I went through the code and, assuming Telamon hasn't change anything from the defaults, here is a list of the items placed in your pack at character creation, based on the skills chosen: Alchemy 4x Bottle 1x Mortar & Pestle 1x Robe (random pink hue) Anatomy 3x Bandage 1x Robe (random yellow hue) Animal Lore 1x Shepherd's Crook 1x Robe (random blue hue) Archery 25x Arrow 1x Bow Arms Lore 1x Random weapon chosen from: Kryss, Katana, Club Begging 1x Gnarled Staff Blacksmithing 1x Tongs 2x Pickaxe 50x Iron Ingot 1x Half Apron (random yellow hue) Bowcrafting 14x Board 5x Feather 5x Shaft Camping 1x Bedroll 5x Kindling Carpentry 10x Board 1x Saw 1x Half Apron (random yellow hue) Cartography 4x Blank Map 1x Sextant Cooking 2x Kindling 1x Raw Lamb Leg 1x Raw Chicken Leg 1x Raw Fish Steak 1x Sack of Flour 1x Pitcher of Water Detecting Hidden 1x Cloak Discordance 1x Random instrument chosen from: Drums, Harp, Lap Harp, Lute, Tambourine, Tambourine with tassel Fencing 1x Kryss Fishing 1x Fishing Pole 1x Floppy Hat (random yellow hue) Healing 50x Bandage 1x Scissors Herding 1x Shepherd's Crook Hiding 1x Cloak Inscription 2x Blank Scroll 1x Book (blue) Item Identification 1x Gnarled Staff Lockpicking 20x Lockpick Lumberjacking 1x Hatchet Macing 1x Club Magery 1x Bag of Reagents (30 of each) 3x Random Scroll chosen from: Clumsy, Create Food, Feeblemind, Heal, Magic Arrow, Night Sight, Reactive Armor, Weaken, Agility, Cunning, Cure, Harm, Magic Trap, Magic Untrap, Protection, Strength, Bless, Fireball, Magic Lock, Poison, Telekinesis, Teleport, Unlock, Wall of Stone 1x Empty Spellbook 1x Wizard's Hat 1x Robe (random blue hue) Mining 1x Pickaxe Musicianship 1x Random instrument chosen from: Drums, Harp, Lap Harp, Lute, Tambourine, Tambourine with tassel Parry 1x Wooden Shield Poisoning 2x Lesser Poison Potion Provocation 1x Random instrument chosen from: Drums, Harp, Lap Harp, Lute, Tambourine, Tambourine with tassel Snooping 20x Lockpick Spirit Speak 1x Cloak Stealing 20x Lockpick Swordsmanship 1x Katana Tactics 1x Katana Tailoring 1x Bolt of Cloth 1x Sewing Kit Tracking 1x Boots (random yellow hue) 1x Skinning Knife Veterinary 5x Bandages 1x Scissors Wrestling 1x Leather Gloves
This is a great study. I can't remember how many times I made a character to get a pair of newbie scissors to only end up getting a newbie sewing kit. Nicely done.
IIRC, the alchemy robes are in the 1200's, and you can similarly figure out what the hue of the other robes are by just checking one. They usually go from 1201 to 1254 or something, and likewise 1301 to 1354 for other hues.
You should consider adding the default templates. For example, I know of no other way to get a newbie leather tunic than creating a default warrior template character.
Pink: 1201-1254 Blue: 1301-1354 Green: 1401-1454 Orange: 1501-1554 Red: 1601-1654 Yellow: 1701-1754 Neutral: 1801-1908
Can you give these newbied items to other chars and they'll stay on their corpse when they die? So you could give your chars 'survival kits', e.g. newbied bags of regs and instrument for mage/bard; newbied weapon and bandages for warrior, etc...
I guess the regs would only work if you can tell the game not to use the newbied regs before you die. Is that possible? Can I tell the game to use regs from one bag in particular?
So I tried this today with the Warrior template, and there was no tunic. Is there some sort of trick to that?
Did you have Alchemy or Magery in the build? Both those skills give robes as well, not sure if there is a dominate skill but that may have been it.