A forging workstation
|Crafting on Arelith:|
|Dweomercraft - Runes|
|Weapons - Melee / Ranged / Siege|
|Resources - Poison|
Most weapons can be created with Smithing.
Arelith uses its own system to determine the level necessary to equip most gear crafted through the crafting system.
Weapons crafted through smithing have their own requirement, but otherwise, all weapons follow these exact price/requirement tiers:
- 2000 GP = Level 1
- 4000 GP = Level 4
- 7000 GP = Level 7
- 15000 GP = Level 10
- 30000 GP = Level 13
- Higher cost = Level 16
- Increased UMD flagged items= Level 21
The cost of an item is determined the moment it is generated. Even if the item is enchanted, upgraded, essenced, or changes owner, the requirement will remain exactly the same.
Weapons can now be freely equipped without having the corresponding proficiency. However, if you equip a weapon which you normally wouldn't be able to hold, you:
- Will receive a -8 AB penalty
- Won't be able to use the special abilities of said weapon, such as integrated spells.
Bastard Sword can be toggled to one handed/two handed with the -twohand command. Bastard swords, however, don't receive the bonus AB when they are two-handed using the command.
Calvary Weapons (Axe/Hammer/Sword) can be toggled to one handed/two handed with the -twohand command. They, however, don't receive the bonus AB when they are two-handed using the command.
Dire Mace damage changed from 1d8/1d8 (20/x2) to 1d12/1d12 (20x3).
Double Axe damage changed from 1d8/1d8 (20/x3) to 3d4/3d4 (20/x3).
Halberd damage changed from 1d10 (20/x3) to 1d12 (20/x3).
Greataxe damage changed from 1d10 (20/x3) to 3d4 (20/x3).
Heavy Flail damage changed from 1d10 (19-20/x2) to 1d12 (19-20/x2).
Kama size changed from Small to Tiny. Damage changed from 1d6 (20/x2) to 1d6 (19-20x2)
Katana is affected by Weapon Finesse for medium and small races. Weight is reduced from 10 lbs to 6 lbs. It can now be used with the -twohand command. Katanas, however, don't receive the bonus AB when they are two-handed using the command.
Light Hammer damage changed from 1d4 (20/x3) to 1d6 (20/x3). Size changed from Small to Tiny.
Light Flail damage changed from 1d8 (20x2) to 1d8 (19-20/x2). Size changed from Medium to Small. Is affected by Weapon Finesse.
Light Mace damage changed from 1d6 (20/x2) to 1d6 (20/x3).
Mace (Light Mace) size changed from Small to Tiny.
Magic Staff size changed from Medium to Small.
Morningstar damage changed from 1d8 (20/x2) to 1d6 (20/x3).
Nodachi is finessable by medium creatures and is considered a rogue and swashbuckler weapon.
Quarterstaff damage changed from 1d6 (20/x2) to 1d6/1d6 (19-20/x2). Is now a double-sided weapon, like the double-axe and the two-bladed sword. Like other double-sided weapons, its STR damage bonus is 1.0x for the main hand and 0.5 for the offhand attacks. It is affected by Weapon Finesse.
Sai damage changed from 1d6 (20/x2) to 1d6 (19-20/x2).
Sickle damage changed from 1d6 (20/x2) to 1d4 (20/x3).
Sling size changed from Small to Tiny.
Spear damage lowered from 1d8/x3 to 1d6/x3. Size changed from Large to Small, thus they can be wielded with a shield. It can also be used with the -twohand command. Spears, however, don’t receive the bonus AB when they are two-handed using the command.
Note that due to a bug, a spear with shield may not be quickslotted, nor they will display the correct values in the sheet. There's a file to fix this available at Google Drive, just download and install in the Override folder.
Throwing Axes work along with Arelith's Barbarian Rage. Also, they have weight reduced from 1 pound to 0.2 pounds.
Trident damage changed from 1d8/x2 to 1d10/x3. They are still large weapons, and thus they cannot be wielded with shield. Weapon Focus feat will work for tridents. (Note that this is due to a work around in NWNX but it is unknown if this is a soft (i.e. counts towards +20 cap) or hard (as per normal weapon focus))
Two-Bladed Sword damage changed from 1d8/1d8 (19-20/x2) to 1d6/1d6 (18-20/x2). Is affected by Weapon Finesse.
War Mace War Mace can be toggled to one handed/two handed with the -twohand command. Wielder does not receive the bonus AB when they are two-handed using the command.
Whip Can be used by Drows without taking the Weapon Proficiency (Exotic) feat.
- Note: This merely allows use of whips it does not qualify for any selection of Proficiency dependant feats/skills.
Note that some modified weapons will not be displayed correctly in the character sheet (the information displayed will not affect the performance of the weapon), such as the spear and trident. The same Google Drive file as above includes the fix.
All Weapons held as two-handed by the character will grant an additional +1 Attack Bonus (AB).
If you wield a weapon in one hand, you will generally not be able to use it in a two-handed fashion, even if you forego the use of a shield. There are several specific weapon exceptions to this which can be found under Weapon Changes.
- This includes:
- Medium weapons wielded by small sized races
- Large weapons wielded by medium sized races
- Large weapons wielded by large sized races (without holding anything in the offhand slot), using the -twohand console command.
- This explicitly excludes:
Weapon visuals guide
- Standard Weapons with enhancement bonuses such as a +1, +2, +3, will all show an essence's effect.
- Visuals will show on a crafted weapon of Greensteel, Masterly Steel or Masterly Damask.
- Visuals will show on Basin Enchanted weapons.
- The only essences to grant visual effects are +4 and +1d6.
- Acid, Cold, Electrical, Fire and Sonic will all grant visual effects to these weapons.
- Divine, Positive and Negative will not show any visual effects.
- Gloves will never show any visual effects.
Note that when an essence is applied to a weapon, previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic). The exception is damage bonuses added through Dweomercrafting. Damage bonuses not added by the player through the basin will be removed. Physical damage bonuses (Slash, etc) are not removed when adding an essence.
Arrow Management and Essencing
To get improved ammunition, you can either find them or craft bundles that can be used with assemble templates.
Bundles of ammunition can be crafted or created via the Craft Ammunition feat.
You use the bundles on the template to transfer the stored properties onto the ammunition.
- Stable Slots will store Permanent Essences onto the Template.
- Unstable slots will store Temporary Essences (10 uses) or certain spells (5 uses)
See Assembly Template for much more detail.
|Basic Template||1033||5||20||500||1 Softwood
1 Ingot (Tin)
|1 Unstable Slot||Permanent|
|Simple Template||1036||15||20||2000||2 Hardwood
1 Ingot (Tin)
1 Brass Gears
2 Glass Vials
|1 Stable Slot
1 Unstable Slot
|Standard Template||1039||25||50||10000||2 Hardwood
1 Fire Agate
1 Ingot (Silver)
2 Brass Gears
3 Glass Vials
|3 Unstable Slots||Consumable|
|Stable Template||1042||35||80||25000||2 Hardwood
2 Brass Gears
3 Glass Vials
1 Small Seed Balm
|2 Stable Slots
1 Unstable Slot
Permanent Templates will not degrade, while Repairable ones can break if not maintained.
Consumable Templates are not repairable and will break after so many uses.
Spells for Unstable Slots
See Unstable Slots for a table of weapon magic spells for Assembly Templates.
In Arelith, most weapons and armor are divided in two types - standard, that follow a strict style, and 'special', that have unique characteristics, greater power, as well as crafting requirements.
All standard weapons respect these rules:
|Iron||Attack Bonus + 1||Level 2|
|Damage Bonus + 1|
|Masterly Iron||Attack Bonus + 1||Level 2|
|Damage Bonus + 2|
|Steel||Attack Bonus + 2||Level 2|
|Damage Bonus + 2|
|Masterly Steel||Attack Bonus + 2||Level 2|
|Damage Bonus + 4|
|Greensteel||Attack Bonus + 3||Level 13|
|Keen (green light)|
|Damask||Attack Bonus + 3||Level 13|
|Damage Bonus + 3|
|Masterly Damask||Attack Bonus + 3||Level 16|
|Damage Bonus + 6|
- Most weapons share similar recipes.
- Greensteel is divided in three size tiers; small (2 coal, 1 greensteel ingot), medium (4 coals, 2 ingots), large (6 coals, 3 ingots).
- Very rarely, some recipe may require something more (Some spears need a quarterstaff for crafting).
- All masterly damask recipes are identical.
Weapon Grouping Summary Chart
In Arelith weapon feats have been customized into groupings. This means when you select Weapon Focus 1H Concussion for example, the Weapon Focus Feat applied to all the weapons below flagged as 1H Concussion. In the case of weapons with 2 groupings, either weapon feat on either grouping will affect the weapon.
|Weapon||Finesse||Size||Damage||Critical||Damage Type||Proficiency||1H Concussion||1H Edged||2-Handed||Polearm||Unarmed||Missile||Thrown|
|Cavalry Hammer||No||M||2d4||x3||Bludgeon-Pierce||Exotic, Cavalier||*|
|Mace (Light Mace)||Yes||T||1d6||x3||Bludgeon||Simple, Rogue||*|
|War Mace||No||M||1d10||x3||Bludgeon||Exotic, Cavalier||*|
|Club||No||M||1d6||x2||Bludgeon||Simple, Primitive, Druid, Monk, Rogue, Wizard||*|
|Magic Staff||No||S||1d6||x2||Bludgeon||Simple, Druid, Monk, Rogue, Wizard||*||*|
|Dire Macuahuitl||No||L||2d6||x3||Bludgeon||Exotic, Primitive||*||*|
|Whip||Yes||S||1d2||20x2||Slash||Exotic, Rogue, Drow||*||*|
|Cavalry Axe||No||M||2d4||x3||Slash-Pierce||Exotic, Cavalier||*|
|Cavalry Sword||No||M||2d3||18-20/x2||Slash-Pierce||Exotic, Cavalier||*|
|Light Pick||Yes||T||1d6||x3||Pierce||Martial, Rogue||*|
|Short Sword||Yes||S||1d6||19-20/x2||Pierce||Martial, Rogue||*|
|Longsword||Yes||M||1d8||19-20/x2||Slash||Martial, Elf, Rogue||*|
|Dagger||Yes||T||1d4||19-20/x2||Pierce||Simple, Druid, Monk, Rogue, Wizard||*|
|Handaxe||Yes||S||1d6||x3||Slash||Martial, Monk, Rogue||*|
|Kama||Yes||T||1d6||19-20x2||Slash||Exotic, Assassin, Monk||*|
|Rapier||Yes||M||1d6||18-20/x2||Pierce||Martial, Elf, Rogue||*|
|Scimitar||Yes||M||1d6||18-20/x2||Slash||Martial, Druid, Rogue||*|
|Dwarven Waraxe||No||M||1d10||x3||Slash||Exotic, Dwarf||*|
|Sai||Yes||T||1d4||19-20x2||Bludgeon||Exotic, Assassin, Monk||*|
|Wakizashi||Yes||S||1d8||19-20/x2||Slash||Exotic, Monk, Cavalier||*|
|Katar||Yes||T||2d2||19-20/x2||Slash-Pierce||Exotic, Assassin, Monk||*||*|
M and S
|M||1d10||19-20/x2||Slash||Exotic, Monk, Cavalier||*||*|
|Bastard Sword||No||M||1d10||19-20/x2||Slash||Exotic, Cavalier||*||*|
|Great Club||No||L||1d10||x2||Bludgeon||Simple, Primitive, Druid||*|
|Quarterstaff||Yes||L||1d6/1d6||19-20/x2||Bludgeon||Simple, Druid, Monk, Rogue, Wizard||*||*|
|Scythe||No||L||2d4||x3||Slash-Pierce||Simple, Druid, Cavalier||*|
|Spear||Yes||S||1d6||x3||Pierce||Simple, Primitive, Druid, Aquatic Elf||*|
|Trident||No||L||1d10||x3||Pierce||Martial, Aquatic Elf||*|
|Pike||No||L||1d8||20/x3||Pierce||Simple, Primitive, Sea Elf||*|
|Naginata||Yes||L||1d10||20/x3||Bludgeon-Pierce||Exotic, Monk, Cavalier||*|
|Light Crossbow||N/A||S||1d8||19-20/x2||Pierce||Simple, Monk, Rogue, Wizard||*|
|Heavy Crossbow||N/A||M||1d10||19-20/x2||Pierce||Simple, Monk, Rogue, Wizard||*|
|Shortbow||N/A||M||1d6||x3||Pierce||Martial, Primitive, Elf, Rogue, Aquatic Elf||*|
|Longbow||N/A||L||1d8||x3||Pierce||Martial, Elf, Aquatic Elf||*|
|Sling||N/A||T||1d4||x2||Bludgeon||Simple, Primitive, Druid, Monk, Rogue||*||*|
|Dart||N/A||T||1d4||x2||Pierce||Simple, Primitive, Druid, Rogue||*|
|Throwing Dagger||N/A||S||1d4||x2||Pierce||Simple, Primitive, Druid, Rogue||*|