Character creation

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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.

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.

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.

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.

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

Race

The third step is to choose a race for your character. There are thirteen playable races.

Aelotoi
Aelotoi are a race once enslaved by the kiramon. They appear similar to modern humans, but have thin membranous wings similar to dragonflies.
Dwarf
Dwarves are a hardy race, short, strong, and stout. They're quite fond of mining, forging, and ale.
Elf
Elves are a graceful, beautiful, and haughty. They've little body hair, generally incapable of growing facial hair (though, there are a few individuals in Elanthia who are quite elven and manage to sport a full beard). Elves generally lack discipline due to their long lifespan.
Dark Elf
The Faendryl and the Dhe'nar earned their dark skin due to the time they spent near the mana foci in Rhoska-Tor. They are known for their exceptional skill at magic, but are generally shunned by other races, especially the unmodified elves with whom they have a long and contentious history.
Half-Elf
Being mixed with both human and elven blood, half-elves are not well received due to the dislike of humans by elves and elves by humans.
Sylvankind
While the majority of elves left the forest to found the Elven Empire, some remained behind and these became the sylvankind. They favor the forests above anything else, many of them spending their entire lives there.
Erithian
Erithians arrived on Elanthia by mysterious means over a thousand years ago. They are a graceful race, using finely crafted weapons such as the katana and sai.
Giantmen
Giantmen are huge, strong, and hardy. They are very similar to humans in appearance, except bigger. They're a tribal race, though there is evidence that there once was a great giantman empire near the modern cities of Vornavis and Solhaven.
Burghal Gnome
Burghal gnomes are fond of tinkering, mechanical engineering, and scavenging. They often live in, near, or underneath cities.
Forest Gnome
Forest gnomes are hunters and gatherers, skilled at scavenging much like their burghal gnome cousins. Unlike their cousins, they prefer living in the wilderness.
Halfling
Along with the gnomes, halflings are among the smallest races. They enjoy the simple pleasures in life, usually resulting in a rotund belly. Halflings are well known for their hairy feet, which they are quite proud of.
Human
Once a nomadic people, humans have risen swiftly to become a major power, particularly in the lands of the Turamzzyrian Empire. They are generally seen as rustic but good-natured, and skilled in many trades.
Half-Krolvin
Krolvin are a blue-skinned, white-maned seafaring race, infamous as pirates and raiders along the coasts of Elanith. Half-krolvin are often the result of their raids, though a large number of them came from a breeding program on the Isle of Glaoveln. Half-krolvin often share either human or giantman blood, as other races either die before giving birth to a half-krolvin child (such as elves and halflings) or are incapable of conceiving from a krolvin (the dwarves).


Culture

Appearance

Stats

Skills

Name