Character Customization
Complete guide to character customization in Crimson Desert covering the Barber Shop at the Greymane camp (hairstyles with full color palette, beards, eyebrows, face tattoos, body tattoos for Kliff, Damiane, and Oongka), the Dye Station system with layered armor coloring, mount customization for horses (4 armor zones) and the Dwarf-engineered War Robot, and the Another Journey multiplayer plans, which included full character creation but are not in the released game.
On This Page
Character Customization Overview
Character customization in Crimson Desert covers everything from hairstyles and tattoos to armor dyes and mount appearances. Because the single-player campaign features fixed protagonists (Kliff, Damiane, and Oongka), there is no character creation screen at the start of the game. Instead, all visual customization happens through two facilities at Greymane Camp: the Barber Shop Tent for body and facial features, and the Dyehouse for coloring armor, weapons, and mounts. A full character creator with sliders and facial modeling was part of the plans for the Another Journey multiplayer mode, a tentative name from 2021 that is not in the released game. No release of it had been announced as of September 27, 2026; a post-launch multiplayer update remains possible, though Pearl Abyss has stated this depends on commercial performance and market demand.

Pearl Abyss has confirmed there are no microtransactions or cosmetic shops in Crimson Desert. All customization options are earned through gameplay and exploration.
Barber Shop Tent
The Barber Shop Tent is located at Greymane Camp, the player-built camp that is your main base. It becomes available as you progress the main story and expand the settlement. The Barber Shop Tent works for all three playable characters.
The barber is an NPC named Eric, who serves at Greymane Camp. The recorded Solid Foundation sequence lists The Greymanes' Cabin with Morrow, Xavier, Gilbert, Max and Brennan; the later A Rumor at the Inksworth Bindery reunites Connor, Oliver and Eric within the Solid Foundation chain of the Greymane faction quests. These recorded reunions do not establish the exact moment the barber service opens. Preview the available barber changes and check the current service screen for any charge before confirming; an exact fee or a universally free service is not confirmed.
Both alternate playable characters get identical customization options at Eric's barber tent. You can customize hair, eyebrows, face tattoos, and body tattoos for all three protagonists. Beards are available for Kliff and Oongka only.

Available Customization Tabs
Tab | What It Changes | Details |
|---|---|---|
Hair | Hairstyle and hair color | Multiple distinct hairstyle options per character with a full color palette. Including natural tones and unconventional colors (bright purple, green, blue, etc.). |
Beards | Facial hair | Beard styles and coloration. Modifiable independently from head hair. Available for Kliff and Oongka. |
Eyebrows | Eyebrow shape and color | Separate tab with its own shape and color options for fine-tuning facial appearance. |
Face Tattoos | Facial tattoo designs | Equippable tattoo patterns applied to the face. Multiple designs available. |
Body Tattoos | Body tattoo designs | Separate from face tattoos. Equippable designs that appear on exposed skin areas. |
Eric's barber offers hair, eyebrow, beard and tattoo customization for the supported protagonists. Earlier notes claimed both a small gold fee and no currency cost, plus unlimited previews, no cooldown and no penalty. Those precise transaction and timing claims are not reconciled by the barber guide; check the current interface rather than assuming a quoted fee or guaranteed free service.
Per-Character Customization Options
Each playable character has access to different customization features at the Barber Shop Tent. None of the three protagonists can have their facial structure, body type, or voice modified. Those elements are fixed to preserve narrative consistency.
Character | Hair | Beard | Eyebrows | Face Tattoos | Body Tattoos | Notes |
|---|---|---|---|---|---|---|
6+ styles with a full color palette ranging from white through crimson, including vivid blues, greens, and purples | Yes, full color palette | Yes | Yes | Yes (visibility depends on equipped armor) | Cannot modify facial structure, body type, or voice | |
Yes | No | Yes | Yes | Yes (often hidden under armor) | Fixed facial features and voice | |
Yes | Yes | Yes | 13+ confirmed designs | Yes (highly visible due to exposed torso) | Fixed facial features and voice |
Dyehouse
The Dyehouse is the facility where you recolor armor, weapons, horse equipment, and the War Robot using dyes. The earliest Dyehouse is operated by Theoric at the Hernand Farmhouse, southeast of Hernand. Later, a dye merchant named Oliver joins Greymane Camp once you complete enough Greymane faction quests and upgrade the Howling Hill base. Dyes are obtained through exploration, purchases from regional merchants, and alchemy crafting at cauldrons.
Dyehouse Locations
The earliest accessible Dyehouse is run by an NPC named Theoric. His shop sits southeast of Hernand at the Hernand Farmhouse. Speak with Theoric to open the dye interface, where you can recolor armor, weapons, and horse gear. Confirming changes costs Silver Coins, with the fee scaling based on how many color zones you modify.
As you progress through the Greymane faction questline and upgrade the Howling Hill base camp, you can recruit Oliver, a dye merchant who sets up shop at your settlement. Once Oliver arrives at Greymane Camp, you no longer need to travel back to Hernand every time you want to recolor your gear.
Ten specialized dye merchants operate across Pywel. Each one focuses on colors associated with their home region. These merchants typically set up on the outskirts of towns, recognizable by the colorful fabrics displayed near their stalls.
Dye Merchant Type | Region | Specialty |
|---|---|---|
Hernandian Dye | Red tones and warm colors native to the Hernand region | |
Demenissian Dye | Colors associated with the Demeniss region | |
Pailunese Dye | Colors associated with the Pailune region | |
Calphadean Dye | Calphad | Colors associated with the Calphad region |
Pororin Dye | Pororin | Colors associated with the Pororin region |
These five types represent the named regional dye families. The remaining five specialists sell additional color variations found in other settlements. Once purchased, you must open your inventory and select "Use" on the dye item to permanently unlock it as a customization option at any Dyehouse.
Crafting Dyes
Dyes can also be crafted at a cauldron. Note that cauldrons are different from cooking pots. The most accessible cauldron sits in Hernand, inside the building just north of where the rock-paper-scissors minigame takes place. Dye recipes require a mix of gathered flowers and insects. The general pattern combines 10 to 15 flowers with varying quantities of beetles.
Three beetle types appear in dye recipes: Beetle (common), Longhorn Beetle (uncommon), and Stag Beetle (rare). The flowers you choose determine the base color family, while the specific beetle combination controls which shade you get. Rarer beetles produce deeper, more vivid tones.
Dye | Flowers | Insects |
|---|---|---|
Dark Yellow | 10 Dunbaria | 3 Beetle, 1 Longhorn Beetle, 2 Stag Beetle |
Bright Yellow | 10 Dunbaria | 3 Beetle, 3 Longhorn Beetle |
Rich Purple | 15 Lavender, 5 Blue Lavender | |
Deep Red | 10 Peony |
If you do not have a specific recipe, select the Improvise option at any cauldron to experiment freely. Different flower and beetle combinations produce different results, so testing various mixes can reveal new dye colors you would not find otherwise.
Finding Dyes in the World
Beyond crafting and purchasing, dyes can be looted from chests scattered throughout Pywel. You can also steal dyes from certain locations, though theft requires wearing a mask to avoid being identified. Regardless of how you obtain a dye (looting, crafting, or purchasing), you must open your inventory and select "Use" on the item before it becomes available at the Dyehouse. Each learned dye unlocks all shades within its color family, so a single dye item gives you access to multiple tones.
How Dyes Work
Obtaining dyes: Dyes are found through world exploration or crafted via the alchemy system using flowers, insects, and other gathered materials
Layered coloring: Each outfit piece has multiple dyeable layers. The main armor surface, cloth details, accent trim, and similar sub-sections can each receive different colors
Separate slots: Gloves and boots have their own independent dye channels, separate from the main chest piece
Material options: In addition to color, the system offers options for different material appearances on certain armor pieces
Color palette: The interface uses a visual color palette for precise color selection
Cost: Confirming dye changes requires an in-game currency fee
Dyes can be purchased from in-game merchants as well as found while exploring Pywel or crafted through alchemy and life-simulation systems using gathered materials like flowers and insects. The documented dyeing workflow is to acquire a dye, use it from inventory, visit a dyehouse, choose the equipment and color, then pay the displayed dyeing charge. In-game merchant purchases should not be confused with a separate real-money cash shop.
What Can Be Dyed
Equipment Type | Dyeable Zones |
|---|---|
Character armor | Main surface, cloth details, accent trim, gloves, boots. Each zone independently |
Most weapons and secondary weapons became dyeable in Patch 1.13; items that cannot be dyed are not selectable in the Dye UI | |
Horse equipment | Head armor, body armor, saddle/stirrups. Three independent dye zones |
War Robot | Main chassis, limbs, and other major components. More zones than horse armor |
The dye system supports per-section precision when coloring armor. Rather than applying a single color to an entire armor piece, players can target individual sections within each piece, such as the main surface, cloth inlays, accent trim, and metal hardware. This layered approach applies to all dyeable equipment categories:
Character armor (individual sections within each piece, plus separate channels for gloves and boots)
Weapons
Horse caparison and horse armor
War Robot mechanical plates
Mount customization
Mounts in Crimson Desert have their own customization systems. The game features horses, bears, raptors, dragons, and the War Robot, though horses and the War Robot have the most detailed customization options.
Horse Customization

Horses have four equipment zones that can be equipped and dyed independently:
Zone | Notes | |
|---|---|---|
Head (Champron) | Head armor, face plate | Protects the horse's head and changes the face profile |
Body (Barding) | Body armor, blankets | Largest visual impact. Multiple armor sets available from different settlements |
Saddle | Saddle | Affects both appearance and riding comfort |
Stirrups | Stirrups | Separate from the saddle. The Deluxe Edition includes the Exclaire Horse Tack Set (Champron, Barding, Saddle, and Stirrups) |
Each settlement's blacksmith and tailor offer horse equipment that matches the region's aesthetic. Mix and match pieces from different settlements for unique combinations, then apply dyes at the Dyehouse.
War Robot Customization
The War Robot is a combat mech built by the Ironflame Orcs at Gorthak using Marni's technology in Delesyia, which becomes available during Chapter 10. It is equipped with machine guns, rockets, and jump jets. It has more customizable parts than horses:
Main chassis. The central body shell, the largest visual surface
Limbs. Arms and legs can be dyed separately from the chassis
Additional components. Smaller metal parts and accent pieces each have their own dye channels
War Robot customization is entirely done through the Dyehouse. Equipment swaps for the War Robot (if any) are handled through the crafting and upgrade systems rather than the cosmetic dye system.
Equipment and Gear Appearance
Beyond dyes, your character's visual appearance is primarily determined by equipped weapons and armor. Key points:
Blacksmiths across Pywel provide weapons, while tailors provide armor. Each settlement's offerings match the region's specialty
Equipment can be mixed and matched freely. There is no set bonus that locks you into matching armor visually
Individual armor slots (chest, gloves, boots, helmet) each affect your character's appearance independently
All equipped gear is visible in gameplay and cutscenes
Another Journey mode
The Another Journey mode was a planned multiplayer and co-op experience, described under that tentative name in a January 2021 interview. It is not in the released game, and no post-launch update adding it had been announced as of September 27, 2026. Pearl Abyss has said any multiplayer depends on the game's commercial performance, and at the March 27, 2026 shareholders meeting its CEO said internal attempts required clear graphical sacrifices on current hardware. The plans included a full character creation system, which the single-player campaign does not have.
Full Character Creator
The 2021 description said Another Journey would use Pearl Abyss's character creator technology, letting players build a custom character with sliders for facial features, body proportions, and other attributes, but specific details about the range of options and the underlying tech have not been officially revealed.
Integration with Single-Player
Levels, items, and skills earned in single-player were to carry over to Another Journey
Single-player and multiplayer were described as organically connected, with no multiplayer-exclusive content gating progression
Drop-in and drop-out cooperative play was part of the concept
Solo players were never meant to need the mode
Transmog and Appearance Override
Crimson Desert does not include a transmog system. Equipped armor and weapons always display their assigned appearance on the character model, and there is no way to override one piece of gear's look with another's. This applies to all three playable characters.
Visibility options are distinct from appearance replacement. The earlier page described face accessories toggles for eye patches and scarves. Helmets also have separate display options beyond face accessories. Patch 1.02 added Headgear Visibility under settings > Language & Gameplay: Always Show, Show in Combat, Hide in Cutscenes or Always Hide. These options control how headgear items are shown, rather than replacing the appearance of body armor. Patch 1.03 also added Weapon Display options for melee and ranged weapons.
Because there is no transmog, visual appearance is tied directly to the gear you choose to equip. Players who care about both stats and aesthetics should note that the Dyehouse offers some control over color, but the fundamental look of each armor piece is fixed.
Pearl Abyss has not announced plans to add transmog in post-launch updates for Crimson Desert. Whether the feature arrives later remains unconfirmed.
No microtransactions
Pearl Abyss has confirmed that Crimson Desert has no cosmetic shop and no microtransactions. All customization. Hairstyles, dyes, tattoos, mount armor, War Robot colors. Is earned through gameplay. Director of Marketing Will Powers stated: "This is made to be a premium experience that you buy and you enjoy the world... that is the transaction, full stop."
Tips
Visit the Barber Shop Tent before major cutscenes. Your customized appearance carries into story cinematics
Experiment with unconventional hair colors (bright purple, green, etc.) for a unique look. The full color palette is available from the start
Collect flowers and insects as you explore Pywel. These are alchemy ingredients for crafting dyes. Rare colors require rarer materials
Each settlement has region-themed equipment. Visit multiple areas to expand your wardrobe options
Gloves and boots are dyed separately from the chest piece. Do not forget to color them or they will stand out with default colors
The War Robot has the most dye channels of any customizable entity. Save your rarest dyes for it if you want a cohesive color scheme
Full character creation (face sculpting, body sliders) is not available; it was only part of the plans for the unreleased Another Journey multiplayer mode
Preview changes before confirming at the Barber Shop Tent and Dyehouse. Check each service screen for its displayed charge; do not assume that barber and dyeing prices follow the same rule.
Patch 1.04 tattoo additions
The official Patch 1.04 notes added 13 new designs for characters. The documented barber offers face and body tattoo customization for Kliff, Damiane, and Oongka. These are the three supported protagonists in the barber guide, rather than a new character-creation flow. The earlier page claimed 30 additions and automatic delivery to every save; those statements are not verified by a current tattoo-selector count or the patch note.
The official patch notes say 13 tattoos were added, not 30 additions. This addition count does not establish the total number of designs available after the patch. The earlier 30-design claim and alleged selector scroll are not independently verified here. Check the Face Tattoos and Body Tattoos selectors during character re-customization; the earlier Character Creation label referred to the barber context, not proof of a separate protagonist-creation screen.
The earlier notes described one face tattoo and one body tattoo at a time, a small gold fee per visit and no cooldown. The official addition of 13 designs does not independently confirm those slot, transaction or timing rules, or establish whether every application mechanic remained unchanged. Check the current barber interface for those details.
Accessibility Options (Patch 1.04)
Patch 1.04 explicitly added Colorblind Mode, Chromatic Aberration and Photosensitive Mode options under Settings > Accessibility. The earlier page described three colorblind modes and one photosensitive mode, with independent toggles alongside Difficulty Settings. The exact number of colorblind variants, which UI/world elements each option covers, and their interaction are not established by that short patch-note list.
Earlier accessibility notes described three color-vision-deficiency palettes for red/green, green/blue or blue/yellow distinctions, remapping of friend-or-foe, status and quest markers, red incoming-damage and green healing signals, and changing modes without a restart. Those precise palette types, filtering coverage and restart requirements have not been independently verified here. The official Patch 1.04 note confirms that Colorblind Mode was added under Settings > Accessibility.
Photosensitive Mode is an officially listed accessibility option. Earlier notes claimed it reduced the intensity and frequency of flashes in combat, explosions and cutscenes, and could be combined with any colorblind variant. The patch-note entry does not document those exact effects or combinations, and does not establish a safety guarantee for extended play.
The earlier page claimed accessibility settings were stored per save, could differ between users of one console, persisted through patches and were independent of difficulty. Those save-scope, persistence and interaction details have not been independently verified by the official option list; check the current settings behavior rather than treating them as documented guarantees.
Other Quality-of-Life Tweaks
A pair of smaller Patch 1.04 changes are worth noting on this page because they affect how the customization and navigation flows feel moment-to-moment. First, the mini-map now displays compass markers for North, East, South, and West around its rim, so orientation while running between Pailune, Pororin, and the surrounding regions is easier to read at a glance without having to check the sun or a landmark.
Patch 1.04 added direct map opening by holding the DualSense touch pad or the Xbox controller's View button. The earlier PlayStation-only description omitted the explicitly documented Xbox shortcut. The exact hold duration and keyboard equivalent are not specified by this patch note; check the current binding and input preset.
Patch 1.09.00 (May 29, 2026) fixed an issue where checking colors while dyeing and customizing a character was difficult depending on the surrounding light sources, making color selection more consistent across environments.