Gifts

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Gifts
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[The Astrolabe]

The Gifts system allows characters to be empowered beyond the usual traits of their sub-race.



Introduction

Upon character creation after one has entered the world of Arelith, you will be presented with a list of optional 'Gifts' to select. Each chosen will effect your new character in a subtle fashion. However, most gifts will cause a modification to your ECL 'Effective Character Level' The more Gifts you have and the more powerful they are, the higher your ECL will be, altering the amount of XP you acquire and thus the amount of time your character takes to level up. The number and power of gifts each character may take will depend on their subrace's base ECL.

It is also recommended that you have a reason behind each of your choices. Players are discouraged from taking things for purely mechanical or power gaming reasons.

How many Gifts can I have?

The number of Gifts a character may take depends on its subrace's base ECL, with fewer allowed to those with higher ECL.

A Minor Gift may be taken in place of a Major Gift, if desired.

Race ECL and Gifts
ECL Major Gifts Minor Gifts Race
+0 2 1 Human, Deep Imaskari
Shield Dwarf, Gold Dwarf, Wild Dwarf, Arctic Dwarf
Moon Elf, Avariel, Fey'ri, Sun Elf, Wild Elf, Wood Elf
Rock Gnome, Forest Gnome
Lightfoot Halfling, Ghostwise Halfling, Strongheart Halfling
Half-Elf, Half-Orc
Bugbear, Kenku
Goblin, Kobold
Air Genasi, Earth Genasi
Fire Genasi, Water Genasi
Aasimar, Tiefling
+1 1 1 Aquatic Elf, Green Hag, Shadovar
Duergar, Derro
Gnoll, Troglodyte
Hobgoblin, Gith
+2 1 1 Gloaming
Drow
Orog, Svirfneblin
Durzagon
+3 0 1 Firbolg, Fey, Half-Giant
Imp, Ogre, Yuan-ti Pureblood
Vampire
+4 0 1 Minotaur
+5 0 1 Rakshasa

Example:

  • A Drow, having a base ECL of +2, may take one Major and one Minor Gift.
  • A Human, having a base ECL of +0, may take as many as two Major Gifts and one Minor Gift.

Note that lowering your ECL with any award will not allow you to take additional gifts than what you should. Neither you can take the same gifts twice.

Can I change my Gifts?

Once chosen, gifts may never be lost nor may further gifts be taken later in a characters life. Be very certain before finalising your choices!

Gifts

Major Gifts are listed in bold text.

  • Gifts that raise stats are given as a hard bonus (Not counting in the +12 bonus cap).
  • Gifts that raise skills are given as a soft bonus (Counting in the +50 cap)
  • Gifts that raise saves are given as a soft bonus (Counting in the +20 cap)
Gift Effect ECL
Gift of Might STR +2 +1
Gift of Grace DEX +2 +1
Gift of Endurance CON +2 +1
Gift of Learning INT +2 +1
Gift of Insight WIS +2 +1
Gift of Confidence CHA +2 +1
Gift of Wealth Once every 20 minutes you are paid:
500 if below 21 levels.
1000 if 21 or above.
If active. (Getting RPR ticks)

Your payout cap is:
Characters level * 1000.

You are paid a one time bonus of 20,000:
In 1000 gold amounts.
Over 20 payments.
Along with normal payments.

If your cap is reached:
No gold paid until you level up OR the month IG changes.
The bonus is not paid out.

Of note:
Leveling up adds 1000 to the cap.
Month changes set the amount paid out to 0 but will never give the bonus again once it is paid out.
+0.5
Gift of Tongues Able to learn 4 more languages, faster (as if natural intelligence was 8 points higher). If Intelligence is below 10, every two negative modifier points detracts a bonus language. +1
Gift of Hardiness 5% damage immunity to fire, cold, electric, acid +0.5
Gift of Darkness Darkness 1/day +0.5
Gift of Hiding Invisibility with 8 minute cooldown time between uses +0.5
Gift of Light Light 1/day 0
Gift of the Gab Bluff +6 0
Gift of Lightfingers Pickpocket +6 0
Gift of the Hunter Spot +6 0
Gift of the Sneak Hide +4, Move silently +4 0
Gift of Fortune All saves +2

(Note: It has been reported this does not stack with other saves when in shifted form)

+1
Gift of Stardom Perform +6 0
Gift of Sailing Sail +6 0
Gift of Craftsmanship Daily Crafting Points +10, Tradeskills +10 +1
Gift of Devotion Allows non-cleric to hold ceremonies and to consecrate/desecrate altars.

Allows character to ignore deity race restrictions.

Entitles the character to piety gains per in-game hour as clerics receive.

Gift still requires cleric alignment restrictions.

0
Gift of Greenfingers Allows non-nature character to tend plants +0.5
Bloodline of the Magi -4 STR, -2 DEX +6 CHA. Ogre only 0
Bloodline of the Moon Seer -2 STR, +2 WIS. Firbolg only 0
Bloodline of the Priest -2 STR, +2 WIS. Half-Giant, Fire only 0
Bloodline of the Sage -2 CHA, +2 WIS. Half-Giant, Storm only 0
Bloodline of the Shaman -2 CON, +2 WIS. Half-Giant, Frost only 0

The Gift of Subrace doesn't exist anymore. Racial properties are applied automatically to all characters. In the character sheet, the base racial feats may appear, but they have no effect and the actual stats are applied as permanent buffs and skill penalties.

ECL

Main article: ECL

ECL, or effective character level, is a mechanic that modifies the amount of experience that a character receives for killing NPCs. A character with ECL +1 is treated as having a level 1 higher than normal for the purposes of calculating XP received. This serves to balance out the benefits that a character receives for choosing gifts by causing them to level more slowly.

ECL does not influence the maximum level achievable on Arelith. All characters can reach level 30.