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Stats

Character Stats
Starting Stats and Stat Growth
Determining Training Points Based on Stats

Character Stats

Your character's ten stats, or development statistics, are broken up into two categories: physical and mental. Discipline and Aura are unusual, in that they are each considered to be both physical and mental.

Character Stats
Physical Mental
Agility Aura
Aura Discipline
Constitution Influence
Dexterity Intuition
Discipline Logic
Strength Wisdom

Agility
A representation of a person's grace in motion and general nimbleness of body. Actions requiring balance, maneuverability, or quick reactions are based on this attribute. Agility directly affects a character's defensive strength (DS).

Aura
A measure of a character's innate connection to the spiritual, mental, and elemental magic that is woven throughout the world of Elanthia. Elemental magic is strongly tied to Aura, and a character's spirit points (SP) are determined based on this stat.

Constitution
Constitution is a measure of the physical durability of a character. It helps with disease, critical hits, and affects the maximum number of Health Points a player can receive. It also affects a number of other things including encumbrance and some maneuver checks. Constitution does not affect a character's stun and Hit Point recovery rate.

When the Constitution stat increases, it does not automatically increase a character's Hit Point total, but will increase the character's Maximum Hit Point total. (To actually increase your character's hit points, you must spend points on Physical Fitness.)

To figure Maximum Hit Point total, take the Base Hit Point Total for the character's race and add their Constitution Bonus.

Dexterity
A measurement of a person's hand-eye coordination and fine motor skills. This aids in actions requiring precision and deft manipulation, such as picking locks, picking pockets, skinning, and aiming ranged or targeted attacks.

Discipline
Discipline is a measure of a character's force of will, determination and ability to focus on the task at hand. Discipline is used in a wide range of game systems, some of which include determining the total amount of experience that a character can gain before needing to rest, and attempts to resist mental or emotion-based attacks.

Influence
A person's ability to influence others. Some aspects of Influence include leadership, inspiration, persuasion, intimidation, fear, presence, and personal charm or magnetism. Magic or abilities that affect the target's mind or emotions are typically more powerful for casters with a high Influence attribute.

Intuition
A person's innate or instinctive ability to sense things without conscious deduction or critical analysis. It is distinctively different from Logic in that it refers to the ability to make decisions or leap to conclusions with little or no overt supporting evidence, relying more upon subconscious "hunches." Included in intuition would be what is commonly referred to as a "sixth sense", prescience, perception, and luck.

Logic
A person's capacity for critical and rational thought, reflecting their ability to reach logical conclusions based on available facts. Logic affects how much experience a character can gain before needing to rest, how quickly a character can absorb that experience, and the ability to activate magical items and scrolls.

Strength
Strength is a measure of physical prowess. It affects a character's Attack Strength (AS) with melee weapons as well as the amount of weight a character may carry (encumbrance) before suffering penalties. The Strength Bonus is added directly to a character's AS.

Wisdom
A representation of a person's common sense, pragmatism, ability to draw upon past experiences to evaluate new challenges, and the ability to examine problems and issues from multiple perspectives. Wisdom also represents a person's conscious connection with spirituality. Spiritual magic is strongly tied to Wisdom.

 

Starting Stats and Stat Growth

Statistics are assigned at character creation. Depending on your race, you are given bonuses or penalties to add to or subtract from your starting stats.

Racial Bonuses for Starting Statistics
 
Aelotoi
-5
0
5
10
5
0
5
5
0
-5
Burghal Gnome
-15
10
10
10
-5
5
5
10
0
-5
Dark Elf
0
-5
10
5
-10
10
5
0
5
-5
Dwarf
10
15
0
-5
10
-10
0
5
0
-10
Elf
0
0
5
15
-15
5
0
0
0
10
Forest Gnome
-10
10
5
10
5
0
0
5
5
-5
Giantman
15
10
-5
-5
0
-5
0
-5
0
5
Half Elf
0
0
5
10
-5
0
0
0
0
5
Half Krolvin
10
10
0
5
0
0
0
-10
-5
-5
Halfling
-15
10
15
10
-5
-5
10
5
0
-5
Human
5
0
0
0
0
0
5
5
0
0
Sylvankind
0
0
10
5
-5
5
0
0
0
0
Erithians
-5
10
0
0
5
0
0
5
0
10

 

Statistics can only increase when your character reaches a new level.That doesn't mean they will go up every time you train, but that is possible. The rate at which statistics rise is based on race, profession, and variety of other factors.

Players are given 640 points to allocate among their stats, with their profession's prime requisites getting an additional +10 bonus (maximum 100).

The following charts show the professional baseline values for Stat Growth Intervals along with the racial modifiers. To determine the Stat Growth Interval for any profession and racial combination, simply add the corresponding values from the two tables. The simple rule is that the higher the Stat Growth Interval, the faster the stat will increase. To determine when a stat will increase, apply the following formula:

Divide the Current Value of Stat by the Stat Growth Interval and round down to the nearest integer. If your new level is evenly divisible by this value, then the stat will increase. Stats will not increase beyond 100.

Example
A 22nd level Dwarven Rogue with an 84 Constitution has a Stat Growth Interval of (Rogue: 20 + Dwarf: 5) = 25. 84/25 = 3.36, which rounds down to 3. Therefore, the Dwarf's Constitution stat will next increase at level 24, because level 24 is the next level after 22 that is evenly divisible by 3.

Baseline Growth Values by Profession
Bard
20
25
15
10
15
25
20
30
20
25
Cleric
20
10
25
25
25
20
15
20
30
15
Empath
20
15
25
25
20
10
15
25
30
20
Monk
25
20
25
20
20
25
30
10
15
15
Paladin
25
20
25
10
15
30
20
20
25
15
Ranger
20
30
20
15
25
25
20
10
25
15
Rogue
20
25
20
20
25
25
30
15
10
15
Sorcerer
15
20
25
25
20
10
15
20
25
30
Warrior
25
25
20
10
20
30
25
20
15
15
Wizard
15
25
20
25
25
10
15
20
20
30

Racial Modifiers for Statistic Growth
Dark Elf -2 5 -2 0 0 0 5 0 0 0
Dwarf 5 -3 3 0 0 5 -5 -2 3 0
Elf -5 5 -5 0 0 0 3 3 0 5
Giantman 3 -2 0 0 2 5 -2 0 0 0
Half-Elf 0 2 -2 0 0 2 2 2 0 0
Halfling 5 5 -2 -2 0 -5 5 0 0 0
Human 2 0 0 0 2 2 0 0 0 0
Sylvankind -2 5 -5 0 0 -3 5 3 0 3
Forest Gnome 2 2 2 0 0 -3 3 0 0 0
Burghal Gnome 0 3 -3 5 5 -5 3 0 0 -2
Half-Krolvin 5 2 0 -2 0 3 2 -2 0 -2
Erithians 0 0 3 2 0 -2 0 3 0 0
Aelotoi -2 3 2 0 2 0 3 -2 0 0

Determining Training Points Based on Stats

Training points are determined using the following equations:

Physical TP
(25 + (((Aura + Discipline)/2 + Strength + Constitution + Dexterity + Agility)/20))

Mental TP
(25 + (((Aura + Discipline)/2 + Logic + Intuition + Influence + Wisdom)/20))

Note: Prime Requisites count double wherever they are in the training point equations.

Example
For a Bard, with Prime Requisites of Influence and Aura, training points are calculated as:

Physical TP
(25 + (((2*Aura + Discipline)/2 + Strength + Constitution + Dexterity + Agility)/20))

Mental TP
(25 + (((2*Aura + Discipline)/2 + Logic + Intuition + 2*Influence + Wisdom)/20))

Prime Requisites

Profession Prime Requisites Mana Stat(s)
Bard Influence & Aura Influence & Aura
Cleric Wisdom & Intuition Wisdom
Empath Wisdom & Influence Wisdom & Influence
Monk Strength & Agility Logic & Wisdom
Paladin Wisdom & Strength Wisdom
Ranger Dexterity & Intuition Wisdom
Rogue Agility & Dexterity Aura & Wisdom
Sorcerer Aura & Wisdom Aura & Wisdom
Warrior Strength & Constitution Aura & Wisdom
Wizard Aura & Logic Aura

 

 




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