- Character Creation
- The World
Arelith uses an integrated tradeskill system which allows a variety of items of different types to be crafted from components and resources found around the island.
By using the 'Book Of Trade' (automatically placed in your inventory) you can allocate tradeskill points into the trade of your choice. As your character advances in level, you will receive more skill points to allocate. You may choose as many trades as you like, but remember that your points are limited.
You will also receive a few crafting points with each level. These crafting points represent how much work you can complete per game day.
The Book of Trade contains recipes or instructions for the available projects, as well as a listing of their difficulty. To begin a project, you must first collect the needed materials. (Some raw materials, such as ore or gems must be refined- other raw materials must be created, such as glass bottles or alchemistic catalystics.)
Once you have collected the needed materials, place them inside a crafting station. Each trade has a corresponding workstation, to forge you must use a forging workstation, to cook, you must use a cooking workstation. Once the materials are inside the workstation, close the workstation inventory and a dialog box will appear. Select the item you wish to create.
A roll will be made, with your crafting skill as a modifier against the difficulty of the item you wish to make. If you succeed the check, the item will be created as an in-progress production. If you fail the roll, then the base materials will be lost. If you succeed, the raw materials will become an in-progress production. You now will spend crafting points to complete the production.
For each crafting point spent, the same roll is made. For every success, the product moves one point closer to completion. If you fail a roll, no progress is made, however, once a product is in-progress a failed roll does not destroy the project. If you do not have enough crafting points to complete a product in one sitting, remove it from the crafting station and store it in your inventory. If left in the crafting station, it may be lost due to crash or reset.
To continue a production once it's been started, place it in the correct crafting station and use the dialog menu to spend your crafting points until it is completed.
Whether your gear is crafted or purchased from the many merchants across the island, it is subject to begin to wear over the course of it's use. As an item begins to show the signs of usage, a message will appear in your status window with the item name and values. For example Boots: 7/10.
This indicates that of a maximum of 10, there are 7 points remaining. When the first value reaches zero, the item is destroyed. To prevent this loss, items may be repaired by skilled crafters.
To repair an item, it must be placed inside the correct crafting workstation. A dialog will appear giving the status of the item, the difficulty level of repair and the option to spend points to restore the item. You must have at least one tradeskill point in the crafting catagory the item to be repaired falls into to attempt repairs.
The system rolls used for repairing an item are the same as with crafting.
The tradeskill required to repair an item corresponds to it's item type. For example, a blacksmith would restore swords or plate armor while a tailor would restore boots or leather armor.
You may use the enchantment basins to embue your gear with magical properties. The process is fairly simple. To start place the object you would like to enchant into an Enchanting Basin.
Close the basin with a single item inside, and it will bring up a dialog listing the types of enchantment you can choose from. (Options that are not available for the current item type will appear in red, while options you are free to choose from will appear in blue.)
After you've selected the base type of enchantment you want, you may be given more detailed options, such as which element for a Damage Bonus, or the number of ranks for a Skill Bonus.
Once you've selected all your enchantment options, the dialog box will bring up text confirming your choices, and tell you what the gold cost for the attempt will be, what the % chance of success is and the number of experience points you risk losing if the enchantment attempt fails.
The more powerful the item you try to create, the greater the risk will be.
If the attempt at enchanting fails, then the item within the basin will be destroyed, your character will lose the specified amount of XP, and the gold spent on the attempt is lost.
It's important to note that enchantments of the same type will not stack. For example, enchanting a helmet with +1 to AC, and then enchanting it with +1 to AC again won’t give you a helmet with +2 to AC. It will still be +1; the second enchantment overrides the first.
This applies to other types of enchantments too, so be careful. A new type of elemental damage applied to a weapon in the basin will replace any elemental damage property the weapon already had.
While enchantments of the same type don't stack, it's still possible to put several different kinds of enchantment on the same item. You can make an item that grants +1 to AC and offers some damage resistance, one that gives +1 to both Strength and Dexterity, or one with +1 to Search and +2 Disarm Trap. There are a lot of possibilities, so be creative.
The more powerful the item you're trying to create is, the more risky and expensive it will be to attempt. There are some enchantments and combinations of enchantments that are just too much for the basin, and have a success chance of 0%.
There are two types of Magic Mirrors found around Arelith, the Distorted Mirror and the Prismatic Mirror. The Distorted Mirror allows you to customize your clothing and armor by allowing you to select from the base models of different armor parts. (Torso, arms, legs, ect.)
The Prismatic Mirror allows you to select colors for Cloth, Leather and Metal.