt;br /&gt;
&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
&lt;br /&gt;
====Profession Bonuses====&lt;br /&gt;
&lt;br /&gt;
Professions also provide enhancements to a character&#039;s attributes bonuses. These are referenced in more detail on the individual professions&#039; pages.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[race]] heavily affects your roleplay, as well as the mechanical strengths and weaknesses of your character. Each race is distinct and has its own unique history. While your profession affects the cost and availability of skills, race will directly affect your statistics, and therefore the number of training points you can use to spend on skills.&lt;br /&gt;
&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
====Racial Attributes====&lt;br /&gt;
&lt;br /&gt;
All races have their strengths and weaknesses, but certain races possess extraordinary bonuses that make them well suited to particular professions. Giantmen, Dwarves, and Half-Krolvin, for example, make excellent Warriors due to their high Strength and Constitution. The exceptional Dexterity of Halflings makes them extraordinary as Wizards. Dark Elves are gifted with magic in general, reflected by their enhanced Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
It is possible for most races to do well at any given profession, yet some will find an easier path than others.&lt;br /&gt;
&lt;br /&gt;
====Pitfalls====&lt;br /&gt;
&lt;br /&gt;
Because GemStone is a roleplaying game, your chosen race can carry some stigma that will affect your playing experience. Dark Elves are widely loathed in most cities, and may meet with higher shop prices in the West, or complete exclusion from some services in the Elven Nations. Halfling players, in turn, may be snubbed by Dark Elves who view them as frippery (or worse, lunch.) In Human-controlled lands, most other races are viewed with some level and variety of disdain.&lt;br /&gt;
&lt;br /&gt;
====Cultures====&lt;br /&gt;
&lt;br /&gt;
Races also feature subsets known as [[culture]]s. Some races are homogeneous: for example the professions of one&#039;s ancestors largely determine Aelotoi cultures. Other cultures often feature surprising variety. A Human of the [[Tehir]] clans comes from a vastly different lifestyle than one from [[Hendor]] or elsewhere in the [[Turamzzyrian Empire]]. You are encouraged to examine the different cultures before choosing one. While you do not need to choose your character&#039;s culture right away, the selection is permanent once completed.&lt;br /&gt;
&lt;br /&gt;
====Rerolling====&lt;br /&gt;
&lt;br /&gt;
Race and profession are permanent features of your character. Starting out is not easy for any profession, and frequently class-defining skills will take some time and leveling to develop. If you are certain that you are dissatisfied with either your race or profession and wish to change, you may reroll your character at the nearest inn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is not a choice to be taken lightly. Your character is essentially reset, starting from zero, and you will have to begin anew.&lt;br /&gt;
&lt;br /&gt;
===Customizing Your Appearance===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide: [[Character guide|Character customization]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many combinations of features are available to your character. Some of these features are available to everyone; others, like pointed ears, are limited to certain races. You can have the character manager assign you a random set of features if they are unimportant to you.&lt;br /&gt;
&lt;br /&gt;
Features are not permanent in GemStone. In addition to pavilions across the game where you can select new basic features at any time, there are also merchants called feature alterers who allow access to custom descriptions for your character. Your inventory can be altered in a like fashion.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
{{Side box|width=auto|&lt;br /&gt;
&#039;&#039;&#039;Attribute/Stat Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Strength]]: Melee AS, Ranged Speed, Encumbrance&lt;br /&gt;
:[[Constitution]]: Max Health, Encumbrance&lt;br /&gt;
:[[Dexterity]]: Ranged AS, Melee Speed&lt;br /&gt;
:[[Agility]]: Melee Speed, DS&lt;br /&gt;
:[[Discipline]]: Experience Pool&lt;br /&gt;
:[[Aura]]: Elemental CS/TD, Max Spirit&lt;br /&gt;
:[[Logic]]: Experience Pool/Absorption, Mental CS&lt;br /&gt;
:[[Intuition]]: Locksmithing&lt;br /&gt;
:[[Wisdom]]: Spiritual CS/TD&lt;br /&gt;
:[[Influence]]: Trading&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Statistic|Attributes]], or &#039;stats&#039;, are the mechanical lifeblood of your character. Unlike skills, which are selected and purchased with training points earned via experience, attributes are largely permanent numbers that mechanically impact your character. They are set during character creation and grow throughout the life of your character based upon your profession and race.&lt;br /&gt;
&lt;br /&gt;
The mathematically minded may want to spend time reading documentation and seeking the &#039;perfect&#039; combination of stats for their character, but the average player will have little trouble using the auto-assigned attributes available through the character creation system. In addition, characters can change their statistics five times up to level 20 by {{boldmono|CHECK}}ing {{boldmono|IN}} to the inn. At level 20, however, it will no longer be possible to change them without rerolling your character or using a [[fixstats]] potion. These can be acquired in the [[SimuCoin]] store, through [[Adventurer&#039;s Guild]] points, or by purchasing from other characters, but their cost is not trivial.&lt;br /&gt;
&lt;br /&gt;
===Skills and Training===&lt;br /&gt;
&lt;br /&gt;
[[Skill]] training allows you to set your unique mark upon a character. Although the skills you train in are integral to your character&#039;s makeup, what you train in is less important than being consistent in your choices. Dabbling in a skill here and there in GemStone IV is much the same as doing so in the real world: you will end up with mediocre abilities in many subjects, but without mastery of anything.&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
In Elanthia, it is essential that your character pushes forward and masters skills, as your foes will certainly be doing so. Some skills, like Climbing and Swimming, will provide only a negligible bonus if trained past a certain point. Others, like Spell Aiming for Wizards and Weapons Training for non-casters, are lifetime investments.&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unusual in that skills are not always purchased immediately as a character gains a [[level]]. [[Training point]]s toward your character&#039;s next level are accrued as your character earns experience, allowing you to get a leg up on skills for the next level.&lt;br /&gt;
&lt;br /&gt;
Skills can be trained by checking into an inn or by using the {{mono|[[GOALS]]}} command.&lt;br /&gt;
&lt;br /&gt;
====Class Comfort====&lt;br /&gt;
&lt;br /&gt;
Some skills are essential for a given profession, and as such can (and should) be trained more than one time a level. A Sorcerer would be lax in training with only a single jaunt into Spell Research each level, but might not want to indulge in Shield Use at all. In contrast, a Warrior would be foolish to expend too much effort in learning spells while forsaking Shield training.&lt;br /&gt;
&lt;br /&gt;
Certain skills that your profession is comfortable with may not suit your personal playing style. As playing style is a completely subjective medium, it would be wise to consult with a Mentor, your profession page, or experienced players before making precipitous decisions about your skill training.&lt;br /&gt;
&lt;br /&gt;
====Retraining====&lt;br /&gt;
&lt;br /&gt;
Normally, skills are difficult to untrain once you have selected them. Small changes in skills can be accomplished in a matter of hours, but forgetting an entire skill might take weeks or months to manage. GemStone IV is not without leeway for new players. During your first 20 levels, you can make instant changes to your skills at any time. This allows you to explore a wide variety of skillsets as a new player before finally settling on your chosen path.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the [[Festival of Oleani]] each Spring, a [[FIXSKILLS]] is granted to characters on paying accounts. Using the fixskills verb will allow you to instantly align your actual skills with your skill goals. This allows you to repair any major mistakes in your training, or to choose a new path entirely.  (Fixskills potions are also available for purchase in the [[Simucoin Store]] and the [[Adventurer&#039;s Guild]].)&lt;br /&gt;
&lt;br /&gt;
====What&#039;s In a Name?====&lt;br /&gt;
&lt;br /&gt;
At the end of the character creation process, you will be asked to name your character. Characters names should be original and in keeping with a fantasy environment. Keep in mind that science fiction is not fantasy, and as such, names like Robocop and Jeanlucpicard may earn you a mandatory name change as well as some strange looks.&lt;br /&gt;
&lt;br /&gt;
==Interacting with the World==&lt;br /&gt;
&lt;br /&gt;
Interacting with The World of Elanthia is done through use of [[verb|command]]s. GemStone is accessed through Wrayth, a program that interprets the vast game world, featuring point-and-click options, web links, and many other powerful features.&lt;br /&gt;
&lt;br /&gt;
Text in {{mono|TELETYPE}} indicates a command that can be typed and text in {{wrayth link|&amp;quot;quotes&amp;quot;}} indicates a link in Wrayth that can be clicked (see below).&lt;br /&gt;
&lt;br /&gt;
[[File:Wrayth_example.gif|frame|none|Wrayth Link]]&lt;br /&gt;
&lt;br /&gt;
[[File:Window.gif|frame|none|The &amp;quot;Windows&amp;quot; Window]]&lt;br /&gt;
&lt;br /&gt;
If a window in Wrayth is mentioned that you don&#039;t seem to have open, find the &amp;quot;Windows&amp;quot; window (which you cannot close) and make sure that the eye icon to the left of the window you want to have visible is open. An open eye is black, and a closed eye is white.&lt;br /&gt;
Most commands explain how to use themselves if you type them. For example, typing {{mono|WHISPER}} by itself will tell you everything you want to know about using whispers.&lt;br /&gt;
&lt;br /&gt;
All Wrayth users begin in Chat Mode, where anything typed into the black command bar comes out as something the character says. If you want to switch to Command Mode so you can type commands like {{mono|LOOK}} or {{mono|DIR}}, click the gray chat bubble just to the left of the command bar. Confirm the window that pops up, and the chat bubble will change to a &amp;gt; sign, which you can click again to switch back to Chat Mode later.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chat_mode.gif|frame|none|Wrayth in Chat mode]]&lt;br /&gt;
|[[File:Command_mode.gif|frame|none|Wrayth in Command mode]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement and Awareness===&lt;br /&gt;
&lt;br /&gt;
First and most importantly, some basic commands for figuring out where you are and how to get elsewhere.&lt;br /&gt;
&lt;br /&gt;
{{mono|LOOK}} gives a room&#039;s description, items, creatures and NPCs (Non-Player Characters), and obvious exits. To use this command, either click the &amp;quot;look&amp;quot; button in the menu immediately above the command bar (where your typed text is being entered) or type {{mono|LOOK}}. Your current room appears automatically in Wrayth&#039;s Room window.&lt;br /&gt;
&lt;br /&gt;
{{mono|DIR}} (directions), gives directions to common places in any of the starting cities. Click the &amp;quot;directions&amp;quot; button in the menu just above the command bar and then click on the place you want to go, or type {{mono|DIR}} [place] [number of steps you want shown].&lt;br /&gt;
&lt;br /&gt;
In cases where you want to use exits that aren&#039;t obvious like gates or doors, click on the {{wrayth link|&amp;quot;name of the exit link&amp;quot;}} in the room description and then click &amp;quot;go&amp;quot;. You can also type {{mono|GO}} [portal].&lt;br /&gt;
&lt;br /&gt;
You can go in any obvious direction by either clicking or typing that direction. If you want to move northeast, click {{wrayth link|&amp;quot;northeast&amp;quot;}}, type {{mono|NE}}, or use your 9-key number pad. In addition any obvious exits in the room will be automatically highlighted for you on the compass in the bottom right corner of Wrayth.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Look.gif|frame|none|The Look Button]]&lt;br /&gt;
|[[File:Directions.gif|frame|none|The Directions Button]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dir_ex.gif|frame|none|{{mono|DIR}} Example]]&lt;br /&gt;
|[[File:Go_ex.gif|frame|none|{{mono|GO}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Compass.gif|frame|none|The Compass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
&lt;br /&gt;
The ability to communicate is what keeps the world alive. These are a few of the ways to communicate with your fellow players. Keep in mind that you must remain in character when talking out loud or in any area where other players may overhear you.&lt;br /&gt;
&lt;br /&gt;
{{mono|SAY}} can be used to say something that everyone in your current room will hear. The syntax is {{mono|SAY}} [message]. This can be abbreviated by using an apostrophe (example: &#039;Hello there.). If you want to speak to another person in your room, click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}}, select &amp;quot;speak to&amp;quot;, then type what you want to say to them. They need to be in your room for &amp;quot;speak to&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
{{mono|WHISPER}} is used to speak to another character in your current room without anyone else hearing. Click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and select &amp;quot;whisper to&amp;quot;, then type out what you want to whisper. You can also type {{mono|WHISPER}} [person] [message].&lt;br /&gt;
&lt;br /&gt;
{{mono|YELL}} can be used to shout something that will be heard by everyone in your current room and all adjacent rooms. The syntax is {{mono|YELL [MESSAGE]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|THINK}} can be used to send out a thought heard by all players tuned to a common channel. You&#039;ll need to tune to a channel using {{mono|ESP}} (example: {{mono|ESP TUNE General}}). You can think out loud using {{mono|THINK}} [message] (example: {{mono|THINK}} Hello.). Click any {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and, if they are within range, click &amp;quot;think to&amp;quot; and then type out what you want to think to them. You can also type {{mono|THINK TO}} [person].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Say_ex.gif|frame|none|{{mono|SAY}} Example]]&lt;br /&gt;
|[[File:Whisper_ex.gif|frame|none|{{mono|WHISPER}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yell_ex.gif|frame|none|{{mono|YELL}} Example]]&lt;br /&gt;
|[[File:Think_ex.gif|frame|none|{{mono|THINK}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s basic information is a measure of your advancement in the game world. There are a few important ways to check this information.&lt;br /&gt;
&lt;br /&gt;
The easiest way to check all character info is to click the &amp;quot;character sheet&amp;quot; button just above the command bar in Wrayth. The window that pops up contains all relevant character data, and there are ways to quickly access different parts of this information through commands.&lt;br /&gt;
&lt;br /&gt;
{{mono|EXP}} brings up your experience. Experience is needed to advance your character from one level to the next. {{mono|EXP}} shows your current level along with total experience and how much experience is needed to hit the next level. {{mono|EXP}} also shows your character&#039;s training points and deeds, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
{{mono|INFO}} brings up your stats and character description. Your stats grow as you level and play an important role in how many training points you get when you level up. {{mono|INFO}} also shows your current mana and on-hand silver.&lt;br /&gt;
&lt;br /&gt;
{{mono|SKILLS}} brings up your skills and spells, displaying both the ranks you have and the bonus that those ranks give you, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
[[File:Char_sheet.gif|frame|none|The Character Sheet Button and Window]]&lt;br /&gt;
&lt;br /&gt;
===Inventory and Items===&lt;br /&gt;
:&#039;&#039;Guide: [[Character_guide#Inventory_.26_Item_Management|Item Management]]&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s inventory and items comprise a significant portion of your character&#039;s identity in GemStone IV. Nearly all items are highly customizable, and there are dozens of types.&lt;br /&gt;
&lt;br /&gt;
{{mono|INV}} brings up your character&#039;s inventory, which includes everything you&#039;re wearing and whatever is in your hands. Click the &amp;quot;inventory&amp;quot; button just above the command bar in Wrayth to bring this up. There are also several advanced options to the {{mono|INV}} verb that will appear when you use it.&lt;br /&gt;
&lt;br /&gt;
{{mono|GET}} allows you to pick up an item, if you have a free hand. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over one of your containers to immediately pick up the item and place it in that container. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then click &amp;quot;get&amp;quot;, or type {{mono|GET}} [item].&lt;br /&gt;
&lt;br /&gt;
{{mono|PUT}} allows you to place an item from one of your hands into one of your containers. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over a container to place it into the container, or type {{mono|PUT MY [item] IN MY [container]}}.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to use the adjective {{mono|MY}} when moving items around your inventory. {{mono|MY}} is used to indicate that the item you&#039;re referencing is on your character, which means it will make sure that you&#039;re putting your item into one of your containers, not one that may be on the ground or a nearby bench.&lt;br /&gt;
&lt;br /&gt;
{{mono|WEAR}} allows you to wear an item that you&#039;re holding. Items are automatically worn where they are supposed to be worn in your inventory. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and click &amp;quot;wear&amp;quot;, or type {{mono|WEAR [item]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|REMOVE}} allows you to remove an item that you&#039;re wearing, if you have a free hand. Click an item and drag it into one of the hand icons in the top left-hand corner of the Wrayth window to move the item to that hand. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} in your inventory and click &amp;quot;remove&amp;quot;, or type {{mono|REMOVE MY [item]}}.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inventory.gif|frame|none|Inventory Button]]&lt;br /&gt;
|[[File:Get_ex.gif|frame|none|{{mono|GET}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Put_ex.gif|frame|none|{{mono|PUT}} Example]]&lt;br /&gt;
|[[File:Wear_ex.gif|frame|none|{{mono|WEAR}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Remove_ex.gif|frame|none|{{mono|REMOVE}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combat Basics===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to combat|Guide: A beginner&#039;s guide to combat]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Combat.gif|frame|left|The Combat Window]]&lt;br /&gt;
&lt;br /&gt;
The primary way to gain experience and money in the game is by killing other creatures.&lt;br /&gt;
&lt;br /&gt;
If you want to attack a creature, you can click on its {{wrayth link|&amp;quot;creature name link&amp;quot;}} and choose &amp;quot;attack&amp;quot;, select it from the drop down and click on the &amp;quot;attack&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|ATTACK [critter]}}. Typing {{mono|ATTACK}} by itself will automatically cause you to attack the first critter available in a room.&lt;br /&gt;
&lt;br /&gt;
You can use the {{mono|STANCE}} command or click the &amp;quot;stance&amp;quot; button in the Combat window to change your stance. The more offensive your stance, the more you&#039;ll be focusing on attack over defense. Your AS (Attack Strength) and DS (Defense Strength) are heightened or lowered accordingly.&lt;br /&gt;
&lt;br /&gt;
Once a creature is dead, some creatures can be skinned. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} to see if the &amp;quot;skin&amp;quot; option is available and click that, click on the &amp;quot;skin&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SKIN [critter]}}. Depending on your Survival and First Aid skills, along with your level, this may produce a skin of varying quality, or you may fail to skin the creature entirely.&lt;br /&gt;
&lt;br /&gt;
Most creatures can also be searched after they&#039;ve been killed. Searching a creature will let you find any treasure it may have, including locked boxes, gems, coins, and magical artifacts. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} and click &amp;quot;search&amp;quot; to search it, click on the &amp;quot;search&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SEARCH [critter]}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Attack_ex.gif|frame|none|{{mono|ATTACK}} Example]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Skin_ex.gif|frame|none|{{mono|SKIN}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot;|[[File:Search_ex.gif|frame|none|{{mono|SEARCH}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience, Levels, and Silver==&lt;br /&gt;
&lt;br /&gt;
Other than roleplaying, one of the basic premises of GemStone IV is the acquisition of money and experience. As you gain more of both, your character becomes more powerful by gaining [[level]]s, and coincidentally will be able to afford better equipment and armor. Experience comes in two varieties: field experience and real experience. You will usually gain field experience from your activities in the world of Elanthia. This takes time to &#039;absorb&#039; and become real experience.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide to all of Elanthia&#039;s [[armor]], [[weapon]]s, and [[material]]s used in their construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to combat the creatures in the encroaching wilderness, adventurers use weapons and armor crafted in the world. There are many different types of weapons and weapon styles, including (but not limited to) standard weapon/shield combinations, the more defensive [[runestaff]] for casters, and even [[Ranged Weapons|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Shop, Armor Shop, Pawnshop====&lt;br /&gt;
&lt;br /&gt;
There are a few basic places where most adventurers go to find weapons, armor, and magical items from non-player vendors. Every major city has a [[:Category: Weapon shops|weapon shop]], [[:Category: Armor Shops|armor shop]], and [[pawnshop]]. If you&#039;re in a starting city, you can use the {{mono|DIR}} command to find these.&lt;br /&gt;
&lt;br /&gt;
====Special metals and woods====&lt;br /&gt;
&lt;br /&gt;
When you go shopping for new weapons or armor, you may find that some are composed of special materials. These materials directly contribute to how much AS or DS the weapon or armor gives your character. In order to use these, your character&#039;s level must equal half of the AS or DS bonus of the item, rounded up.&lt;br /&gt;
&lt;br /&gt;
So, for example, an [[ora]] broadsword gives an automatic +10 AS when used to attack something. Your character would need to be level 5 to even pick up or hold this weapon. If you can&#039;t pick up a certain weapon or armor, it may be because you aren&#039;t high enough level to hold it!&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Blade]] spell is a unique magic that gives a weapon a +20 to your AS, and you need to be level 10 to hold items that are e-bladed. These items can be identified by the scintillating light surrounding them when you {{mono|LOOK}} at them.&lt;br /&gt;
&lt;br /&gt;
====What kind of weapon and armor should you use?====&lt;br /&gt;
&lt;br /&gt;
Starting out, we recommend that you use basic weapons and armor for your first few levels. You can wield [[mithril]] equipment (+5 to AS for weapons; +5 to DS for armor/shields) when you reach level 3, and [[ora]] equipment (+10 to AS for weapons; +10 to DS for armor/shields) when you reach level 5. Most adventurers carry [[vultite]] equipment (+20 to AS for weapons; +20 to DS for armor/shields), which you can hold at level 10, and this is considered to be equipment for experienced players.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
When players talk about hunting in Elanthia, they&#039;re referring to going out and fighting creatures in the areas bordering the major cities. There are hundreds of [[:Category:Hunting Areas|hunting areas]], and the creatures that inhabit them boast a wide range of levels and tricks. New players should try to stick closer to town, as creatures there are relatively weak and geared towards players with lower-level characters.&lt;br /&gt;
&lt;br /&gt;
====Experience, Levels, and Training Points====&lt;br /&gt;
&lt;br /&gt;
When you kill creatures around your own level, you gain a certain amount of experience for doing so. The GemStone IV experience system is unique in that the experience that you gain is not immediately applied to your total experience. When you&#039;re hunting, you will have experience you gain in the field saved in your mind. You must gradually convert the experience in your character&#039;s head into real experience that will gain you levels.&lt;br /&gt;
&lt;br /&gt;
Every minute, a little of your field experience is converted to real experience. You can only hold so much field experience until you stop gaining field experience, so it&#039;s common for adventurers to go out, hunt until their mind can&#039;t take anymore, then head back into a city to rest. Certain areas, such as sanctuaries where combat can&#039;t take place, provide a boost to how fast you convert field experience to real experience.&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s skills can be raised by spending training points on those skills. You get more training points every level by having higher character statistics. Every so often, you will gain some training points from your experience earned. You can type the {{mono|GOALS}} command in game to apply these training points to skills and gain ranks in those skills.&lt;br /&gt;
&lt;br /&gt;
===Material Wealth and Items===&lt;br /&gt;
&lt;br /&gt;
The [[silver coin]] is the main unit of currency in Elanthia. The most common method of making silver is to find it on the bodies of creatures, but you can also find it in [[box]]es or items dropped by those creatures. Be sure to search all of the creatures you kill.  There are other [[:Category: Currency|currencies]] related to certain events, tiers of subscriptions, and other facets of the game, but most if not all can be exchanged in some way for silvers.&lt;br /&gt;
&lt;br /&gt;
====Banks====&lt;br /&gt;
&lt;br /&gt;
There is a [[bank]] in every major city. When carrying too much silver, it will weigh you down and slow your movements, increasing even the roundtime associated with swinging a weapon. You can use the {{mono|DIR}} command to find the bank in your town and read the sign there for more information.&lt;br /&gt;
&lt;br /&gt;
Two basic bank commands are {{mono|DEPOSIT}} and {{mono|WITHDRAW}}. {{mono|DEPOSIT}} allows you to put money into the bank that you have on your person, including any notes in open containers. {{mono|WITHDRAW}} allows you to withdraw silver or bank notes. You can specify the format in which you would like to receive money (example: {{mono|WITHDRAW 1000 NOTE}} will give you 1000 silvers as a bank note; {{mono|WITHDRAW 100000 SILVER}} will pull 100000 silvers from your account) but, by default, any amount over 4999 will come in a note format.&lt;br /&gt;
&lt;br /&gt;
====Lockers====&lt;br /&gt;
&lt;br /&gt;
All major cities also have [[locker]]s, where you can store any items that you find that you don&#039;t need immediately on your person. Basic account holders have one locker holding 50 items in their town of creation, while premium account holders have lockers that hold up to 80 items in every town and the locker contents and are automatically organized. If you join a [[CHE|Cooperative House of Elanthia]], your locker space increases even more.&lt;br /&gt;
&lt;br /&gt;
To access your locker, simply step through the curtain and {{mono|OPEN LOCKER}}. You will need to {{mono|CLOSE LOCKER}} before leaving a locker room. Try not to log out in locker rooms with your locker still open.&lt;br /&gt;
&lt;br /&gt;
===Death in Elanthia===&lt;br /&gt;
{{main|Death&#039;s Sting}}&lt;br /&gt;
As in most games, death is a part of life in GemStone IV. Fortunately, the gods of Elanthia provide adventurers with the chance to return to life by many different means. However, it is important to note that if you die, and have no deeds, and are not also raised, you incur a debuff called Death&#039;s Sting (See above link). This debuff cripples your XP gain for a very long time, and you only obtain 25% of your absorbed XP while under this status. Do everything you can to carry deeds and get raised. Do NOT chose to depart, as the cost to remedy Death&#039;s Sting is very expensive and time intensive, and will absolutely cripple your leveling speed, a mistake a lot of new players make which can day real life days of playing to fix if the sting # is high enough. &lt;br /&gt;
&lt;br /&gt;
====Death and Dying====&lt;br /&gt;
&lt;br /&gt;
When your character is killed, your body remains where you died. All items and silver are maintained on your character, and characters in Elanthia cannot be &amp;quot;looted&amp;quot; by other players (though some creatures can steal items). You also won&#039;t lose levels or have experience or training points taken away for dying.&lt;br /&gt;
&lt;br /&gt;
At the moment of your death, a &amp;quot;decay counter&amp;quot; begins, which is the amount of time you have to be rescued and resurrected before your body decays. Should you decay, you will suffer increased penalties for the death and find yourself alive and well at the designated decay point for your realm.&lt;br /&gt;
&lt;br /&gt;
Acquiring [[deed]]s with the goddess [[Lorminstra]], taken at a rate of 1 per normal death, will help alleviate the [[Death&#039;s Sting|penalties]] associated with dying in Elanthia, which are mostly semi-permanent Constitution stat loss and a slower rate of experience gain. Deeds can be acquired by making the appropriate offering to a god, though how to make this offering is left to players to discover.&lt;br /&gt;
&lt;br /&gt;
====Rejoining the Ranks of the Living====&lt;br /&gt;
&lt;br /&gt;
Returning to life is sometimes an easy task and sometimes a very difficult one. You will need to be rescued by other adventurers if you do not want to decay - they will need to bring you somewhere safe and find a cleric, paladin, or another adventurer with the proper tools to raise you from the dead. You can use the {{mono|DRAG}} (example: {{mono|DRAG [player] SOUTH}}) command to move dead adventurers around to try to get them help.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dragging others is a realistic system - it&#039;s going to take a lot of strength for a halfling to drag a giantman around. If you&#039;re having trouble dragging another adventurer, try unloading some of your items or silver back at the city and returning to try again. You will also find dragging is easier the more offensive your stance is, or with help from other adventurers.&lt;br /&gt;
&lt;br /&gt;
==Early Adventuring==&lt;br /&gt;
&lt;br /&gt;
Once you have finished creating your character, you will be greeted by a friendly sprite. Depending on your choices, your adventure with the sprite may take you to treasure or tragedy!&lt;br /&gt;
&lt;br /&gt;
===The Sprite Quest===&lt;br /&gt;
{{main|Sprite quest}}&lt;br /&gt;
====What Is This Thing, and Why Is It Following Me?====&lt;br /&gt;
&lt;br /&gt;
When your character steps out into Elanthia for the first time, you will notice that there is a sprite accompanying you. This peculiar little creature will guide you on a short series of quests aimed at familiarizing you with life in Elanthia. We recommend that new players complete the quest before moving along, as the sprite quest will answer many questions and provide you with a small amount of experience.&lt;br /&gt;
&lt;br /&gt;
====Spritely Rewards====&lt;br /&gt;
&lt;br /&gt;
As you move through the sprite quest, your answers will garner you different rewards. The plotline you choose may help you answer some questions about your character and what sort of person you want to be in Elanthia. Most of the moral decisions made within the sprite quest are clean-cut, easy choices, meant to accommodate a wide variety of players.&lt;br /&gt;
&lt;br /&gt;
====Afterward====&lt;br /&gt;
&lt;br /&gt;
Once you have completed the quest, your sprite will offer to bring you to [[Silverwood Manor]] automatically, so you can speak with a Mentor (volunteer player). This is a good time to bring up any questions the quest brought to light. Once you are satisfied, now would be a great time to start exploring. Make use of the {{mono|DIR}} command to take yourself around town.&lt;br /&gt;
&lt;br /&gt;
Starter towns like [[Wehnimer&#039;s Landing]], [[Ta&#039;Vaalor]], and [[Icemule Trace]] are all inhabited by NPCs who will gladly employ new adventurers at simple, menial tasks like running messages or gathering water for guards. This is a great way to get to know your surroundings.&lt;br /&gt;
&lt;br /&gt;
===New In Town===&lt;br /&gt;
&lt;br /&gt;
====Starting Cash====&lt;br /&gt;
&lt;br /&gt;
If you completed all of the tasks set before you by the sprite, you should have a bit of silver in your pocket. A decent set of gear was provided to you as soon as you came out of new character creation, so you should not have to purchase anything immediately at the local shops. You will also find that you have been loaned a small sum by the town you are in. One of the first stops you should make is to the local Debt Collector, who will gladly relieve you of this sum.&lt;br /&gt;
&lt;br /&gt;
After paying off your debts, it would be wise to use dir bank to get to the nearest bank and deposit some of your hard-won earnings.&lt;br /&gt;
&lt;br /&gt;
====Earth Nodes====&lt;br /&gt;
&lt;br /&gt;
Commonly called [[node]]s, earth nodes are places where the energies of Elanthia gather and collect. Characters resting at these places will find that they absorb experience more quickly, along with regaining mana, spirit, and health at an accelerated rate. It is advised that you rest at earth nodes between hunts.&lt;br /&gt;
&lt;br /&gt;
====Sanctuaries====&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary|Sanctuaries]] are magically protected havens where characters can do no violence to one another, and creatures will not travel except in extreme circumstances. As such, these are idyllic places to relax or catch a break from the cares of the day.&lt;br /&gt;
&lt;br /&gt;
These gathering spots are also ideal locations to find services provided by other players, and are hotbeds for roleplay.&lt;br /&gt;
&lt;br /&gt;
====Wehnimer&#039;s Landing====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Wehnimer&#039;s Landing|Guide: A beginner&#039;s guide to Wehnimer&#039;s Landing]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Square Central is the cultural heart of Wehnimer&#039;s Landing, a sprawling plaza that encompasses the Town Well and the Small Park. A huge, ancient oak boasts a treehouse frequented by adventurers great and small.&lt;br /&gt;
&lt;br /&gt;
Hearthstone Manor is an old estate just outside of the gates of Wehnimer&#039;s Landing. The steps are often frequented by the great and powerful. Characters must be at least level 20 to enter Hearthstone and partake of the secrets within, but the steps are open to all. This is a superb place to meet some of Elanthia&#039;s living legends.&lt;br /&gt;
&lt;br /&gt;
Helga&#039;s Tavern is a seedy little bar in center of western Wehnimer&#039;s; its proprietor is as wide as she is ugly, but something about the atmosphere keeps bringing people back night after night.&lt;br /&gt;
&lt;br /&gt;
Outside the Catacombs, you may find a few other new players who are actively engaged in taking out the local rat problem. This is a good locale for the inexperienced.&lt;br /&gt;
&lt;br /&gt;
====Icemule Trace====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Icemule Trace|Guide: A beginner&#039;s guide to Icemule Trace]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Center is dominated by the frozen statue of an enormous mule, which gives the town its name. Despite the cold, the hearts of people in Icemule are warm and welcoming to new adventurers.&lt;br /&gt;
&lt;br /&gt;
The Voln Garden is a place of peace, and many healers and clerics have been known to stop by this place for a brief rest. If no healers are present in Town Center, they are probably in the Garden.&lt;br /&gt;
&lt;br /&gt;
====Ta&#039;Vaalor====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Ta&#039;Vaalor|Guide: A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Ta&#039;Vaalor, King&#039;s Court is a huge courtyard built as a testament to the triumphs of the martial Vaalor elves. Now, in the twilight days of the Elven Empire, this bustling marketplace is a pleasant place to rest.&lt;br /&gt;
&lt;br /&gt;
====On the Road Again====&lt;br /&gt;
&lt;br /&gt;
Not every town is for everyone. If you find yourself unimpressed with your current town, you have the option of hiring a travel guide at the local travel office. Use {{mono|DIR TRAVEL}} to get to the office. Each new player is given one free travel token, which should be in your inventory when you begin playing. This will allow you free access to any one of the towns available at your local travel guide.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&lt;br /&gt;
Regardless of where you end up, it&#039;s likely that you&#039;ll eventually want to start hunting. You need not have an integral knowledge of the local terrain. Your local [[Adventurers&#039; Guild]] {{mono|DIR AG}} is run by battle-hardened combatants who will send you off on different missions that will pit you against fiends in a variety of quests. Unlike town jobs, Adventurers&#039; Guild quests scale with your abilities, and can be completed all throughout the life of your character.&lt;br /&gt;
&lt;br /&gt;
If you cannot find a creature you have been assigned to hunt, the [[List of creatures by level|Bestiary]] is a helpful place to start. Furthermore, you may wish to [[group|team up]] with another player and go exploring: after all, half the fun of questing is in the journey!&lt;br /&gt;
&lt;br /&gt;
==Where to Now?==&lt;br /&gt;
&lt;br /&gt;
The [[Order of Lorekeepers]], affectionately dubbed &amp;quot;The Mentors,&amp;quot; are a group of wise volunteers who are more than willing to help you on your way. The purpose of these agents is foremost to teach and spread wisdom, knowledge, and etiquette, and secondly to gather and record information for the order and prosperity.&lt;br /&gt;
&lt;br /&gt;
===Mentors===&lt;br /&gt;
&lt;br /&gt;
The Mentors are the first line of Customer Support for GemStone IV, an organization devoted to assisting players with general questions or difficulties they may be having while playing the game. While they will not solve puzzles for other adventurers, they are well trained for providing information or guidance that might help you better understand how to play the game and interact with the world.&lt;br /&gt;
&lt;br /&gt;
The Mentors have offices in Wehnimer&#039;s Landing, Ta&#039;Vaalor, and Icemule Trace. You can use DIR silverwood to find the nearest Silverwood Manor in any of these three cities. When you&#039;re standing in the courtyard, type RING doorbell to call the attention of the Mentors. If any are available, they may take a few seconds or minutes to respond, but they will be there.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
&lt;br /&gt;
Live help and message boards are available on the [https://discord.gg/KF9Wr8u GemStone IV Discord channel].&lt;br /&gt;
&lt;br /&gt;
===Cooperative Houses of Elanthia and Meeting Hall Organizations===&lt;br /&gt;
&lt;br /&gt;
The [[CHE|Cooperative Houses of Elanthia]] (CHE) and [[Meeting Hall Organization]] (MHO) systems are excellent ways to meet other players for learning, roleplay, and friendship. Each house and Meeting Hall has its own agenda, and in concert they represent a myriad of different people and themes.&lt;br /&gt;
&lt;br /&gt;
Cooperative Houses are a throwback to Elanthia&#039;s past, and are often large manor houses of dozens of rooms that offer their members benefits in exchange for initiation fees, and sometimes monthly dues. These bonuses include expanded locker space and access to private house areas. Most exist in Wehnimer&#039;s Landing, but scatterings exist based in other towns like Ta&#039;Vaalor, and Icemule Trace.  CHEs might also have annex structures consisting of several rooms in towns other than their base.&lt;br /&gt;
&lt;br /&gt;
Meeting Hall Organizations are smaller, more current, and feature greater diversity in purposes and goals than do CHEs. As a player, you can be a member of a number of MHOs, but only a single CHE at a time. A MHO might also have a structure, depending on how active it is, but does not have lockers.&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death%27s_Sting&amp;diff=236969</id>
		<title>Death&#039;s Sting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death%27s_Sting&amp;diff=236969"/>
		<updated>2025-04-17T03:17:23Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: /* Long Term Effects of Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039; is the current system in place to penalize a character for dying in the world of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
== Effects of Death ==&lt;br /&gt;
Death and decay have many short- and long-term effects on a character.  They consist of a temporary reduction in all [[stat]]s, a reduction in [[experience]] absorption rate, a reduction in [[hit point|health]], [[stamina]], [[Mana point regeneration|mana]], or [[spirit points|spirit]] recovery rate, and a reduction in a character&#039;s [[Constitution]] stat that lasts longer than the other stat reductions.  Of these, only the reduction in all stats simply takes time to recover from.  All the rest require either a special potion or absorbing experience.  Fortunately, the only permanent effect that death has on a character is the loss of a [[deed]].  Characters under level 10 will not lose Constitution for recent deaths. Additionally, they recuperate from all other penalties at twice the normal rate.&lt;br /&gt;
&lt;br /&gt;
===Decay Timer===&lt;br /&gt;
Each race has a &#039;&#039;&#039;decay timer&#039;&#039;&#039; measured in minutes. A dead body only has a number of minutes equal to the decay time to have [[Preservation (305)]], [[Symbol of Preservation]], or [[Raise Dead (318)]] cast on it before it decays.  (Prior to 2019/02/26, deaths that occurred in [[the Rift]] doubled the decay timer, but this has been updated and the timer is no longer extended.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Race]] !! Decay Timer&lt;br /&gt;
|-&lt;br /&gt;
|[[Aelotoi]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark elf|Elf, Dark]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-elf|Elf, Half]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sylvankind|Elf, Sylvan]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Erithian]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome|Gnome, Burghal]] || 14 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest gnome|Gnome, Forest]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Giantmen]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-krolvin|Krolvin, Half]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]] || 14 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term Effects of Death ===&lt;br /&gt;
{|  style=&amp;quot;margin-left: 20px; margin-bottom: 5px;&amp;quot; {{prettytable|float:right;}}&lt;br /&gt;
|- &lt;br /&gt;
! Method of Resurrection || Recovery Rate&lt;br /&gt;
|-&lt;br /&gt;
| Resurrection with deeds || 4% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Resurrection without deeds || 2% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Decay with deeds || 2% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Decay without deeds || 1% per minute&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately after being brought back to life, from either being resurrected or decaying, all [[stat]]s are reduced by 40%.  If a [[chrism]] gem is used prior to a character being resurrected, stats are instead reduced by 0-30% depending on the strength (value) of the chrism.  The rate of statistic recovery depends on how the character was raised (decaying or resurrection) and if the character has deeds or not (see table on right).  Without a chrism, being resurrected with deeds takes 10 minutes to recover, being resurrected without deeds or decaying with deeds takes 20 minutes to recover, and decaying without deeds takes 40 minutes to recover.  The use of a [[chrism]] reduces recovery time by mitigating the initial stat loss.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s constitution stat will recover fully if the character was resurrected, had a deed, and had 0 recent deaths at the time of the death. If all of the above is not true, the character will suffer some lingering long-term effects from the death.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Effects of Death ===&lt;br /&gt;
Dying in Gemstone has numerous long term effects which only apply in certain cases.  Generally, a character that possesses [[deed]]s and is resurrected after dying will see one long term effect -- constitution loss.  However, a character that does not have deeds, decays, or departs will see more and harsher long term effects, such as reduced spirit, stamina, health, and mana recovery; reduced experience absorption; and increased constitution loss.  Constitution loss can be regained with experience.  See note below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- &lt;br /&gt;
! Conditions of Death || Constitution loss || Reduced&amp;lt;br&amp;gt;Recovery Rate || Experience&amp;lt;br&amp;gt;Absorption (25%)&lt;br /&gt;
|- align=center&lt;br /&gt;
| Resurrected with Deeds || 1 per recent death || None || None&lt;br /&gt;
|- align=center&lt;br /&gt;
| Resurrected without Deeds || 3, +1 per recent death&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;Slightly faster recovery rate than below&amp;lt;/i&amp;gt;|| 2000 || 500&lt;br /&gt;
|- align=center&lt;br /&gt;
| Decay with Deeds || 3, +1 per recent death || 2000 || 1000&lt;br /&gt;
|- align=center&lt;br /&gt;
| Decay without Deeds or&amp;lt;br&amp;gt;Departure/Spirit Death with deeds || 3, +1 per recent death || 5000 || 2000&lt;br /&gt;
|- align=center&lt;br /&gt;
| Departure/Spirit Death without Deeds || 3, +1 per recent death || 10000 || 4000&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; it takes 2000 experience points to recover 1 point of constitution lost due to death.  The total amount of constitution that can be lost due to repeated deaths is 25 points.&#039;&#039; &lt;br /&gt;
:&#039;&#039;EXP Note: Death&#039;s sting applies a 0.25x multiplier to your experience gained until you&#039;ve gained enough experience to work it off or until you remove it with potions or salve. This means you only get 1/4th of your experience under ANY rank of sting until you are listed to have &amp;quot;none&amp;quot; when typing the EXP command.&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Also note:&#039;&#039;&#039; Recent Deaths are defined as the number of deaths that occurred within the last month or 50,000 experience, whichever comes first.  This number caps at 5, so the most constitution that a character can lose from a single death is 8 points, which would take 16,000 experience to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Death Sting Amount ===&lt;br /&gt;
&lt;br /&gt;
When typing EXP, a character can view how much Death Sting they have, which is shown by an adjective describing how severe the sting is. The amounts determining the adjective are displayed below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Adjective&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|1-500&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|501-1000&lt;br /&gt;
|-&lt;br /&gt;
|Sharp&lt;br /&gt;
|1001-2000&lt;br /&gt;
|-&lt;br /&gt;
|Harsh&lt;br /&gt;
|2001-4000&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|4001-Unknown (More than 4750)&lt;br /&gt;
|-&lt;br /&gt;
|Crushing&lt;br /&gt;
|Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recovery Potions and Salve ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myToggle1&amp;quot; style=&amp;quot;cursor:pointer; color:blue&amp;quot;&amp;gt;[+/-] Click here to toggle. Clicking here will show or hide the information about Recovery Potions and Salve to treat Death&#039;s Sting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myToggle1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible-content&amp;quot;&amp;gt;There is a priestess that wanders around every town and city of [[Elanthia]], usually of a race fitting for the region.  If you give her silver (the amount depends on the character&#039;s level), she will give you a potion that will aid you in recovering from the effects of &#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039;.  Each dose of this potion recovers one point of [[Constitution]], until the character is fully recovered.  After a character&#039;s CON points are fully restored, each dose of the potion then begins working on recovering 250 experience of the experience absorption penalty.&lt;br /&gt;
&lt;br /&gt;
Note that you can purchase flasks at any time; however, they will work only for characters of the same (or possibly lower) level.&lt;br /&gt;
&lt;br /&gt;
Messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you sip from the liquid, your mouth begins to tingle.  Soon, the feeling spreads throughout the rest of your body.  Your tongue feels numb and the base of your skull is getting warm.  An inky blackness creeps in along the edge of your vision and for a few panicked moments you can&#039;t see a thing.&lt;br /&gt;
Suddenly your senses return to normal, but you feel somehow changed. &#039;&#039;--CON penalty mitigation effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You take a sip of the liquid.  The taste is sweet, like an orange.&lt;br /&gt;
You feel a momentary tingle sweep through your chest. &#039;&#039;--EXP absorption penalty mitigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You take a sip of the liquid.  The taste is sweet, like an orange. &#039;&#039;--No effect.&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death sting salve&#039;&#039;&#039;, which normally appears as &amp;quot;a squat jar of pallid grey salve&amp;quot;, may also be purchased from the [[Simucoin]] Store for 100 Simucoins.  The salve is more potent than the potions purchased from the priestess.  Players should [[RUB (verb)]] the salve to use.  Death&#039;s sting salves may be [[BUNDLE (verb)|bundled]] to save space and [[MEASURE (verb)|measured]] to determine how many rubs are left.  Besides the Simucoin Store, death&#039;s sting salves may often be found sold in [[Playershop]]s or as prizes in [[Giftbox]]es or at [[Pay event]]s.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]] - this post explains &#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039; in superb detail.&lt;br /&gt;
*[[Death messaging]]&lt;br /&gt;
*[[Spirit death]]&lt;br /&gt;
*[[Ebon Gate (gate)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death%27s_Sting&amp;diff=236968</id>
		<title>Death&#039;s Sting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death%27s_Sting&amp;diff=236968"/>
		<updated>2025-04-17T03:02:11Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: /* Long Term Effects of Death */  Needed more clarity on the EXP effects of sting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039; is the current system in place to penalize a character for dying in the world of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
== Effects of Death ==&lt;br /&gt;
Death and decay have many short- and long-term effects on a character.  They consist of a temporary reduction in all [[stat]]s, a reduction in [[experience]] absorption rate, a reduction in [[hit point|health]], [[stamina]], [[Mana point regeneration|mana]], or [[spirit points|spirit]] recovery rate, and a reduction in a character&#039;s [[Constitution]] stat that lasts longer than the other stat reductions.  Of these, only the reduction in all stats simply takes time to recover from.  All the rest require either a special potion or absorbing experience.  Fortunately, the only permanent effect that death has on a character is the loss of a [[deed]].  Characters under level 10 will not lose Constitution for recent deaths. Additionally, they recuperate from all other penalties at twice the normal rate.&lt;br /&gt;
&lt;br /&gt;
===Decay Timer===&lt;br /&gt;
Each race has a &#039;&#039;&#039;decay timer&#039;&#039;&#039; measured in minutes. A dead body only has a number of minutes equal to the decay time to have [[Preservation (305)]], [[Symbol of Preservation]], or [[Raise Dead (318)]] cast on it before it decays.  (Prior to 2019/02/26, deaths that occurred in [[the Rift]] doubled the decay timer, but this has been updated and the timer is no longer extended.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Race]] !! Decay Timer&lt;br /&gt;
|-&lt;br /&gt;
|[[Aelotoi]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark elf|Elf, Dark]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-elf|Elf, Half]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sylvankind|Elf, Sylvan]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Erithian]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome|Gnome, Burghal]] || 14 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest gnome|Gnome, Forest]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Giantmen]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-krolvin|Krolvin, Half]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]] || 14 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Short Term Effects of Death ===&lt;br /&gt;
{|  style=&amp;quot;margin-left: 20px; margin-bottom: 5px;&amp;quot; {{prettytable|float:right;}}&lt;br /&gt;
|- &lt;br /&gt;
! Method of Resurrection || Recovery Rate&lt;br /&gt;
|-&lt;br /&gt;
| Resurrection with deeds || 4% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Resurrection without deeds || 2% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Decay with deeds || 2% per minute&lt;br /&gt;
|-&lt;br /&gt;
| Decay without deeds || 1% per minute&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately after being brought back to life, from either being resurrected or decaying, all [[stat]]s are reduced by 40%.  If a [[chrism]] gem is used prior to a character being resurrected, stats are instead reduced by 0-30% depending on the strength (value) of the chrism.  The rate of statistic recovery depends on how the character was raised (decaying or resurrection) and if the character has deeds or not (see table on right).  Without a chrism, being resurrected with deeds takes 10 minutes to recover, being resurrected without deeds or decaying with deeds takes 20 minutes to recover, and decaying without deeds takes 40 minutes to recover.  The use of a [[chrism]] reduces recovery time by mitigating the initial stat loss.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s constitution stat will recover fully if the character was resurrected, had a deed, and had 0 recent deaths at the time of the death. If all of the above is not true, the character will suffer some lingering long-term effects from the death.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Effects of Death ===&lt;br /&gt;
Dying in Gemstone has numerous long term effects which only apply in certain cases.  Generally, a character that possesses [[deed]]s and is resurrected after dying will see one long term effect -- constitution loss.  However, a character that does not have deeds, decays, or departs will see more and harsher long term effects, such as reduced spirit, stamina, health, and mana recovery; reduced experience absorption; and increased constitution loss.  Constitution loss can be regained with experience.  See note below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- &lt;br /&gt;
! Conditions of Death || Constitution loss || Reduced&amp;lt;br&amp;gt;Recovery Rate || Experience&amp;lt;br&amp;gt;Absorption (25%)&lt;br /&gt;
|- align=center&lt;br /&gt;
| Resurrected with Deeds || 1 per recent death || None || None&lt;br /&gt;
|- align=center&lt;br /&gt;
| Resurrected without Deeds || 3, +1 per recent death&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;Slightly faster recovery rate than below&amp;lt;/i&amp;gt;|| 2000 || 500&lt;br /&gt;
|- align=center&lt;br /&gt;
| Decay with Deeds || 3, +1 per recent death || 2000 || 1000&lt;br /&gt;
|- align=center&lt;br /&gt;
| Decay without Deeds or&amp;lt;br&amp;gt;Departure/Spirit Death with deeds || 3, +1 per recent death || 5000 || 2000&lt;br /&gt;
|- align=center&lt;br /&gt;
| Departure/Spirit Death without Deeds || 3, +1 per recent death || 10000 || 4000&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; it takes 2000 experience points to recover 1 point of constitution lost due to death.  The total amount of constitution that can be lost due to repeated deaths is 25 points. Death&#039;s sting applies a 0.25x multiplier to your experience gained until you&#039;ve gained enough experience to work it off or until you remove it with potions or salve. This means you only get 1/4th of your field experience under ANY rank of sting until you are listed to have &amp;quot;none&amp;quot; when typing the EXP command.&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Also note:&#039;&#039;&#039; Recent Deaths are defined as the number of deaths that occurred within the last month or 50,000 experience, whichever comes first.  This number caps at 5, so the most constitution that a character can lose from a single death is 8 points, which would take 16,000 experience to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Death Sting Amount ===&lt;br /&gt;
&lt;br /&gt;
When typing EXP, a character can view how much Death Sting they have, which is shown by an adjective describing how severe the sting is. The amounts determining the adjective are displayed below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Adjective&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|1-500&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|501-1000&lt;br /&gt;
|-&lt;br /&gt;
|Sharp&lt;br /&gt;
|1001-2000&lt;br /&gt;
|-&lt;br /&gt;
|Harsh&lt;br /&gt;
|2001-4000&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|4001-Unknown (More than 4750)&lt;br /&gt;
|-&lt;br /&gt;
|Crushing&lt;br /&gt;
|Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recovery Potions and Salve ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myToggle1&amp;quot; style=&amp;quot;cursor:pointer; color:blue&amp;quot;&amp;gt;[+/-] Click here to toggle. Clicking here will show or hide the information about Recovery Potions and Salve to treat Death&#039;s Sting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myToggle1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible-content&amp;quot;&amp;gt;There is a priestess that wanders around every town and city of [[Elanthia]], usually of a race fitting for the region.  If you give her silver (the amount depends on the character&#039;s level), she will give you a potion that will aid you in recovering from the effects of &#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039;.  Each dose of this potion recovers one point of [[Constitution]], until the character is fully recovered.  After a character&#039;s CON points are fully restored, each dose of the potion then begins working on recovering 250 experience of the experience absorption penalty.&lt;br /&gt;
&lt;br /&gt;
Note that you can purchase flasks at any time; however, they will work only for characters of the same (or possibly lower) level.&lt;br /&gt;
&lt;br /&gt;
Messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you sip from the liquid, your mouth begins to tingle.  Soon, the feeling spreads throughout the rest of your body.  Your tongue feels numb and the base of your skull is getting warm.  An inky blackness creeps in along the edge of your vision and for a few panicked moments you can&#039;t see a thing.&lt;br /&gt;
Suddenly your senses return to normal, but you feel somehow changed. &#039;&#039;--CON penalty mitigation effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You take a sip of the liquid.  The taste is sweet, like an orange.&lt;br /&gt;
You feel a momentary tingle sweep through your chest. &#039;&#039;--EXP absorption penalty mitigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You take a sip of the liquid.  The taste is sweet, like an orange. &#039;&#039;--No effect.&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death sting salve&#039;&#039;&#039;, which normally appears as &amp;quot;a squat jar of pallid grey salve&amp;quot;, may also be purchased from the [[Simucoin]] Store for 100 Simucoins.  The salve is more potent than the potions purchased from the priestess.  Players should [[RUB (verb)]] the salve to use.  Death&#039;s sting salves may be [[BUNDLE (verb)|bundled]] to save space and [[MEASURE (verb)|measured]] to determine how many rubs are left.  Besides the Simucoin Store, death&#039;s sting salves may often be found sold in [[Playershop]]s or as prizes in [[Giftbox]]es or at [[Pay event]]s.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]] - this post explains &#039;&#039;&#039;Death&#039;s Sting&#039;&#039;&#039; in superb detail.&lt;br /&gt;
*[[Death messaging]]&lt;br /&gt;
*[[Spirit death]]&lt;br /&gt;
*[[Ebon Gate (gate)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=236967</id>
		<title>Deed acquisition</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=236967"/>
		<updated>2025-04-17T02:07:21Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: undid duration change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Deed]]s can be purchased in all cities in Elanthia. They can be purchased by solving puzzles (each location has its own puzzle) and paying in gems, coins (accepted by most puzzles) and sometimes alchemy products or other treasure items. &lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the locations of the deed puzzles in the lands and how to solve them.&lt;br /&gt;
&lt;br /&gt;
=== [[Icemule]] ===&lt;br /&gt;
&lt;br /&gt;
Just outside the temple doors there is a ice flow. &#039;&#039;&#039;Search flow&#039;&#039;&#039; to reveal a door. &#039;&#039;&#039;Go door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; once inside. &#039;&#039;&#039;Pull chain&#039;&#039;&#039; and a drawer slides into view. Now &#039;&#039;&#039;open drawer&#039;&#039;&#039; and put your offering(s) inside. Then &#039;&#039;&#039;close drawer&#039;&#039;&#039; to complete the ritual. If you don&#039;t &#039;&#039;&#039;open door&#039;&#039;&#039; before attempting to go through it you will walk right into it causing a loud thud which people will hear outside. If you want to make multiple offerings, you can &#039;&#039;&#039;open door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; to restart the ritual without even leaving. Just remember to &#039;&#039;&#039;open door&#039;&#039;&#039; again before leaving. Once you are out, no need in attempting to close the door, as it is hidden once again.&lt;br /&gt;
&lt;br /&gt;
Seems &#039;&#039;&#039;Gems AND Wands&#039;&#039;&#039; recieve extra value in Icemule, and someone mentioned &#039;&#039;&#039;Lockpicks&#039;&#039;&#039; can be used in Icemule.&lt;br /&gt;
&lt;br /&gt;
Very young adventurers with few deeds can use &#039;&#039;&#039;broadswords&#039;&#039;&#039; which can be found by hunting thyrils outside the south gate of Icemule.&lt;br /&gt;
&lt;br /&gt;
=== [[Mist Harbor]] ===&lt;br /&gt;
&lt;br /&gt;
Go to the Western Harbor cemetery on Fishmonger Way and look for a door in a cliff.&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Cavern, Altar Room&lt;br /&gt;
|desc = Vaulted and wide open, the cavern is illuminated by the numerous torches that are hung in large wrought iron rings anchored to the smooth stone walls.  High in the distant ceiling is a wide hole that allows sunlight to cast its golden glow upon a smooth round stone altar that has been placed in the center of the chamber.  Overlapping thick azure rugs ring the room&#039;s single piece of furniture, their faces decorated with interlocking whorls and geometric shapes.  You also see a merry mountain spirit that is flying around and a willow-thin human priest.&lt;br /&gt;
|rnum = 28620&lt;br /&gt;
|exits = north, east, southeast, south, west&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Log of Discussion with Priest&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Moving quietly to your side, the priest whispers to you, &amp;quot;I know all manner of things about this place.  If you wish me to share my knowledge, then simply ask me about NORTH winds, SOUTH winds, EAST winds, WEST winds, or just the WINDS in general.  I also know about the FEATHER, the ALTAR, and the POT.&amp;quot;  Nodding once, he moves away to give you some privacy.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about north winds&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;The altar that sits in that portion of the cavern is dedicated to the northern winds, which are the cold, fierce winds that are born of the element water.  There&#039;s an urn there that you&#039;ll want to POUR over the basin that holds your offering.  Once that is done, you&#039;ll want to share your breath to freeze the pieces and then LIGHT the brazier to evaporate it all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about south winds&lt;br /&gt;
Gazing at the distant ceiling, Fyodar distractedly says, &amp;quot;The altar that sits there is dedicated to the southern winds, which are the winds that bring us heat because they are born of the element fire.  If you wish to make an offering there, then you must SPRINKLE the OIL over the basin and LIGHT it on fire.  Share your breath, too, for that is the touch that makes your offering pure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about east winds&lt;br /&gt;
Pondering, Fyodar says, &amp;quot;Well, I believe that altar is given to the winds of the east, which is tied to spices and the element of air.  When making an offering there, you may want to LIGHT some INCENSE and EXHALE its fumes over the BASIN.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about west winds&lt;br /&gt;
Nodding several times, almost as if distracted, Fyodar finally says, &amp;quot;The alter erected over there is given to the west winds, which are the winds of life and tied to the element of earth.  You will want to TAKE some soil from the VESSEL and pack it in around your offering.  Then you shall need to POUR some water and watch what happens.  The key here is to share your internal breath with your offering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about winds&lt;br /&gt;
&amp;quot;Bountiful winds,&amp;quot; the priest quietly says in response to your query.  &amp;quot;Without the wind there would be nothing to carry the seed, nothing to push ships across the seas, and nothing to cool faces in the heat.  There are four winds, you know, and I know all about them.  NORTH, EAST, WEST, and SOUTH, just ask me about them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about feather&lt;br /&gt;
&amp;quot;Ah, yes,&amp;quot; Fyodar says quietly, &amp;quot;The feather is a guide.  When you pray it rises to your destination and you must follow it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about altar&lt;br /&gt;
Glancing at the altar, Fyodar says, &amp;quot;It is the missing piece from above.  Once, long ago, it tumbled from the ceiling and left us a clear view of the sky.  Through that opening, the winds grace us with their daily breath.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about pot&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;One may have to SPRINKLE a pot over a BRAZIER or BASIN, though some you may have to POUR over them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
=== [[River&#039;s Rest]] ===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;Spring Rest&#039;&#039; just outside the Sanctuary (the room with the pillars, room #10854). &#039;&#039;&#039;Kneel&#039;&#039;&#039;, &#039;&#039;&#039;look in pool&#039;&#039;&#039; (an inviting message should appear), &#039;&#039;&#039;look in pool&#039;&#039;&#039; again (another inviting message should appear), &#039;&#039;&#039;touch pool&#039;&#039;&#039;, &#039;&#039;&#039;put&#039;&#039;&#039; your shells, gems or silvers into the pool, &#039;&#039;&#039;touch pool&#039;&#039;&#039; again. &lt;br /&gt;
&lt;br /&gt;
If you put in items of sufficient value, you should be transported to the &#039;&#039;Garden of Life&#039;&#039;. Once there, &#039;&#039;&#039;touch flower&#039;&#039;&#039;, &#039;&#039;&#039;get seed&#039;&#039;&#039; (make sure the seed is in your right hand) and &#039;&#039;&#039;plant seed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only [[:Category: River&#039;s Rest gems|local River&#039;s Rest gems]] (including shells) count for triple their value in the deed cost calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Solhaven]] ===&lt;br /&gt;
&lt;br /&gt;
Go to Lorminstra&#039;s temple on Liabo street.  Enter the temple and find a curtain. Go curtain and close curtain.  Kneel and place offering in the brazier.  Light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Illistim]] ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
| roomname = Hall of Patrons, Rotunda&lt;br /&gt;
| rnum = 745&lt;br /&gt;
| desc = Eight arches supported by gold-veined marble columns encircle this large rotunda.  A forged chandelier hangs suspended from the lofty, domed ceiling, illuminating the room.  Six pedestals form a small circle beneath the chandelier, in the center of the rotunda.}}&lt;br /&gt;
OPEN the TOME on the pedestal and TURN the TOME to the PATRON of ILLISTIM, VAALOR, NALFEIN, ARDENAI, ASHRIM, LOENTHRA. Remember the image of the patron that appears on the page. Retrieve a taper from behind the silk-screened panel in the eastern room, light it with a candle, then find the meditation room dedicated to the patron. Place any offerings on the censer inside, then use the lit taper to light the censer and meditate.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] ===&lt;br /&gt;
&lt;br /&gt;
Deeds can be acquired at the Garden of Ancients. &#039;&#039;&#039;Search vines&#039;&#039;&#039;, then &#039;&#039;&#039;go door&#039;&#039;&#039; to enter the niche. &#039;&#039;&#039;Close door&#039;&#039;&#039; once you are inside. &#039;&#039;&#039;Pull hemp&#039;&#039;&#039; and &#039;&#039;&#039;open drawer&#039;&#039;&#039;, place any offerings in the drawer, then &#039;&#039;&#039;close drawer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[Teras Isle]] ===&lt;br /&gt;
&lt;br /&gt;
Getting a deed on Teras Isle involves doing a puzzle. This puzzle can be overwhelmingly difficult and so here are some guiding hints and the final answer.&lt;br /&gt;
&lt;br /&gt;
Starting it...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-start&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Starting Point Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-start&amp;quot;&amp;gt;&lt;br /&gt;
:Thoroughly explore the temple in town and talk to the priestess you find there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The donation box...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint1&amp;quot;&amp;gt;&lt;br /&gt;
:The donation box keeps track of what you put in so just keep adding to it until you&#039;ve put in enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skiff...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint2&amp;quot;&amp;gt;&lt;br /&gt;
:The skiff only works for one, and only the person who initiates it. Attempting to initiate it will cause it to return if it&#039;s not already there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success versus failure...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint3&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint3&amp;quot;&amp;gt;&lt;br /&gt;
:If you&#039;ve done everything successfully you&#039;ll know within a few seconds of giving your offering. If you can&#039;t seem to give your offering there may already be one there that you can&#039;t see, so try &amp;quot;get bundle&amp;quot; to remove it and then put in yours.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is pretty hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle1&amp;quot;&amp;gt;&lt;br /&gt;
:Numbers matter and several of the tiles have dual meaning as a result. Sound subtracts from sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still too hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle2&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). Sound subtracts from sight. Make sure to take notice of what symbols each wheel has.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m done with this, give me the answer...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-answer&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Puzzle Answer&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-answer&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). What&#039;s the value of the eye? Subtract the number of gongs from that. Make the wheels total that number and then give your offering.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] ===&lt;br /&gt;
&lt;br /&gt;
There are multiple locations near Wehnimer&#039;s Landing where deeds can be acquired. &lt;br /&gt;
&lt;br /&gt;
==== Temple ====&lt;br /&gt;
&lt;br /&gt;
The first is at the Temple in Erebor Square (Room #4045). Once inside, &#039;&#039;&#039;go black arch&#039;&#039;&#039;, then &#039;&#039;&#039;go tapestry&#039;&#039;&#039;. &#039;&#039;&#039;Hit chime with mallet&#039;&#039;&#039; twice, then &#039;&#039;&#039;kneel&#039;&#039;&#039;, place any offerings of silvers or gems on the ground, then &#039;&#039;&#039;hit chime with mallet&#039;&#039;&#039; one last time.&lt;br /&gt;
&lt;br /&gt;
==== [[Hearthstone Manor]] ====&lt;br /&gt;
&lt;br /&gt;
Down the walkway in the herb garden is a wall covered in honeysuckle vines.  Search the vines to find a hidden door.  If the door is open, it is available.  Enter the door, close it, pull the rope, open the draw, stuff it with broken lockpicks, pawnshop fodder such as drake weapons, [[magical item]]s such as wands, and/or everything made via [[Alchemy]].  Close the drawer when there is enough stuff in it, but the quantity to spell level to character level requirement is unknown.  This is not a good method for getting deeds at high level as an incredible amount of magical items are required.&lt;br /&gt;
&lt;br /&gt;
==== [[Northern Caravansary]] ====&lt;br /&gt;
&lt;br /&gt;
There is a curtain in [[Small Wonders]] that functions similar to the Hearthstone Manor mechanism.  Close the curtain, fill the brazier with magical items, kneel and light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Zul Logoth]] ===&lt;br /&gt;
&lt;br /&gt;
Visit Brother [[Barnstel]], the herbalist (lich room #9505). &#039;&#039;&#039;Ask&#039;&#039;&#039; him about deeds and he will give you a password (&amp;quot;ygrutha sans&#039;ra&amp;quot;). Then &#039;&#039;&#039;go arch&#039;&#039;&#039;, &#039;&#039;&#039;go hall&#039;&#039;&#039; and &#039;&#039;&#039;say&#039;&#039;&#039; the password. The small door in the room will open and you will enter it automatically. &lt;br /&gt;
&lt;br /&gt;
You will be in a room with a series of murals and candles. You have to light two candles with a lighting stick that&#039;s in a cup on the first of two tables and put your offering in the bowl. The candles you light depend on your race and profession. These can be determined by examining the murals in the room, but they&#039;re also provided in the table below. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
|+Candle descriptions&lt;br /&gt;
| &#039;&#039;&#039;Profession&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Colour&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| yellow&lt;br /&gt;
| Aelotoi&lt;br /&gt;
| winged&lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| orange&lt;br /&gt;
| Burghal Gnome&lt;br /&gt;
| petite&lt;br /&gt;
|-&lt;br /&gt;
| Empath&lt;br /&gt;
| purple&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| thin medium&lt;br /&gt;
|-&lt;br /&gt;
| Paladin&lt;br /&gt;
| grey&lt;br /&gt;
| Dwarf&lt;br /&gt;
| short thick&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| green&lt;br /&gt;
| Elf&lt;br /&gt;
| medium&lt;br /&gt;
|-&lt;br /&gt;
| Rogue&lt;br /&gt;
| black&lt;br /&gt;
| Erithian&lt;br /&gt;
| delicate tall&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer &lt;br /&gt;
| blue&lt;br /&gt;
| Forest Gnome&lt;br /&gt;
| small slender&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| brown&lt;br /&gt;
| Giantman&lt;br /&gt;
| stocky tall&lt;br /&gt;
|-&lt;br /&gt;
| Wizard&lt;br /&gt;
| red&lt;br /&gt;
| Half-Elf&lt;br /&gt;
| slender tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Half-Krolvin&lt;br /&gt;
| sturdy tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Halfling&lt;br /&gt;
| round short&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Human&lt;br /&gt;
| tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sylvan&lt;br /&gt;
| slim medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So, for example, if you are a dwarven warrior, you will GET STICK FROM CUP, LIGHT STICK, LIGHT BROWN CANDLE, LIGHT STICK, LIGHT SHORT CANDLE and then put your gems in the offering bowl. Lastly, look in the silver holder. There is a tall golden candle in the holder. LIGHT GOLD CANDLE. What happens next depends on whether or not Lorminstra is pleased or displeased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are only nine profession murals and nine corresponding candles in this room, so if you are a monk--the tenth and most recently added profession--you cannot get deeds in Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
This formula works to obtain deeds through the tapestry in the black arch room in the Wehnimer&#039;s Landing Temple. This formula works for lower level characters. Higher level characters need to offer more than the formula calculates. The point at which it becomes inaccurate is currently unknown. The cost is based on experience and not level itself, which under GS3 worked because all levels (20+) were equal and so you could determine level off experience. This is easily seen where a character with 10 million experience can always get a deed for X amount while a character with 30 million experience can never get with the same amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Deed cost (in silvers) = 101 + (level * 100) + (deeds * 100)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: a 99th level character with 7 deeds = 10701 silvers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=65%}}&amp;gt;101 + (99 * 100 = 9900) + (7 * 100 = 700)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using items (usually gems), a general estimate is 3x what they appraise for. &lt;br /&gt;
Using the example would mean a gem worth 3567 silvers. Err on the side of caution with this. The gem bonus does not seem to apply (at least not as substantially) in [[Ta&#039;Vaalor]], but wands seem to apply to the 3x bonus, so they are a suggested substitute.&lt;br /&gt;
&lt;br /&gt;
Using bank notes is possible but requires an additional cost of approximately 50% of the result of the formula above.&lt;br /&gt;
&lt;br /&gt;
[[GameMaster]] Xayle, July 9th 2012:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Xayle says, &amp;quot;The answer that I seem to be getting is this...&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Different deed puzzles use different formulas.&amp;quot;&lt;br /&gt;
You nod.&lt;br /&gt;
Xayle says, &amp;quot;And this one isn&#039;t working on the formula you&#039;re using.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;I see.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;That would explain it.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;I wish I could say more, but that would start straying into puzzle answering.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Which is a nono.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Ta&#039;Illistim deeds (script)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzles]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=236966</id>
		<title>Deed acquisition</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=236966"/>
		<updated>2025-04-17T02:05:40Z</updated>

		<summary type="html">&lt;p&gt;LAERNU: cooldown on purchases not specified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Deed]]s can be purchased in all cities in Elanthia every X hours where X = (TBD). They can be purchased by solving puzzles (each location has its own puzzle) and paying in gems, coins (accepted by most puzzles) and sometimes alchemy products or other treasure items. &lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the locations of the deed puzzles in the lands and how to solve them.&lt;br /&gt;
&lt;br /&gt;
=== [[Icemule]] ===&lt;br /&gt;
&lt;br /&gt;
Just outside the temple doors there is a ice flow. &#039;&#039;&#039;Search flow&#039;&#039;&#039; to reveal a door. &#039;&#039;&#039;Go door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; once inside. &#039;&#039;&#039;Pull chain&#039;&#039;&#039; and a drawer slides into view. Now &#039;&#039;&#039;open drawer&#039;&#039;&#039; and put your offering(s) inside. Then &#039;&#039;&#039;close drawer&#039;&#039;&#039; to complete the ritual. If you don&#039;t &#039;&#039;&#039;open door&#039;&#039;&#039; before attempting to go through it you will walk right into it causing a loud thud which people will hear outside. If you want to make multiple offerings, you can &#039;&#039;&#039;open door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; to restart the ritual without even leaving. Just remember to &#039;&#039;&#039;open door&#039;&#039;&#039; again before leaving. Once you are out, no need in attempting to close the door, as it is hidden once again.&lt;br /&gt;
&lt;br /&gt;
Seems &#039;&#039;&#039;Gems AND Wands&#039;&#039;&#039; recieve extra value in Icemule, and someone mentioned &#039;&#039;&#039;Lockpicks&#039;&#039;&#039; can be used in Icemule.&lt;br /&gt;
&lt;br /&gt;
Very young adventurers with few deeds can use &#039;&#039;&#039;broadswords&#039;&#039;&#039; which can be found by hunting thyrils outside the south gate of Icemule.&lt;br /&gt;
&lt;br /&gt;
=== [[Mist Harbor]] ===&lt;br /&gt;
&lt;br /&gt;
Go to the Western Harbor cemetery on Fishmonger Way and look for a door in a cliff.&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Cavern, Altar Room&lt;br /&gt;
|desc = Vaulted and wide open, the cavern is illuminated by the numerous torches that are hung in large wrought iron rings anchored to the smooth stone walls.  High in the distant ceiling is a wide hole that allows sunlight to cast its golden glow upon a smooth round stone altar that has been placed in the center of the chamber.  Overlapping thick azure rugs ring the room&#039;s single piece of furniture, their faces decorated with interlocking whorls and geometric shapes.  You also see a merry mountain spirit that is flying around and a willow-thin human priest.&lt;br /&gt;
|rnum = 28620&lt;br /&gt;
|exits = north, east, southeast, south, west&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Log of Discussion with Priest&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Moving quietly to your side, the priest whispers to you, &amp;quot;I know all manner of things about this place.  If you wish me to share my knowledge, then simply ask me about NORTH winds, SOUTH winds, EAST winds, WEST winds, or just the WINDS in general.  I also know about the FEATHER, the ALTAR, and the POT.&amp;quot;  Nodding once, he moves away to give you some privacy.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about north winds&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;The altar that sits in that portion of the cavern is dedicated to the northern winds, which are the cold, fierce winds that are born of the element water.  There&#039;s an urn there that you&#039;ll want to POUR over the basin that holds your offering.  Once that is done, you&#039;ll want to share your breath to freeze the pieces and then LIGHT the brazier to evaporate it all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about south winds&lt;br /&gt;
Gazing at the distant ceiling, Fyodar distractedly says, &amp;quot;The altar that sits there is dedicated to the southern winds, which are the winds that bring us heat because they are born of the element fire.  If you wish to make an offering there, then you must SPRINKLE the OIL over the basin and LIGHT it on fire.  Share your breath, too, for that is the touch that makes your offering pure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about east winds&lt;br /&gt;
Pondering, Fyodar says, &amp;quot;Well, I believe that altar is given to the winds of the east, which is tied to spices and the element of air.  When making an offering there, you may want to LIGHT some INCENSE and EXHALE its fumes over the BASIN.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about west winds&lt;br /&gt;
Nodding several times, almost as if distracted, Fyodar finally says, &amp;quot;The alter erected over there is given to the west winds, which are the winds of life and tied to the element of earth.  You will want to TAKE some soil from the VESSEL and pack it in around your offering.  Then you shall need to POUR some water and watch what happens.  The key here is to share your internal breath with your offering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about winds&lt;br /&gt;
&amp;quot;Bountiful winds,&amp;quot; the priest quietly says in response to your query.  &amp;quot;Without the wind there would be nothing to carry the seed, nothing to push ships across the seas, and nothing to cool faces in the heat.  There are four winds, you know, and I know all about them.  NORTH, EAST, WEST, and SOUTH, just ask me about them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about feather&lt;br /&gt;
&amp;quot;Ah, yes,&amp;quot; Fyodar says quietly, &amp;quot;The feather is a guide.  When you pray it rises to your destination and you must follow it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about altar&lt;br /&gt;
Glancing at the altar, Fyodar says, &amp;quot;It is the missing piece from above.  Once, long ago, it tumbled from the ceiling and left us a clear view of the sky.  Through that opening, the winds grace us with their daily breath.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about pot&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;One may have to SPRINKLE a pot over a BRAZIER or BASIN, though some you may have to POUR over them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
=== [[River&#039;s Rest]] ===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;Spring Rest&#039;&#039; just outside the Sanctuary (the room with the pillars, room #10854). &#039;&#039;&#039;Kneel&#039;&#039;&#039;, &#039;&#039;&#039;look in pool&#039;&#039;&#039; (an inviting message should appear), &#039;&#039;&#039;look in pool&#039;&#039;&#039; again (another inviting message should appear), &#039;&#039;&#039;touch pool&#039;&#039;&#039;, &#039;&#039;&#039;put&#039;&#039;&#039; your shells, gems or silvers into the pool, &#039;&#039;&#039;touch pool&#039;&#039;&#039; again. &lt;br /&gt;
&lt;br /&gt;
If you put in items of sufficient value, you should be transported to the &#039;&#039;Garden of Life&#039;&#039;. Once there, &#039;&#039;&#039;touch flower&#039;&#039;&#039;, &#039;&#039;&#039;get seed&#039;&#039;&#039; (make sure the seed is in your right hand) and &#039;&#039;&#039;plant seed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only [[:Category: River&#039;s Rest gems|local River&#039;s Rest gems]] (including shells) count for triple their value in the deed cost calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Solhaven]] ===&lt;br /&gt;
&lt;br /&gt;
Go to Lorminstra&#039;s temple on Liabo street.  Enter the temple and find a curtain. Go curtain and close curtain.  Kneel and place offering in the brazier.  Light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Illistim]] ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
| roomname = Hall of Patrons, Rotunda&lt;br /&gt;
| rnum = 745&lt;br /&gt;
| desc = Eight arches supported by gold-veined marble columns encircle this large rotunda.  A forged chandelier hangs suspended from the lofty, domed ceiling, illuminating the room.  Six pedestals form a small circle beneath the chandelier, in the center of the rotunda.}}&lt;br /&gt;
OPEN the TOME on the pedestal and TURN the TOME to the PATRON of ILLISTIM, VAALOR, NALFEIN, ARDENAI, ASHRIM, LOENTHRA. Remember the image of the patron that appears on the page. Retrieve a taper from behind the silk-screened panel in the eastern room, light it with a candle, then find the meditation room dedicated to the patron. Place any offerings on the censer inside, then use the lit taper to light the censer and meditate.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] ===&lt;br /&gt;
&lt;br /&gt;
Deeds can be acquired at the Garden of Ancients. &#039;&#039;&#039;Search vines&#039;&#039;&#039;, then &#039;&#039;&#039;go door&#039;&#039;&#039; to enter the niche. &#039;&#039;&#039;Close door&#039;&#039;&#039; once you are inside. &#039;&#039;&#039;Pull hemp&#039;&#039;&#039; and &#039;&#039;&#039;open drawer&#039;&#039;&#039;, place any offerings in the drawer, then &#039;&#039;&#039;close drawer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[Teras Isle]] ===&lt;br /&gt;
&lt;br /&gt;
Getting a deed on Teras Isle involves doing a puzzle. This puzzle can be overwhelmingly difficult and so here are some guiding hints and the final answer.&lt;br /&gt;
&lt;br /&gt;
Starting it...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-start&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Starting Point Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-start&amp;quot;&amp;gt;&lt;br /&gt;
:Thoroughly explore the temple in town and talk to the priestess you find there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The donation box...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint1&amp;quot;&amp;gt;&lt;br /&gt;
:The donation box keeps track of what you put in so just keep adding to it until you&#039;ve put in enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skiff...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint2&amp;quot;&amp;gt;&lt;br /&gt;
:The skiff only works for one, and only the person who initiates it. Attempting to initiate it will cause it to return if it&#039;s not already there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success versus failure...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint3&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint3&amp;quot;&amp;gt;&lt;br /&gt;
:If you&#039;ve done everything successfully you&#039;ll know within a few seconds of giving your offering. If you can&#039;t seem to give your offering there may already be one there that you can&#039;t see, so try &amp;quot;get bundle&amp;quot; to remove it and then put in yours.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is pretty hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle1&amp;quot;&amp;gt;&lt;br /&gt;
:Numbers matter and several of the tiles have dual meaning as a result. Sound subtracts from sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still too hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle2&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). Sound subtracts from sight. Make sure to take notice of what symbols each wheel has.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m done with this, give me the answer...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-answer&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Puzzle Answer&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-answer&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). What&#039;s the value of the eye? Subtract the number of gongs from that. Make the wheels total that number and then give your offering.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] ===&lt;br /&gt;
&lt;br /&gt;
There are multiple locations near Wehnimer&#039;s Landing where deeds can be acquired. &lt;br /&gt;
&lt;br /&gt;
==== Temple ====&lt;br /&gt;
&lt;br /&gt;
The first is at the Temple in Erebor Square (Room #4045). Once inside, &#039;&#039;&#039;go black arch&#039;&#039;&#039;, then &#039;&#039;&#039;go tapestry&#039;&#039;&#039;. &#039;&#039;&#039;Hit chime with mallet&#039;&#039;&#039; twice, then &#039;&#039;&#039;kneel&#039;&#039;&#039;, place any offerings of silvers or gems on the ground, then &#039;&#039;&#039;hit chime with mallet&#039;&#039;&#039; one last time.&lt;br /&gt;
&lt;br /&gt;
==== [[Hearthstone Manor]] ====&lt;br /&gt;
&lt;br /&gt;
Down the walkway in the herb garden is a wall covered in honeysuckle vines.  Search the vines to find a hidden door.  If the door is open, it is available.  Enter the door, close it, pull the rope, open the draw, stuff it with broken lockpicks, pawnshop fodder such as drake weapons, [[magical item]]s such as wands, and/or everything made via [[Alchemy]].  Close the drawer when there is enough stuff in it, but the quantity to spell level to character level requirement is unknown.  This is not a good method for getting deeds at high level as an incredible amount of magical items are required.&lt;br /&gt;
&lt;br /&gt;
==== [[Northern Caravansary]] ====&lt;br /&gt;
&lt;br /&gt;
There is a curtain in [[Small Wonders]] that functions similar to the Hearthstone Manor mechanism.  Close the curtain, fill the brazier with magical items, kneel and light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Zul Logoth]] ===&lt;br /&gt;
&lt;br /&gt;
Visit Brother [[Barnstel]], the herbalist (lich room #9505). &#039;&#039;&#039;Ask&#039;&#039;&#039; him about deeds and he will give you a password (&amp;quot;ygrutha sans&#039;ra&amp;quot;). Then &#039;&#039;&#039;go arch&#039;&#039;&#039;, &#039;&#039;&#039;go hall&#039;&#039;&#039; and &#039;&#039;&#039;say&#039;&#039;&#039; the password. The small door in the room will open and you will enter it automatically. &lt;br /&gt;
&lt;br /&gt;
You will be in a room with a series of murals and candles. You have to light two candles with a lighting stick that&#039;s in a cup on the first of two tables and put your offering in the bowl. The candles you light depend on your race and profession. These can be determined by examining the murals in the room, but they&#039;re also provided in the table below. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
|+Candle descriptions&lt;br /&gt;
| &#039;&#039;&#039;Profession&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Colour&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| yellow&lt;br /&gt;
| Aelotoi&lt;br /&gt;
| winged&lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| orange&lt;br /&gt;
| Burghal Gnome&lt;br /&gt;
| petite&lt;br /&gt;
|-&lt;br /&gt;
| Empath&lt;br /&gt;
| purple&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| thin medium&lt;br /&gt;
|-&lt;br /&gt;
| Paladin&lt;br /&gt;
| grey&lt;br /&gt;
| Dwarf&lt;br /&gt;
| short thick&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| green&lt;br /&gt;
| Elf&lt;br /&gt;
| medium&lt;br /&gt;
|-&lt;br /&gt;
| Rogue&lt;br /&gt;
| black&lt;br /&gt;
| Erithian&lt;br /&gt;
| delicate tall&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer &lt;br /&gt;
| blue&lt;br /&gt;
| Forest Gnome&lt;br /&gt;
| small slender&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| brown&lt;br /&gt;
| Giantman&lt;br /&gt;
| stocky tall&lt;br /&gt;
|-&lt;br /&gt;
| Wizard&lt;br /&gt;
| red&lt;br /&gt;
| Half-Elf&lt;br /&gt;
| slender tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Half-Krolvin&lt;br /&gt;
| sturdy tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Halfling&lt;br /&gt;
| round short&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Human&lt;br /&gt;
| tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sylvan&lt;br /&gt;
| slim medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So, for example, if you are a dwarven warrior, you will GET STICK FROM CUP, LIGHT STICK, LIGHT BROWN CANDLE, LIGHT STICK, LIGHT SHORT CANDLE and then put your gems in the offering bowl. Lastly, look in the silver holder. There is a tall golden candle in the holder. LIGHT GOLD CANDLE. What happens next depends on whether or not Lorminstra is pleased or displeased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are only nine profession murals and nine corresponding candles in this room, so if you are a monk--the tenth and most recently added profession--you cannot get deeds in Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
This formula works to obtain deeds through the tapestry in the black arch room in the Wehnimer&#039;s Landing Temple. This formula works for lower level characters. Higher level characters need to offer more than the formula calculates. The point at which it becomes inaccurate is currently unknown. The cost is based on experience and not level itself, which under GS3 worked because all levels (20+) were equal and so you could determine level off experience. This is easily seen where a character with 10 million experience can always get a deed for X amount while a character with 30 million experience can never get with the same amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Deed cost (in silvers) = 101 + (level * 100) + (deeds * 100)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: a 99th level character with 7 deeds = 10701 silvers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=65%}}&amp;gt;101 + (99 * 100 = 9900) + (7 * 100 = 700)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using items (usually gems), a general estimate is 3x what they appraise for. &lt;br /&gt;
Using the example would mean a gem worth 3567 silvers. Err on the side of caution with this. The gem bonus does not seem to apply (at least not as substantially) in [[Ta&#039;Vaalor]], but wands seem to apply to the 3x bonus, so they are a suggested substitute.&lt;br /&gt;
&lt;br /&gt;
Using bank notes is possible but requires an additional cost of approximately 50% of the result of the formula above.&lt;br /&gt;
&lt;br /&gt;
[[GameMaster]] Xayle, July 9th 2012:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Xayle says, &amp;quot;The answer that I seem to be getting is this...&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Different deed puzzles use different formulas.&amp;quot;&lt;br /&gt;
You nod.&lt;br /&gt;
Xayle says, &amp;quot;And this one isn&#039;t working on the formula you&#039;re using.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;I see.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;That would explain it.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;I wish I could say more, but that would start straying into puzzle answering.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Which is a nono.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Ta&#039;Illistim deeds (script)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzles]]&lt;/div&gt;</summary>
		<author><name>LAERNU</name></author>
	</entry>
</feed>