What are Gifts?
The Gift system allows characters to be empowered beyond the usual traits of their sub-race.
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.
|+0||NWN common races and subraces, Deep Imaskari, Kobold, Forest Gnome|
|+1||Duergar, Gnoll, Hobgoblin|
|+2||Drow, Ogre, Fey, Aasimar, Tiefling|
- A Drow, having a base ECL of +2, may take only one Minor Gift.
- A Human, having a base ECL of +0, may take as many as two Major Gifts and one Minor Gift.
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!
Major Gifts are listed in bold text.
|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||+1,000 gold on start, and each in-game month the character is active||+0.5|
|Gift of Tongues||Able to learn 4 more languages, faster (as if natural intelligence was 8 points higher)||+1|
|Gift of Hardiness||5% dammage immunity to fire, cold, electric, acid||+0.5|
|Gift of Darkness||Darkness 1/day||+0.5|
|Gift of Hiding||Invisibility 1/day||+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||+1|
|Gift of Stardom||Perform +6||0|
|Gift of Craftsmanship||Crafting Points +10||+1|
|Gift of Humility||All abilities -2||-2|
|Gift of the (Un)Holy||Allows non-cleric to hold ceremonies and to consecrate/desecrate altars||+0.5|
|Gift of Unique Favor||Allows character to ignore deity race restrictions||+0.5|
|Gift of Greenfingers||Allows non-nature character to tend plants||+0.5|
|Gift of Melee-magthere||+2 CON, -2 CHA. Drow only||0|
|Gift of the Clergy||+2 WIS, -2 CON. Drow 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.
- 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.