Race
Race refers to any of the species that can be player characters in GemStone IV. There are thirteen playable races.
Playable Races
Race | Description | Height | Lifespan |
---|---|---|---|
With an average stature, humans are rather stocky and tend to be somewhat rustic in appearance. Men often sport a beard or mustache while the women tend to be sturdy and good-natured.
Most humans hail from the Turamzzyrian Empire, the dominant power in western Elanith. |
5' to 6' (max 6.5') |
80 | |
Tall, well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile. | 6' to 6.5' (max 7') |
100 | |
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. | 5' to 6' (max 6.5') |
400 | |
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. | 5.5' to 6' (max 6.5') |
1500 | |
Long ago exiled after the Undead War, dark elves' skin grew dark from exposure to the mana foci of Rhoska-Tor. Distinguished by sharp features, they possess a great love of knowledge and learning and have mastered spiritual and elemental magic as no other race ever could. Many are still bitter and resentful of their political status. | 5.5' to 6' (max 6.5') |
1500 | |
Tall, slender and agile with fine features, elves are resistant to the ravages of time and disease. Their senses are extremely keen but their long lifespans bring a natural lack of discipline. Elves are talented in many things and consider themselves superior to other races, especially humans.
The Elven Empire is in its twilight and only five of the original Seven Cities remain, but they still hold sway over much of eastern Elanith. |
5.5' to 6' (max 6.5') |
1500 | |
Dwarves are a hardy race, short, strong, and stout. They're quite fond of mining, forging, and ale. Their beards are a matter of great pride, often long and elaborately braided. Some dwarven females are bearded, some are not. Neither agile nor quick, they have a natural resistance to certain forms of elemental magic. | 4' to 4.5' (max 4.75') |
180 | |
Smaller than most, halflings are rotund and have large feet endowed with luxuriant hair. Preferring the simple pleasures of life, such as good food (mostly tarts), drink and companionship, their inquisitive manner frequently lands them in awkward situations. | 3' to 3.25' (max 3.5') |
100 | |
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. | 3.5' to 4' (max 4.25') |
200 | |
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. | 3' to 3.25' (max 3.5') |
180 | |
Half-Krolvins have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvins benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning. | 5' to 5.5' (max 6') |
100 | |
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. | 5.5' to 6.5' (max 7') |
430 | |
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. | 5' to 6' (max 6.5') |
80 |
Cultures
Each race of people is made up of many cultures. A well-defined character should have a special background, or cultural history, which could have significantly impacted the unique person that they have become as they take their first steps into their new home town.
Cultures are roleplaying choices and have no effect on game mechanics. For more information, see the individual race articles.
Statistics
These racial modifiers are added to the statistic bonus (not raw stat).
Race | Strength | Constitution | Dexterity | Agility | Discipline | Aura | Logic | Intuition | Wisdom | Influence |
---|---|---|---|---|---|---|---|---|---|---|
Aelotoi | -5 | 0 | +5 | +10 | +5 | 0 | +5 | +5 | 0 | -5 |
Burghal Gnome | -15 | +10 | +10 | +10 | -5 | +5 | +10 | +5 | 0 | -5 |
Dark Elf | 0 | -5 | +10 | +5 | -10 | +10 | 0 | +5 | +5 | -5 |
Dwarf | +10 | +15 | 0 | -5 | +10 | -10 | +5 | 0 | 0 | -10 |
Elf | 0 | 0 | +5 | +15 | -15 | +5 | 0 | 0 | 0 | +10 |
Erithian | -5 | +10 | 0 | 0 | +5 | 0 | +5 | 0 | 0 | +10 |
Forest Gnome | -10 | +10 | +5 | +10 | +5 | 0 | +5 | 0 | +5 | -5 |
Giantman | +15 | +10 | -5 | -5 | 0 | -5 | -5 | 0 | 0 | +5 |
Half-Elf | 0 | 0 | +5 | +10 | -5 | 0 | 0 | 0 | 0 | +5 |
Half-Krolvin | +10 | +10 | 0 | +5 | 0 | 0 | -10 | 0 | -5 | -5 |
Halfling | -15 | +10 | +15 | +10 | -5 | -5 | +5 | +10 | 0 | -5 |
Human | +5 | 0 | 0 | 0 | 0 | 0 | +5 | +5 | 0 | 0 |
Sylvankind | 0 | 0 | +10 | +5 | -5 | +5 | 0 | 0 | 0 | 0 |
For racial modifiers to statistic growth, see the article on statistic growth rate.
Weight and Encumbrance
- Main article: Encumbrance
There are three factors that determine body weight: base race weight, race weight factor (see table below) and the statistics (Strength + Constitution). Note that the strength and constitution stats are weighted equally. Base weight is the character's weight with (theoretically) zero (STR + CON) stats. As the STR and CON stats increase so does body weight.
RACE | WEIGHT FACTOR | BASE WEIGHT | MAXIMUM WEIGHT |
---|---|---|---|
Burghal Gnome | 0.40 | 40 | 120 |
Halfling | 0.45 | 45 | 135 |
Forest Gnome | 0.45 | 50 | 140 |
Aelotoi | 0.65 | 70 | 200 |
Elf | 0.70 | 70 | 210 |
Erithian | 0.70 | 75 | 215 |
Sylvan | 0.70 | 75 | 215 |
Dark Elf | 0.75 | 80 | 230 |
Dwarf | 0.75 | 80 | 230 |
Half-Elf | 0.80 | 85 | 245 |
Human | 0.90 | 90 | 270 |
Half-Krolvin | 1.00 | 100 | 300 |
Giantman | 1.20 | 120 | 360 |
Body Weight Formula
A human has 70 strength and 60 constitution stats.
- Human base weight: 90
- Human weight factor: .90
- (90) + (130 * .90) = 207 lbs total body weight
Body Weight and Encumbrance
The amount of weight that a character can carry is primarily a function of body weight and the strength stat. Each character can carry a certain amount before becoming encumbered. That amount is:
Our human, with a body weight of 207 and a strength stat of 70, has an unencumbered carrying capacity of:
- [((70 - 20)/200)* 207] + 207/200
- (.25 * 207) + 1.03 = 52.78 lbs of unencumbered carrying capacity.
Once you become encumbered each 1% of encumbrance is simply 1% of body weight. In the example above with 207 lbs. body weight each 1% encumbrance = 2.07 lbs
Trade Modifiers
Shops in towns have racial biases that modify the cost of buying and selling. For more details, see the Trading article.
Location | Human | Elf | Dwarf | Giantman | Halfling | Half-Elf | Dark Elf | Sylvan | Burghal Gnome | Forest Gnome | Half-Krolvin | Erithian | Aelotoi |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wehnimer's Landing | 0 | 0 | 0 | +5 | +5 | +5 | +5 | 0 | 0 | +5 | 0 | 0 | 0 |
Icemule Trace | 0 | 0 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | 0 |
Solhaven | +5 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
River's Rest | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 |
Ta'Vaalor | 0 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Ta'Illistim | 0 | +5 | 0 | 0 | 0 | 0 | 0 | +5 | +5 | 0 | 0 | +5 | +5 |
Cysaegir | 0 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | +5 | +5 |
Kharam Dzu | 0 | 0 | +5 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Zul Logoth | 0 | 0 | +5 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | 0 | 0 |
Mist Harbor | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Kraken's Fall | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
This table provided during the Power of Currency. Corresponding communities receive the pricing of their partnering towns. |
Resources
- Town racial bias (saved post)
- Racial modifiers (saved posts)
- A Comprehensive Guide to Divination in Elanthia (saved post)
- Race capitalization guide (saved post)
- Races, on Play.net