GemStone IV is the next generation of
GemStone III. It is a direct expansion of the current
game, with great new features for current
players and new players alike. New
technologies developed for GemStone IV
will make the game easier to learn and to play. Additionally,
hundreds of new features will makes this the most significant
upgrade of GemStone since the launch of the original
GemStone III.
New
Races
Aelotoi
Newly arrived in Elanthia from a home
where they served as a slave race, the Aelotoi are
flightless, winged humanoids.
Burghal
Gnomes
Excellent scavengers, and often thieves,
burghal gnomes take great delight in the art of
tinkering.
Forest
Gnomes
Forest gnomes live deep within Elanthia's
forests and feel most at home among thickets, rivers,
and streams.
Half-Krolvin
The half-breed progeny of fierce Krolvin
and their human victims, Half-Krolvin make mighty
warriors.
Erithians
Erithians pride themselves on their mastery of
all knowledge. Shrouded in mysticism, the their
origin is unknown and frequently debated.
New
Skills
Dodging
Deflect and avoid blows with greater
effectiveness.
Elemental
Lores, Fire
Become more adept in the use of fire
magic.
Elemental
Lores, Earth
Become more adept in the use of earth magic.
Elemental
Lores, Water
Become more adept in the use of water magic.
Elemental
Lores, Air
Become more adept in the use of air magic.
Harness
Power
Become more capable of tapping into the mana weave
that infuses Elanthia.
Mana
Control, Elemental
Manipulate elemental mana with more effectiveness.
Mana
Control, Spiritual
Manipulate spiritual mana with more effectiveness.
Mana
Control, Mental
Manipulate mental mana with more effectiveness.
Mental
Lore, Telepathy
Become more adept in the use of thought and emotion-effectng
spells.
Mental
Lore, Divination
Become more adept in the use of spells that provide
knowledge.
Mental
Lore, Transference
Become more adept in displacement, teleportation
and supernatural travel.
Mental
Lore, Transformation
Become more adept in transformation of your physical
condition.
Mental
Lore, Manipulation
Become more adept in the manipulation of matter.
Sorcerous
Lore, Necromancy
Become more adept in the use of necromatic skills
and magic.
Sorcerous
Lore, Demonology
Become more adept in the use of skills and magic
involving the demonic realms.
Spiritual
Lore, Religion
Become more adept in channeling the spiritual
power from your patron deity.
Spiritual
Lore, Blessings
Harness the favor of the lesser and greater spirits.
Spiritual
Lore, Spirit Summoning
Become more adept in the summoning rites of lesser
and greater spirits.
Survival
Become more effective in wilderness survival:
skinning, foraging, fire building, etc.
Time Limit Improvements
Time limits are no longer limited
to "real time." Instead, they are "game
time" - reducing potential damage from untimely
disconnects.
Town Dependant Processes
Each town will have its own judicial
processes and punishments fitting to the design
and character of that town.
First In First Out
Rather than randomly select criminals to see the
judge, criminals will be seen in order of arrival.
Community Service
Rather than pay a fine, criminals will have the
option to accept community service.
Incarceration
Criminals will have the option to accept incarceration
(or stocks) as an alternative to paying a fine.
Item Sales and Collection
If a criminal does not pay thier fine in time,
only as much inventory as is necessary to pay the
fine will be sold.
Banishment
Criminals that build significant and serious criminal
histories may be banished from a town.
Accusations
Players may accuse other players for assault.
Additionally, players may cancel their accusations
while the criminal has not yet been judged.
Service Refusal
Merchants may refuse service to known criminals.
Improved
Character Development
Character Training
Players may tweak skills to remove
possible mistakes in past trainings, as well as
take advantage of newly released systems.
New
Racial Bonuses
Racial bonuses were re-evaluated to
further fall in-line with more recent concepts of
the existing races.
New Stats
Stat names were re-evaluated to better reflect
what the stats actually do.
New Skill Costs
Skill costs for all professions were revised to
reflect the new skills available, changes in game
mechanics, and changes in level progression.
Training
Points & Stat Growth
Each character is now given 640 points to allocate
among their starting attributes, with their prime
requisites getting an additional +10 each.
New
Prime Requisites
Prime Stat Requisites for each profession were
updated to fall further in line with professional
concepts.
Revised
Mana Recovery
The new Mana Control skill increases the base
rate at which characters recover mana.
Death Recovery
Points
Character death incurs death recovery points which
must be paid off with experience.
New Level Designation System
Levels above 20 continue to require more experience
before they may be earned. All character levels
were compressed within the 0-100 level range.
Experience Enhancer Changes
Experience absorption enhancers were replaced
with alternate benefits, such as increased health,
mana, and/or spirit recovery.
Interlevel Skill Advancement
Characters may train in skills throughout their
level rather than all at the end.
Extended Skill Gain
Characters who reach the level cap (100), may
continue to earn TPs and train in skills up to each
individual skill cap.
Improved Combat
Evade,
Block, Parry
These three passive defenses, each
take place before the AS/DS check.
Armor
Revisions
Armor hindrance was changed to reflect
the 100-level cap.
Spell Adjustments
Various adjustments were made to spells in cooperation
with combat adjustments.
Shield Adjustments
Four new shield types have been introduced: Small,
Medium (standard), Large, and Tower/Wall Shields.
Critical Revisions
Criticals become less dependant upon weapon Damage
Factors.
Stance Revisions
Stances are more useful in combat.
Ambush Revisions
Ambush can reduce a target's stance, but with
less lethality.
Improvements
to Lighter Weapons
Lighter weapons become more appealing with faster
RoundTimes.
Rune
Staves
Magic Users are no longer required to learn sword
and shield with the introduction of Rune Staves.
Katanas and Oriental Weapons
With the introduction of Erithians, oriental weapons
and other items have entered the world of Elanthia.
Combat
Maneuvers List
Seven new maneuvers are available for adventurers
who train in the combat maneuver's skill.
New
Commands
Demeanor
Improvements
The DEMEANOR verb was expanded
to include more commands.
Befriend
Improvements
More slots were added. Additionally,
you can see the location of your friends if they
have a friendly or neutral demeanor toward you.
DAYDREAM
Tell others you are going AFK instead of saying,
"Sleeping". Premium members will be shown
in a daydreaming state.
MOCK
Over 1,000 combinations of ways to mock your friends
and enemies alike!
PROFILE
All characters within the game now have profiles
to facilitate roleplay and meeting others.
GOALS
This new command launches the graphical skill
manager.
RUNE
This command lists common runes on runestones,
as well as runes you have learned.
ATTUNE
This command allows Wizards to attune to a specific
type of elemental.
EMPTY
This command allows you to empty the entire contents
of one container into another.
MOVEMENT
This command allows you to set your default movement
type.
IMITATE
Imitate items, animal noises or the features and
speech of other characters.
Ventriloquism
Throw your voice with this new addition to the
SAY command.
Movement Commands
LIMP, CRAWL, SKIP
New Roleplaying Commands
PRAISE, BELCH, CLUTCH, REST
Improved Roleplaying Commands
GLANCE, SHAKE, SWAP, POINT, SAY
New
History Documents
Recognizing
Elven Crests , A
Layman's Guide to Elven Heraldry
How do the elven houses, families
and couriers distinguish themselves? Heraldry, House
Colors, and Crests.
Updated
"Timeline of Elanthian History"
With the arrival of five new races, come additional
important dates to add to the timeline.
A
Study of the Erithi
Learn more about the history of one of the most
ellusive races in Elanthian history.
Erithian
Cultures
The Erithian Society is divided into six distinct
"Dai". Learn more!
The
History of Aelotoi ,
The Legend of L'Naere , The
Kiramon
Learn more about the newly freed slave race and
how they became subjugated in the first place.
Aelotoi
Cultures
The Aelotoi Society is divided into three distinct
clans. Learn more!
The
History of Gnomes
Forest gnomes, country-dwelling fighters; Burghal
gnomes, city-dwelling tinkerers.
Burghal
Gnome Cultures
Burghal Gnome Society is divided into six distinct
bloodlines. Learn more!
Forest
Gnome Cultures
Forest Gnome Society is divided into six distinct
bloodlines. Learn more!
Concerning
Half-Krolvin
There is much to learn about the half-krolvin,
who began as a cruel experiment carried on in order
to build a fierce army.
Half-Krolvin
Cultures
Half-Krolvin society is divided into five distinct
"klinasts". Learn more!
New
Spells
Improved
Spells
140:
"Wall of Force"
This spell was moved to the 140 slot
from the 150 slot.
1106 and 1109
The functionality of these two spells were combined.
1140:
"Empathic Dispel"
This spell was moved to the 1140 slot from the
1150 slot.
208:
"Living Rune"
This spell takes Arcane Symbols training into
account. As you steal more spells, it will be harder
to steal others.
319:
"Divine Wrath"
This spell now takes into account the cleric's
chosen deity.
340:
"Resurrect"
This spell was moved to the 340 slot from the
350 slot.
610 and 620
The functionality of these two spells were combined.
707:
"Eye Spy"
The eyeball may now look in, on, under and behind
items, it may read and inspect items, and more.
708:
"Limb Disruption"
When legs are broken, targets will now fall down.
712:
"Cloak of Shadows"
In addition to defending you, this spell additionally
has a retribution affect against those who harm
you.
110: "Unbalance"
The power of the attack is enhanced
by Spiritual Lore, Spirit Summoningl.
111: "Fire Spirit"
The spell's damage is increased by
Spiritual Lore, Spirit Summoning.
120: "Lesser Shroud"
Training in Spiritual Lore, Blessings allows this
spell to be cast upon others.
125: "Call Lightening"
The speed of attack is enhanced by Spiritual Lore,
Spirit Summoning.
1002: "Vibration Chant"
The chance of breaking a target's weapon/shield
is increased by Mental Lore, Manipulation.
1004: "Song of Purification"
The chance of successfully purifying a gem is
increased by Mental Lore, Manipulation
1007: "Kai's Song"
The caster's group with have an increased AS bonus
with Mental Lore, Telepathy.
1009, 1012, and 1014
The durability of sonic items will be increased
by Elemental Lore, Air.
1009: "Sonic Shield"
The shield's hindrance will be reduced by Elemental
Lore, Air.
1014: "Sonic Armor"
The elemental damage resistance provided by the
armor will be increased by Elemental Lore, Air.
1015: "Song of Depression"
The TD pushdown from the song with be boosted
by Mental Lore, Telepathy.
1016: "Song of Rage"
The effectiveness of the song is increased by
training in Mental Lore, Telepathy.
1030: "Song of Disruption"
Mental Lore, Manipulation will allow the singer
more versatility with this song.
1035: "Song of Tonis"
Mental Lore, Telepathy will increase the haste
affect and dodge beneft to your party.
Wound and Scar Spells
The roundtime for healing is decreased by Mental
Lore, Transformation.
1106: "Bone Shatter"
The power of the attack is increased by Mental
Lore, Manipulation.
1108: "Empathy"
The power of the attack is increased by Mental
Lore, Telepathy.
1116: "Cry for Help"
Mental Lore, Divination will allow the target
a great chance to view the caster for a longer duration.
1117: "Empathic Link"
The number of targets is increased by Mental Lore,
Telepathy.
203: "Manna Bread"
The amount of mana restored is increased by Spiritual
Lore, Blessings.
210: "Silence"
The duration of the silence is increased by Spiritual
Lore, Spirit Summoning.
211: "Bravery"
Spiritual Lore, Blessings enables this spell to
be cast upon others.
215: "Heroism"
Spiritual Lore, Blessings enables this spell to
be cast upon others.
218: "Spirit Servant"
The duration of the servant is increased by Spritual
Lore, Spirit Summoning.
219: "Spell Shield"
Spiritual Lore, Blessings enables this spell to
be cast upon others.
302: "Smite/Bane"
The rate of mana infusions is controled by Spiritual
Lore, Religion.
303: "Prayer of Protection"
Spiritual Lore, Blessings enables this spell to
be cast upon others.
304: "Holy Blade"
The number of swings a blade can be imbued with
is increased with Spiritual Lore, Blessings.
305: "Preservation"
The duration is increased with Spiritual Lore,
Religion.
306: "Holy Bolt"
The damage on undead creatures in increased with
Spiritual Lore, Religion.
311: "Blind"
Spiritual Lore, Religion increased the duration
of this spell and the chance the target will be
forced to kneeling.
325: "Holy Receptacle"
The failure rate of blessing a spell into a gem
is decreased by Spiritual Lore, Blessings.
400s: Minor Elemental Spell Circle
Elemental Lores (Air, Earth, Fire, Water) allow
a character to become attuned to an element for
use in these spells.
504: "Slow"
The target's Roundtime will be increased by Elemental
Lore, Air.
506: "Haste"
The target's Rounttime will be decreased by Elemental
Lore, Air.
509: "Strength"
The Attack Strength bonus provided by this spell
is increased by Elemental Lore, Earth.
510: "Hurl Boulder"
The damage of this spell will be increased by
Elemental Lore, Earth.
512: "Ice Patch"
The duration and effectiveness of the ice patch
will be increased by Elemental Lore, Water.
519: "Immolation"
The effectiveness of the fire will be enhanced
by Elemental Lore, Fire.
520: "Stone Skin"
The amount of damage that can be absorbed is increased
by Elemental Lore, Earth.
620: "Resist Nature"
The effects of this spell are enhanced by Elemental
Lores and Spiritual Lore, Blessings.
701: "Blood Burst"
Sorcerous Lore, Necromancy makes it possible for
this spell to take the drained health from the target
and give it to the caster.
708: "Limb Disruption"
Sorcerous Lore, Necromancy adds the possibility
of the limbs animating.
711: "Pain Infliction"
The pain of this spell is increased by Sorcerous
Lore, Necromancy.
712: "Cloak of Shadows"
The effectiveness of this spell is increased by
Sorcerous Lore, Demonology.
716: "Disease"
More viscious diseases are caused by Sorcerous
Lore, Necromancy.
718: "Torment"
Sorcerous Lore, Demonology will increase the control
of the caster over this demonic force.
725: "Minor Summoning"
Sorcerous Lore, Demonology will allow the Sorcerer
to have better command of the demons he summons.
901: "Minor Shock"
The damage of this spell is increased by Elemental
Lore, Air and Water.
903: "Minor Water"
The damage of this spell is increased by Elemental
Lore, Water.
906: "Minor Fire"
The damage of this spell is increased by Elemental
Lore, Fire.
907: "Major Cold"
The damage of this spell is increased by Elemental
Lore, Water.
908: "Major Fire"
The damage of this spell is increased by Elemental
Lore, Fire.
910: "Major Shock"
The damage of this spell is increased by Elemental
Lore, Air and Water.
914: "Sand Storm"
The duration of the storm and the rate of damage
is increased by Elemental Lore, Air.
917: "Boil Earth"
Elemental Lore, Earth increases the number of
additional targets.
Miscellaneous
New Features
New User Quests
All new characters have the opportunity
to join in five new quests when they first begin
their adventures.
Food & Drink Improvements
Food and drink now allow for greater
variety and customization in taste, as well as racial
or cultural food preferences.
Meeting
Hall System
Left out in the rain no longer! Unofficial organizations
may now rent their own meeting halls and have access
to event services.
Ability
Bonus System
This system provides the ability to directly affect
a character’s stats, skills and/or spell knowledge.
Level Designation System
As experience requirements have been changed to
gradually increase per level, a new level designation
system is now in affect.
Teleportation Revisions
All the teleportation systems of the world: songs,
spells, items and other mechanics, are now more
robust.
Age
All variety of elves will once again live very
long lives.
Culture
Half-elves, lacking in culture as they are, will
no longer be noted as "Pariah" in title.
Language
Dark Elves, Sylvans and Half-Elves will once again
have access to the Elven language.
New Spell Slots
The level 30, 35, and 40 spell slots were opened
up on all lists to be filled in the future.
New Bug Tracking
A new, more robust, behind the scenes bug tracking
system improves response time on fixes.
Rogue Lock Mastery
A series of skills centered on the locksmithing
profession.
New Stealing
System
"Borrowing" from others just got a lot
more interesting!
Citizenship
Citizenship in a town offers benefits.
What's New!
Wrayth:
Intuitive, Compelling, Customizable, Eye-catching
Point
and Click:
Recognizable, Easy and Rewarding
Game
Management:
Improved Inventory and Information Management
Character
Management:
Graphical Controls For Character Management
New Races:
Aelotoi, Burghal Gnomes, Forest Gnomes, Half-Krolvin, and Erithians
New
Skills:
Dodging, Lores, Harness Power, Mana Control, and Survival
New
Justice System:
More fair, more fun, more robust. Read more!
Improved
Character Development:
Changes to training, TPs, skills, stats, requisites, and more!
Improved
Combat:
Passive defenses, weapon, armor and shield adjustments, staves and more!
New
Commands:
Mock, Praise, Goals, Limp, Crawl, Skip, Daydream, and more!
New
History :
Eleven new documents about the world and people of Elanthia
New
Spells:
Fifteen new spells for the magical professions
Improved
Spells:
Added functionality, upgrades and other spell modifications
Lores
and Spells:
Lore skills now grant bonuses to the effectiveness of all spells.
Miscellaneous
New Features:
New User Quests, Meeting Halls, Ability Bonus System and more!