A forging workstation
|Crafting on Arelith:|
|Dweomercraft - Runes|
|Weapons - Melee / Ranged / Siege|
|Resources - Poison|
Characters get 2 Trade Skill Points each level which can be assigned to any crafting skill. This can be done with a Book of Trades or at a crafting workstation (select create new production first). Characters need at least 1 Trade Skill Point in a Trade Skill to begin crafting items and see menus at workstations. Some races receive competence bonuses to certain crafting skills, and characters with Gift of Craftsmanship receive 10 bonus Trade Skill Points.
Characters have 50 Crafting Points which are renewed gradually over each in-game day (2 hours 24 minutes). These points determine how much work you can do each in-game day. Characters receive 1 bonus Crafting Point for every 1 rank in the Craft Mastery skill (which is the combination of default NWN skills Craft Weapon and Craft Armor). In addition, characters with the Gift of Craftsmanship receive 10 bonus Crafting Points per day.
WARNING: The recipe database is a special database. The PGCC server may have different list of materials for a given item. Remember to check both before building around it. If you find inconsistencies on items in the Wiki, please report at the discord Wiki channel, so we can fix it.
- 1 Crafting Reference Application
- 2 Crafting Process
- 3 Divine Intervention
- 4 Mastery Rolls
- 5 Repairing
- 6 Custom Requisites
- 7 Important Notes
- 8 Trade Skill Distribution
Crafting Reference Application
Arelith has a Custom Crafting Web based Application to assist with reviewing crafting recipes, creating a crafting queue (online only, this does not reflect within the game) and a shopping list. http://craft.nwnarelith.com/
- Find the appropriate items required to make the desired item (through the Trade Book or this Wiki).
- Put those items into the appropriate workstation.
- Click 'Create New Production.'
- Navigate to find the desired 'crafted' item and click on it.
- Click 'Okay.'
Your character will roll a d20 (random number from 1 to 20) and add their Trade Skill Points assigned to that particular Trade. If the roll ends up being equal to or higher than the 'DC' in the Trade Book, then your character has started the project. Doing his requires no crafting points.
- If you fail on the 'Initial Craft' the project (and all items put in) will be destroyed
- Rolling a 1 will always fail. Similarly, rolling a 20 will always succeed.
When this has happened there will be a placeholder item in the crafting station which can be moved around like any other item. By putting this in the workstation you can 'Proceed With Production' and spend crafting points (your full amount, not the amount you've assigned to the specific Trade) to try and complete the production. Each 'roll' (point spent) is just like starting the project; d20 + skill. If it is greater than or equal to the DC, the project is one point closer to being finished. The more difficult products need to be crafted repeatedly over several IG days or by several craftsmen till they are finished. Once the project has filled it's points, it becomes the final item.
Once every 24 in-game hours a failed crafting project has a chance to be saved from destruction on a failed roll, or a 1, and be completed instead. This is called a god save, or a deity save, and it also costs 25% piety.
This lets crafters make difficult crafts as long as the DC is within 20 of their skill. For example, a Carpenter with 1 Trade Skill would have a chance to make a Printing Woodcut (DC 15) deity save once per 24 in-game hours as long as they have not already spent the deity save and have enough piety. A Smith with 1 Trade Skill would not be able to make a Steel Tower Shield (DC 24) diety save because the DC is over 20 more than the Trade Skill.
If a character has a crafting skill of at least the DC of the crafting check she makes a Mastery Roll versus the DC + 20. Succeeding this check overcomes failures in starting a project or adds one extra point of progress for active projects.
Effectively this can save Crafting Points to complete a project "faster" but does not help with items that only require 1 Crafting Point. For example, if an Art Crafter had 21 Trade Skill then Casting Molds (DC 1 Craft Points 1) would always pass the Mastery check, but would still always cost 1 Craft Point. The same crafter would be able to make Glass (DC 1 Craft Points 10) for 5 Craft Points.
An edge case to note is odd Craft Point requirements. A Smith with 33 Trade Skill would always pass their Master check on Gold Ingots (DC 3 Craft Points 3) and it would cost 2 Craft Points to complete. The first Mastery roll would complete 2 Craft Points worth of the project and leave 1 Craft Point that needed to be spent if the Mastery roll triggered or not.
Some equipment can become damaged which is represented in Arelith by the number of "charges" the item has (seen by examining the item). Characters can repair these items using the crafting system. This works by placing the damaged item into a crafting workstation and choosing repair. For each "charge" on the item you roll your skill plus d20 against the item's DC to replace the charge. Different types of items have different amounts of charges. This system does not work to recharge "on use" magic items.
- Tailoring is used to repair clothes
- Smithing is used for armor, helmets and weapons
- Carpentry can repair polearms, bows and shields
- Art Crafting can repair helmets
Assembly templates can also be repaired.
Characters can also create Tailoring Repair Kits, Smithing Repair Kits and Carpentry Repair Kits that work by placing the kit with the damaged item into the appropriate workstation (or simply "using" the kit on the damaged item). One does not need training in a trade skill to repair items in this way.
Some crafting recipes within the very trades are exclusive to certain races, classes, and sometimes, even alignments. These restrictions usually have their own required class level, though if it's not specified, only 3 levels in the class may be necessary to perform the craft.
The restrictions may be specific to Arelith's subraces, though wearing or using an item that says, for example "Only Usable By: Halfling" means that all mechanical halfling, such as Ghostwise Halflings, can use said item and craft it. Warning: This may change in the future.
- Rolling a 1 is an automatic failure. Rolling a 20 will always succeed.
- If you fail on the 'Initial Craft', the project (and all items it requires) will be destroyed. Other items in the workstation will not be destroyed.
- Items can be also customized: changed in shape or colour, renamed or given new description.
- Adding the name of a character in brackets at the end of the item's name will allow that character to alter its description using the enchantment basin as if it was their own. An item would have to look something like "Completely Generic Sword [Joe Doe]".
- Details about weapons, their customization and level requirements can be found in weapon guide.
Trade Skill Distribution
The current system favors careful point distribution across trades over full investment in one trade. Any trade points invested beyond the highest (DC-2) of a craft provides little benefits; Mastery for crafting point efficiency and the mechanical interpretation for RP. This means folks do not have to invest up to 50 points in order to be successful crafters. Trade Skills can be mixed and matched for a unique crafting experience.
Trades have natural breaking points for their effective distribution. 33 points in Herbalism, for example, are all you need for all the trade's crafts. Also consider are whether a craft is a consumable or not! Dedicating skill points into a 1-time craft can be often seen as wasted if there are ways to secure the initial template (God Saves). Unless certain non-consumable craft is in high demand (Masterly Damask weapons, for example).
Racial Trade Skill Bonuses
1 racial bonus Trade Skill point for most races:
|Alchemy||Rock Gnome, Svirfneblin, Forest Gnome, Imp, Kobold|
|Carpentry||Moon Elf, Sun Elf, Wild Elf, Wood Elf|
|Herbalism||Lightfoot Halfling, Ghostwise Halfling, Strongheart Halfling, Fey, Wild Dwarf, Goblin, Green Hag|
|Smithing||Shield Dwarf, Gold Dwarf, Duergar, Half-Orc, Hobgoblin, Orog, Troglodyte, Derro, Gnoll, Ogre|
|Tailoring||Human, Deep Imaskari, Drow, Yuan-ti Pureblood|
|Base race||Rakshasa, Vampire, Planetouched|
|None||Minotaur, Firbolg, Half-Giant, Shadovar, Gloaming, Fey'ri, Avariel, Aquatic Elf|
Crafting Strength Requirements
Crafting requires strength for carry weight to manage materials and components. There are Bags for carrying crafting components, and magically enchanted weight reduction versions which can be found as loot, but the number and variation of components across the crafting paths can quickly add up. The character's carry weight is something to consider when planning a crafting path.
- Observed component carry requirements from highest to lowest:
- 1. Smithing
- 2. Herbalism
- 3. Art Crafting (Only if granite/marble is involved)
- 4. Carpentry
- 5. Alchemy
- 6. Tailoring
Trade Build Guides
Guides for planning Trade Skills for Gift of Craftsmanship (71 Trade Skill points) and non-gift (61 Trade Skill points).
(61 Max = 60 base + 1 racial point)
|Title style||Art Crafting||Herbalism||Tailoring||Alchemy||Smith||Carpentry||Total||Bonus||Note|
(71 Max = 60 base + 10 Gift + 1 racial point)
|Title style||Art Crafting||Herbalism||Tailoring||Alchemy||Smith||Carpentry||Total||Bonus||Note|
|Master Tailor||1||4||52||13||70||Smithing||Can lower tailoring for more Smithing|
This category has only the following subcategory.