Resources

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Resources
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Character Creation:
Creation (New Players Guide)
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Quarters - Shops - Taverns - Banks
Riding - Sailing - Boons
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats - Trap
Summons - Familiar Reskins
Spells (list) - Misc
Help:
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Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

Resources are items used by characters in Crafting. Resources come in four forms:

  • Gathered - Containers that include the resources inside (e.g. Bushes or Sand/Clay deposits)
  • Extracted - Objects that must be damaged to receive the resource item (Ore, Trees and Gem deposits)
  • Recycled - Containers around towns or dungeons that produces items that are considered "Junk"
  • Looted - Resource items found as loot on bodies (e.g. Animal Sinew or Giant's Tooth)

Gathering

Many placeables or interact-able spots are around Arelith, which work similar to containers/chests.
Many kind of plants exist in the surface, even in the underdark where the flora is a bit more different, with larvas that can be considered berries or a plant that produces meat.

When "opened" the player can collect all their resources available. The availability also depends on the environment.

Some resources can produce new materials only once per server reset to demonstrate their rarity. Other resources can produce random amount of new materials after some time of being picked up. This countdown is separate from other respawn countdowns including enemy respawn time.

Certain classes or worshipping a Deity with the nature aspect allow tending plants, which raises piety.

Other non container method of gathering exist, like milking cows in farms or using a fishing rod to Fish in many places or even while Sailing.

Search skill do not work for this method.

Extracting

The system works as follows:

  • Each resource node has a % chance associated with it. So coal might have 90%, emeralds might have 10%.
  • Ore resource nodes have 250 hitpoints (with a few rare exceptions, like tinder fungus). Gems, trees, stone and other bashable resources have fewer hitpoints meaning fewer possible chances.
  • Every 25 damage done to a resource node triggers a roll against the % chance. If passed, you get one resource. If not, nothing happens.
  • Only the base weapon damage + physical (slash/bludgeon/pierce) + fire + cold + acid damage counts towards damaging a node
    • NOTE: The damage the console shows will not be an accurate representation of the actual damage delivered to the resource node
  • You don't need to bash the resource node at melee - spells, summons and other followers (using the Player Tool 1 to command them) can be used instead.
  • If you are within 10 feet of the resource node, the resources acquired will go to the damage dealer's (or summoner if the commanded companion is doing the job) inventory. Otherwise, most resources will fall to the floor.
  • Some Resource nodes have a hardness associated with them (think DR).

Additional Information:

  • The damage applied to the resource node is limited to 1 HP more than the total resource node HP preventing overdamage from offering additional success changes (this was the case in the past). So, if a resource node has 250 HP, the most damage it can receive is 251 HP. If it has 6 HP remaining, the most damage it can receive is 7 HP.

Search skill do not work for this method.

Mining Ores

The type of metal found in metal ore veins changes randomly within four tiers:

  • Common - Coal, Iron, Copper, Zinc, Tin, Lead
  • Noble - Iron, Mithral, Gold, Silver
  • Rich - Mithral, Arjale
  • Grandiose - Mithral, Arjale, Adamantine

Resources that can be mined produce a random amount of resource items. The more rare the resource, the lower the chance of obtaining any result. Mining coal or salt is likely to provide more resources than mining diamonds or adamantine. Search skill does not affect these actions.

Coal, tin and copper may spawn commonly in a local mine, as it would be full of common deposits, but rarely you may even see gold and silver in the same place, since every resource deposit may offer something one tier higher, or one tier lower. The deposits usually take between 2 and 4 RL days to rotate.

Mining Gems

When mining gem nodes:

  • Rarely give random gems from the same tier in addition to the normal expected gem.
  • Give raw rare gems, based on the gem deposit, very rarely. When this happens, the player will have a undisclosed cooldown until this can happen again.
    • Bonuses to mining chance DO NOT impact rare gem chance.
    • Bonuses to mining chance DO impact bonus gem chance.

Example: A player mining a Greenstone node will rarely receive Malachite, Fire agate or Quartz Crystal, and if not under this special cooldown, the player very rarely receive Jade.

Tiers and rare gem drops can be seen in the following table:

Tier Base Gem Paired Gem
1 Greenstone Jade
1 Malachite Azurite
1 Fire Agate Rainbow Agate
1 Quartz Crystal Rose Quartz
2 Amethyst Sunstone
2 Aventurine Rosenstone
2 Phenalope Ametrine
2 Fluorspar Bluestone
3 Garnet Uvarovite
3 Alexandrite Amaratha
3 Topaz Orange Topaz
3 Amber Fossil Amber
4 Tourmaline Royal Tourmaline
4 Onyx Moonstone
4 Sapphire Star Sapphire
4 Fire Opal Rogue Stone
5 Diamond Seerstone
5 Ruby Star Ruby
5 Emerald Beljuril

Gems in bold letters will not be sold from a gem pouch.

Woodcutting

Woodcutting works similar to mining rocks or gems. The availability mainly depends if chopping trees on the surface or tinder mushrooms / roots in the underdark.

Extracting Tools

  • Gathering Tools have a 5% better chance of successfully returning a resource from the corresponding resource node!
  • Mining tools do an additional 25 damage to resource nodes, keeping them under the mining threshold logic. This allows each hit to have a chance to drop a resource.

Ore Deposits: Colossal Hammer, Dwarven War Axe, Giant Club, Heavy Pick, Light Pick, Hookhammer, Maul, Old Crafted Mining Pick (Battleaxe)

Gem Deposits: Dwarven War Axe, Light Hammer, Light Pick, Hookhammer, Maul, Warhammer

Lumber: Colossal Axe, Double Axe, Dwarven War Axe, Great Axe, Hand Axe

Tool Ore Gem Lumber
Dwarven War Axe Y Y Y
Battleaxe N N Y
Colossal Axe N N Y
Colossal Hammer Y N N
Double Axe N N Y
Giant Club Y N N
Great Axe N N Y
Hand Axe N N Y
Heavy Pick Y N N
Light Hammer N Y N
Light Pick Y Y N
Hookhammer Y Y N
Maul Y Y N
Warhammer N Y N

Looting

Animals can be hunted for meat, leather and large animals for sinew, Many creatures also carry raw gems or gem dust. Constructs also are good source of ingots or gear. Explore each area to see what can be used.

Search helps obtaining extra resources from this method.

Recycling

Around towns or dungeons, barrels or boxes exists with items that may be considered trash, but a man's trash is another man's treasure, Coal, cooking ingredients, gem dust, bottles and other kind of resources can be obtained.

Search helps obtaining extra resources from this method.

Bonus Resources

Each gathering method have different ways to boost the resources gained.

Aside the explained in each method, the Loremaster Gathering Lesser Secret, Miners Melody Bard Song, Luck Domain or the Earth Genasi sub-race have additional bonuses.

Method Loremaster Secret Luck Domain Tools Miners Melody Earth Genasi Search Skill
Ores Y Y Y Y Y N
Gems Y Y Y Y Y N
Woodcutting Y Y Y N N N
Gathering Y Y N N N N
Looting N N N N N Y
Recycling N N N N N Y