Gemstone Tables

Racial Bonus Modifiers

Attribute Bonus Growth

Professional Attribute Modifiers

Growth Interval Chart

Training Costs


Racial Bonus Modifiers

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Human
Giantkin
Half Elf
Sylvankind
Dark Elf
Elf
Dwarf
Hafling
Constitution
0
10
0
0
-5
0
15
10
Dexterity
0
-5
5
5
10
5
0
15
Discipline
0
0
-5
-5
-10
-20
10
-5
Logic
5
0
0
0
0
0
5
5
Intelligence
5
-5
0
0
5
0
0
5
Strength
5
15
0
0
0
-5
10
-20
Reflex
0
-5
10
5
5
15
-5
10
Charisma
0
5
5
5
-5
15
-10
-15
Wisdom
0
0
0
0
5
0
0
0
Aura
0
-5
0
5
10
5
-10
-5
Hit Points / Train
6
7
5
5
5
5
6
4
Base Hit Points
150
200
130
130
120
130
140
100

Racial bonus modifiers affect the attributes bonus. When each attribute reaches 100 (the highest an attribute can be) it will normally have a +25 bonus associated with it. At 50 the attribute will normally have a 0 bonus. At 20 (the lowest an attribute can be) the bonus will normally be -15. The modifiers racial bonus modifier changes the normal stat. For example, if a Hafling had a 50 in strength, his attribute bonus would be -20 (0 - 20). If the strength stat was 100 then the bonus would be 5 (25 - 20). A Giantman, on the other hand, would have a strength stat bonus of 15 when the attribute was at 50 and and bonus of 40 when the attribute maxed out at 100.

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Attribute Bonus Growth

20
-15
31
-9
42
-4
53
1
64
7
75
12
86
18
97
23
21
-14
32
-9
43
-3
54
2
65
7
76
13
87
18
98
24
22
-14
33
-8
44
-3
55
2
66
8
77
13
88
19
99
24
23
-13
34
-8
45
-2
56
3
67
8
78
14
89
19
100
25
24
-13
35
-7
46
-2
57
3
68
9
79
14
90
20
dd
dd
25
-12
36
-7
47
-1
58
4
69
9
80
15
91
20
dd
ss
26
-12
37
-6
48
-1
59
4
70
10
81
15
92
21
ss
ss
27
-11
38
-6
49
0
60
5
71
10
82
16
93
21
ss
ss
28
-11
39
-5
50
0
61
5
72
11
83
16
94
22
ss
sss
29
-10
40
-5
51
0
62
6
73
11
84
17
95
22
sss
sss
30
-10
41
-4
52
1
63
6
74
12
85
17
96
23
sss
sss

The Attribute Bonus Growth chart shows how the bonus will grow as the attribute grows. The chart shows the growth rate for an attribute that does not have a modifier associated with it (modifier of 0).

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Professional Attribute Modifiers

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Warrior
Rogue
Wizard
Cleric
Empath
Sorcerer
Ranger
Bard
Constitution
10
0
0
0
0
0
10
0
Dexterity
0
10
0
0
0
0
0
0
Discipline
0
0
0
0
0
0
0
0
Logic
0
0
0
10
10
0
0
10
Intelligence
0
0
10
0
0
0
0
0
Strength
10
0
0
0
0
0
0
0
Reflex
0
10
0
0
0
0
0
0
Charisma
0
0
0
0
0
0
0
0
Wisdom
0
0
0
10
10
10
10
0
Aura
0
0
10
0
0
10
0
10
Mana Stat
Aura
Aura
Aura
Wisdom
Wisdom
Aura/Wis
Wisdom
Aura

The Profession Attribute Modifiers charts shows which attribute receives a +10 add-on for each profession. For example, if you put a roll of 70 in dexterity and you choose a rogue as a profession then the 70 will automatically become an 80.

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Growth Interval Chart

Profession
CON
DEX
DIS
LOG
INT
STR
REF
CHA
WIS
AUR
Warrior
30
25
20
10
10
30
30
15
15
15
Rogue
20
30
20
20
20
20
30
20
10
10
Wizard
10
25
25
30
30
10
20
10
10
30
Cleric
20
10
30
25
20
20
15
15
30
15
Empath
30
10
30
25
25
10
15
15
30
10
Sorcerer
15
25
25
15
25
10
15
10
30
30
Ranger
25
15
15
25
10
25
25
20
25
15
Bard
25
15
15
10
15
25
25
30
15
25
Race Mod
CON
DEX
DIS
LOG
INT
STR
REF
CHA
WIS
AUR
Human
2
0
0
0
2
2
0
0
0
0
Giantkin
5
-2
0
0
0
5
-2
0
0
0
Half Elf
0
2
-2
0
0
2
2
2
0
0
Sylvankind
-2
5
-5
0
0
-5
5
5
0
3
Dark Elf
-2
5
0
0
-2
0
5
0
0
0
Elf
-5
5
-5
5
2
0
2
-5
2
5
Dwarf
5
-5
5
0
0
5
-5
-2
3
0
Hafling
5
5
-5
-2
0
-5
5
3
0
0

*Thanks to Sylvendale who started development of the GI and Tavarion who completed it and all others who contributed.

The Growth Interval Chart was developed by a very dedicated group of players to forecast when an attribute will rise. This is critical knowledge for placing the correct stats in the correct attribute when rolling. The charts works this way. The top shows the professions and stats. As shown, each profession has a unique growth interval assigned to it. Simply explained the stat will rise once per level until it reaches 2*GI, then every other level until it reaches 3*GI, every third level until it reaches 4*GI, and so on until the stat maxes at 100. The more technically and accurate way to explain it is that the stat will rise if the integer of the current value of the stat divided by the growth interval number is evenly divided into the current training level. When this is put to use, it clearly demonstrates some of the odd stat rises you might have witness. Lets look at an example. A warrior has a GI of 30 in constitution. That means that the stat will rise every training level until it reaches 2*GI or the 60th training. It then rises ever other training until it reaches 3*GI or level 90. It then rises every third level until it reaches 4*GI or level 120. It continues to rise like this until it reaches 100.

The bottom half of the chart shows the race modifiers to the growth intervals. These simple modify the top half GI's. For example, if the warrior in the above example was a dwarf, then the constitution GI would get an additional 5 points to it. This means that the stat would rise every level until 2*GI or 70 in this case.

The simplest way to view this chart is to remember that the higher the GI, the faster the stat will grow.

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Training Costs for GS III

333
Warrior
Rogue
Wizard
Cleric
Empath
Sorcerer
Ranger
Bard
Two Weapon
2/5/1
2/5/3
1/25/20
1/14/12
1/25/20
1/25/20
2/5/4
2/5/5
Armor
3/2/0
2/3/0
1/14/1
1/5/1
1/15/1
1/15/1
2/4/0
2/5/0
Shield
3/2/0
2/3/0
1/8/1
1/5/1
1/7/1
1/8/1
2/4/0
2/5/0
Combat Maneuvers
2/4/3
2/4/5
1/15/8
1/9/4
1/20/15
1/22/15
2/6/3
2/8/3
Edged Weapon
2/2/1
2/3/1
1/9/1
1/6/1
1/10/1
1/10/1
2/3/1
2/4/1
Blunt Weapon
2/2/1
2/3/1
1/9/1
1/5/1
1/9/1
1/10/1
2/4/2
2/10/1
Two Handed
2/4/1
2/8/2
1/20/3
1/13/2
1/20/3
1/20/3
2/10/2
1/15/1
Range Weapon
2/3/2
2/5/1
1/20/3
1/12/1
1/20/3
1/20/3
2/4/1
2/8/2
Thrown Weapon
2/4/1
2/4/1
1/20/3
1/12/1
1/20/3
1/20/3
2/10/2
2/12/2
Pole Arms
2/4/1
2/11/2
1/20/3
1/12/1
1/20/3
1/20/3
2/12/2
2/6/2
Climbing
2/4/1
2/2/1
1/6/2
1/4/1
1/6/2
1/6/2
3/2/1
2/4/1
Swimming
2/3/0
2/2/0
1/3/1
1/3/1
1/3/1
1/3/1
3/2/0
2/4/1
Multi-Opponent
2/5/2
2/10/3
1/20/25
1/10/4
1/20/25
1/20/25
1/10/4
1/9/4
Disarm Traps
2/2/4
3/1/1
1/2/7
1/2/7
1/2/9
1/2/7
1/2/4
2/2/3
Picking Locks
2/2/4
3/1/1
1/2/8
1/2/8
1/2/8
1/2/7
1/3/4
2/2/4
Stalking and Hiding
2/3/2
3/1/1
1/5/3
1/5/4
1/6/5
1/6/5
3/2/1
2/3/2
Perception
2/0/3
3/0/1
1/0/3
1/0/3
2/0/3
1/0/3
2/0/3
2/0/3
Spell Research
1/0/160
1/0/80
3/0/10
3/0/10
3/0/10
3/0/10
1/0/32
1/0/24
Scroll Reading
1/0/7
1/0/6
3/0/1
2/0/3
2/0/3
3/0/2
1/0/5
1/0/4
Magic Item Use
1/0/10
1/0/7
3/0/2
2/0/3
2/0/4
2/0/3
1/0/6
1/0/5
Mana Share
1/0/25
1/0/25
1/0/7
3/0/2
3/0/2
2/0/3
1/0/3
1/0/10
Spell Aiming
1/5/25
1/4/22
2/2/1
1/3/2
1/3/2
2/3/1
1/5/15
1/3/10
Ambushing
2/4/4
2/1/2
1/15/10
1/12/12
1/15/15
1/15/14
1/5/6
1/5/6
Physical Training
3/2/0
2/3/0
1/8/0
1/6/0
3/2/0
1/8/0
2/4/0
2/5/0
First Aid
2/1/3
2/1/3
1/3/3
3/2/1
3/1/0
1/3/2
2/2/2
2/2/3
Trading
2/0/4
2/0/3
1/0/3
1/0/3
1/0/3
1/0/3
1/0/3
2/0/2
Pick Pocketing
2/3/3
2/1/0
1/3/3
1/3/3
1/3/3
1/3/3
2/2/3
2/2/2
Brawling
2/2/1
2/3/2
1/20/3
1/7/2
1/20/3
1/20/3
1/5/1
2/5/1

Training Costs For GSIV

Boxes in white show training costs that have changed from GSIII. Numbers in blue show a reduction in the training cost or an addition to the number of times you can train in a skill. Numbers in red show an increase in training costs or a reduction in the number of times you can train in a skill. Numbers are in the format NUMBER OF TRAINS/PHYSICAL COST/MENTAL COST. See below for a detailed explanation.

333
Warrior
Rogue
Wizard
Cleric
Empath
Sorcerer
Ranger
Bard
Two Weapon
2/2/3
2/2/3
1/12/12
1/9/9
1/12/12
1/12/12
2/4/4
2/3/3
Armor
3/2/0
2/4/0
1/14/0
1/6/0
1/15/0
1/15/0
2/4/0
2/5/0
Shield
3/2/0
2/4/0
1/8/0
1/6/0
1/7/0
1/8/0
2/4/0
2/4/0
Dodging
2/2/2
3/2/2
1/12/6
1/12/6
1/12/6
1/12/6
2/4/2
2/3/2
Combat Maneuvers
2/3/3
2/5/3
1/12/8
1/10/6
1/12/8
1/12/8
2/6/5
2/6/5
Edged Weapon
2/2/1
2/2/1
1/6/1
1/4/2
1/6/2
1/6/2
2/3/1
2/3/1
Blunt Weapon
2/2/1
2/3/1
1/6/1
1/4/2
1/6/2
1/6/2
2/4/1
2/4/1
Two Handed
2/3/1
2/6/2
1/14/3
1/10/3
1/13/3
1/14/3
2/7/2
1/7/2
Range Weapon
2/2/1
2/4/1
1/14/3
1/9/3
1/14/3
1/14/3
2/3/1
2/4/2
Thrown Weapon
2/2/1
2/2/1
1/8/2
1/9/3
1/9/3
1/9/3
2/4/1
2/3/1
Pole Arms
2/3/1
2/7/2
1/14/3
1/11/3
1/14/3
1/14/3
2/7/2
2/6/1
Brawling
2/2/1
2/3/1
1/10/2
1/6/1
1/10/2
1/10/2
2/4/1
2/3/1
Multi-Opponent
2/4/2
1/10/3
1/15/10
1/15/8
1/15/10
1/15/10
1/10/4
1/7/3
Ambushing
2/3/4
2/2/2
1/15/10
1/12/12
1/15/15
1/15/14
2/2/3
1/4/5
Physical Training
3/2/0
2/4/0
1/8/0
1/7/0
3/2/0
1/8/0
2/4/0
2/4/0
Combat Leadership
2/0/8
1/0/16
1/0/24
1/0/24
1/0/24
1/0/24
1/0/20
1/0/14
Spell Research
1/0/120
1/0/64
3/0/7
3/0/7
3/0/7
3/0/7
2/0/18
2/0/16
Scroll Reading
1/0/7
1/0/6
2/0/1
2/0/2
2/0/2
2/0/2
1/0/5
2/0/4