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Character Creation

Everything below is what the server actually enforces in Scripts/Misc/CharacterCreation.cs — whatever the client gump shows, these are the numbers that stick.

RuleValue
Total stat points90 (clients 7.0.16+; older clients get 80)
Per-stat minimum10
Per-stat maximum60
Invalid submissionReset 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).

RuleValue
Skills chosenup to 4 (advanced/custom template)
Per-skill maximum50.0
Total skill pointsexactly 120 (or 100 on old 3-skill clients)
Duplicatesrejected
Blocked at creationStealth (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.

  • 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.

Items are granted per chosen skill (custom template only — professions get fixed kits instead). Human versions shown; elves and gargoyles get racial equivalents.

SkillYou receive
SwordsmanshipKatana
TacticsKatana (a second one if you also took Swords)
MagerySpellbook 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
MiningPickaxe
LumberjackingHatchet
Bowcraft/Fletching14 boards, 5 feathers, 5 shafts (crafting guide)
BlacksmithyTongs, two pickaxes, 50 iron ingots, half apron
Animal TamingNothing — taming has no case in AddSkillItems (Animal Lore gives a shepherd’s crook + robe)
TailoringBolt of cloth, sewing kit (crafting guide)
Healing50 bandages, scissors
Anatomy3 bandages, robe
ArcheryBow, 25 arrows
ParryingWooden shield
WrestlingLeather gloves
TinkeringTinker’s tools, 50 iron ingots, axle, gears, springs, clock frame
CarpentrySaw, 10 boards, half apron
AlchemyMortar and pestle, 4 bottles, pink robe
Musicianship / Provocation / Peacemaking / DiscordanceRandom instrument (each)
Lockpicking / Stealing / Snooping20 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.

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:

CityInnMap
New HavenNew Haven BankTrammel
BritainThe Wayfarer’s InnTrammel
YewThe Empath AbbeyTrammel
MinocThe BarnacleTrammel
MoonglowThe Scholars InnTrammel
TrinsicThe Traveler’s InnTrammel
JhelomThe Mercenary InnTrammel
Skara BraeThe Falconer’s InnTrammel
VesperThe Ironwood InnTrammel
Royal City (Ter Mur)Royal City InnTer 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.

  • 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.