Mount system

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The mount system was released in 2019 at pay event Rumor Woods with the sale of the first mounts. Characters WAVE a summoning item, such as reins for an equine or leads for a tortoise, to muster their mount. They can then interact with their animal (mounted or unmounted) and MOUNT their animal to travel with multi-movement or fast travel (if they've purchased the unlock). Mounts can be customized, and mount-specific items can be purchased for them, including a private stall.

Mount Types and Summoning Items

Type Summoning Item Common Nouns Uncommon Nouns Rare Version Release Year
Horse reins horse bronco, cob, charger, crowbait, draft horse*, filly, gelding, hack, jade, mare, mustang, pony*, stallion a fiery-eyed nightmare steed 2019
Tortoise leads tortoise cryptodira a thin-scaled olive green Megalochelys atlas 2020
Deer strap buck, deer, doe, stag antelope*, caribou, elk, gazelle*, muntjac*, moose*, reindeer a regal pristine white hart 2021
a regal pristine white hind
Lizard harness lizard, tegu monitor, sai'ri monster, wastesdragon a sinewy (color) fringe-toed yierka 2022
Unicorn reins N/A N/A a silver-horned raven-sheened black unicorn 2022
a gold-horned immaculate white unicorn
Rolton leash ewe, ram, sheep, tup citka, dorper, goat, kish'dal, piebald koza, maedat, rakka, risthil a flecket golden rolton 2023
Beetle whistle scarab, beetle N/A a mechanical metal rhinoceros beetle 2024
Spider device spider birdeater, huntsman, tarantula a mechanical metal orbweaver 2024
Bear medallion brown bear, black bear sun bear, polar bear, spectacled bear, moon bear a Wyrese brown bear 2025
a Southron brown bear
Scorpion rattle giant albino cave scorpion, giant wastes scorpion sandfinger, black jungle scorpion, greater painted whiptail a massive oxblood red vecdrae scythir 2026

* These mounts have additional restrictions. Please see individual mount pages for this information.

Customization

Once you purchase a mount, you can have its features customized to your taste at The Ostler's Den. Common mounts have fewer options than uncommon mounts, while rare mounts have access to the most. You can only customize your mounts features with raikhen and by paying the ostler at Rumor Woods. When visiting the ostler, please have your summoning device in hand. Recently, the ban on altering mount items (leads, reins, and other mount-related gear) was lifted. However, some items still have restrictions. Please make sure to ANALYZE each item to determine if it qualifies for altering.

Stables

Main article: Stall

You can dismiss your mount to send it away, just as you can wave your reins to summon it. You can also purchase a stall from stablehands in most towns' stables. The stablehand can do the following services for you:

  • Assist you in purchasing a stall for your mount.
  • Assist you in purchasing a loft above your mount's stall.
  • Discuss switching which mount is in your stall.
  • Assist you in purchasing MOUNT TRAVEL Travel options.
  • Assist you in purchasing mounted combat unlocks.

Purchasing a Stall

You can purchase a stall from stablehands in most towns' stables. In order to purchase a stall, you'll need to have your mount summoning item in hand. If you do, this is the place that you can visit your mount when you are not riding it. Stalls can be customized via pre-written certificates and can also have lofts added to them. For more information about stalls and lofts, see stalls.

Stall and Loft Upgrades

Stalls and stall lofts can be upgraded with certain items.

  • A Lofty Affair - Room description changes and items that can be placed in a loft.
  • Quit Stallin' - Items that can be placed in a stall. Mount-related items are suitable for horses, cervidae, or tortoises only, while general decor is not tied to a specific mount type.

Items

Mount items can be purchased in Rumor Woods at a variety of shops. Listed below include most of the shops that have featured items for mounts in the past.

Note: This is not a comprehensive list and may include shops that closed in prior runs. Be sure to view the most recent Rumor Woods shop listing to see what is available on a given run and what type of mount each item works with.

All Mount Types

Bear

To purchase a bear mount, visit the Ursine Paddock.

Beetle

Beetle mounts are a type of mechanical mount. To purchase one of these mounts, visit Fryc and Shives Laboratories.

Cervidae

To purchase a deer mount, which includes all cervidae types, visit the Cervidae Corral. Some cervidae are race-restricted for their use.

Equine

Horse mounts include a wide variety of equines. To purchase a horse mount, visit the Grand Stable.

Lizard

To purchase a lizard mount, visit the Lizard Vivarium.

Rolton

Rolton mounts also includes sheep and goats. To purchase one of these mounts, visit the Rolton Pens.

Scorpion

To purchase a scorpion mount, visit Sunscar Sanctum.

Spider

Spider mounts are a type of mechanical mount. To purchase one of these mounts, visit Fryc and Shives Laboratories.

Tortoise

To purchase a tortoise mount, visit the Tortoise Holdings.

Unicorn

Unicorn mounts are a unique type of rare mount that is only available during anniversary years alongside other returning rare mounts. While not technically a horse mount due to how they are coded, many equine items listed above also work with unicorns. When they are available, unicorns can be purchased in the Grand Stable alongside other horses.

Mount Travel

Mounts have the ability to use multi-movement as well as an unlockable fast travel. When you are travelling normally while mounted, you can be dismounted if you are attacked and receive damage or if you somehow manage to perform an attack on something.

Multi-movement

Multi-movement is a base feature of all mounts and is different from Fast Travel, which is a separate unlock. You can type GO <first direction> <second direction> to move in two different directions with one command or you can type GO <same direction repeated up to eight times> to travel up to eight steps in the same direction in one command. A normal creature won't get the opportunity to attack you when using multi-movement, but anything that could trigger when entering or exiting a room still applies (webs, ice patches, etc). Multi-movement will work for a group if all members have mounts. Non-mounted characters are left behind.

Different Direction Multi-Movement

go s se
You ride a fiery-eyed nightmare steed south.
[Wehnimer's, Exterior]
As you stand next to the southwest corner of the Landing, you have an unobstructed view of the plain. Some distance away you can make out the vague figures of shepherdesses tending their flocks of Rolton -- sheep indigenous to the region. Further south the grassy expanse turns hilly, eventually terminating in stark mountains that line the horizon. You also see a wooden signpost.
Obvious paths: north, southeast, southwest
You ride a fiery-eyed nightmare steed southeast.
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a rolton skeleton, a yellow silk ribbon and a heap of splintered timbers and torn hide.
Obvious paths: east, northwest

Same Direction Multi-Movement

>go w w w w w
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
Dry grasses stretch out in a plain to the south of the path here. Amber fields of tall swaying grass wave hypnotically in the slight, steady breeze. The rustling hiss of the grasses in the breeze sets the mind at ease.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The fields to the south of the path here change from amber to the east to green and lush to the west. The fields have no paths or roads leading into them, but occasionally, the tall grasses are crushed or swept to one side as if by a traveler or a large animal. You also see a small mound.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The road continues to the east into a wide, flat area marked by fields of tall grasses. To the west, a small wooded area crosses the road, becoming more dense and lush far to the north. The road remains well defined, and wagon wheel ruts show regular use. You also see a rocky footpath leading up into the woods.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The road travels through a very sparsely wooded area for a stretch here. The woods are not dense, and allow direct sunlight to touch the forest floor. This is either the beginning of a very young forest, or the end of a very old one.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
To the east, a small wooded area crosses the path, and vibrant green leaves cling to trees swaying in the breeze. The road slopes sharply downward for a stretch before turning toward the southwest. A clump of holly bushes to the north of the path here looks out of place.
Obvious paths: east, southwest

Fast Travel

There are two different types of fast travel: (a) Town to Hunting Grounds and (b) Town to Town. The commands for this type of travel are detailed at MOUNT TRAVEL. Both of these are unlocked at a town's stable for raikhen. Note: you do not have to own a stall to use the feature.

Town to Hunting Grounds travel allows you, when mounted, to travel from within town, a stable, or your stall to any number of hunting grounds in your local area. In most cases, the mount will not allow you to circumvent normal obstacles (skill and level checks), but can you get closer to the area than if you had to walk all the way. A common exception to that rule is if you can teleport there with a gold ring, a mount will probably be able to take you there too. After your hunt, you can return to the same room, then fast travel back to town. You may use this type of fast travel with no cooldown. There may be level restrictions in order to travel to a hunting ground.

Town to Town travel allows you, when mounted, to go on a short journey from one town, stables, or stall to another town's stables. It is quicker than walking and will only take a few minutes to go to most towns, but is taxing on your mount and may only be performed twenty-four hours after the last time the ability was used. After you've used the ability, you can MOUNT TRAVEL TOWN RETURN in order to return to your original location. This must used within the twenty-four hour window of when you used the town-to-town fast travel option.

Mounted Combat

Mounted combat is a character-based unlock that allows a character to utilize the mounted combat system to fight from the saddle. Mounted combat is unlocked per character from the stablehands in various towns.

Stay Mounted in Combat

  • Attack and cast war spells freely while mounted.
  • You no longer get dismounted when attacked or when entering combat.
  • Getting knocked down will still dismount you.

Passive Bonuses

  • +10 DS while mounted.
  • Height advantage on attacks.

Three New Abilities

All three abilities are accessed via the MOUNT verb (e.g., MOUNT CHARGE).

MOUNT TRAMPLE (AoE)

Spur your mount to trample multiple creatures in the room.

  • Targets are knocked down and may be Disoriented or Staggered.
  • Uses an SMR roll against each target.
  • You are dismounted and your mount departs after the charge.
  • 60 second cooldown.
  • 5 seconds of roundtime.

MOUNT CHARGE (Single-Target)

Direct your mount to charge a single creature or player.

  • Target is knocked down and may be Terrified or Feeble.
  • Includes a follow-through attack with your equipped weapon or a spell after the trample.
  • You stay mounted after trampling.
  • 60 second cooldown.
  • 3 seconds of roundtime.

MOUNT ESCAPE (Emergency Extraction)

Your mount charges in, scoops you up, and carries you to an adjacent room even if you are stunned, prone, webbed, or rooted.

  • Does not work while unconscious or dead.
  • Must not already be mounted.
  • Daily cooldown (resets at midnight).
  • Your mount departs after depositing you safely.
  • Does not move your group.
  • The destination room may have hostile creatures; escape guarantees extraction, not safety.

Restrictions While Mounted

Some combat maneuvers (CMANs) and abilities cannot be used while mounted. This list is subject to change as messaging is reviewed:

  • Vault Kick, Bearhug, Dirtkick, Leap Attack, Sweep, Tackle, Groin Kick, Footstomp, Hamstring, Headbutt, Garrote, Subdue, Spin Attack, Whirling Dervish, Rolling Krynch, Acrobat's Leap, Kneebash, Dust Shroud, Swiftkick, Divert, Cutthroat, Eviscerate, Prop Up (Shield), Charge (Polearm), Twin Hammerfists, Spin Kick, Cyclone, Vanish, Silent Strike

Some abilities cannot target a mounted rider:

  • Bearhug, Sweep, Hamstring, Garrote, Subdue, Cutthroat, Throatchop, Footstomp, Groin Kick, Nosetweak, Kneebash

AMBUSH and WAYLAY are always blocked while mounted, regardless of combat unlock. You also cannot HIDE while mounted.

Related Mount Changes

As a result of changes required to support Mounted Combat, all players with mounts will notice the following:

  • The summoning device is now wearable in its own unique worn slot location. When dismounting, the device will be worn automatically instead of going to an empty hand first.
  • You will no longer be considered "sitting" while mounted.

Verbs Used with the System

MOUNT

This allows you to climb on your mount. Once unlocked, it is also the launching place for MOUNT TRAVEL.

MOUNT TRAVEL

In order to use the MOUNT TRAVEL system you need to do 3 things:

  • Purchase a mount from Rumor Woods.
  • Purchase a travel unlock from a stablehand at any town's stable.
  • Stand in your town's stable, your own stall, or a room in town.

Please note: When you buy the unlock it works for the character that bought it only. HOWEVER, it works for ANY mount you purchase.

All travel enhancements cost raikhen and will apply to all mounts owned by you. There are two types of fast travel that you can purchase:

TOWN

MOUNT TRAVEL TOWN costs 100,000 raihken.

This travel option will allow you to travel to another town once every 24 hours. Your origination room must be located within a town.

MOUNT TRAVEL TOWN RETURN will allow you to return to the town you traveled out of once in a 24 hours period.

Additional uses of mount travel can be purchased as an upgrade for 100,000 raikhen.

HUNTING

MOUNT TRAVEL HUNTING costs 50,000 raikhen. This travel option will take you to a nearby hunting ground based on your origination area and can only be initiated from within a town. Return abilities are included with this travel option.

MOUNT TRAVEL RETURN will return you to town from your hunting area. Please note, whichever room your mount originally dropped you off in is the room you need to depart from.

DISMISS

This sends your mount home. If you own a stall, then your mount will be waiting for you the next time you visit it.

DISMOUNT

This will allow you to climb off of your mount.

See Also