Character Creation
이 콘텐츠는 아직 번역되지 않았습니다.
Everything below is what the server actually enforces in Scripts/Misc/CharacterCreation.cs —
whatever the client gump shows, these are the numbers that stick.
Starting stats
Section titled “Starting stats”| Rule | Value |
|---|---|
| Total stat points | 90 (clients 7.0.16+; older clients get 80) |
| Per-stat minimum | 10 |
| Per-stat maximum | 60 |
| Invalid submission | Reset to 10/10/10 |
The server rescales whatever the client sends to exactly the point budget (FixStats), then
rejects anything outside 10–60 per stat or off-total. Picking a profession template
overrides your stats entirely (Warrior 45/35/10, Magician 25/20/45, Blacksmith 60/15/15,
Necromancer 25/20/45, Paladin 45/20/25, Samurai/Ninja 40/30/20). All eight templates are
available since the shard runs EJ. See Stat Gain for growth after
creation (stat cap 125 / total 225 per Config/PlayerCaps.cfg).
Starting skills
Section titled “Starting skills”| Rule | Value |
|---|---|
| Skills chosen | up to 4 (advanced/custom template) |
| Per-skill maximum | 50.0 |
| Total skill points | exactly 120 (or 100 on old 3-skill clients) |
| Duplicates | rejected |
| Blocked at creation | Stealth (unless Ninja profession), Remove Trap, Spellweaving — silently zeroed |
Profession templates instead grant four fixed skills at 30 each (e.g. Warrior: Swords, Tactics, Anatomy, Healing). Per-skill cap is 100.0 and the total cap is 700.0 — see Skill Gain.
Everyone starts with
Section titled “Everyone starts with”- Backpack containing: a red book, 1,000 gold, a candle, and a dagger
- Shirt, pants/skirt, and shoes (random style, your chosen hues)
- 100% Hunger; item insurance set to auto-renew
- Bank box: empty (Test Center mode is off), except Young players get a New Player Ticket
Young status: accounts are Young by default; every new character is flagged Young until the account logs 40 hours of game time (or you say “I renounce my young player status”). Young players are protected from most monster aggression and player attacks.
Skill → starting equipment (highlights)
Section titled “Skill → starting equipment (highlights)”Items are granted per chosen skill (custom template only — professions get fixed kits instead). Human versions shown; elves and gargoyles get racial equivalents.
| Skill | You receive |
|---|---|
| Swordsmanship | Katana |
| Tactics | Katana (a second one if you also took Swords) |
| Magery | Spellbook with 12 spells (Heal, Magic Arrow, Night Sight, Cure, Harm, Strength, Fireball, Poison, Teleport, Fire Field, Greater Heal, Lightning), bag of 50 of each of the 8 reagents, 3 random scrolls, wizard’s hat, blue robe |
| Mining | Pickaxe |
| Lumberjacking | Hatchet |
| Bowcraft/Fletching | 14 boards, 5 feathers, 5 shafts (crafting guide) |
| Blacksmithy | Tongs, two pickaxes, 50 iron ingots, half apron |
| Animal Taming | Nothing — taming has no case in AddSkillItems (Animal Lore gives a shepherd’s crook + robe) |
| Tailoring | Bolt of cloth, sewing kit (crafting guide) |
| Healing | 50 bandages, scissors |
| Anatomy | 3 bandages, robe |
| Archery | Bow, 25 arrows |
| Parrying | Wooden shield |
| Wrestling | Leather gloves |
| Tinkering | Tinker’s tools, 50 iron ingots, axle, gears, springs, clock frame |
| Carpentry | Saw, 10 boards, half apron |
| Alchemy | Mortar and pestle, 4 bottles, pink robe |
| Musicianship / Provocation / Peacemaking / Discordance | Random instrument (each) |
| Lockpicking / Stealing / Snooping | 20 lockpicks (each) |
Necromancy grants a necromancer spellbook (Animate Dead, Evil Omen, Pain Spike, Summon Familiar, Wraith Form) plus a bag of 50 of each necro reagent; Chivalry grants a full Book of Chivalry.
Starting location
Section titled “Starting location”This is not Siege (Config/Siege.cfg: IsSiege=false) and the expansion is EJ, so the
client is offered the full StartingCitiesSA list — you genuinely start wherever you pick:
| City | Inn | Map |
|---|---|---|
| New Haven | New Haven Bank | Trammel |
| Britain | The Wayfarer’s Inn | Trammel |
| Yew | The Empath Abbey | Trammel |
| Minoc | The Barnacle | Trammel |
| Moonglow | The Scholars Inn | Trammel |
| Trinsic | The Traveler’s Inn | Trammel |
| Jhelom | The Mercenary Inn | Trammel |
| Skara Brae | The Falconer’s Inn | Trammel |
| Vesper | The Ironwood Inn | Trammel |
| Royal City (Ter Mur) | Royal City Inn | Ter Mur |
The character is moved exactly to the chosen city’s inn (MoveToWorld(city.Location, map)).
There is no forced New Haven funnel and no New Haven quest intro.
Differences from OSI expectations
Section titled “Differences from OSI expectations”- Free choice of starting city. On modern OSI, new players are pushed into New Haven; here all ten cities (including Royal City for gargoyles) work as listed.
- 1,000 starting gold — generous next to the classic ~100gp.
- Skill picks are 4 × up to 50 (total 120) with full starter gear per skill — the old “advanced” template, always available.
- Stealth, Remove Trap, and Spellweaving cannot be taken at creation even if the client offers them; the server zeroes them.
New here? Start with the Getting Started guide and the shard rules.