Character creation: Difference between revisions

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''Primary Article: [[Culture]]''
''Primary Article: [[Culture]]''


'''Culture''' is the shared background of various population groups. Depending on which race you selected previously, each new character may choose one culture at step four of character creation, or if they prefer they may leave it unchosen. If no culture is chosen, then it may be selected at any time afterwards with '''[[TITLE]] SET CULTURE {culture}'''. Once selected, culture may only be changed afterwards with SimuCoins. Very rarely, there may be events (such as the release of a new culture option) where characters of a particular race receive a free culture reset.
'''Culture''' is the shared background of various population groups. Depending on which race you selected previously, each new character may choose one culture at step four of character creation, or if they prefer they may leave it unchosen. If no culture is chosen, then it may be selected at any time afterwards with '''[[TITLE]] SET CULTURE {culture}'''. Once selected, culture may only be changed afterwards with [[SimuCoin]]s. Very rarely, there may be events (such as the release of a new culture option) where characters of a particular race receive a free culture reset.


== Appearance ==
== Appearance ==

Revision as of 00:48, 9 October 2015

Character creation is a multi-step process that allows you to customize a new avatar in the Character Manager before starting off in one of the towns.

  1. Gender
  2. Profession
  3. Race
  4. Culture
  5. Appearance
  6. Stats
  7. Skills
  8. Name

Gender

Every race has the same options for gender in step one: male or female. Aside from physical appearance and some dialogue, there are no mechanical differences between them.

Profession

Step two allows you to choose one of ten "classes" or professions which define your role, unrestricted by race or gender. Mechanically, one's profession dictates the frequency and cost with which skills may be trained, and the type and circle of spells which may be learned. There are currently ten professions from which to choose.

Pure

Pure professions refer to those professions that have access to three spell circles and who are expected to train in Spell Research at least twice per level. These professions are physically weak, generally unable to wear heavy armor, but have a vast arsenal of magic to aid them in their work. Each of the four pure professions also has access to Alchemy through its guild skills.

  • Cleric
    Clerics gain spiritual power through service to their deity. Resurrecting the dead, communing with deities and banishing the undead are among their duties. Simple priests or valiant crusaders, Clerics fight for the spiritual well being of all.
They receive a bonus to their Wisdom and Intuition stats, and have access to the Major Spiritual, Minor Spiritual, and Cleric Spell spheres of magic.
  • Empath
    Empaths transfer wounds from others to their own body then use their spiritual magic to heal themselves. Though primarily healers, they do have access to spells useful in combat. Selfless and true, Empaths gain rewards from the gods and from those they help.
They receive a bonus to their Wisdom and Influence stats, and have access to the Major Spiritual, Minor Spiritual, and Empath Spell spheres of magic.
  • Sorcerer
    Sorcerers rely on spells of both the Elemental and Spiritual Spheres. Difficult to learn early on, they have the potential to be extremely powerful and deadly. Ruthless and cruel, Sorcerers are masters of disruption and destruction.
They receive a bonus to their Aura and Wisdom stats, and have access to the Minor Elemental, Minor Spiritual, and Sorcerer Spell spheres of magic.
  • Wizard
    Wizards use spells which harness the forces of nature for use in attack, defense and utility purposes. They are adept in the creation and use of magical devices. Dismissing arms and armor, Wizards are the masters of elemental magic.
They receive a bonus to their Aura and Logic stats, and have access to the Minor Elemental, Major Elemental, and Wizard Base spheres of magic.

Semi

The semi professions are those who are generally expected to hunt primarily with a weapon of some kind, but support their attacks with magic. They have access to a minor and a professional spell circle and are able to train in Spell Research twice per level, but are also able to train in weapon skills twice per level and routinely wear at least hard leather armor.

  • Bard
    Bards combine skill at arms with elemental magic. Their spellsongs enhance the abilities of the bard and their party. Masters of lore, Bards are adept at revealing the secrets of magic items.
They receive a bonus to their Influence and Aura stats, and have access to the Minor Elemental and Bard Spellsong spheres of magic.
  • Paladin
    Imbued with spiritual energy, Paladins are champions skilled in the ways of combat. Their prowess is guided by the calling of a patron deity.
They receive a bonus to their Influence and Aura stats, and have access to the Minor Spiritual and Paladin Spell spheres of magic.
  • Ranger
    Rangers combine skill at arms with spiritual magic. They are very adept at maneuvering and using magical and mundane devices. One with nature, Rangers are exceptionally powerful in the outdoors.
They receive a bonus to their Dexterity and Intuition stats, and have access to the Minor Spiritual and Ranger Spell spheres of magic.

Square

The square professions are those which are based around physical traits, such as weaponry, armor, lockpicking, or climbing, without much aid from magic. They have access only to two minor spell circles (the official definition of a square) and high costs for magically-related skills, but have low training costs for physical skills.

  • Monk
    Dedicated disciples of the mystical interactions of mind and body, Monks are masters of the minimalistic approach to combat, specializing in unarmed combat.
They receive a bonus to their Strength and Agility stats, and have access to the Minor Mental and Minor Spiritual spheres of magic.
  • Rogue
    Rogues specialize in maneuvering and manipulation. Adept with weapons and armor, they learn skills such as picking locks, detecting and disarming traps, climbing, perception and ambushing. In most societies, the Rogue is as honorable a profession as any other.
They receive a bonus to their Agility and Dexterity stats, and have access to the Minor Elemental and Minor Spiritual spheres of magic.
  • Warrior
    Warriors focus on arms and combat. They rely on strength, steel and the persuasive power of the edge of a blade. Devoting their lives to combat, Warriors are the quintessential fighting machines.
They receive a bonus to their Constitution and Strength stats, and have access to the Minor Elemental and Minor Spiritual spheres of magic.

The Savant profession has been announced as an additional profession to be released in the future.

Race

Primary Article: Race

The third step is to choose a race for your character from thirteen playable races. This choice affects your appearance, the demeanor of some NPCs, and the availability of some race-specific verbs. While there are subtle mechanical differences (a giantman can carry more than halfling, but a halfling is more agile), the races are designed to be balanced, such that no one race possesses an unfair advantage over other races.

Aelotoi
Aelotoi are thin with large heads and big round eyes totally devoid of white. They have diaphanous wings of varying color but they are too weak to fly. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.
Burghal Gnome
Burghal gnomes live in, under, or near the cities of other civilizations. Excellent scavengers and thieves, their true delight lies in the art of tinkering. Burghal gnomes take great delight in puzzles and games, though some prefer pranks and dirty tricks.
Dark Elf
Long ago exiled after the Undead War, Dark Elves skin grew dark from exposure to the mana foci of Rhoska-tor. Disinguished by sharp features, they possess a great love of knowledge and learning and have mastered spiritual and elemental magic as no other race ever could. Many are still bitter and resentful of their political status.
Dwarf
Hardiest of the races, dwarves are short (usually under 4'6"), and stocky. Their beards are a matter of great pride, often long and elaborately braided. Some dwarven females are bearded, some are not. Neither agile nor quick, they have a natural resistance to certain forms of elemental magic.
Elf
Tall, slender and agile with fine features, Elves are resistant to the ravages of time and disease. Their senses are extremely keen but their long lifespans bring a natural lack of discipline. Elves are talented in many things and consider themselves superior to other races, especially humans.
Erithian
Erithians are tall, thin and have slightly pointed ears and almond-shaped eyes giving them a somewhat elf-like appearance. Hardy and deceptively tough, both genders are often balding with just a fringe of hair. Erithians mysteriously appeared in Elanthia only 1500 years ago. They are a graceful race, using finely crafted weapons such as the katana and sai.
Forest Gnome
Forest gnomes protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive. Despite their cautious nature, Forest Gnomes can be friendly and are known to be great lovers of poetry and rumination.
Giantmen
Tall (sometimes over 7'), well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile.
Half-Elf
Appearing as humans with slightly pointed ears and sharp features, Half-elves are agile and dexterous like elves, yet full of strength and stamina like humans. Unfortunately, they are shunned in many lands due to the enmity between humans and elves.
Half-Krolvin
Half-Krolvins have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvin benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning.
Halfling
Smaller than most, Halfings are rotund and have large feet endowed with luxuriant hair. Preferring the simple pleasures of life, such as good food (mostly tarts), drink and companionship, their inquisitive manner frequently lands them in awkward situations.
Human
With an average stature between 5'5" and 6', Humans are rather stocky and tend to be somewhat rustic in appearance. Men often sport a beard or mustache while the women tend to be sturdy and good-natured.
Sylvankind
Long ago, when the elves moved from the forests to build their Seven Cities, some remained and became Sylvan. Extremely rare outside of the forest, few Sylvankind ever leave their wooded homes. Slight and lithe, they move about the woodlands and hills with ease, preferring garbs of forest green and brown.

Culture

Primary Article: Culture

Culture is the shared background of various population groups. Depending on which race you selected previously, each new character may choose one culture at step four of character creation, or if they prefer they may leave it unchosen. If no culture is chosen, then it may be selected at any time afterwards with TITLE SET CULTURE {culture}. Once selected, culture may only be changed afterwards with SimuCoins. Very rarely, there may be events (such as the release of a new culture option) where characters of a particular race receive a free culture reset.

Appearance

Stats

Skills

Name