Character guide
THIS GUIDE IS A WORK IN PROGRESS AND WILL NOT BE CONSIDERED COMPLETE AND RELIABLE UNTIL THIS MESSAGE IS GONE
This guide will attempt to explain all options for personalizing your character, as well as explain basic item and inventory limitations and handling.
Character
This section will break down all the parts of the description of a character. When one LOOKs AT another character in game, he/she sees something like this:
She appears to be a Dark Elf.
She is taller than average and appears to be in the prime of life. She has mismatched viridian and icy green eyes and flawless dark bronze skin. She has long, straight dark hair falling to mid-back in varying shades of black. She has thin-tipped pointed ears. She has a grizzled amber-eyed owl perched on her shoulder.
You can hardly recognize her covered in all that soot and ash!
She has a crimson and ebon sigil tattoo traced into the back of her right hand, and a black rose tattoo on her finger.
The first two lines contain the name, title and race of the character. The remainder is the character's features.
Some of the examples include items that appear in the character's feature area. These are special merchant sold items not regularly available, but not overwhelmingly rare.
One can allow others to always see their features up through the wings section by setting PROFILE TOGGLE FEATURES on and off.
Name/Title
He/She appears to be a Culture Race
Only the pure elven houses and Faendryl (dark elf) can appear in the name line. This can be toggled using the SET/FLAG SHOWCLTRSURNAME verb.
Example:
She appears to be a Dark Elf.
The title system page gives an excellent overview on the various titles and includes an extensive list. I will not duplicate that effort here.
Use the TITLE verb in game to see the titles available to your character, set your titles, clear your titles, and see how your full name is currently displayed.
Features
Height and Age
The first sentence of a character description contains the height and age descriptors. Height is set in the character generator, while age is set in game using the AGE verb. Height can also be changed at the feature pavilions in every major town, also called the New Look Pavilion, and by merchants doing feature alterations.
Age can be reset using an Age Reset Potion sold in the Simucoin Store.
Example of standard, non-altered height/age:
Example of height/age with a feature alter:
Eyes and Complexion
The second sentence of a character description contains the eyes and skin descriptors.
Example of standard, non-altered eyes/skin:
Example of eyes/skin with a feature alter:
The term feature alter in this sense is used loosely as both the eyes and skin were changed with eye and skin changing potions from Ebon Gate. Besides these potions, eyes and skin can be changed at the feature pavilions. Premium members can also access Shear Delight on Mist Harbor. Eye accents and colors are through the doorway in the hallway while skin complexion and colors are through the curtain. Some festivals and pay events will also have a themed feature shop.
Hair
The third sentence of a character description contains the hair descriptor. Hair can either not exist (bald headed) or have a color, length, texture and style (not all are required).
Example of standard, non-altered hair:
Example of standard, non-altered hair with a hairdo:
Example of hair with a feature alter:
Example of the same hair with a hair altering item:
All aspects of hair can be changed at feature pavilions and Shear Delight on Mist Harbor through the arch. Merchants will also style hair and additional options may be available at feature shops at festivals.
Hair descriptions can also be replaced by a wig. NEED EXAMPLE
Face, Nose and Distinguishing Mark
The fourth sentence of a character description can consist of a facial characteristic (e.g. angular, dainty, oval, round), a nose and a distinguishing mark (anything from mouth/teeth characteristics to facial hair to ears). Posture and body shape can also be included as a distinguishing mark ("stooped shoulders" is a standard option, "ample hips" is available in Shear Delight). One does not have to have to have a descriptor for every single part.
Example of standard, non-altered half-krolvin face:
Example of standard, non-altered elven face with no nose descriptor:
Example the same face with an item that covers the face:
All aspects of the face can be changed at feature pavilions and Shear Delight on Mist Harbor through the curtain (west of complexions). Merchants will also change any of these features and additional options may be available at feature shops at festivals.
Unique Feature Field
The fifth sentence of a character description is reserved for a unique feature field item or makeup.
Item example:
Makeup example:
Wings
Only characters of the Aelotoi race have wings. These can be also altered like any other feature.
Example:
Teras Ash
Characters spending any amount of time on Teras Isle will likely be covered in soot and ash.
Ash can be cleared using RUB (character).
Tattoos and Piercings
Tattoos
Characters are inked by tattoo merchants or at the stock tattoo shop. Below is a sign from the shop explaining where tattoos can be worn and what articles of clothing might cover them:
- Head - will be covered by a helm if one is worn
- Neck - will always be visible
- Back - Covered by armor, cloaks, backpacks etc
- Shoulder - Covered by armor and cloaks
- Chest - Covered by armor and shirts
- Arm - Covered by greaves
- Wrist - will always be visible
- Finger - will always be visible
- Waist - Covered by belts
- Thigh - Covered by pants and skirts
- Leg - Covered by greaves
- Foot - Covered by boots
- Ear - will always be visible
- Ankle - will always be visible
- Other - Other areas may be possible in
- certain instances, but they must
- always be visible. Hence, they will
- NOT be placed in other, less obvious
- areas
- EX: Face - good
- Sole of foot - no good
Tattoo merchants appear regularly on Mist Harbor for Premium subscribers. They may also appear at festivals. These merchants will ink characters with custom tattoos that may have a show description.
Example of character with custom tattoos and piercing:
Example of custom show description:
Another rare service is a wandering tattoo. These tattoos will appear along with any other tattoo but also have idle messaging.
Example of character with a wandering tattoo:
Example of idle messaging:
Piercings
Characters are pierced by other characters with exceptional skill in First Aid and a piercing needle. Piercing jewelry and needles can be obtained at festivals, although not all festivals will have them. Some jewelry can only be worn in specific locations, while other jewelry can be FLIPped to change the location of where it will be worn. The jewelry and piercing locations must match for the piercing to work. The piercing may also become infected for a certain amount of time after, but any alcoholic drink or tincture of acantha may be poured on the piercing to stave off infection. I have no knowledge of any merchant that has done the actual piercing, and piercing jewelry is extremely limited in terms of being altered.
Feature Concealers and Glamour Crystals
COMING SOON
Inventory
Characters are limited to 500 items on their bodies/in their containers at any time. While there are ways to overcome the limit, it is highly recommended not to maintain being over 500 items as a character may become corrupted. INVENTORY QUANTITY can be used to see how many items your character is carrying.
Use INVENTORY HELP to see additional options for information about your inventory. Some of those options will be covered below.
Functional vs. Non-Functional Items
Wearable items are divided into two types: functional and non-functional.
Functional items will INSPECT as serving some purpose. Non-functional items will not have that part of the messaging.
Example of INSPECT of a functional item:
You determine that you could wear the necklace around your neck. The necklace appears to serve some purpose.
Example of INSPECT of a non-functional item:
You determine that you could wear the amulet around your neck.
Functional items will take up will take up a character's limited inventory slots while non-functional items do not.
Limited Inventory Slots
The following table shows the number of limited item slots a character has and the locations. Information in parentheses is to clarify the type of item worn there or give a common term used by many players to describe an item in that location. Everything a character is currently wearing can be seen sorted by location using INVENTORY LOCATION.
Code | Location | Messaging | # Functional | # Total | Premium Functional | Premium Total |
---|---|---|---|---|---|---|
0 | - | Cannot be worn at all | - | - | - | - |
1 | General | put on (pin-worn) | 8 | 20 | 8 | 20 |
2 | Back | put on (as a backpack) | 1 | 2 | 1 | 2 |
3 | Waist | put around (as a belt) | 1 | 3 | 1 | 3 |
4 | Head | put on (as a helm) | 1 | 2 | 1 | 2 |
5 | Shoulder | slung over (as a shield) | 2 | 2 | 2 | 2 |
6 | Shoulders | draped from (as a cloak) | 1 | 2 | 1 | 2 |
7 | Legs | pulled over (as pants) | 1 | 1 | 1 | 1 |
8 | Torso | worked into (as armor) | 1 | 3 | 1 | 3 |
9 | Wrist | attached to (as a bracelet) | 2 | 4 | 3 | 6 |
10 | Finger | slid onto (as a ring) | 2 | 6 | 3 | 8 |
11 | Feet | put on (as boots) | 1 | 1 | 1 | 1 |
12 | Neck | hung around (as necklace) | 3 | 6 | 4 | 8 |
13 | Belt | attached to (as belt pouch) | 3 | 5 | 3 | 5 |
14 | Arms | attached to (as arm greaves) | 1 | 2 | 1 | 2 |
15 | Legs | attached to (as leg greaves) | 1 | 2 | 1 | 2 |
16 | Earlobe | hung from (as a single earring) | 1 | 3 | 2 | 5 |
17 | Earlobes | hung from (as a pair of earrings) | 1 | 3 | 2 | 5 |
18 | Ankle | attached to (as an anklet) | 1 | 3 | 1 | 3 |
19 | Front | put over (as an apron) | 1 | 2 | 1 | 2 |
20 | Hands | slipped over (as gloves) | 1 | 2 | 1 | 2 |
21 | Feet | slip on (as socks) | 1 | 3 | 1 | 3 |
22 | Hair | put in (as barrette) | 1 | 2 | 1 | 2 |
23 | Undershirt | slips into (as gambeson) | 1 | 1 | 1 | 1 |
24 | Leggings | slips into, on your legs (as leggings) | 1 | 1 | 1 | 1 |
Total | 38 | 81 | 43 | 91 |
Item Sorting
As one wears various items, each item will be put at the top of the inventory list and seen first as people LOOK AT him/her. In the real world, people usually look at each other from head to toe. In GemStone IV we can help emulate this practice by sorting our items from top to bottom using SORT AUTO HEAD.
Example:
Click INVENTORY HELP for more options.
>get grea in wai
You remove some thick mithril arm greaves from in your double-breasted waistcoat.
>wear my grea
You attach some thick mithril arm greaves to your arms.
>i
You are wearing some thick mithril arm greaves, a green and red samara amulet, a rune-etched black Faendryl robe, a vestment, a cuffed-sleeve black wool jacket with vibrant red stitching, a fitted deep red charmeuse bodice with sheer golden sleeves, an ornate black spidersilk satchel slung over your shoulder, a stylish black marbrinus carryall fastened with an ember-hued firestone, a double-breasted waistcoat lined in cloth-of-veniom over a set of sleek black armor accented with sharp eahnor thorn buckles, some sleek scarlet despanal-buttoned black leather gloves, a Twilight Hall signet ring, an onyx-capped black leather scroll case, and a pair of grey wool socks patterned with tiny barn owls under a pair of polished platinum-toed scarlet calfskin knee-boots.
Click INVENTORY HELP for more options.
>sort auto head
Your inventory is now arranged in head-to-toe order.
>i
You are wearing a green and red samara amulet, a rune-etched black Faendryl robe, a fitted deep red charmeuse bodice with sheer golden sleeves, a cuffed-sleeve black wool jacket with vibrant red stitching, a vestment, an ornate black spidersilk satchel slung over your shoulder, a stylish black marbrinus carryall fastened with an ember-hued firestone, a double-breasted waistcoat lined in cloth-of-veniom over a set of sleek black armor accented with sharp eahnor thorn buckles, some thick mithril arm greaves, some sleek scarlet despanal-buttoned black leather gloves, a Twilight Hall signet ring, an onyx-capped black leather scroll case, and a pair of grey wool socks patterned with tiny barn owls under a pair of polished platinum-toed scarlet calfskin knee-boots.
Click INVENTORY HELP for more options.
Item Handling
There are several verbs to help a character quickly get or put away items.
- Stow
- Store
- Ready
- Sheath
- Gird
Using these verbs is faster and safer than using GET and PUT/PLACE, as both GET and PUT/PLACE look for items on the ground before looking for items on your character. If a character has a wand in his/her container, and there is another wand, say, on the town bench, GET WAND will look for the wand on the town bench first. Players must use GET MY WAND, or GET WAND IN/FROM MY (CONTAINER) when needing to be more precise.
Many items have been lost using PUT (ITEM) IN (CONTAINER) when there is a similar container on a town bench.
At a bare minimum, players should set a STOW container, also referred to as a default container. STORE is a more elaborate setup of stowing in specifying different items types and which containers they go in.
Alternatives
Players using The Lich can also use the Alias function to shorten the effort it takes to put an item away (and do just about everything else).
Example 1:
This will put any item specified after bb in the command line in my waistcoat
Example 2:
This will put anything in my right hand in my satchel. If I am wearing three satchels I can SATCH THIRD to put whatever item is in my right hand in my third satchel. The global will set it for every character I access the game with from that computer. Of course this limits one to items held in the right hand, so a corresponding one should be set up for the left:
Another alternative is to make a basic script to get items and another to put items away.
Comment: Satchel put
put open my satchel
put put my %1 in my satchel
put close my satchel
Comment: Satchel get
put open my satchel
put get %1 in my satchel
put close my satchel
Register and Mark
Two important functions to prevent item loss are MARK and REGISTER.
MARKing an item will make it unsellable to the pawnshops and gem shops. This could be important when unloading after a hunt. For example, say you have 10 wands to sell and 13 wands on your character. The three you do not want to sell are special in some way. Of course the best way to go about things would be to keep the 10 wands you want to sell in a separate container and use GET MY WAND FROM MY (CONTAINER), SELL MY WAND in order to sell them. Of course this does not always happen and people commonly use GET MY WAND, SELL MY WAND or even just GET WAND, SELL WAND to sell.
REGISTERing an item will make a record of them item and its properties in a database only GameMasters can access, except for in once instance. For the most part, when you get any merchant service done, the merchant will register the item to your character before giving it back to you. Whenever you have any item changed in any way by another player (weapons/armor enchanted or ensorcelled, container locked), you should re-REGISTER it so that the record will know the current properties if the item is lost.
The one instance where players can tell who an item is registered to is when an item is lost through disarming mechanics. In this case a bard loresong will say who the item belongs to, but only if the item was registered to begin with.
INSPECT will tell you how long ago you registered an item if you are unsure of whether the registration of the item properties is up-to-date.
>insp my phi
You carefully inspect your blown glass phial.
You determine that you could wear the phial around your neck. The phial appears to serve some purpose.
You remember that you registered this item between six and seven years ago.
As item loss is something that happens to everyone at some point in their GemStone life and it is customary for players, even those playing somewhat shady characters, to seek out the owners of items they find that obviously belong to someone else. In the case of a shady character looking for the owner of an item, it is not unheard of to ask for a small ransom to return the item in order to have an in character (IC) reason for going through the trouble of performing such a kind act.
Rummage
COMING SOON