Resources

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Resources
HeaderForging200.png
A forging workstation

Crafting on Arelith:
Alchemy
Art Crafting
Carpentry
Forging
Herbalism
Tailoring
armor - poison
resources - runes
weapons

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.

That's it. There are two small subtleties though.

  • If you have more than three attacks (and so are doing 2+ attacks per flurry), then due to a biobug, the damage used on the -last- attack in the flurry is used for -all- attacks that hit. So if you attack twice in a flurry and hit for 20 and 40 damage, you will be counted as doing 80 damage (but if you hit for 40 and 20, you are counted as doing just 40).
  • If you do say 105 damage when the resource has only one hitpoint left, you get rolls for 250, 275, 300, 325 and 350 damage points - so you basically get 4 extra rolls. This is the only bias in the system in favor of doing large amounts of damage.