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Additional Information:
Additional Information:
* The damage applied to the resource placement is limited to 25 per hit regardless of what the console shows.
* <!--The damage applied to the resource placement is limited to 25 per hit regardless of what the console shows.-->TBD

Revision as of 11:51, 31 January 2020

Resources

A forging workstation

Crafting on Arelith:
Alchemy
Art Crafting
Carpentry
Herbalism
Smithing
Tailoring
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison

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

  • Opened - Containers that include the resources inside (e.g. Bushes or Sand deposits)
  • Mined - Objects that must be damaged to receive the resource item (e.g. Ore, Trees and Gem deposits)
  • Loot - Resource items found as loot on bodies (e.g. Animal Sinew or Giant's Tooth)

Some resources can produce new materials only once per server reset to demonstrate their rarity (such as sweetberry or food resources in Underdark). 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.

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.

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

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

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

The system works as follows:

  • Each resource has a % chance associated with it. So coal might have 90%, emeralds might have 10%.
  • Ore resources 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 triggers a roll against the % chance. If passed, you get one resource. If not, nothing happens.
  • Only physical, fire, cold and acid damage count.
  • 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.
  • Mining and logging tools are present in the game
    • Mining and logging tools increase the percentage change of success for retrieving a resource from the placement

Additional Information:

  • TBD