Uma parte decompilada do GS-N 1.00.66...
Para fix no Select Char Aplicar no JGPGetCharList..

Código:
				if ( (TempInventory[7] >= 3 && TempInventory[7] <= 6) || TempInventory[7] == 
                                   0x1E || TempInventory[7] == 0x29 || TempInventory[7] == 0x2A  )
				{  // Decompilado GS-N 1.00.66
					pCList.CharSet[5] |= 0xC;

					if ( TempInventory[7] == 0x1E ) // Capa do DL
					{
						pCList.CharSet[9] |= 0x05;
					}
					else if ( TempInventory[7] == 0x29 ) // asa lv1 da sum
					{
						pCList.CharSet[9] |= 0x06;
					}
					else if ( TempInventory[7] == 0x2A ) // Asa lv2 da sum
					{
						pCList.CharSet[9] |= 0x07;
					}
					else
					{
						pCList.CharSet[9] |= (TempInventory[7] - 2) & 0x07;
					}
				}

				if ( TempInventory[8] == 0x25 && TempInventory[8] != 0x1FF ) 
				{ // Decompilado GS-N 1.00.66
					pCList.CharSet[10] &= 0xFE;
					pCList.CharSet[12] &= 0xFE;
					pCList.CharSet[12] |= 0x04;
					BYTE btExcellentOption = lpCL->dbInventory[34] & 0x3F;

					if ( (btExcellentOption&1) == 1 )
					{
						pCList.CharSet[16] |= 0x01;
					}

					if ( (btExcellentOption&2) == 2 )
					{
						pCList.CharSet[16] |= 0x02;
					}

					if ( (btExcellentOption&4) == 4 ) // Gold Fenrir 
					{
						pCList.CharSet[17] |= 0x01;
					}
				}

				if ( (TempInventory[7] >= 0x24 && TempInventory[7] <= 0x28) || TempInventory[7] 
                                     == 0x2B ) // Decompilado GS-N 1.00.66
				{ // Decompilado GS-N 1.00.66
					pCList.CharSet[5] |= 0xC;

					pCList.CharSet[16] |= 4 * ((TempInventory[7] - 35) & 0x07 ); // Asas lv3

					if( TempInventory[7] == 0x2B ) // Asa da Sum Lv3
					{
						pCList.CharSet[16] |= 0x18;
					}
				}

Para fix in-game Aplicar gObjMakePreviewCharSet, user.cpp


Código:
if (  // GS-N 1.00.66
		(lpObj->pInventory[7].m_Type >= ITEMGET(12,3) && lpObj->pInventory[7].m_Type <= ITEMGET(12,6)) || // velhas
		(lpObj->pInventory[7].m_Type == ITEMGET(13,30)) || // cape of lord
		(lpObj->pInventory[7].m_Type == ITEMGET(12,41)) || // lv 1 sum
		(lpObj->pInventory[7].m_Type == ITEMGET(12,42)) // lv2 sum
	) 
	{

		lpObj->CharSet[5] |= CS_SET_WING1(-1); 
		
		if ( lpObj->pInventory[7].m_Type == ITEMGET(13,30) ) 
		{
			lpObj->CharSet[9] |= 5; 
		}
		else if ( lpObj->pInventory[7].m_Type == ITEMGET(12,41) ) // confirma.
		{
			lpObj->CharSet[9] |= 6;
		}
		else if ( lpObj->pInventory[7].m_Type == ITEMGET(12,42) ) // confirma.
		{
			lpObj->CharSet[9] |= 7;
		}
		else
		{
			lpObj->CharSet[9] |= (lpObj->pInventory[7].m_Type - 2) & 0x07; // outras, novo código
		}

	}

	if ( lpObj->pInventory[8].m_Type == ITEMGET(13,37) )	// Fenrir
	{ // Decompilado GS-N 1.00.66
		lpObj->CharSet[10] &= 0xFE;
		lpObj->CharSet[12] &= 0xFE;
		lpObj->CharSet[12] |= 0x04;
		lpObj->CharSet[16] = 0;
		lpObj->CharSet[17] = 0;

		if ( lpObj->pInventory[8].IsFenrirIncLastAttackDamage() != FALSE )
		{
			lpObj->CharSet[16] |= 0x01;
		}

		if ( lpObj->pInventory[8].IsFenrirDecLastAttackDamage() != FALSE )
		{
			lpObj->CharSet[16] |= 0x02;
		}

		if ( lpObj->pInventory[8].IsFenrirIllusionOption() != FALSE )
		{
			lpObj->CharSet[17] |= 0x01;
		}
	}

	if((lpObj->pInventory[7].m_Type >= ITEMGET(12,36) 
		&& lpObj->pInventory[7].m_Type <= ITEMGET(12,40)) 
		|| lpObj->pInventory[7].m_Type == ITEMGET(12,43))
	{ // Decompilado GS-N 1.00.66
	// CharSet[0] = 1294
		lpObj->CharSet[5] |= 0xC;
		//lpObj->CharSet[5] |= 0x0C;
		lpObj->CharSet[16] |= 4 * ((lpObj->pInventory[7].m_Type - 35) & 0x07 << 0x02); // Demais asas lv3
		//lpObj->CharSet[16] |= aIndex; // << ????

		if(lpObj->pInventory[7].m_Type == ITEMGET(12, 43)) // Asa Lv3 Sum
		{
			lpObj->CharSet[16] |= 0x18;
		}
	}

Creditos:
Kimdu por decompilar ( My Mestre )