View Full Version : Recipes, Questions and Answers
If you should have any questions concerning recipes, please first read our Recipes, Crafting Gem List and Exotic Crafting Guide section on your left. If that doesn't help, please ask your question here.
you know if we can use more than one personage to create a magic weapon? Magic weapons need that particular spell, but my hero is a little donkey... so, can Qara cast the spell and i forge the weapon?
I don't know wether it's possible or not to have someone else cast the appropriate spell in order to forge something. I'd say try it out :)
apparently we can only forge a magic weapon with real big crafting skil...
I tried, but I received only one message saying that I didn't possess sufficient skill to craft that weapon...
anyone who has a big craft skill can try it and tell us?
i believe i recently read that partymembers can craft also ... so i guess its possible indeed :)
Nospheratus
11.18.06, 18:36
Hello.
I tryed to convert 2 Glowing Fire Essences int 1 Radiant.
I think i did everything ok, but here's what i did.
Put 2 Glowing fire essences in alchemy bench.
Use mortar and pestle on the bench
I got a "invalid recipe" message.
Could anyone help me?
tks!
Nospheratus
Hi all n.n
I can't get the essence's recipe book ='(
Any npc sell it?
And... do i need the recipe books to craft the items?
no, you do not need any recipe book to craft anything.
Hi all n.n
I can't get the essence's recipe book ='(
Any npc sell it?
And... do i need the recipe books to craft the items?
there are some items that can be crafted, but have the character doing the crafting has to have "craft wonderous item" feat...
AuRon Tindarius
11.22.06, 11:40
The character casting the spell to make the magic item must have the appropriate crafting FEAT....crafting SKILL only comes into affect when making a basic(i.e. nonmagical) item.....in other words someone with skillpoints in craft armor must use the forge to make a set of adamatine plate, but that same plate can then be made into a magical version by a character with the Craft Magic Arms and Armor feat even if this featholder has no craft armor skillpoints at all
Sorry, the above explanation seems rambling even to me. if additional clarification is needed please let me know
AuRon Tindarius
11.22.06, 12:39
When a weapon is crafted out of adamantine is has a special property of an additional 2 points of magical damage. Does anyone know if this damage stacks with the damage and attack bonus a weapon recieves when it is made into a magical weapon?
Thanks,
AuRon Tindarius
7th level Cleric/3rd level Warpriest of Lathander
Can you put the essence's recipe's in the "Recipes" section?
I still can't find them t.t
other than being included in recipes for items to make them magical... the only other thing you can do with them is change them from one size to the next... and that is located in the recipes section, on the first/main page...
Any essence can be downgraded to an essence of lesser power by using the mortar & pestle on it.
Radiant > Glowing > Weak > Faint.
Likewise, putting two identical essences in an alchemy bench and then using the mortar & pestle on the bench will upgrade it to the next power level.
2 Faint = 1 Weak
2 Weak = 1 Glowing
2 Glowing = 1 Radiant
When a weapon is crafted out of adamantine is has a special property of an additional 2 points of magical damage. Does anyone know if this damage stacks with the damage and attack bonus a weapon recieves when it is made into a magical weapon?
Thanks,
AuRon Tindarius
7th level Cleric/3rd level Warpriest of Lathander
Yes with some restrictions. In principle, you can only add 3 enchantments of ANY type, and a materials intrinsic damage bonus counts as ONE of those three. For example, You could make an iron sword +5 with both +1d6 acid and +1d6 fire. BUT if you tried making the same sword out of darksteel, it wouldn't work since darksteel also has an intrinsic +2 electrical damage - that's FOUR enchantments all told. If you changed the first damage bonus from acid to electrical it should work though (although I haven't actually tried this), since the +1d6 electrical would override the +2 electrical from the darksteel.
Same should hold true for adamantine. The intrinsic magical damage from adamantine counts as ONE enchantment.
Hope that helps.
Suggestion for the developers. It might be nice to add a section under Recipes that details the bonuses gained for specific materials and the crafting skill required to use them. For example, Adamantine - 2/magical - requires craft level 23! (yes that's right - a whopping 23!)
Btw, Grobnar take Grobnar along when you craft items. He has a tune which will enhance your crafting skill! Can be really useful when working with some materials! :)
other than being included in recipes for items to make them magical... the only other thing you can do with them is change them from one size to the next... and that is located in the recipes section, on the first/main page...
I was asking if the essence's can be crafted. That's why i ask where can i find the recipe, or if you could post the "essence's recipe" here :p
I think u said that essence's can only be bought, right? (loot too).
PS: Sorry for my very very bad english :o
I was asking if the essence's can be crafted. That's why i ask where can i find the recipe, or if you could post the "essence's recipe" here :p
I think u said that essence's can only be bought, right? (loot too).
PS: Sorry for my very very bad english :o
You can craft essences , well sort of, some of the more odd items, like the bladeling spike , can be turned into essences , you just use the motar ant pestle on them, you dont have to use a bench at all to do this part.
AuRon Tindarius
11.27.06, 14:41
Thanks for the info kgambit. I quess my dreams of dual wielding anarchic, axiomatic, holy +5 adamantine weapons are hopelessly dashed :)
elementluck
11.28.06, 15:14
what about +8 stat gear?
that type is craftable right?
i think +5 is max ...
what about +8 stat gear?
that type is craftable right?
I figured out the DUELING BARDS sidequest in Chapter 2 of the official campaign.
I managed to win Successfully playing 3 out of the 4 songs.
If anyone is interested let me know, I will post my results.
I couldn't get the pattern for the 4th song, and if anyone has that, I really want to know it.
Thanks
Nete Omarii
Northwynde
11.29.06, 01:18
I was messing around with the toolset and found something pretty interesting. Click the view tab then 2DA File and scroll down and click crafting. It seems this shows the recipe for all craftable items. By cross-referencing a few other charts you can find out what all the numbers stand for. For instance the Catagory column is the spell that needs to be cast.
The only problem here is that in alot of cases the end product isn't detailed. You will have to experiment to find out what it makes. The recipes also don't list the needed base item so once again you have to do a little work with it.
I started working on it a bit but ran into some problems with my characters not having the right spells and crafting feats. I am going to lvl up a craftmaster type character but thought some of you might be able to make some use of the info.
I am praticularly interested in finding out what this recipe does....
Radiant Air essense
Radiant earth essense
Radiant fire essense
Glowing power essense
King's Tear
leather
iron ingot
From the look of it, most likely robes of some type but i don't have a character who can cast planar ally with the necessary crafting feat.
Edit I just checked the tables again and it isnt planar ally its shield of faith so I may be able to test it.
I went back in game and tested it and successfully crafted a Robe of the Arch Magi. Very nice.
i think +5 is max ...
There are several items that you can make that can go to +6 and a few that will go to +8. Here's a partial list.
Periapt of Wisdom +6
Belt of Agility +6
Belt of Stone Giant Strength +6
Boots of Striding +6
Bracers of Armor +8
Nymph Cloak +6
Headband of Intellect +6
I THINK there is also a +8 version for all of the +6 items; I haven't seen the recipes for them though.
The following items go upto +8 ;)
Headband of Intellect +8
Belt of Agility +8
Boots of Reflexes +8
Boots of Striding +8
Bracers of Armor +8 (Bracers of Armor actually goes up to +10) - very useful :p
Bracers of Dexterity +8
Nymph Cloak +8
Amulet of Will +8
Periapt of Wisdom +8
Ring of Clear Thought +8
Ring of Fortitude +8
I have tried the placing of two identical essences on an alch bench and then using the mortar and pestle to upgrade them but I continiously get 'not valid recipe' even if my potions is 18 without any bonuses. I have no net connection so I do not have any of the updates installed. Is this something fixed in the updates or is the a specific way in which it is supposed to be done?
I know this is most likely a dumb question, but with weapons that have special properties like quicksilver, can you somehow...extract the quicksilver, dark steel, or whatever else they may have?! @_@:confused:
Simple Answer: Nope.
I know this is most likely a dumb question, but with weapons that have special properties like quicksilver, can you somehow...extract the quicksilver, dark steel, or whatever else they may have?! @_@:confused:
Simple Answer: Nope.
Hah...that is what I figured! Oh well...guess I better sell those mithral maces and stuff I was saving, lol. :rolleyes:
The following items go upto +8 ;)
Headband of Intellect +8
Belt of Agility +8
Boots of Reflexes +8
Boots of Striding +8
Bracers of Armor +8 (Bracers of Armor actually goes up to +10) - very useful :p
Bracers of Dexterity +8
Nymph Cloak +8
Amulet of Will +8
Periapt of Wisdom +8
Ring of Clear Thought +8
Ring of Fortitude +8
Can you post or PM me the recipes for these items?
Headband of Intellect +8
Boots of Striding +8
Bracers of Armor +8 (Bracers of Armor actually goes up to +10)
Nymph Cloak +8
Thanks. :)
I'll have a look for them tomorrow for you. Or rather later today... it's 4:43am :p
Can you post or PM me the recipes for these items?
Headband of Intellect +8
Boots of Striding +8
Bracers of Armor +8 (Bracers of Armor actually goes up to +10)
Nymph Cloak +8
Thanks. :)
I can safely say (after looking through all the recipie books in the game) that these recipies don't exist, so I imagine you just have to find them/buy them - and if you can't find them you could always look through the debugmode codes for them I suppose.
Yay, 200th post!
Can you post or PM me the recipes for these items?
Headband of Intellect +8
Boots of Striding +8
Bracers of Armor +8 (Bracers of Armor actually goes up to +10)
Nymph Cloak +8
Thanks. :)
I can safely say (after looking through all the recipie books in the game) that these recipies don't exist, so I imagine you just have to find them/buy them - and if you can't find them you could always look through the debugmode codes for them I suppose.
Yay, 200th post!
The recipes may not exist in the BOOKS, but it is possible to make some, if not all, of those items. I did some digging around and here are the recipes:
Periapt of Wisdom +8: +8 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Owl's Wisdom
Belt of Agility +8: +8 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Air Essence + Beljuril
Spell: Cat's Grace
Belt of Cloud Giant Strength: +8 bonus to Strength
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + King's Tear
Spell: Bull's Strength
Boots of Striding +8: +8 bonus to Constitution
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Earth Essence + Beljuril
Spell: Bear's Endurance
Nymph Cloak +8: +8 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Eagle's Splendor
Headband of Intellect +8: +8 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + Beljuril
Spell: Fox's Cunning
Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Owl's Wisdom
Ring of Wizardry 5: Store one extra 5th-Level Acane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond
Spell: Fox's Cunning
:D
Props go to you for working this all out!
How'd you figure it out? Just trying different things? Or are they listed somewhere in game?
Props go to you for working this all out!
How'd you figure it out? Just trying different things? Or are they listed somewhere in game?
Thanks. ;)
I couldn't find recipes for the +8 items from books in the game anywhere. I figured it out by starting from the recipes for the +6 items.
The +6 versions of those items all required a single glowing essence so I just extrapolated that the +8 version would require a radiant essence. That part was easy. The spells never change with the weaker versions, so the tricky part was trying to guess which gems were needed. Beljurils and King Tears were the first logical choices for all of the items except for the rings and Blue Diamonds seemed to be the first choice for them. From there, it just required a little trial and error. :D
The only problem was that I only had ONE each of the Beljuril and Kings Tear gems so I had to reload after each crafting attempt. Fortunately there weren't that many items to experiment with, and when the first item was crafted successfully with the Beljuril I used that in every first time attempt.
Cool, nice work.
Thanks. ;)
I couldn't find recipes for the +8 items from books in the game anywhere. I figured it out by starting from the recipes for the +6 items.
The +6 versions of those items all required a single glowing essence so I just extrapolated that the +8 version would require a radiant essence. That part was easy. The spells never change with the weaker versions, so the tricky part was trying to guess which gems were needed. Beljurils and King Tears were the first logical choices for all of the items except for the rings and Blue Diamonds seemed to be the first choice for them. From there, it just required a little trial and error. :D
The only problem was that I only had ONE each of the Beljuril and Kings Tear gems so I had to reload after each crafting attempt. Fortunately there weren't that many items to experiment with, and when the first item was crafted successfully with the Beljuril I used that in every first time attempt.
Cool, nice work.
Thanks again. :D
Is there any possibility to make a robe +4, such an robe will be most handy. For example I have the Pale Master Robe and upgrading it’s defense will prove most useful. :D
Not without using a Mod/Hack.
Is there any possibility to make a robe +4, such an robe will be most handy. For example I have the Pale Master Robe and upgrading it’s defense will prove most useful. :D
Thanks for the info.... One quick (hopefully) question as I am just starting out. Reading the book gives me basic levels needed for forging items (weopons and armor) and says that exotic meterials require higher forging skills, but doesn't tell me how much higher. Does anyone know how much the skills need to be increased for exotic materials (or is it just a flat skill level for each of them)? Thanks again and happy hunting.....
I assume you mean upgrading armour & weapons?
In this case each requirement is listed in the book, for example:
Base Weapon Enchantment +5
Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Air Essence
- Blue diamond
Cast light on a magic workbench containing the above
Or, if you meant actually crafting weapons/armour using the molds, the higher the item quality, the higher the Weapon/Armour crafting the skill you need - i'm afraid I don't know the exact amounts however.
Hope this helps.
Thanks for the info.... One quick (hopefully) question as I am just starting out. Reading the book gives me basic levels needed for forging items (weopons and armor) and says that exotic meterials require higher forging skills, but doesn't tell me how much higher. Does anyone know how much the skills need to be increased for exotic materials (or is it just a flat skill level for each of them)? Thanks again and happy hunting.....
Thanks for the info.... One quick (hopefully) question as I am just starting out. Reading the book gives me basic levels needed for forging items (weopons and armor) and says that exotic meterials require higher forging skills, but doesn't tell me how much higher. Does anyone know how much the skills need to be increased for exotic materials (or is it just a flat skill level for each of them)? Thanks again and happy hunting.....
Edit: Crafting information moved. See the recipe section on the left. kgambit
good day, im a level 16 ranger/1 nine. i tried crafting a + 4 item which has a requirement of level 14 caster i think. but the game keeps telling me that my level is not high enough. please help. thanks:confused:
btw, i was able to make the +3 to weapon work. thanks again
Yes... Thank you exactly what I was looking for.
Does this help?
Basic Crafting Ranks Required
Craft Armor
Light Shield: 1
Padded Armor: 1
Heavy Shield: 2
Leather Armor: 2
Hide Armor: 3
Studded Leather Armor: 3
Chain Shirt: 4
Tower Shield: 4
Breastplate: 5
Chain Mail: 5
Banded Mail: 6
Half-Plate Armor: 7
Full-Plate Armor: 8
modify the above for material type:
Iron: +0
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23
Craft Weapon
Bow: 2
Simple: 2
Crossbow: 5
Martial: 5
Exotic: 8
modify the above for material type
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15
>> How does this actually work? I have a bunch of recipe books including the +8 for the +8 braces, periapt etc. but in the case of weapons, how do I carft using the items here "modify the above for material type"
Using this recipe:
Base Weapon Enchantment +5
Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Air Essence
- Blue diamond
Cast light on a magic workbench containing the above
>> where does the modified materials come into play like the adamantine?
Last question, is it possible to modify an existing weapon? for example my Arcane Archer is using a bow with unlimited lightning arrows. Is it possible to craft that bow to make it more powerful? I really lvoe that bow for the unlimited ammo.
Where can you find a Blue diamond anyway? I have king's tear, bejuril, star sapphire and diamond. Are the rare gems only lootable or is there a merchant that sells these stuff?
I've read about enchanting but I still can't understand how to enchant a weapon or armor. All I know that it can be done 3 times but I don't know how? I want to enchant some of my weapon to make them stronger
Heya all,
Iv'e got a small problem and would like some suggestions from people here:
I am attempting to Craft a Holy Adamantine Kukri +5. So far, I have the +5 Adamantine Kukri crafted, however, in order to make it use the Holy Damage, I must have someone with the Craft Magic Arms and Armor feat that can cast Cure Critical Wounds. At the moment, the only person who has the Craft Magic Arms and Armor feat is Qara, who cannot use any Cure Critical Wounds Scrolls. Any advice? I want to get these weapons before I continue on to the next area. Any help is greatly appreciated.
ZeroCool
Can you edit the appearance of your armor and weapons through crafting like in HotU? If so, how?! :confused:
>> How does this actually work? I have a bunch of recipe books including the +8 for the +8 braces, periapt etc. but in the case of weapons, how do I carft using the items here "modify the above for material type"
Using this recipe:
Base Weapon Enchantment +5
Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Air Essence
- Blue diamond
Cast light on a magic workbench containing the above
>> where does the modified materials come into play like the adamantine?
Last question, is it possible to modify an existing weapon? for example my Arcane Archer is using a bow with unlimited lightning arrows. Is it possible to craft that bow to make it more powerful? I really lvoe that bow for the unlimited ammo.
Where can you find a Blue diamond anyway? I have king's tear, bejuril, star sapphire and diamond. Are the rare gems only lootable or is there a merchant that sells these stuff?
WOW. Lots to answer . okay one question at a time.
To craft a +5 weapon following the above recipe, you first need to decide what weapon you want and what material to make it from. For the sake of discussion, let's say that you want to craft an Adamantine long sword +5. First step is to make the base non-magical adamantine sword. For that you need a craft weapon skill of 20 (5 for the long sword - martial, and +15 for material type - adamantine). Crafting skills are modified by intellegence and Grobnar also has a unique song that will enhance your skill. So you take a long sword mold, 2 ingots of adamantine and put them into the blacksmith's bench and close the bench. Now have the person crafting the weapon right click on the crafting hammer in their inventory and select the activate item option. Your cursor will be replaced by a special purple icon on the screen - put that over the blacksmith bench and click on the bench. Look in the text dialogue at the bottom left and you should see crafting succeeded or crafting successful. If not, your craft weapon skill is probably too low. Save before doing this as unsuccessful crafting MAY eat your crafting components.
Now take your newly created non-magical adamantine sword and put it into the magician's workbench along with a blue diamond, a Glowing Power Essence and a Glowing Air Essence. Close the magicians bench. Now you need a spellcaster of at least level 15 (required for crafting a +5 weapon), who has the Craft Magical Arms and Armor feat and can cast the LIGHT spell (0th level cantrip or first level spell iirc). NPC's can do this. I gave Sand both the Craft Wondrous Items feat and the Craft Magical arms and armor feat due to his high intelligence. Have that magician (or sorceror) cast the spell on the magicians bench. That should creat a +5 adamantine long sword. :) Be aware that Sand DOES have some restrictions on spells he can cast - he is prohibited from casting Conjuration spells EVEN from scrolls. In order to be able to craft every possible item, all of your spellcasters (Sand, Qara, ELanee, Grobnar and Zhaeve) will ALL need to have BOTH feats. Ammon Jerro can NOT craft magical items.
You CAN further enchant already enchanted items UNLESS the enchantment you are adding would create a FOURTH enchantment. The limit in the campaign is 3 enchantments per item and that INCLUDES the base enchantment provided by special materials. For example, if you want to create a set of magical mithral armor remember that Mithral has an intrinsic weight reduction that counts against the three enchantment limit. I believe that the exception to the above rule is, yep you guessed it, RANGED weapons! AFAIK, there are NO recipes that will work on, or create, ranged weapons ASIDE from crafting normal bows from Duskwood, Sherradan or Zanatar wood. I could be wrong but I think the crafting rules only apply to melee weapons.
Gems can be bought or found as random treasure. I found one blue diamond for sale at Par's shop in the Merchant quarter in chapter two, and have gotten two others from random treasure. One of my friends said that he got a Blue diamond from Sand's elemental merchant in the docks district but I didn't find one there. I also found a Blue Diamond in the Hallway with the blade golem leading to Garius' ritual in the keep, but my game glitched, I had to replay it and ended up better off - finding a rogue stone, a blejuril AND a King's tear in the shelves and containers right near the golem. :) IIRC, you can also find some decent gems in the gem mines and in the red dragon hoard, and there should be a dwarven merchant in the ironfist stronghold that will sell those gems. Keep looking around and don't forget to check places you have already visited as shop inventories DO change. :)
Heya all,
Iv'e got a small problem and would like some suggestions from people here:
I am attempting to Craft a Holy Adamantine Kukri +5. So far, I have the +5 Adamantine Kukri crafted, however, in order to make it use the Holy Damage, I must have someone with the Craft Magic Arms and Armor feat that can cast Cure Critical Wounds. At the moment, the only person who has the Craft Magic Arms and Armor feat is Qara, who cannot use any Cure Critical Wounds Scrolls. Any advice? I want to get these weapons before I continue on to the next area. Any help is greatly appreciated.
ZeroCool
I believe that Elanee is capable of casting that spell and is also able to take the Crafting Magical Arms and Armor feat. Not EVERY spellcaster is capable of enchanting or crafting EVERY item. Sand can not cast conjuration spells like Melf's Acid Arrow since he's a specialized wizard. Neither Sand nor Qara can cast clerical or druid spells (unless the spell cross classes - like bears' endurance or bull's strength). So the only way to insure that you can craft ANYTHING is to make sure that ALL of your spellcasters have both Feats!
Crafting does require a fair bit of party micro-management of feats and skills. :D
Grobnar can cast most of what you need using scrolls with his UMD skill. If you give him the crafting feats, and give your spell casters the scribe scroll feat, there is not much that can't be made. Ammon Jerro also has a high UMD skill and can probably do it, though I haven't tried, since I want him to use his available feats for something that will be helpful in the final battles.
WOW. Lots to answer . okay one question at a time.
To craft a +5 weapon following the above recipe, you first need to decide what weapon you want and what material to make it from. For the sake of discussion, let's say that you want to craft an Adamantine long sword +5. First step is to make the base non-magical adamantine sword. For that you need a craft weapon skill of 20 (5 for the long sword - martial, and +15 for material type - adamantine). Crafting skills are modified by intellegence and Grobnar also has a unique song that will enhance your skill. So you take a long sword mold, 2 ingots of adamantine and put them into the blacksmith's bench and close the bench. Now have the person crafting the weapon right click on the crafting hammer in their inventory and select the activate item option. Your cursor will be replaced by a special purple icon on the screen - put that over the blacksmith bench and click on the bench. Look in the text dialogue at the bottom left and you should see crafting succeeded or crafting successful. If not, your craft weapon skill is probably too low. Save before doing this as unsuccessful crafting MAY eat your crafting components.
Now take your newly created non-magical adamantine sword and put it into the magician's workbench along with a blue diamond, a Glowing Power Essence and a Glowing Air Essence. Close the magicians bench. Now you need a spellcaster of at least level 15 (required for crafting a +5 weapon), who has the Craft Magical Arms and Armor feat and can cast the LIGHT spell (0th level cantrip or first level spell iirc). NPC's can do this. I gave Sand both the Craft Wondrous Items feat and the Craft Magical arms and armor feat due to his high intelligence. Have that magician (or sorceror) cast the spell on the magicians bench. That should creat a +5 adamantine long sword. :) Be aware that Sand DOES have some restrictions on spells he can cast - he is prohibited from casting Conjuration spells EVEN from scrolls. In order to be able to craft every possible item, all of your spellcasters (Sand, Qara, ELanee, Grobnar and Zhaeve) will ALL need to have BOTH feats. Ammon Jerro can NOT craft magical items.
You CAN further enchant already enchanted items UNLESS the enchantment you are adding would create a FOURTH enchantment. The limit in the campaign is 3 enchantments per item and that INCLUDES the base enchantment provided by special materials. For example, if you want to create a set of magical mithral armor remember that Mithral has an intrinsic weight reduction that counts against the three enchantment limit. I believe that the exception to the above rule is, yep you guessed it, RANGED weapons! AFAIK, there are NO recipes that will work on, or create, ranged weapons ASIDE from crafting normal bows from Duskwood, Sherradan or Zanatar wood. I could be wrong but I think the crafting rules only apply to melee weapons.
Gems can be bought or found as random treasure. I found one blue diamond for sale at Par's shop in the Merchant quarter in chapter two, and have gotten two others from random treasure. One of my friends said that he got a Blue diamond from Sand's elemental merchant in the docks district but I didn't find one there. I also found a Blue Diamond in the Hallway with the blade golem leading to Garius' ritual in the keep, but my game glitched, I had to replay it and ended up better off - finding a rogue stone, a blejuril AND a King's tear in the shelves and containers right near the golem. :) IIRC, you can also find some decent gems in the gem mines and in the red dragon hoard, and there should be a dwarven merchant in the ironfist stronghold that will sell those gems. Keep looking around and don't forget to check places you have already visited as shop inventories DO change. :)
wow!!! Thanks for taking the time to answer my inquiry. I was not able to give the crafting feats to all my spellcasters but I am still in act 2 and still have room to level up. So basically I can make any weapon/armor using a mold and not neccessary using iron ingots since I have tons of darksteel ingots/mithral ingots/adamantine and other non-iron ingots. Also, can I also enchant ranged weapons right since i want to add enchantments to my bow to add to its unlimited lightning arrow ammo :)
Is there a list of the effects of these crafting items and what does the + numbers mean? Is it the crafting skill required to make the items? I Grobnar with all three, craft weapon/armor and aclhemy (or was it traps).Lastly, does the magician who would enchant the weapons have high skills like my crafter or should they only have the 2 feats (craft wondrous items/craft magical arms and weapons)
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23
wow!!! Thanks for taking the time to answer my inquiry. I was not able to give the crafting feats to all my spellcasters but I am still in act 2 and still have room to level up. So basically I can make any weapon/armor using a mold and not neccessary using iron ingots since I have tons of darksteel ingots/mithral ingots/adamantine and other non-iron ingots. Also, can I also enchant ranged weapons right since i want to add enchantments to my bow to add to its unlimited lightning arrow ammo :)
Is there a list of the effects of these crafting items and what does the + numbers mean? Is it the crafting skill required to make the items? I Grobnar with all three, craft weapon/armor and aclhemy (or was it traps).Lastly, does the magician who would enchant the weapons have high skills like my crafter or should they only have the 2 feats (craft wondrous items/craft magical arms and weapons)
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23
The plus numbers represent the additional crafting skill required to make items from that particular material. Crafting a set of plate mail from normal iron would require a craft armor skill of 8 (plate mail base = 8 + 0 for iron). But if you want to make a set of plate from red dragon hide that would require a craft armor skill of 31(!) => 8 for the plate plus 23 for red dragon hide!
As an aside, the red dragon plate is actually doable in the OC. You can get an unmodified craft armor score to 24 at 20th level and can easily add another 7 points from a combination of intelligence, a headband of intellect and Grobnar's song boost would get you there
Exotic material properties are here:
http://www.thieves-guild.net/index.php?pid=231
I have spent a large quantity of time to build up my chrafting skills to discover, that I cannot further enchant things such as +5 attack on things already enchanted. It said it is not a base armor or weapon. :( This blows... @_@ Lol, and in addition you cannot change the appearance of things you craft to make them look unique. Is there any possible way to enhance weapons and armor that have already been previously enchanted??? (P.S. Does anyone know an enchantment of weight reduction?:confused: )
I have spent a large quantity of time to build up my chrafting skills to discover, that I cannot further enchant things such as +5 attack on things already enchanted. It said it is not a base armor or weapon. :( This blows... @_@ Lol, and in addition you cannot change the appearance of things you craft to make them look unique. Is there any possible way to enhance weapons and armor that have already been previously enchanted??? (P.S. Does anyone know an enchantment of weight reduction?:confused: )
You SHOULD be able to place up to THREE enchantments total on weapons or armor - if they are built from scratch. There does, however, appear to be an exception/problem for in-game items (i.e. non-crafted) which already come with three enchantments on them - for some reason the game engine apparently will not allow you to upgrade those if they are already at the 3 enchantment limit. I would need to know exactly the item you are trying to upgrade to figure out why the game won't let you do what you want to do.
Yeah, the game is supposed to allow you to alter the appearance but apparently it was either left out or it doesn't function. At least you CAN rename items! :)
Weight reduction? The only way to get weight reduction on items is to build the item from materials that give you an inherent weight reduction. There is no "enchantment recipe" in the game that will bestow that property on armors or weapons. Metal armors, shields and melee weapons must be built from mithral to give you reduced weight. Red dragon hide, salamander hide and wyvern hide will also give weight reduction on leather armors. Duskwood will give you a reduced weight on bows, crossbows and spears and wooden shields.
You SHOULD be able to place up to THREE enchantments total on weapons or armor - if they are built from scratch. There does, however, appear to be an exception/problem for in-game items (i.e. non-crafted) which already come with three enchantments on them - for some reason the game engine apparently will not allow you to upgrade those if they are already at the 3 enchantment limit. I would need to know exactly the item you are trying to upgrade to figure out why the game won't let you do what you want to do.
Yeah, the game is supposed to allow you to alter the appearance but apparently it was either left out or it doesn't function. At least you CAN rename items! :)
Weight reduction? The only way to get weight reduction on items is to build the item from materials that give you an inherent weight reduction. There is no "enchantment recipe" in the game that will bestow that property on armors or weapons. Metal armors, shields and melee weapons must be built from mithral to give you reduced weight. Red dragon hide, salamander hide and wyvern hide will also give weight reduction on leather armors. Duskwood will give you a reduced weight on bows, crossbows and spears and wooden shields.
A made some mithral half-plate, but it does not reduce weight... and I was trying to upgrade my Astral Blade, but it would not allow it. I wish I could upgrade items that I did not make, bleh.
A made some mithral half-plate, but it does not reduce weight... and I was trying to upgrade my Astral Blade, but it would not allow it. I wish I could upgrade items that I did not make, bleh.
Hmmm, that's strange about the mithral. I just crafted set of full plate and I thought that it worked exactly the way it should have. Lighter than normal plate, increased max dex bonus ... have to double check. Will let you know what I find.
Edit: Okay, the mithral full plate +5 I made IS lighter - it only weighs 25 pounds instead of the regular 50. It's classified as medium armor instead of heavy, and does have a maximum dex bonus of +3 instead of the regular +1. It does not have weight reduction listed as a seperate special property however. I'm wondering if that means you can add an extra enhancement onto it. Will have to double check and see if you can still only add two enhancements or three. Double check the actual weight of your armor and see if it is indeed lighter than the normal half plate.
Astral blade was an in-game item? Like I thought, the in-game items apparently are goofed up and can't be enchanted further. You're better off crafting the weapon you want from scratch and selling the in-game items. Besides, crafting costs virtually nothing except for a gem that is disproportionately cheap compared to the value of the item, a couple of essences and a spell that's almost always free. Not to mention you get the cash from the sale of the original item. :) The only time that I would prefer an in-game item is if it came with a special property like Wounding or Vorpal. The recipes for THOSE don't exist ... yet.
Astral blade was an in-game item? Like I thought, the in-game items apparently are goofed up and can't be enchanted further. You're better off crafting the weapon you want from scratch and selling the in-game items. Besides, crafting costs virtually nothing except for a gem that is disproportionately cheap compared to the value of the item, a couple of essences and a spell that's almost always free. Not to mention you get the cash from the sale of the original item. :) The only time that I would prefer an in-game item is if it came with a special property like Wounding or Vorpal. The recipes for THOSE don't exist ... yet.
Nevermind, it was Breastplate, not half-plate...but still! Also, I do sell most in-game stuff unless they are unique and one of a kind. That is why I am mad right now that I did not buy the class items from that guy in Blacklake, now Blacklake is not accessable...will it be? If not, will they be listed in the database soon? :p Also I agree that it is cool that you can name the items you make...but is there a way to edit the description? It only states stuff about the base component. :confused: Anyway the reason I want weight reduction is because Grobnar carries all the crafting materials... because he is the one who crafts, not I... and unfortunately, he is pretty weak. Normally I would use magic bags...but in NWN2 it is too much of a hastle with crafting.
Somebody in the official forums went through the trouble of listing all of the recipes for the craftable items in the game. They are listed here.
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=5110 16&forum=110
It seems that some of the ingredients are very difficult to come by.
welcome to the thieves-guild.net
we have a recipes list section on our site aswell. have a look to your left ;)
cheers,
cal1s
Somebody in the official forums went through the trouble of listing all of the recipes for the craftable items in the game. They are listed here.
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=5110 16&forum=110
It seems that some of the ingredients are very difficult to come by.
Nevermind, it was Breastplate, not half-plate...but still! Also, I do sell most in-game stuff unless they are unique and one of a kind. That is why I am mad right now that I did not buy the class items from that guy in Blacklake, now Blacklake is not accessable...will it be? If not, will they be listed in the database soon? :p Also I agree that it is cool that you can name the items you make...but is there a way to edit the description? It only states stuff about the base component. :confused: Anyway the reason I want weight reduction is because Grobnar carries all the crafting materials... because he is the one who crafts, not I... and unfortunately, he is pretty weak. Normally I would use magic bags...but in NWN2 it is too much of a hastle with crafting.
Poor Grobnar. :eek: Turned into a proverbial "pack gnome". As for lugging around all of the crafting stuff, you have a couple of options besides having Grobnar lug it around. Until you beat Lorne, the best way to stash stuff is actually to put it all in one of the cheapest magic bags and store that ONE bag in one of the crafting benches at the back of the Sunken Flagon. After you beat Lorne, you can either keep it there or move it to one of the chests at the front of the inn. After you get the keep, you can move it to a potion rack next to the crafting benches in the basement of the keep. I have all of my crafting components (gems, ingots, hides, wood, essences, molds and unique spell scrolls) stored in one bag and moved it there. Darn bag weighs over 140 pounds! lol
Class items? I remember two merchants who sold class items - Deekin in the merchants quarter and Dannae Laeneth (sp?) the merchant's friend in Blacklake. Deekin's items are available after he moves to the keep. I honestly don't remember about blacklake.
The only way you can edit the actual item description is within the toolset afaik.
Which particular items are you interested in? I might be able to dig up the codes if you want to nerf them in. :)
Deekin's are prestige class items, not part of the class item sets. Each set has 3 items. I also know of two merchant's, however, the other is the dwarf in Port Llast whom you need Blessed of Waukeen to view them. I was wondering where I get the other items such as The Mantle of Gram The Mouse.
As for crafting... I find it frustrating to carry things around in the magic bag and then taking them out, using them, and putting them back again... I like to have them on hand. I guess I could make him a Belt of Cloud Giant Strength.
Also, unless the Toolset is anything like the WCIII World Editor, I am not touching it. It took too long for me to learn with the World Editor, lol. I hope in a patch I can manually put in the description when I craft it.
Deekin's are prestige class items, not part of the class item sets. Each set has 3 items. I also know of two merchant's, however, the other is the dwarf in Port Llast whom you need Blessed of Waukeen to view them. I was wondering where I get the other items such as The Mantle of Gram The Mouse.
Have you tried Fibba in the docks? She's right near the waterfront - exit the Sunken Flagon and turn left.
So far I know of four item sets:
Gauntlets, Belt and Hammer of Ironfist
Hands, Head and Feat of Pim
Gram the Mouse's set
Ring, Cloak, Boots and Gloves of Nasher
Have I missed any?
Have you tried Fibba in the docks? She's right near the waterfront - exit the Sunken Flagon and turn left.
So far I know of four item sets:
Gauntlets, Belt and Hammer of Ironfist
Hands, Head and Feat of Pim
Gram the Mouse's set
Ring, Cloak, Boots and Gloves of Nasher
Have I missed any?
Yea, there is one for each class... like Barbarians have Graena's set, Cerics have A Mad Gent's, Druids have Scattertrail, etc...
Also I was wondering is +5 the highest you can go for armor and weapon enhancements, because they only require glowing esssences, and not radiant.. this also bugs me because it is an uneven number...lol. :p
Yea, there is one for each class... like Barbarians have Graena's set, Cerics have A Mad Gent's, Druids have Scattertrail, etc...
Also I was wondering is +5 the highest you can go for armor and weapon enhancements, because they only require glowing esssences, and not radiant.. this also bugs me because it is an uneven number...lol. :p
Ah, I did see those - it didn't register that they were item sets at the time. Thanks for the heads up. :)
Yes +5 is the highest you can go for weapon and armor enhancements in the OC. +8 or +10 for certain stat boosters like Nymph cloak +8 or bracers of armor +10. The +8 stat boosters are the ones that require the Radiant essences. :D
Ah, I did see those - it didn't register that they were item sets at the time. Thanks for the heads up. :)
Yes +5 is the highest you can go for weapon and armor enhancements in the OC. +8 or +10 for certain stat boosters like Nymph cloak +8 or bracers of armor +10. The +8 stat boosters are the ones that require the Radiant essences. :D
Darn...thought so, I hate odd numbers! Lol. So have you found no weight reduction enchantments? :p I am in the Keep's basement crafting right now. :) By the way I do you know if any of the Companions have Eagle's Splendor? I am wanting to make a Nymph Cloak +8 but am unable to. :(
Darn...thought so, I hate odd numbers! Lol. So have you found no weight reduction enchantments? :p I am in the Keep's basement crafting right now. :) By the way I do you know if any of the Companions have Eagle's Splendor? I am wanting to make a Nymph Cloak +8 but am unable to. :(
I'm almost certain that Sand can cast it and Elanee might be able to. If not, I think his elemental merchant in the docks district has a scroll for it, and it's not a conjuration spell so Sand should be able to scribe it and then cast it.
As for reduced weight enchantments, I am sure that crafting from mithral is the ONLY way to craft a reduced weight item. I have not been able to find a recipe for a "reduced weight" enhancement per se - at least not in the OC. You might be able to do it in the toolset but not in the OC. BTW, your mithral breastplate should have been lighter weight than a normal iron breastplate.
I'm working on a list of special properties for base items crafted from various exotic materials. It needs some tweaking but it's almost done. Probably will be ready by the end of the week.
As for reduced weight enchantments, I am sure that crafting from mithral is the ONLY way to craft a reduced weight item. I have not been able to find a recipe for a "reduced weight" enhancement per se - at least not in the OC. You might be able to do it in the toolset but not in the OC. BTW, your mithral breastplate should have been lighter weight than a normal iron breastplate.
I'm working on a list of special properties for base items crafted from various exotic materials. It needs some tweaking but it's almost done. Probably will be ready by the end of the week.
I was looking for something to reduce the weight of everything carried though...but anyway...yea, also Elanee cannot enchant it... I guess I will go get Sand.
That is good to hear, I will be looking forward to when it is complete. :D
Update:
New information added on crafting. Check out the Exotic Crafting section and Crafting Gem lists on the menu bar to the left. :)
Coming soon: Crafting spell lists
I have spent a large quantity of time to build up my chrafting skills to discover, that I cannot further enchant things such as +5 attack on things already enchanted. It said it is not a base armor or weapon. :( This blows... @_@ Lol, and in addition you cannot change the appearance of things you craft to make them look unique. Is there any possible way to enhance weapons and armor that have already been previously enchanted??? (P.S. Does anyone know an enchantment of weight reduction?:confused: )
Jonesey, I just tried enchanting an in-game item to see if I could duplicate the trouble you were having with the astral blade. Now I am confused. I took the Bone Phoenix, +1 weapon +1d6 fire and tried upgrading it to a +5. Worked absolutely fine - no error messages about it not being a base weapon. So now I am wondering why you couldn't get the upgrade to work on that astral blade. Just curious, when you tried upgrading that item from a +2 to a +5, did it have any other enhancements on it aside from 1d6 sonic damage?
If you want to, i could craft each armor with each different materials in OC so it's easier to compare stats. I may be needing some extra leather, but maybe the DM tools can provide them later.
Jonesey, I just tried enchanting an in-game item to see if I could duplicate the trouble you were having with the astral blade. Now I am confused. I took the Bone Phoenix, +1 weapon +1d6 fire and tried upgrading it to a +5. Worked absolutely fine - no error messages about it not being a base weapon. So now I am wondering why you couldn't get the upgrade to work on that astral blade. Just curious, when you tried upgrading that item from a +2 to a +5, did it have any other enhancements on it aside from 1d6 sonic damage?
No, and by the way, mine was a +1, not +2...but still, it should not cause any more difference... :(
No, and by the way, mine was a +1, not +2...but still, it should not cause any more difference... :(
That should have worked then, and I did exactly what you tried (albeit with a different weapon) and it DID work for me. (yes, you're right, the +1 versus +2 should not have made any difference).
The only problems I have found with upgrading already enchanted weapons occur if you have a weapon with three enhancements on it already and try to upgrade one of those. For example, a +2 KEEN astral sword. That sword already has 3 enhancements on it, and even though the +2 should be upgradable, the game doesn't always let you do that.
Just curious, which game version are you patched to? I'm running 1.03 English. I know there were some problems with bugged recipes and crafting levels in the 1.02 version.
I also am running 1.03 and the Enhancements on it are as follows: Damage Bonus: Sonic 1d4 and Enhancement: Bonus: +2. :confused: I guess I will try it again... after I get another blue diamond anyway.
I also am running 1.03 and the Enhancements on it are as follows: Damage Bonus: Sonic 1d4 and Enhancement: Bonus: +2. :confused: I guess I will try it again... after I get another blue diamond anyway.
I've got a save before I sold my astral sword. I'll give it a shot and let you know if it works for me. Don't feel bad, I'm confused by this one too. This SHOULD be working for you.
I've got a save before I sold my astral sword. I'll give it a shot and let you know if it works for me. Don't feel bad, I'm confused by this one too. This SHOULD be working for you.
Hmm... ok so it let me do it on the +2 one this time... interesting, maybe it was a random glitch, not sure... :confused:
Hmm... ok so it let me do it on the +2 one this time... interesting, maybe it was a random glitch, not sure... :confused:
Sounds like it might have been. :confused: I just tried upgrading the in-game +1 Astral sword (+1 and 1d4 sonic - no other changes) to a +5 Astral and it worked just fine. I am going to go back and toss another elemental damage on that sword first and then see if it will still upgrade to +5.
Sounds like it might have been. :confused: I just tried upgrading the in-game +1 Astral sword (+1 and 1d4 sonic - no other changes) to a +5 Astral and it worked just fine. I am going to go back and toss another elemental damage on that sword first and then see if it will still upgrade to +5.
Alright, thanks anyway! :D So how is it coming with the enchantment list you have? :p I'm looking forward to seeing them all.
Alright, thanks anyway! :D So how is it coming with the enchantment list you have? :p I'm looking forward to seeing them all.
:D Check out the new Exotic Crafting and Crafting Gem list sections on the left.
http://www.thieves-guild.net/index.php?pid=258
http://www.thieves-guild.net/index.php?pid=255
The exotic crafting section has a list of all the enchantments added by exotic materials (adamantine, mithral, duskwood, dragon hide, salamander hide etc.). The crafting gem section gives you a rough breakdown on what the various gems are used for and the enhancements from them. The gem list wasn't intended to be a totally compehensive guide - but more of a go by. It's also useful for deciding which gems can be safely sold without smacking your head later and saying *DOH! Wish I hadn't sold THAT gem." :D Between those two lists, and the recipes, and the soon to be added spell list there shouldn't be a lot missing. :)
I still need to check out the recipes section to see what can be added there, but last time I looked though, it seemed really complete. :) Take a look and see if there is anything else you can think of that would be useful to add.
:D Check out the new Exotic Crafting and Crafting Gem list sections on the left.
http://www.thieves-guild.net/index.php?pid=258
http://www.thieves-guild.net/index.php?pid=255
The exotic crafting section has a list of all the enchantments added by exotic materials (adamantine, mithral, duskwood, dragon hide, salamander hide etc.). The crafting gem section gives you a rough breakdown on what the various gems are used for and the enhancements from them. The gem list wasn't intended to be a totally compehensive guide - but more of a go by. It's also useful for deciding which gems can be safely sold without smacking your head later and saying *DOH! Wish I hadn't sold THAT gem." :D Between those two lists, and the recipes, and the soon to be added spell list there shouldn't be a lot missing. :)
I still need to check out the recipes section to see what can be added there, but last time I looked though, it seemed really complete. :) Take a look and see if there is anything else you can think of that would be useful to add.
I'll check it out immediately. Thanks again for all you have done. :) I don't sell any of my gems though so I'd never have that problem, lol. :p I'll see if I find anything else that is useful though.
Edit: Hmmm so mithral is supposed to add the weight reduction ability and not just have less weight itself? Also, this list is very helpful, as when I first began crafting I was frustrated that I did not always know what materials worked on what types of armor. For example, Duskwood is supposedly extremely strong and can be used to make things normally made out of metal (According to the description.), so I tried making a half plate with it and, to my dismay, it did not work. :p
There should be a way to change how armor looks. Mithral chain shirt is UBBER, but it looks like crap
I have searched for a couple of hours, andnot found it....has anyone found a way to craft a weapon that does sonic damage like the Astral Blades? I don't want to upgrade those, I want to Make a Bastard Sword ...Holy Sword of Sonic Disruption but cant come up with a recipee for sonic damage. :(
I have searched for a couple of hours, andnot found it....has anyone found a way to craft a weapon that does sonic damage like the Astral Blades? I don't want to upgrade those, I want to Make a Bastard Sword ...Holy Sword of Sonic Disruption but cant come up with a recipee for sonic damage. :(
AFAIK, there is none. In the OC you can add electrical, fire, acid, cold, and poison damage but not sonic. It is possible to craft a weapon in the toolset and import it but you would have to do the entire OC over again. The only other way is to use the Complete Craftsman Hakpak. I haven't used it, and can't comment on whether it works well or not. Other people seem to think its great. Use it at your own risk.
You can find it here.
http://nwvault.ign.com/View.php?view=NWN2Hakpaks Original.Detail&id=18
AFAIK, there is none. In the OC you can add electrical, fire, acid, cold, and poison damage but not sonic. It is possible to craft a weapon in the toolset and import it but you would have to do the entire OC over again. The only other way is to use the Complete Craftsman Hakpak. I haven't used it, and can't comment on whether it works well or not. Other people seem to think its great. Use it at your own risk.
You can find it here.
http://nwvault.ign.com/View.php?view=NWN2Hakpaks Original.Detail&id=18
Thanks but thats too technical a change for me to make on my first run throuhg...I'll finish the OC first then start modding. :)
argh,bows cant b enchanted??bt why have i seen composite bows with enchantment??
why must it b arrows that must b enchanted?
T.T
anyone can fill me in getting a decent bow for my range?
there are enchanted bows in the game you can find and buy but you cannot enchant them yourself, afaik!
cheers
You may not be able to enchant bows :) BUT you can find some pretty nice ones then enchant your ARROWS!!!! You can have +5 Acid and Fire arrows if you like and you enchant them at 99 arrows per shot.
argh,bows cant b enchanted??bt why have i seen composite bows with enchantment??
why must it b arrows that must b enchanted?
T.T
anyone can fill me in getting a decent bow for my range?
Jacoby at the Keep has a +3, +5 Mighty Composite longbow
The Weaponsmith in Docks has an Elven Court Bow - that's the one you probably want iirc
There are several other nice longbows scattered about in chapter two - Ripper, Tasheron, Northwind Bow, and a couple of others that I am forgetting - check out the regular as well as the Blessed of Waukeen / Merchant's Friend inventories - especially Fibba in the Dock, Dannae Lysseth in Blacklake, and the dwarven merchant in Port Llast. :)
And if all else fails you can always use the console to *cheat* one in, but that would be wrong .... :D
halloweenfoxy
01.06.07, 18:31
Could someone try out making a duskwood shortbow and enchant it with +5 and tell me if it works for you people cause for me I can't enchant it any further
Could someone try out making a duskwood shortbow and enchant it with +5 and tell me if it works for you people cause for me I can't enchant it any further
already asked and answered - read the previous page of this thread and look here:
http://www.thieves-guild.net/index.php?pid=251
halloweenfoxy
01.07.07, 07:58
hmm but I did what is said there
creating duskwood bow by using Khelgar whisling for Sand get glowing air essence and glowing poweressence and rubi in cast light poof there you go I look nuffing duskwood bow should be able to hold at least one enchantment
hmm but I did what is said there
creating duskwood bow by using Khelgar whisling for Sand get glowing air essence and glowing poweressence and rubi in cast light poof there you go I look nuffing duskwood bow should be able to hold at least one enchantment
No, it is not possible to add a base enchantmant to bows within the OC. The recipes aren't broken, they work fine for MELEE weapons but they were never intended to work for Bows of any type.
this is what the link I referred you to said:
"Enchanting Bows (and crossbows) are a well known problem. While non-magical bows can be crafted easily enough, it is not possible to put a basic enchantment on them (i.e. you can not make a +3 duskwood bow). If you try you will get a crafting succeeded message but nothing about the bow will have changed. ......"
http://www.thieves-guild.net/index.php?pid=251
Here's the reason: Adding a base enchantment to a melee weapon increases both your AB and your damage, so a +5 dagger does +5 damage and increase your AB by +5, and the recipes for weapon enchantment were designed to do exactly that. However, a +5 long bow only increases your AB by +5 and NOT your damage; damage adjustments come for the arrows. SO the code that the designers used to implement the base enchantments for melee weapons CAN'T be used for ranged weapons because it would add +5 to both AB and damage, and that's not how it should work.
End of story.
I tryed to convert 2 Glowing Fire Essences int 1 Radiant.
I think i did everything ok, but here's what i did.
Put 2 Glowing fire essences in alchemy bench.
Use mortar and pestle on the bench
Nospheratus
Put the essences into different slots in the workbench, do not stack them into one slot.
sacred fool
01.12.07, 15:56
all is great, i think i no how it all works but the only problem for me is obtaining gems. anyone knows who except for pap might have emeralds on store? i looked (got to old owl well so many merchants are still closed for me) so if you no a few than please reply. the miners in the keep really should provide some for you (maybe next patch ;-/). im able to have 10 essences till i get any gem to use with sensibly
all is great, i think i no how it all works but the only problem for me is obtaining gems. anyone knows who except for pap might have emeralds on store? i looked (got to old owl well so many merchants are still closed for me) so if you no a few than please reply. the miners in the keep really should provide some for you (maybe next patch ;-/). im able to have 10 essences till i get any gem to use with sensibly
I'll trade you 3 emeralds for a blue diamond. :D
Gems can be tough, and the really good ones like Beljurils, Blue Diamonds and King Tears are VERY scarce. From what I have seen so far, they are only scripted to appear in a handful of places and it's totally random whether you get one or not. In fact, if you open a locked chest, and get a big stash of gold - say 5000 gp or more - guess what? THAT was a random big gem you didn't get. :(
But emeralds? Gad, I've got a dozen emeralds (actual count), and I'm just ready to go into the Haven now. I picked up 2 in the gem mines (gee with a name like GEM MINES - you might think that there would be a lot more gems floating around), 2 in Riverguard keep, at least 1 in the Crossroad keep escape tunnel and 1 more inside the keep itself - but I am getting some really good gem drops this time through.
I think one of the merchants in Port Llast might have sold an emerald; possibly Nya, but that's just a guess.
I'm not sure if this recipe is known already, but here it goes anyway.
I crafted an Adamantine Full Plate for my warrior, and wanted to give it the haste effect. So I placed the armor, the ingredients (weak power, weak air and blue diamond) inn the workbench, and had Grobnar, at level 15, to cast Haste on the whole lot. To my surprise, the armor, instead of the 3/day uses of Haste, came out with 3/day uses of Delayed Blast Fireball! Is there a recipe for this already? Is it because of Grobnar, os because its Adamantine?
Well, hope I have contributed with something new, if not I'm sorry.
as soon as our staff or someone else can confirm this recipe, we will update our section :)
thank you and welcome to the thieves-guild :)
cal1s
I'm not sure if this recipe is known already, but here it goes anyway.
I crafted an Adamantine Full Plate for my warrior, and wanted to give it the haste effect. So I placed the armor, the ingredients (weak power, weak air and blue diamond) inn the workbench, and had Grobnar, at level 15, to cast Haste on the whole lot. To my surprise, the armor, instead of the 3/day uses of Haste, came out with 3/day uses of Delayed Blast Fireball! Is there a recipe for this already? Is it because of Grobnar, os because its Adamantine?
Well, hope I have contributed with something new, if not I'm sorry.
Ken, see next post. :D (editted by kgambit)
I'm using 1.03 english version and somethigh weird happened when I tried to craf a "permanen haste" full plate mail instead of this effect the armor gained the delayed blast fireball spell... I tried several times with the same effect. By the way I played the game in 1.00 version an there were several "permanent haste" items in the game, now this items are changed to "haste, use X times/day".
there has been any official notification of this?,
Any of you know a functional recipe of permanent haste effect in version 1.03?.
Pacho.
I found that using Sand at lvl17 to craft armour of haste (quick armour? Whatever its called) on a set of padded +5 results in the armour gaining the ability to cast Delayed Fire Ball once a day.
Im runing the most recent update to NWN2
cheers
~g
I'm not sure if this recipe is known already, but here it goes anyway.
I crafted an Adamantine Full Plate for my warrior, and wanted to give it the haste effect. So I placed the armor, the ingredients (weak power, weak air and blue diamond) inn the workbench, and had Grobnar, at level 15, to cast Haste on the whole lot. To my surprise, the armor, instead of the 3/day uses of Haste, came out with 3/day uses of Delayed Blast Fireball! Is there a recipe for this already? Is it because of Grobnar, os because its Adamantine?
Well, hope I have contributed with something new, if not I'm sorry.
No, its a known bug. The recipe IS in fact correct, but it's improperly implemented in the .2da files. It should be fixed in the upcoming 1.04 patch.
Here's a fix:
Posted: Friday, 24 November 2006 07:41PM
from swertz
Heh, looks like the devs changed the Effect code on that recipe. But they used the spell code from spells.2da instead of iprp_spells.2da.
In your NWN2 folder, unzip Data\2DA.zip and copy crafting.2da to your Override folder.
Open the copy in notepad. (Kill wordwrap!)
On lines #43 and #44, find 15,78,10,0,0 and replace it with 15,138,10,0,0 on each line.
That should give you the "Cast haste 3x/day" enhancement. I can't test it at the moment..
As always make sure you back up ANY files you alter, and restore altered files to their original version BEFORE you patch.
As for the permahaste items:
Obsidan developers stated on the Bioware forums that they deliberately nerfed the permahaste items from the game with the 1.02 and 1.03 patches.
Here's the (partial) text of the post from Annie Carlson of Obsidian:
Posted: Wednesday, 08 November 2006 12:02AM
from Annie Carlson of Obsidian
OK, my chickadees, some updates:
ONE! Permahaste is gone gone GONE. It is all kinds of crazycheap. Something that is usable multiple times a day (3 & above) for me was essentially permanent use for me when I played through - it is such a devastating ability that it kinda lets you cheese things. SO! It is dead. Long live permahaste. ::takes off hat in moment of silence::
We've added this to the known bug sections of the crafting How to guide. Please check there first for future problems. THe list is sparse at the moment but you may find something to help. :)
Update:
I've been trying to verify this for a while but for some reason I keep getting sidetracked. :D
Anyway, here's the good news. For those of you with the v1.03 patch, Mithral's lightweight properties do NOT count against the 3 enchantment limit for armor and weapons. I've verified this with multiple builds, and its always the same result: with Mithral, you can add 3 enchantments.
Adamantine and darksteel still have the same 2 enchantment restrictions however.
PS: I'm not entirely certain that this won't be changed BACK in a future patch. I always thought that Mithral's reducded weight properties WERE considered an inherent enchantment. Will update further after the latest patch. :)
Can somebody explain to me what makes a Masterwork item? I crafted a dagger, yesterday, just with Iron, and it made a Masterwork dagger. A greatsword made at the same time turned up just a greatsword.
Also, can sombody post what levels you have to be to caft Adamantine, Mithral, etc?
And what level Alchemy to distill the various essences?
Can somebody explain to me what makes a Masterwork item? I crafted a dagger, yesterday, just with Iron, and it made a Masterwork dagger. A greatsword made at the same time turned up just a greatsword.
Also, can sombody post what levels you have to be to caft Adamantine, Mithral, etc?
And what level Alchemy to distill the various essences?
I have no idea about the masterwork items - are you using the Complete Craftsman by any chance?
Maximum level of craft alchemy needed to distill an essence is 10; maximum level needed to upgrade is 15.
All of the other information you need is over in the crafting guide on the left. Look under exotic materials for the metal crafting levels. :D
The main reason I asked is that I gave Neeshka a Skeleton Rib and a Beetle Gland to distil and she was successful at first, but not with the gland. She subsequently leveled up and I gave her three more points in Craft Alchemy and she was successful with the gland.
And, yes, I have installed the Complete Craftsman. :D
The main reason I asked is that I gave Neeshka a Skeleton Rib and a Beetle Gland to distil and she was successful at first, but not with the gland. She subsequently leveled up and I gave her three more points in Craft Alchemy and she was successful with the gland.
And, yes, I have installed the Complete Craftsman. :D
Okay, that's an essence issue. Check under the essence list. Skeleton ribs require 4 ranks of craft alchemy to distill, beetle glands require a minimum of six.
Btw, I have absolutely no idea what changes have been introduced in the Complete Craftsman mod. The crafting guides on the left are based entirely on the OC.
Ah, that's exactly what I wanted to know. Thanks. :)
Ok, I'm trying to add the greater spell resistance (22) to my Adamantine Full Plate +5; I followed the recipe in the crafting section. Instead of spell resistance, It fragmented my Item name, and the armor received -20% spell failure. Is this a bug or am I messing this up somehow?
Kgambit is our resident crafting genius mod...hopefully he can provide some incite when he gets on, or another member can help out. I would try, but I know absolutely nothing about crafting.. :p
Ok, I'm trying to add the greater spell resistance (22) to my Adamantine Full Plate +5; I followed the recipe in the crafting section. Instead of spell resistance, It fragmented my Item name, and the armor received -20% spell failure. Is this a bug or am I messing this up somehow?
Which version are you running? Using v1.03(840), I just added the same effect to a set of +5 Mithral plate and the recipe (see below) gave me SR 22 with no problem. There was a bug with the implementation of the recipe in earlier game versions though. The recipe SHOULD be correct however. It's just that the .2da file is screwed up. Here's the recipe that I used (iirc, it's the same one in the tomes):
Armor of Greater Spell Resistance:
any armor
Bejuril
Radiant Power Essence
Radiant Fire Essence
put all of above into magicians workbench
cast Spell Resistance with minimum caster level of 15 at workbench
If you're running an earlier version try patching to the 1.03(840) :D
PS: I'm going to be heading back to the keep later today (right after I convince Tholapsyx to take a long dirt nap for the second time - killed him once but Khelgar got the killing blow and i want that dragonslayer epithet for myself!). When I get back I am going to do some more crafting and I'll try it out on Casavir's +5 adamantine full plate again just to double check and let you know later.
PPS: @ wandaien - oh don't go and embarass me like that ... lol :o
Thanks for the help. I updated. It worked. I'm a rock.
Okay, I'm confused. It says here (http://www.thieves-guild.net/index.php?pid=231) that Alchemical Siver is the best to use on Devils (like Koroboros, a Pit Fiend Baatezu) and that Cold Iron is best for Demons, like Succubi. It doesn't say this on the item descriptions. Is this correct?
I am looking into building up my party with the appropriate crafting skills. Currently I have Khelgar and Qara as my crafters. I have questions regarding which skills and feats I should choose for each.
I read somewhere that I would only need to get Craft Alchemy up to lvl 10.
At any rate any help would be appreciated :)
Okay, I'm confused. It says here (http://www.thieves-guild.net/index.php?pid=231) that Alchemical Siver is the best to use on Devils (like Koroboros, a Pit Fiend Baatezu) and that Cold Iron is best for Demons, like Succubi. It doesn't say this on the item descriptions. Is this correct?
As far as I can tell - yes. Demons and Devils have natural damage resistance, as do werewolves and several other creatures. Cold iron and silver waepons should bypass that resistance, just as Adamantine cuts thru an Iron Golem's DR. I know from first hand experience that Alchemical Silver weapons DOES cut clean thru lycanthrope damage resistance. :D Much to the chagrin of a couple of teeny bugcatchers in Duskwood. :D
I am looking into building up my party with the appropriate crafting skills. Currently I have Khelgar and Qara as my crafters. I have questions regarding which skills and feats I should choose for each.
I read somewhere that I would only need to get Craft Alchemy up to lvl 10.
At any rate any help would be appreciated :)
If you only want to distill essences, level 10 is sufficient. IF you want to combine essences - you'll will need at least 15 ranks in Craft alchemy to do that, and if you want to craft perfected potions or deadly poisons you will nee to be at 16.
You are going to need the following:
A person skilled in Craft Alchemy
A person skilled in Craft Armor
A person skilled in Craft Weapon
2 or more casters with a combination of the Craft Arms and Armor Feat and the Craft Wondrous items feats; one should be clerical/druidical and the other should be a mage or sorceror. A significant number of the spells required to enchant magical items are actually clerical / druidical in nature.
Here's what I recommend for a party makeup - call it climbing the learning curve .... :D
Khelgar - craft weapons
Elanee - craft alchemy, Craft Arms and Armor Feat and Craft Wondrous Items Feat
Zhjaeve can also be given both feats, but she arrives a little late in the game
to get both - as must as I hated to *gimp* Elanee, she seemed the safer choice at the start .... IF you want to give Zhaeve ONE feat - give her Craft Arms and Armor. She can cast Melf's acid arrow which lets her add acid damage to weapons; shield of faith for weapons of defense, and Inflict Critical Wounds for +2d6 Damage Vs Lawful, Chaotic or Good.
Sand - craft armor and craft alchemy, Craft Arms and Armor Feat and Craft Wondrous Items Feat (Sand's intelligence makes him a GREAT basic crafter - but you get him a little late to fully get him up to speed on both weapons AND armor - best to concentrate on one - armor is the better choice because it has potentially the HIGHEST required crafting skill of anything in the game - Red Dragon Half-plate! - skill of 30! ) You'll also want a backup for Elanee on Craft Alchemy, but that could be someone else although Sand has the skillpoints to burn.
and / or
Qara - Craft Arms and Armor feat and Craft Wondrous Items feat - the problem with Qara is that her spell choices are limited, and IF they fix the spellcasting limits on casting from scrolls, there are things she will NOT be able to create.
Some people have suggested using Grobnar as your prinicpal crafter - give him both feats and let him utilize his UMD skill. The problem is that UMD is broken and when it's fixed - he won't make a good option.
Sorry that took so long. :D
Had an odd one occur... Trying to get some "Quick" (Haste) armor, had Elanee cast (from scroll) the Haste spell, had the nice Mithral Chain Shirt, Blue Diamond and W Power and Air Essences on the bench... Got the sucess, and then checked the properties to find that I now have armor that allows me to caste "Delayed Blast Fireball" 3x/day... Neat, but NOT what I was going for :)
So, should I wait for the next patch (I have the 1.03.840 running), get one of the actual Mages who can "really" caste Haste on the thing when I can get them the Craft feat, or... Or perhaps it is just a bugged recipe?
Thanks!
Had an odd one occur... Trying to get some "Quick" (Haste) armor, had Elanee cast (from scroll) the Haste spell, had the nice Mithral Chain Shirt, Blue Diamond and W Power and Air Essences on the bench... Got the sucess, and then checked the properties to find that I now have armor that allows me to caste "Delayed Blast Fireball" 3x/day... Neat, but NOT what I was going for :)
So, should I wait for the next patch (I have the 1.03.840 running), get one of the actual Mages who can "really" caste Haste on the thing when I can get them the Craft feat, or... Or perhaps it is just a bugged recipe?
Thanks!
It's a bugged recipe. :D
http://www.thieves-guild.net/index.php?pid=251
http://www.thieves-guild.net/forum/showthread.php?t=97&page=10
Ah, Danke! Didn't see the part about the permanent Haste being removed from the game... :) So, some of the broken things from the previous version fixed...
Ah, Danke! Didn't see the part about the permanent Haste being removed from the game... :) So, some of the broken things from the previous version fixed...
Most things have been fixed, and the remainder should (will?) be fixed in v1.04.
There are a couple fo omissions, (i.e. crafting of bows) that will probably not be changed for game code reasons.
Ah, Danke! Didn't see the part about the permanent Haste being removed from the game... :) So, some of the broken things from the previous version fixed...Yeah, they nerfed the Boots of the Shifting Sands, curse them. Why on earth did they remove Hasted items form the game?
Yeah, they nerfed the Boots of the Shifting Sands, curse them. Why on earth did they remove Hasted items form the game?
The game designers decided that they were too "munchkin" - probably with the help of a little input from the folks at WotC. Read back a couple of pages in this thread - there's a quote from annie carlson of obsidian about why they removed permahaste. Yeah I noticed that the boots of the shifting sand got nerfed as well. Best bet for a replacement are the boots of the gargoyle (+2 dodge) or the dragon slippers (immunity to knockdown!).
Why the heck? They have been in every D&D CRPG game I have ever played except PS:T.
Hey, do you know the cheat code for the "Create Armas and Armor" Feat? How about the "Wondrous item feat?
1092 FEAT_CRAFT_MAGIC_ARMS_AND _ARMOR
1093 FEAT_CRAFT_WONDROUS_ITEMS
taken from the Feat ID thread located here
http://www.thieves-guild.net/forum/showthread.php?t=174
Why the heck? They have been in every D&D CRPG game I have ever played except PS:T.
I honestly don't know. From the tone of Annie Carlson's post on the bioware NWN2 forums, it definitely sounded like this was a WotC command decision. "Thou shall banish PERMAHASTE". :D
Haste now gives you is a +1 dodge AC and one extra attack per round at full AB. Puts a premium on the spell for sure - with permahaste there was absolutely no reason to EVER use the spell. Also makes the Boots of the Gargoyle with their +2 dodge AC bonus looking like a MUCH better buy now! lol
Ah, so Haste is a much more powerful spell than it was before. Thanks.
Ah, so Haste is a much more powerful spell than it was before. Thanks.
LOL, no it's actually less powerful now - at least in terms of permahaste effects. Before you used to get a +4 dodge AC bonus from those permahaste boots of speed. Now its only +1.
I think it's just WotC being WotC and saying this is an AD&D 3.5 game and by god it's going to LOOK like 3.5 edition game, and we think permahaste is too munchkin so take it out. Our rules, our decision ...... case closed.
And that is the world according to WotC. :D
And then they make the console so easy that even I can use it. :rolleyes: II gave my guys 'n' girls some nice presents from that.
Thanks to the recipes posted, I've got no problems making weapons and armor from scratch using ingots and plain old leather then enchanting them up to the 3 magic limit. However, I can't for the life of me figure out how to make armor or shields out of dragon, salamander or umber hulk hides. Any advice (like a crafting how-to for this particular dummy)?
Thanks to the recipes posted, I've got no problems making weapons and armor from scratch using ingots and plain old leather then enchanting them up to the 3 magic limit. However, I can't for the life of me figure out how to make armor or shields out of dragon, salamander or umber hulk hides. Any advice (like a crafting how-to for this particular dummy)?
Great question. :D
Check here (http://www.thieves-guild.net/index.php?pid=231) for details on specific armors and shields that can be made from hides.
Crafting armors and shields from exotic hides and exotic woods is identical to crafting them from metal ingots. Simply replace the ingots with hides or wooden planks on a one to one basis. Molds are still required - even when dealing with wood or hides.
Note that some exotic hides and woods have inherent enhancements that function the same way as the inherent enhancements of certain exotic metals.
Some exotic hides may have details in their descriptions as to how many hides are needed to manufacture a given armor or shield.
As always, save before crafting. :D
Oops, I was only replacing one of the components (1 ingot or hide or whatever), not all of them. Looks like I need to find a couple more dragon hides, but the umber hulk shield should be nice.
Thanks much.
I still haven't figured out how to use Umber Hulk Hides for anything.:o
Has anybody else had trouble making things out of that Banes volume? I've successfully made a Weapon of Disruption, but the other recipes seem not to work. :eyeroll:
I still haven't figured out how to use Umber Hulk Hides for anything.:o
Has anybody else had trouble making things out of that Banes volume? I've successfully made a Weapon of Disruption, but the other recipes seem not to work. :eyeroll:
Forgot to mention that certain hides are greatly restricted as to the items that can be manufactured from them. Umber Hulk hide, for instance, can be used ONLY for shields and half-plate armor.
The recipes in the Banes volumes should work just fine. I don't recall there be any bugs with any of them. I'll double check.
edit: Might have found your problem. The axiomatic, anarchistic, holy and unholy weapons actually require that the caster's alignment matches the intended weapon damage. Evil characters can't enchant a weapon to make it holy and good characters can't enchant a weapon to make it unholy!
Here are the recipes with their special alignment requirements.
Holy
-------------------------------------------------------------------------
Effect: Adds +2d6 damage against evil creatures
Special Requirement: Checks if the caster is of Good alignment
Ingredients = 1 Faint Power Essence, 1 Faint Water Essence, 1 Diamond
Enchantment Spell = Cure Critical Wounds
Caster lvl. Required = 7
Unholy
-------------------------------------------------------------------------
Effect: Adds +2d6 damage against good creatures
Special Requirement: Checks if the caster is of Evil alignment
Ingredients = 1 Faint Power Essence, 1 Faint Fire Essence, 1 Star Sapphire
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
Anarchic
-------------------------------------------------------------------------
Adds +2d6 damage against lawful creatures
Special Requirement: Checks if the caster is of Chaotic alignment
Ingredients = 1 Faint Power Essence, 1 Faint Air Essence, 1 Canary Diamond
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
Axiomatic
-------------------------------------------------------------------------
Adds +2d6 damage against chaotic creatures
Special Requirement: Checks if the caster is of Lawful alignment
Ingredients = 1 Faint Power Essence, 1 Faint Earth Essence, 1 Jacinth
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
:D
Oops, I was only replacing one of the components (1 ingot or hide or whatever), not all of them. Looks like I need to find a couple more dragon hides, but the umber hulk shield should be nice.
Thanks much.
One quick correction - as I mentioned in the reply to Attalus, the exotic hides are very restricted in the items that can be manufactured from them. See the link i posted previously for more details.
edit: Might have found your problem. The axiomatic, anarchistic, holy and unholy weapons actually require that the caster's alignment matches the intended weapon damage. Evil characters can't enchant a weapon to make it holy and good characters can't enchant a weapon to make it unholy!
Here are the recipes with their special alignment requirements.
Holy
-------------------------------------------------------------------------
Effect: Adds +2d6 damage against evil creatures
Special Requirement: Checks if the caster is of Good alignment
Ingredients = 1 Faint Power Essence, 1 Faint Water Essence, 1 Diamond
Enchantment Spell = Cure Critical Wounds
Caster lvl. Required = 7
Unholy
-------------------------------------------------------------------------
Effect: Adds +2d6 damage against good creatures
Special Requirement: Checks if the caster is of Evil alignment
Ingredients = 1 Faint Power Essence, 1 Faint Fire Essence, 1 Star Sapphire
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
Anarchic
-------------------------------------------------------------------------
Adds +2d6 damage against lawful creatures
Special Requirement: Checks if the caster is of Chaotic alignment
Ingredients = 1 Faint Power Essence, 1 Faint Air Essence, 1 Canary Diamond
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
Axiomatic
-------------------------------------------------------------------------
Adds +2d6 damage against chaotic creatures
Special Requirement: Checks if the caster is of Lawful alignment
Ingredients = 1 Faint Power Essence, 1 Faint Earth Essence, 1 Jacinth
Enchantment Spell = Inflict Critical Wounds
Caster lvl. Required = 7
:D
One quick correction - as I mentioned in the reply to Attalus, the exotic hides are very restricted in the items that can be manufactured from them. See the link i posted previously for more details.See, in my version, it said Cast Cure Critical Wounds. Is this my problem? (PC is LG)
Which weapon in particular are you refering to? let me double check my version of Banes .......
I've seen these recipes quoted several times and with the exception of the caster limits, they all quote the spells as listed: inflict critical wounds for all except the holy weapon ....
Just checked three sources, they all say exactly what I posted. :D
Edit: Just double checked my version of Banes. It lists the recipes (save for the alignment restrictions) exactly as I have listed them. Cure critical wounds for the holy weapon and inflict critical for the other three.
I'm almost positive that the recipe above worked for me to make a holy weapon. Make sure the alignment restriction is being met.
Who is doing the casting for you on the enchantment attempt??
In that one it was my LG Fighter/Cleric.
In that one it was my LG Fighter/Cleric.
The LG F/C should be able to craft a Holy weapon or an Axiomatic weapon but that's it. Alignment restrictions preclude the others. :D
sacred fool
01.24.07, 15:14
if you are going to enchant weapons yourself, then why do you need craft weapon? is it really worth it to get eg. a short sword with weight reduction and enchant it from the very begining?
more of use (at least to mages) would be bracers out of different materials, eg ad. or mith. bracer with a +8 enchantment...... i wonder if thats possible... or if ever will be...
oh and one more thing..... will patch 1.04 allow players to upgrade enchantments even if all 3 slots are filled?
if you are going to enchant weapons yourself, then why do you need craft weapon? is it really worth it to get eg. a short sword with weight reduction and enchant it from the very begining?
more of use (at least to mages) would be bracers out of different materials, eg ad. or mith. bracer with a +8 enchantment...... i wonder if thats possible... or if ever will be...
oh and one more thing..... will patch 1.04 allow players to upgrade enchantments even if all 3 slots are filled?
not sure if patch 1.04 will allow more slots or not, It might happen in an expansion ....
you technically do NOT need to craft weapons if all you want to do is upgrade existing ones. a lot of people prefer making their own from scratch .. :) and for that you DO need to craft weapons
Sledgehammer
01.24.07, 19:21
Here is a quote from the Crafting Guide:
"Wooden Planks
Duskwood
Reduces shield weight by 60%
Longbow and shortbow
Mighty +6
Weight Reduction: 40%"
My question: what does "Mighty +6" mean? Can't find any explanation!
not sure if patch 1.04 will allow more slots or not, It might happen in an expansion ....
you technically do NOT need to craft weapons if all you want to do is upgrade existing ones. a lot of people prefer making their own from scratch .. :) and for that you DO need to craft weapons
Not to speak of that if you craft lotsa Duskwood bows and/or Adamantine Tower shields, you will be rich beyond the dreams of avarice.
Not to speak of that if you craft lotsa Duskwood bows and/or Adamantine Tower shields, you will be rich beyond the dreams of avarice.
Duskwoods Bows
Zalantar light shields (they're +2!)
Shedarran crossbows
Adamantine tower shields or FULL PLATE (10,000 gp a pop with the dwarves)
Mithral shields or full plate
still working on the list ... :)
Aaron_Lightbringer
01.24.07, 21:58
Sorry if this is a repeat of a previous observation. If this has already been covered, can someone link me to the thread?
I'm trying to create "Quick" armor for my main PC. I've already created the armor (full plate) from the mold and mithril ingots. I've also enchanted it to +5. Now, using the following:
weak power/weak air/blue diamond/haste
The results are...unexpected. Instead of Haste 3x/Day, the armor comes out with Delayed Blast Fireball (13) 3x/Day. Interesting, and not necessary unwanted (who wouldn't want their fighter to be able to cast 13th level D.B. Fireball?), but I'd still like the haste on the armor.
Incidentally, I've tried this on a Mithril and Umber Hulk Hide shield with the same effect. A bit frustrating. Any help would be appreciated.
*EDIT*
Never mind, I went back a couple of pages and found that its a bugged recipe. Thanks.
-Aaron Lightbringer
glad you could find what you were looking for :)
cheers,
cal1s
Sorry if this is a repeat of a previous observation. If this has already been covered, can someone link me to the thread?
I'm trying to create "Quick" armor for my main PC. I've already created the armor (full plate) from the mold and mithril ingots. I've also enchanted it to +5. Now, using the following:
weak power/weak air/blue diamond/haste
The results are...unexpected. Instead of Haste 3x/Day, the armor comes out with Delayed Blast Fireball (13) 3x/Day. Interesting, and not necessary unwanted (who wouldn't want their fighter to be able to cast 13th level D.B. Fireball?), but I'd still like the haste on the armor.
Incidentally, I've tried this on a Mithril and Umber Hulk Hide shield with the same effect. A bit frustrating. Any help would be appreciated.
*EDIT*
Never mind, I went back a couple of pages and found that its a bugged recipe. Thanks.
-Aaron Lightbringer
sacred fool
01.25.07, 16:52
not sure if patch 1.04 will allow more slots or not, It might happen in an expansion ....
I didnt actually mean More slots, just the ability to upgrade existing ones, eg make the Arcane Archer a +5 not a +2 (since its fully enchanted, its impossible now, at least for me)
btw, i think 4 slots would be too overpowering in PvM, and with the ability to upgrade it would make it much more fair if only custom class armors stayed on 3 enchantments, while the rest would be allowed only 2 enchantments.
That'll make all those poor orks last 3 hits instead of 2 :)!
I didnt actually mean More slots, just the ability to upgrade existing ones, eg make the Arcane Archer a +5 not a +2 (since its fully enchanted, its impossible now, at least for me)
btw, i think 4 slots would be too overpowering in PvM, and with the ability to upgrade it would make it much more fair if only custom class armors stayed on 3 enchantments, while the rest would be allowed only 2 enchantments.
That'll make all those poor orks last 3 hits instead of 2 :)!
I would hope that they would allow exisiting slots to be upgraded but I have no idea if they will or not. It's possible that Obsidian will upgrade the crafting system in future patches, in addition to fixing the remainng bugs. :D
Here is a quote from the Crafting Guide:
"Wooden Planks
Duskwood
Reduces shield weight by 60%
Longbow and shortbow
Mighty +6
Weight Reduction: 40%"
My question: what does "Mighty +6" mean? Can't find any explanation!
Mighty +6 means that your strength bonus is added to your ranged weapon damage up to a maximum of +6. If your strength is 18, that's a +4 damage bonus, so even with a +6 mighty bow, you would only get +4 to damage. Conversely if the bow is only +3 mighty and your strength is 18, you only add +3 to damage. Hope that helps. :D
Sorry if this is a repeat of a previous observation. If this has already been covered, can someone link me to the thread?
I'm trying to create "Quick" armor for my main PC. I've already created the armor (full plate) from the mold and mithril ingots. I've also enchanted it to +5. Now, using the following:
weak power/weak air/blue diamond/haste
The results are...unexpected. Instead of Haste 3x/Day, the armor comes out with Delayed Blast Fireball (13) 3x/Day. Interesting, and not necessary unwanted (who wouldn't want their fighter to be able to cast 13th level D.B. Fireball?), but I'd still like the haste on the armor.
Incidentally, I've tried this on a Mithril and Umber Hulk Hide shield with the same effect. A bit frustrating. Any help would be appreciated.
*EDIT*
Never mind, I went back a couple of pages and found that its a bugged recipe. Thanks.
-Aaron LightbringerI used that recipe and caame up with the haste armor. Thanks for the tip.
I used that recipe and caame up with the haste armor. Thanks for the tip.
It is a bugged recipe. TCC fixes it, and so will a future patch. :D
Well, it works great. Now if I can just figure how to get the Haste onto my quickbar.
Well, it works great. Now if I can just figure how to get the Haste onto my quickbar.
Just for clarification - you DO have TCC installed right?
The Crafting Section is now 99% complete. I've overhauled the links so you can now move continuously from first page to last without returning to the main page each time. Some of the content has been altered with a few things moved but the changes are mostly minor and you probably won't notice them. The only thing that remains to be done is to add a few more essences (some of the ones that the merchants sell are missing) to the list.
Any crafting system changes in the upcoming expansion will be posted as updates. :D
The link is HERE (http://www.thieves-guild.net/index.php?pid=242).
Does anyone know why on Earth can't I enchant a Shederran Longbow? It is Mighty +4, but I wanted to make it a +3 weapon, and after I do everything, the game even opens up the box where I can name the damn item, and it simply WONT WORK! Anyone help me please?
Does anyone know why on Earth can't I enchant a Shederran Longbow? It is Mighty +4, but I wanted to make it a +3 weapon, and after I do everything, the game even opens up the box where I can name the damn item, and it simply WONT WORK! Anyone help me please?
It's not possible to enchant bows with those types of enchantments in the OC. The reason is that the +X type enchantments add pluses to both Attack bonuses AND damage bonuses to weapons, but +X bows should ONLY get a bonus to attack bonus. Hence the dev's made it impossible to add those types of enchantments to ranged weapons like bows and crossbows.
It's possible that the expansion, which is going to have an altered crafting system, may change that but for the moment it's not possible.
The only way to achieve what you want is to try using The Complete Craftsman mod.
Ok, thanks a lot! Just for the record, it´s not possible to add Damage bonuses of any kind to bows... Which is a bummer! I wanted to have a +3 Mighty (+4) Flaming Longbow, and I simply can't! So sad...
Ok, thanks a lot! Just for the record, it´s not possible to add Damage bonuses of any kind to bows... Which is a bummer! I wanted to have a +3 Mighty (+4) Flaming Longbow, and I simply can't! So sad...
As I said, it's not possible in the OC. It is probably possible to edit the crafting.2da file to make it work, but I haven't played around a lot with the .2da files so I can't offer any specific instructions. :D
I'll probably be updating the Crafting section AGAIN in a few days to add some new recipes, a couple of new fixes for bugged recipes that I gleaned from the official forums and some odds and ends.
OK, I'm shooting this off quickly and I admit I haven't read the whole thread. I'm having trouble with the basic enhancement recipes for weapons and armor. I simply can't get any of them to work. I've patched things up completely so...any thoughts?
OK, I'm shooting this off quickly and I admit I haven't read the whole thread. I'm having trouble with the basic enhancement recipes for weapons and armor. I simply can't get any of them to work. I've patched things up completely so...any thoughts?
It could be any number of things. Can you describe how you are trying to enchant an item for me? Be as specific as possible because details do matter. :)
Edit: My FIRST guess would be that you are using the raw monster parts in place of distilled essences called for by the recipes. :)
OK, I just did the basic +3 weapon recipe and it worked fine. The weapons I was trying to enhance before were of non-standard materials (Adamantium and cold Iron). Any adjustments have to be made for those?
OK, I just did the basic +3 weapon recipe and it worked fine. The weapons I was trying to enhance before were of non-standard materials (Adamantium and cold Iron). Any adjustments have to be made for those?
The only thing you have to remember about enchanting armor or weapons made from adamantine, darksteel and one or two others is that they have intrinsic magical properties which count against the 3 enchantment limit. Other than that, the type of material does not affect the enchantment attempt.
If you are trying to create an unenchanted adamantine sword with the craft weapon skill, it DOES take a larger crafting skill because of the material.
PS: ALmost ANYTHING you could want to know about crafting is in here
http://www.thieves-guild.net/index.php?pid=242 :)
Knew that and I've been through the guide. I still can't get any kind of + enchantment onto anything made from a special material. I managed to get a holy onto a Cold Iron weapon, but nothing on either adamantine weapon I've picked up.
Knew that and I've been through the guide. I still can't get any kind of + enchantment onto anything made from a special material. I managed to get a holy onto a Cold Iron weapon, but nothing on either adamantine weapon I've picked up.
There are only a few reasons I can think of why you can't put any sort of enchantment onto a weapon made from a special material like adamantine.
1) It already has two other enchantments plus the admantine +2 magic damage.
2) You are trying to upgrade a +3 enchantment to +5 but there are already 3 enchantments (counting the +3).
3) Your caster level isn't high enough.
4) You are using the wrong recipe.
5) You have a conflict with something else in your override folder.
As I said, exotic metals like adamantine do not require special treatment (except as noted in #1 above) during enchantment, ONLY during smithing.
Try making a adamatine weapon from scratch and try enchanting that. It's possible that the adamatine weapons you picked up are bugged.
Do you have the same problem with Mithral, darksteel or alchemical silver?
My take on the learning process as explained in the book is that it is nearly a waste of paper. Everything I learned i learned by sitting by the magic tables and blacksmith tables and ask dumb questions...It may have annoyed people but I did learn some.
For instance, I found the explanations here on this forum to be some of the very best.
First look at your recipe, there are several things that must be right even if you have the correct ingredients.
Your level of skill does not directly equal the item requirement. I think the numbering system is off somehow, but it may take a craft weapons skill of over 31 to get some ofthe higher items created (correct me here), even though the listed requirement might only say 18.
To begin with, use the morter and pestle on all kinds of stuff. Note what you make and the result.
Note also that you do not have to be at a table to make essences, only to alter the essence into a greater or lesser form. You place the morter and pestle in your hotbar and click on it. The cursor changes and you place it over the item in inventory....click....poo f...an essence is created.
Next, put a melee weapon, some obsidian and the correct essence on the Magicians table and cast the correct spell on it.
You should be able to enhance the mundane weapon to a +1
You use the arrow keys during the naming process to give the weapon a unique and possibly colored name. Don't click wrong or the naming process will end.
You will now be the most popular guy around..... for a while.:D
Your level of skill does not directly equal the item requirement. I think the numbering system is off somehow, but it may take a craft weapons skill of over 31 to get some ofthe higher items created (correct me here), even though the listed requirement might only say 18.
No, the numbering system is not off. You might be confusing the level of crafting skills (craft armor, craft weapon and craft alchemy) required to smith a non-magical item with the Caster Level required to cast the proper spell required to enchant a magical item. The two are totally unrelated, period. :)
IIRC the highest craft score needed is for a red dragon breast plate which requires a craft armor score of 30. A set of adamantine plate trails at 23.
The highest CASTER LEVEL required is an 18, IIRC, for the Scarab of Greater Protection and possibly one or two other items.
dargent's problem is one related to ENCHANTING items, not smithing/crafting. For enchantments, the only time that the material type matters is for the purpose of counting the number of enchantments that exist on the item and making sure that you count the intrinsic enchantments that certain materials convey to items.
See how confusing it is?
At least I am beginning to see the differences in the skill number, caster level and how it relates to the type of enchantment that you are attempting.
Oh and if the recipe is allowed on weapon type, metal type and number of existing enchantments. I wonder if a flow chart is possible on a single page?:confused:
See how confusing it is?
At least I am beginning to see the differences in the skill number, caster level and how it relates to the type of enchantment that you are attempting.
Oh and if the recipe is allowed on weapon type, metal type and number of existing enchantments. I wonder if a flow chart is possible on a single page?:confused:
:D
Well there is such a list for smithing/crafting and it's here (http://www.thieves-guild.net/index.php?pid=283) .
The closest you can get for enchanting is this page (http://www.thieves-guild.net/index.php?pid=231) .
The only thing you need to remember is the three enchantment per item rule.
Wow! handy pages to print up and have at the ready.
That's why you get paid the BIG bucks!
May I link those to my Yahoo/Group Neverwinter Nights Crazy?
you may link them if you mention the source :)
Hi,
I didn't go through all 17 pages or so in the forum.. but i guess none are similar to my problem.. well, i am using Grobnar as the crafter, and i can't seem to craft a Holy weapon. While i meet the requirement, and even a "Crafting Susscessful!" message came out, but after i re-name the sword, both the new name and attribute of the sword weren't there. This is using an adamantium sword without any other enhancement.
Hi,
I didn't go through all 17 pages or so in the forum.. but i guess none are similar to my problem.. well, i am using Grobnar as the crafter, and i can't seem to craft a Holy weapon. While i meet the requirement, and even a "Crafting Susscessful!" message came out, but after i re-name the sword, both the new name and attribute of the sword weren't there. This is using an adamantium sword without any other enhancement.
You're right - that's a new one on me.
The recipe is fine, it works successfully in my game.
Which version of the game are you playing OC or OC w/ MOTB installed and which patch version?
Do you have anything in your override folder at all?
Oh, i've never updated it since bought.. so i would say version 1.00. Nope, haven't installed Mask of the Betrayer and also no files in override ;)
It's the lack of update that is causing the problem. You need to patch the game - at least to v1.03840. There's an early bug in the crafting process which caused the Holy recipes (among others) to not work. Patching should solve the problem you are having. :D
Crafting magic weapon problem...
I have upgraded to ver 1.06.
I made a longsword +3. The creation worked fine and allowed me to rename it.
I also store bought a longsword +3
Both items when examined show a magic +3 modifier on the bottom of the
examined list when examining the items.
But when I equip the crafted +3 longsword I DO NOT get a +3 modifier to the
charecters to hit bonus. I do get +3 to damage modifier.
When I equip the store bought +3 longsword I DO get a +3 modifier to the
charecter to hit bonus. And I do get the +3 mod to damage modifier.
These bonuses are observed on the charecter screen, pressing the "c" key
while equiping the item.
This is my first time making a weapon and it seems a bug to me.
Does anyone else have this problem?
Is there a fix for it?
Is it a known problem?
I have searched and not found anyone else reporting this.
Can anyone help me please?
Crafting magic weapon problem...
I have upgraded to ver 1.06.
I made a longsword +3. The creation worked fine and allowed me to rename it.
I also store bought a longsword +3
Both items when examined show a magic +3 modifier on the bottom of the
examined list when examining the items.
But when I equip the crafted +3 longsword I DO NOT get a +3 modifier to the
charecters to hit bonus. I do get +3 to damage modifier.
When I equip the store bought +3 longsword I DO get a +3 modifier to the
charecter to hit bonus. And I do get the +3 mod to damage modifier.
These bonuses are observed on the charecter screen, pressing the "c" key
while equiping the item.
This is my first time making a weapon and it seems a bug to me.
Does anyone else have this problem?
Is there a fix for it?
Is it a known problem?
I have searched and not found anyone else reporting this.
Can anyone help me please?
First time I have heard of this problem. Crafted weapons seem to work just fine for me, and afaik they worked just fine in version 1.06.
Are you running any haks or mods in your override folder?
First time I have heard of this problem. Crafted weapons seem to work just fine for me, and afaik they worked just fine in version 1.06.
Are you running any haks or mods in your override folder?
No mods or hacks.
I just got the game and started playing it.
I have been slowly updating it to understand the differences.
I am glad to know that most people do not have this problem with
magic crafted weapons.
I did some searching and found ranged weapons can not be crafted
to +1 etc... only the ammo can be if you can find a mold.
But a person can buy or find a +2 longbow so why can it not be crafted
to a +2 if it does already exsist in the game? Never mind I see why, but
it is simply a quick fix as they did not want the added complexity of building
a seperate crafting method for ranged weapons. This should be possible to do
in this game.
Another forum told me to continue updating to see if my problem went away.
I did update to ver 1.10XXXXX the next step up from 1.06 and the
crafted longsword +3 weapon works normal now. Strange!
But what are those new mode icons in the mode bar?
The mouse over the icon does not get me help on the icon.
I can turn it on and off but what does it do?
It looks like a blob in the center of the icon.
I guess its time to read the read me file...
Thanks for responding, I feel more confident about making items now
than I did.
Crafting ammo is (supposedly) now possible with MotB installed and patched to v1.101116.
I don't recall what the new mode icons are. I'll have to double check the game to find out for sure.
:D
I think it is the companion AI on/off toggle. If you turn it off you will have to take control your companions in battles, otherwise they'll just stand around unless attacked.
Hello Guys, I am playing through the OC for the first time, and having fun doing so even at this late date. I am patched up fully to date. Not sure the exact version that is now current . I am not at my home computer so I can not look it up at this time. But I think it is v1.1.3.1409 or so.
Anyway I tried to use this recipe:
*FIXED* Greater Armor of Spell Resistance: Spell resistance 22
Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Radiant Power Essence
- Radiant Fire Essence
- Beljuril
Cast spell resistance on a magic workbench containing the above
Recipe was fixed as of version 1.03(840).
I have used grobonar he is level 15 to cast resistance on the magic workbench
containing all of the above items. He does have the craft magic arms and armor feat. I get a message saying that is a wrong recipe for the item I am trying to make. The armor I am using is a half plate mithral already enchanted to a plus 5 level and that is all. It should work. And this site claims this recipe is fixed as of version 1.03. I am just letting everyone know this does not work as advertised. I have not yet had time to fool around with this to see if some other version of this recipe will work. IS there anyone out there that knows what does work for this recipe? Or is the problem because I am using mithral as the base metal for my armor? The reason for using mithral is to get the half plate which is normally heavy armor to become medium armor so a character that is limited to medium armor only can use it. Thanks in advance for any help!
I know someone will come through with help.
Could someone try out making a duskwood shortbow and enchant it with +5 and tell me if it works for you people cause for me I can't enchant it any further
By the way this does work now as of the current game version v1.1.3.1409 You can enchant a duskwood bow to a +5 level. But it only adds a +5 to hit.
The damage is still mighty +6 which allows up to a +6 strength bounus to add damage to the arrow.
I would like to know if the massive critical damage modifier can be enchanted
to a duskwood bow? Which is 2D6 i believe.
P.S. I have only the NWN2 game installed I do not have MOTB yet or any other
hack packs installed.
Sorry, but that recipe is indeed accurate and works fine (or at least it did prior to the v1.1.3.1409 patch).
The Spell Resistance Effect that would be applied to the armor is bugged however, so applying this effect is actually a waste of time (See below).
If it's not working for you, then I suggest you check the following:
If you are casting the spell from a scroll the scroll level is capped at level 10.
Otherwise, make sure you have NO custom content in place, that includes any or all of the following:
1) PW haks and overrides
2) The Complete Craftsmen mod
3) A no-cd exe - regardless of the reasons for having one, errors within the crafting system are a notorious side effect of using one
Make sure that you are properly installed (NWN2 then MotB then autoupdate) and fully patched to v1.13.1409.
The bug with spell resistance is that the SR effect SHOULD be persistent but it isn't. It is only applied on the FIRST spell check - after that the SR effect is NOT checked again unless you unequip and re-equip your armor.
[B]GAK! You need to cast SPELL RESISTANCE and not RESISTANCE on the item.
Grobnar is not capable of casting Spell Resistance, so either you must be using a scroll which is capped at level 10 and thus won't successfully create the enchantment or you are casting the wrong spell.
Ok that explains it I am using resistance first level spell that grobonar has.
I assumed it was that spell because to make a +5 armor you use light spell which is a first level spell as well. And I must have version v1.1.3.1409 then,as I have just NWN2 installed and none of the hack packs you mention. The recipe does not say "spell resistence" it only says resistence. Oops I read cast the spell "resistence". Not "spell resistence"
So that is why I am making that mistake. And grobonars first level spell is resistence or is it a level 0 spell I can't remember now.
And I was not aware of the bug in using that magic resistence on armor.
Does that bug also effect already enchanted armor that you can buy that has
magic spell resistence on it? Some shields you find have spell resistence 12 already on them.
Thank You for your help.
Any idea about enchanting massive criticals on bows?
P.S. I fixed my previous post game versions.
Can you reword the recipe like this:
*FIXED* Greater Armor of Spell Resistance: Spell resistance 22
Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Radiant Power Essence
- Radiant Fire Essence
- Beljuril
Cast "spell resistance" on a magic workbench containing the above
Recipe was fixed as of version 1.03(840).
That would help I think.
LOL The spells required are exactly as written in the recipes we list. I can understand the confusion, but indeed it's not resistance but spell resistance and Grobnar won't be able to apply that for you. Personally I used the NPCs to do all my crafting. Qara and Sand were not regular parts of the parties I used so burning their feats on crafting feats wasn't a hardship. :D
Afaik, the bug applies to all items with Spell Resistance on them, crafted or otherwise, and the spell as well (although I am less certain about the latter). That's why I avoided adding that effect to my armor and/or shield and opted for +5 Mithral Fortified armor with fire resistance and a +5 umber hulk shield (immunity to mind effecting spells) and electrical resistance. :D
As for bows, it's not possible in the OC to add the Mighty effect thru enchanting but you can craft a bow from one of the exotic woods which will have that effect. Check out the OC crafting guide for properties of the exotic woods. I haven't spent a lot of time crafting Bows, preferring to buy what's available. The enchantments that can be applied to bows in the OC are very limited.
SOZ will allow a much wider range of crafting THe OC, MotB and SOZ will EACH have there own separate systems. And the crafting process in SOZ will NOT be retroactively useable in either the OC or MotB.
As for the request on re-wording the recipes, we're currently in the process of adding new content for Storm of Zehir. Any retro-active changes to existing content are going to be lower on our priority list for a while. We won't ignore the request, but I am also not guaranteeing that we will change anything either. That's a lot of work to implement across the entire range of recipes. No promises, but we'll see. :D
BTW, this what the recipe says verbatim (including italics):
Cast spell resistance on a magic workbench containing the above
Not:
cast the spell resistance on a magic workbench etc.
The format is consistent through all of the recipes. Perhaps a color change of the italicized text might solve the problem. :D
quote from previous removed to shorten this post
Thanks,
BTW, I made hard copies of your recipe's. I printed them. And my printer did not
use itallic text mode when it printed the recipe. So perhaps a color change will help as I do have a color copier.
I just enchanted a duskwood longbow to a +5 level. Something that never used to work but does now with v1.1.3.1409. So that is another change you might want to add to your crafting pages.
And I tested it it does add +5 to hit and to damage.
I also enchanted a regular wood longbow to a +5 level.
Then I equipped both bows to a character with a +5 strength damage bonus.
The +6 mighty effect of the duskwood bow does add damage done to a +5 in my case. And the regular long bow did also add + 5 damage after I enchanted it. Strange. I had thought the mighty effect only allowed damage to increase and the enchantment to +5 should only work for to hit modifiers but this is NOT the case right now. bugged.:vine:
However a plain long bow does not add any damage from strength modifier and a regular duskwood longbow does add +5 in my case damage from the +6 mighty effect on the bow. This part is still working ok.
The enchantment on the bow appears to allow a strength modifier to add damage up to the limit of the strength modifier as long as it is = or less than the enchantment level on the bow. This also works the same for in game already exsisting bows. For example a +2 longbow with no mighty effect does allow +2 damage modifier if your character's strength allows for at least a +2 strength damage modifier. What I have not yet tested for is if a character with no strength bonus using a +2 longbow gets any damage bonus from the +2 longbow. I am thinking that he should not get any damage bonus from the bow in this case but have not tested for it yet.
I have also tried using magic +2 arrows and then the damage does increase by +2 more for the arrow so that effect still works ok.
In essence for a charecter with a +5 damage bonus due to strength there is no difference right now between using a regualr +5 longbow or a +5 duskwood longbow. The to hit and damage modifiers are the same for both bows. Perhaps a character with a +6 strength modifer would be able to add +6 damage with a duskwood bow (because of the mighty +6 duskwood ability) but be limited to +5 damage with a regular wood longbow enchanted to a +5 level. But I have not tested this yet because I do not have a +6 strength bonus character to use in such a test yet but will soon. Then again an enchanted +5 duskwood longbow might actually override the mighty+6 effect and only allow up to +5 damage if you have the strength for it. As soon as I get a character with a +6 strength damage bonus I will test for this effect.
After further research I find it should work like this:
Enchanted bows add the enchantment level as piercing damage.
Arrows add their enchantment level as piercing damage.
These are not cumulative, rather the greater value is taken as additional peircing damage. I.E. Using +2 arrows with a +2 (or higher enchantment) longbow is a waste of the arrows.
Elemental damage such as 1d6 fire damage does stack.
Strength bonus damage only add as per mighty effect of the bow and should be cumulative with piercing damage and elemental damage.
I.E. a duskwood (mighty +6) should allow up to a +6 strength modifier damage to stack with +5 piercing damage modifier (if using an enchanted +5 duskwood longbow) and stack 1d6 fire damage from elemental fire arrows.
As another example an enchanted +5 regular wood longbow (no mighty effect)
should only allow for +5 piercing damage and any elemental damage from the arrows. No additional strength bonus damage should stack in this case.
Or using an unenchanted longbow with +3 arrows should get you +3 piercing damage from the arrows with no strength damage bonus. Do the +3 arrows add to hit modifier as well or only to damage? Not sure on this?
Not sure if all this actually works as it is supposed to however testing is ongoing.
A patch that came out after the guide was written has partially fixed the issues with the bows. I don't know which patch the fix was implemented in however.
Yes, it's true that the current implementation does not match PnP rules for the application of damage and to hit modifiers with bows. I suspect that it's probably a coding issue, but not sure. At ANY rate, the capability to enchant bows and ammunition HAS been added.
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