Town: Difference between revisions

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*[[Pinefar]], a halfling trading post in the foothills of [[Mount Aenatumgana]] (min level 24)
*[[Pinefar]], a halfling trading post in the foothills of [[Mount Aenatumgana]] (min level 24)
*[[Kharam Dzu]], a dwarven town on a volcanic island in the [[Great Western Sea]] (min. level 20)
*[[Kharam Dzu]], a dwarven town on a volcanic island in the [[Great Western Sea]] (min. level 20)
*[[Kraken's Fall]], an island out in the [[Great Western Sea]] and home to [[Open Sea Adventures]].
*[[Zul Logoth]], the underground heart of dwarven civilization, deep beneath the [[Dragonspine Mountains]] (min. level 17)
*[[Zul Logoth]], the underground heart of dwarven civilization, deep beneath the [[Dragonspine Mountains]] (min. level 17)
*[[Ta'Illistim]], the center of elven learning and scholarship (min. level 13)
*[[Ta'Illistim]], the center of elven learning and scholarship (min. level 13)

Revision as of 11:09, 28 June 2021

Towns are areas where adventurers are generally safe from creatures, in which they can rest, replenish supplies, and socialize.

Towns also feature a justice system, complete with judge and constable-like figures of authority, jails, stocks and gallows.

New to town? Check out the local resting spots.

Player Accessible Towns

The three starter towns, where new adventurers first steps into the lands, are:

Other towns frequented by adventurers include:

Services

Common town services for adventurers include:

  • Pawnshop, to sell various treasures, or buy them from the backroom
  • Furrier, where adventurers can sell furs and skins
  • Gemshop, where adventurers can sell precious gems and jewelry
  • Other shops such as general stores, weapon shops, armories, clothiers, clerical supplies, alchemists, herbalists
  • Town cleric
  • Town healer
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