Nwn2 Crafting

March 17, 2018 | Author: sh1tty_cook | Category: Armour, Shield, Leisure, Nature


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Neverwinter Nights 2 Crafting RecipesGame Version: 1.12.1295 + MotB Guide Version: 1.751 By: Jake Zahn Date: 07/16/2008 -------------------------------------------------------------------------------Table of Contents -------------------------------------------------------------------------------INTRO LEGAL CREDITS HISTORY CURRENT BUGS RECIPES X0000 Universal Ingredients X0001 Alchemical Creations X0002 Amulets X0003 Armor Basic Elemental Other X0004 Belts X0005 Boots X0006 Cloaks X0007 Gloves X0008 Head X0009 Items X0010 Poisons X0011 Quest Items X0012 Rings X0013 Robes X0014 Traps X0015 Weapons Basic Elemental Other APPENDIX X1. Armor/Weapon Special Material Properties X2. Basic Crafting Ranks Required X3. Crafting Gem List X4. Crafting Spell List X5. Trap Properties X6. Misc Crafting Information X7. Ultimate Crafter Builds Warlock Mystic Theurge (Wizard Dominant) Mystic Theurge (Cleric Dominant) Wizard Cleric -------------------------------------------------------------------------------INTRO -------------------------------------------------------------------------------- This is simply a list of all the Crafting recipes contained in the Standard Campaign. This does not include MotB-specific recipes, for those there is a great guide by szajin that can be found over here: http://www.gamefaqs.com/computer/doswin/game/939027.html If you see any errors, or find any recipes not listed, you can E-Mail them to me at "[email protected]", with 'Crafting' in the Subject line. Please make sure to check the 'Universal Ingredients' section first, before E-mailing about an incorrect recipe. This guide assumes you already know how to Craft. If you do not, I suggest consulting the User Manual or talking to the Craft Master at Fort Locke. I have, however, added some of the more esoteric information that the Manual doesn't cover in detail into the Appendix section of this document. -------------------------------------------------------------------------------LEGAL -------------------------------------------------------------------------------Any websites wishing to post this guide may do so as long as credit is given and no content is altered in any way. -------------------------------------------------------------------------------CREDITS -------------------------------------------------------------------------------immortalpob - For the uploaded text versions of the Crafting Books over at http://nwvault.ign.com Dominus_Cruor - For the bunch of undocumented recipes Vordan - For the Character Builder Module, which is essential for easy testing. J.E. Sawyer - For the information on Combining/Diluting Essences, and the info about customized code for naming Items. Nabeel Ali - For the information about using the Spells 'Heroism' and 'Greater Heroism' to boost Crafting scores, as well as a few recipe corrections. Alavatar - For bringing Dominus_Cruor's recipes to my attention Adam Sundermeyer - Noticing that Adamantine gives different Damage Resistance depending on the Shield size. Gemini - Noticing that the Zalantar H.Shields don't get the +2 AC bonus. ErikPeter Walker - Noticing the 'Flaming Burst' recipe bug. John Canton & Nicholas Hoffman - Noticing the Bard Song 'Inspire Competence'. kgambit - Notifing me that the enchantment limit was still in effect. -------------------------------------------------------------------------------- HISTORY -------------------------------------------------------------------------------Version 1.0 - 11/06/06 First version Version 1.1 - 11/08/06 Tested all recipes Fixed various minor errors Added a few undocumented recipes Added some new Misc Info Version 1.11 - 11/09/06 Updated with new information about Crafting using Scroll/Wand spells Version 1.12 - 11/11/06 Fixed minor error with information about Crafting from a Scroll/Wand Gave 'CURRENT BUGS' and 'Universal Ingredients' their own sections Version 1.2 - 11/13/06 100% correct information about Crafting from a Scroll/Wand Added missing Nymph Cloak +2 recipe Fixed Caster Level error on the 5th Level Spell Rings Added Crafting Chart into the Appendix Version 1.5 - 11/14/06 Updated Ultimate Crafter section with new information Added Venom bug to 'CURRENT BUGS' Added new Misc Information about naming Crafted Items Added a bunch of undocumented recipes Version 1.51 - 11/17/06 Couple of Material Property fixes Version 1.61 - 12/05/06 Updated for Patch 1.03 Removed Crafting Chart, as it's now obsolete Overhauled the 'Special Material Properties' section Version 1.62 - 01/20/07 Added 'Flaming Burst' recipe bug information Version 1.63 - 01/30/07 Added Bard's 'Inspire Competence' Song information Version 1.70 - 11/19/07 Updated Buglist for newest Game Version Various spelling fixes Version 1.71 - 11/20/07 Fixed erronious claim about enchantment limit Added craftable Trap Effects list Version 1.75 - 07/08/08 Updated 'Ultimate Crafter' section Version 1.751 - 07/16/08 Added Fairy Dust distilling information to Appendix -------------------------------------------------------------------------------CURRENT BUGS --------------------------------------------------------------------------------Scrolls are cast at Level 10. It works fine on the Enchanter's Satchel from MotB though. -------------------------------------------------------------------------------RECIPES -------------------------------------------------------------------------------/////Universal Ingredients\\\\\ X0000 Armor: Any Armor. Shield. regardless of what the scroll's description may say. -The Workbench doesn't recognize the Haste spell when it's cast on it. -The 'Flaming Burst' recipe adds 1d10 Physical Damage to criticals. or Clothes/Robe (including one already enchanted) Belts: 1 Leather Hide Boots: 1 Leather Hide Cloaks: 2 Leather Hides Rings: 1 Iron Ingot Traps: Trap Mold Weapons: Any Weapon (including one already enchanted) -------------------------------------------------------------------------------/////Alchemical Creations\\\\\ X0001 Acid Flask: Thrown Weapon inflicts 1d6 Acid Damage Requires: Craft Alchemy 4 Ingredients: Venom Gland + Quicksilver Acid Flask (Improved): Thrown Weapon inflicts 1d8 Acid Damage Requires: Craft Alchemy 8 Ingredients: 2 Venom Gland + 2 Quicksilver Acid Flask (Greater): Thrown Weapon inflicts 1d10 Acid Damage Requires: Craft Alchemy 12 Ingredients: 3 Venom Gland + 3 Quicksilver Acid Flask (Perfected): Thrown Weapon inflicts 2d6 Acid Damage Requires: Craft Alchemy 16 Ingredients: 4 Venom Gland + 4 Quicksilver Alchemist's Fire: Thrown Weapon inflicts 1d6 Fire Damage or coats a Weapon with Fire to add 1d4 Fire Damage to attacks Requires: Craft Alchemy 4 Ingredients: Fairy Dust + Distilled Alcohol . -The 'Invulnerable Armor' and 'Lucky' recipes don't actually do anything except steal your ingredients and allow you to rename your Armor/Weapon. instead of 1d10 Fire Damage. Alchemist's Fire (Improved): Thrown Weapon inflicts 1d8 Fire Damage or coats a Weapon to add 1d6 Fire Damage to attacks Requires: Craft Alchemy 8 Ingredients: 2 Fairy Dust + 2 Distilled Alcohol Alchemist's Fire (Greater): Thrown Weapon inflicts 1d10 Fire Damage or coats a Weapon to add 1d6 Fire Damage to attacks Requires: Craft Alchemy 12 Ingredients: 3 Fairy Dust + 3 Distilled Alcohol Alchemist's Fire (Perfected): Thrown Weapon inflicts 2d6 Fire Damage or coats a Weapon to add 1d10 Fire Damage to attacks Requires: Craft Alchemy 16 Ingredients: 4 Fairy Dust + 4 Distilled Alcohol Choking Powder: Creates a Stinking Cloud effect that lasts 5 rounds Requires: Craft Alchemy 4 Ingredients: Garlic + Belladonna Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds Requires: Craft Alchemy 8 Ingredients: 2 Garlic + 2 Belladonna Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds Requires: Craft Alchemy 12 Ingredients: 3 Garlic + 3 Belladonna Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds Requires: Craft Alchemy 16 Ingredients: 4 Garlic + 4 Belladonna Holy Water: Thrown Weapon inflicts 2d4 Holy Damage to Undead Requires: Craft Alchemy 4 Ingredients: Amethyst + Powdered Silver Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead Requires: Craft Alchemy 8 Ingredients: 2 Amethyst + 2 Powdered Silver Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead Requires: Craft Alchemy 12 Ingredients: 3 Amethyst + 3 Powdered Silver Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead Requires: Craft Alchemy 16 Ingredients: 4 Amethyst + 4 Powdered Silver Tanglefoot Bag: Creates Entangle effect that lasts for 2 rounds Requires: Craft Alchemy 4 Ingredients: Quicksilver + Belladonna Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds Requires: Craft Alchemy 8 Ingredients: 2 Quicksilver + 2 Belladonna Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds Requires: Craft Alchemy 12 Ingredients: 3 Quicksilver + 3 Belladonna Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds . Craft Wondrous Item feat Ingredients: Weak Earth Essence + Emerald + Iron Ingot Spell: Barkskin Amulet of Natural Armor +3: +3 Natural bonus to AC Requires: Caster Level 9. Craft Wondrous Item feat Ingredients: Radiant Power Essence + Radiant Water Essence + Blue Diamond + Iron Ingot Spell: Remove Disease or Neutralize Poison Amulet of Natural Armor +1: +1 Natural bonus to AC Requires: Caster Level 5. Craft Wondrous Item feat Ingredients: Weak Power Essence + Weak Water Essence + Obsidian + Iron Ingot Spell: Remove Disease or Neutralize Poison Amulet of Health: Immunity to Ability/Level Drain. and Poison Requires: Caster Level 5. Disease. Craft Wondrous Item feat . Craft Wondrous Item feat Ingredients: Faint Power Essence + Glowing Earth Essence + Jacinth + Iron Ingot Spell: Barkskin Amulet of Natural Armor +4: +4 Natural bonus to AC Requires: Caster Level 12.Requires: Craft Alchemy 16 Ingredients: 4 Quicksilver + 4 Belladonna Thunderstone: Deafens target for 5 rounds Requires: Craft Alchemy 4 Ingredients: Diamond Dust + Amethyst Thunderstone (Improved): Deafens target for 5 rounds Requires: Craft Alchemy 8 Ingredients: 2 Diamond Dust + 2 Amethyst Thunderstone (Greater): Deafens target for 5 rounds Requires: Craft Alchemy 12 Ingredients: 3 Diamond Dust + 3 Amethyst Thunderstone (Perfected): Deafens target for 5 rounds Requires: Craft Alchemy 16 Ingredients: 4 Diamond Dust + 4 Amethyst -------------------------------------------------------------------------------/////Amulets\\\\\ X0002 Amulet of Health (Lesser): Immunity to Disease and Poison Requires: Caster Level 5. Craft Wondrous Item feat Ingredients: Glowing Power Essence + Glowing Water Essence + Canary Diamond + Iron Ingot Spell: Remove Disease or Neutralize Poison Amulet of Health (Greater): Immunity to Ability/Level Drain. Disease. Craft Wondrous Item feat Ingredients: Faint Earth Essence + Sapphire + Iron Ingot Spell: Barkskin Amulet of Natural Armor +2: +2 Natural bonus to AC Requires: Caster Level 6. and Poison Regeneration +1 Requires: Caster Level 5. Craft Wondrous Item feat Ingredients: Weak Water Essence + Star Sapphire + Iron Ingot Spell: Owl's Wisdom Periapt of Wisdom +6: +6 bonus to Wisdom Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Iron Ingot + Radiant Power Essence + Radiant Fire Essence + Radiant Water Essence + Blue Diamond Spell: Death Ward -------------------------------------------------------------------------------/////Armor\\\\\ X0003 **Basic** Base Armor Enchantment +1: Armor gains +1 Enhancement bonus Requires: Caster Level 3. Craft Wondrous Item feat Ingredients: Faint Power Essence + Sapphire + 2 Iron Ingots Spell: Mage Armor Medallion of Thought: Immunity to Mind Affecting Spells. Craft Wondrous Item feat Ingredients: Weak Power Essence + Radiant Earth Essence + Beljuril + Iron Ingot Spell: Barkskin Brooch of Shielding: Shield (5) 3/day Requires: Caster Level 1. +5 Bluff. Craft Wondrous Item feat Ingredients: Weak Power Essence + Weak Water Essence + Canary Diamond + Iron Ingot Spell: Owl's Wisdom Periapt of Wisdom +2: +2 bonus to Wisdom Requires: Caster Level 8. +5 Diplomacy Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Faint Water Essence + Diamond + Iron Ingot Spell: Owl's Wisdom Periapt of Wisdom +4: +4 bonus to Wisdom Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Radiant Water Essence + Beljuril + Iron Ingot Spell: Owl's Wisdom Scarab of Greater Protection: Spell Resistance 20. Craft Magic Arms and Armor feat Ingredients: Faint Earth Essence + Obsidian Spell: Light . Immunity to Death Effects. and Immunity to Energy Drain Requires: Caster Level 18. Craft Wondrous Item feat Ingredients: Glowing Water Essence + Rogue Stone + Iron Ingot Spell: Owl's Wisdom Periapt of Wisdom +8: +8 bonus to Wisdom Requires: Caster Level 8.Ingredients: Weak Power Essence + Glowing Earth Essence + Blue Diamond + Iron Ingot Spell: Barkskin Amulet of Natural Armor +5: +5 Natural bonus to AC Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Faint Earth Essence + Diamond Spell: Light Base Armor Enchantment +3: Armor gains a +3 Enhancement bonus Requires: Caster Level 9. Craft Magic Arms and Armor feat Ingredients: Faint Water Essence + Jacinth Spell: Resist Energy/Elements Armor of Cold Resistance (Improved): Cold Resistance 20 Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence + Rogue Stone Spell: Resist Energy/Elements Armor of Acid Resistance (Greater): Acid Resistance 30 Requires: Caster Level 11. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Weak Earth Essence + Emerald Spell: Light Base Armor Enchantment +4: Armor gains a +4 Enhancement bonus Requires: Caster Level 12. Craft Magic Arms and Armor feat Ingredients: Faint Earth Essence + Jacinth Spell: Resist Energy/Elements Armor of Acid Resistance (Improved): Acid Resistance 20 Requires: Caster Level 7.Base Armor Enchantment +2: Armor gains +2 Enhancement bonus Requires: Caster Level 6. Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Glowing Earth Essence + Star Sapphire Spell: Light Base Armor Enchantment +5: Armor gains a +5 Enhancement bonus Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Glowing Water Essence + King's Tear Spell: Resist Energy/Elements Armor of Electricity Resistance: Electricity Resistance 10 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Glowing Earth Essence + King's Tear Spell: Resist Energy/Elements Armor of Cold Resistance: Cold Resistance 10 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Faint Air Essence + Jacinth Spell: Resist Energy/Elements . Craft Magic Arms and Armor feat Ingredients: Weak Water Essence + Rogue Stone Spell: Resist Energy/Elements Armor of Cold Resistance (Greater): Cold Resistance 30 Requires: Caster Level 11. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Glowing Earth Essence + Blue Diamond Spell: Light **Elemental** Armor of Acid Resistance: Acid Resistance 10 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Jacinth Spell: Resist Energy/Elements Armor of Sonic Resistance (Improved): Sonic Resistance 20 Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Faint Fire Essence + Jacinth Spell: Resist Energy/Elements Armor of Fire Resistance (Improved): Fire Resistance 20 Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Glowing Fire Essence + King's Tear Spell: Resist Energy/Elements Armor of Sonic Resistance: Sonic Resistance 10 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + King's Tear Spell: Resist Energy/Elements **Other** Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Weak Fire Essence + Rogue Stone Spell: Resist Energy/Elements Armor of Fire Resistance (Greater): Fire Resistance 30 Requires: Caster Level 11. Craft Magic Arms and Armor feat Ingredients: Glowing Air Essence + King's Tear Spell: Resist Energy/Elements Armor of Fire Resistance: Fire Resistance 10 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire Spell: Spell Resistance Armor of Spell Resistance (Improved): Spell Resistance 18 Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Weak Air Essence + Rogue Stone Spell: Resist Energy/Elements Armor of Electricity Resistance (Greater): Electricity Resistance 30 Requires: Caster Level 11.Armor of Electricity Resistance (Improved): Electricity Resistance 20 Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Weak Air Essence + Jacinth Spell: Mage Armor Armor of Spell Resistance: Spell Resistance 14 Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond Spell: Spell Resistance Armor of Spell Resistance (Greater): Spell Resistance 22 . Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Rogue Stone Spell: Resist Energy/Elements Armor of Sonic Resistance (Greater): Sonic Resistance 30 Requires: Caster Level 11. Craft Magic Arms and Armor feat Ingredients: Glowing Water Essence + Blue Diamond Spell: Invisibility Silent Armor: +5 competence bonus on Move Silently checks Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Weak Water Essence + Star Sapphire Spell: Silence Silent Armor (Greater): +15 competence bonus on Move Silently checks Requires: Caster Level 15. Freedom of Movement . Craft Magic Arms and Armor feat Ingredients: Radiant Power Essence + Blue Diamond Spell: Stoneskin Quick Armor: Haste (10) 3/day Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril Spell: Spell Resistance Fortified Armor: Immunity to Critical Hits and Sneak Attack Requires: Caster Level 13. Craft Magic Arms and Armor feat Ingredients: Faint Water Essence + Fire Opal Spell: Invisibility Shadowy Armor (Improved): +10 competence bonus on Hide checks Requires: Caster Level 10. Craft Wondrous Item feat Ingredients: Leather Hide + Faint Air Essence + Diamond Spell: Cat's Grace Belt of Agility +4: +4 bonus to Dexterity. Craft Magic Arms and Armor feat Ingredients: Glowing Water Essence + Blue Diamond Spell: Silence -------------------------------------------------------------------------------/////Belts\\\\\ X0004 Belt of Agility +2: +2 bonus to Dexterity. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Radiant Earth Essence + Blue Diamond Spell: Banishment *BUGGED* Invulnerable Armor: Damage Reduction 10/Magic Requires: Caster Level 18. Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Weak Air Essence + Blue Diamond Spell: Haste Shadowy Armor: +5 competence bonus on Hide checks Requires: Caster Level 5.Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Weak Water Essence + Star Sapphire Spell: Invisibility Shadowy Armor (Greater): +15 competence bonus on Hide checks Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Faint Water Essence + Fire Opal Spell: Silence Silent Armor (Improved): +10 competence bonus on Move Silently checks Requires: Caster Level 10. Freedom of Movement Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Glowing Earth Essence + Rogue Stone Spell: Bear's Endurance Boots of Striding +8: +8 bonus to Constitution Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Radiant Air Essence + Beljuril Spell: Cat's Grace Belt of Frost Giant Strength: +4 bonus to Strength Requires: Caster Level 8. Freedom of Movement Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Weak Fire Essence + Blue Diamond Spell: Bull's Strength Belt of Stone Giant Strength: +6 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\\\\\ X0005 Boots of Elvenkind: +5 bonus on Move Silently checks Requires: Caster Level 3. Craft Wondrous Item feat Ingredients: Leather Hide + Glowing Fire Essence + Beljuril Spell: Bull's Strength Belt of Cloud Giant Strength: +8 bonus to Strength Requires: Caster Level 8. Craft Wondrous Items feat Ingredients: Leather Hide + Faint Water Essence + Fire Opal Spell: Silence Boots of Speed: Haste (10) 3/day Requires: Caster Level 7. Craft Wondrous Item feat Ingredients: Leather Hide + Radiant Earth Essence + Beljuril Spell: Bear's Endurance . Craft Wondrous Item feat Ingredients: Weak Air Essence + Weak Power Essence + Star Sapphire Spell: Haste Boots of Striding +4: +4 bonus to Constitution Requires: Caster Level 8.Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Glowing Air Essence + Rogue Stone Spell: Cat's Grace Belt of Agility +8: +8 bonus to Dexterity. Freedom of Movement Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Weak Air Essence + Star Sapphire Spell: Cat's Grace Belt of Agility +6: +6 bonus to Dexterity. Craft Wondrous Item feat Ingredients: Leather Hide + Weak Earth Essence + Jacinth Spell: Bear's Endurance Boots of Striding +6: +6 bonus to Constitution Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Faint Water Essence + Fire Opal Spell: Invisibility Cloak of Resistance +1: +1 bonus on Saving Throws Requires: Caster Level 5. Craft Wondrous Item feat Ingredients: Faint Earth Essence + Diamond Spell: Resistance Cloak of Resistance +3: +3 bonus on Saving Throws Requires: Caster Level 9. Craft Wondrous Item feat Ingredients: Weak Water Essence + Star Sapphire Spell: Eagle's Splendor Nymph Cloak +6: +6 bonus to Charisma Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Faint Water Essence + Diamond Spell: Eagle's Splendor Nymph Cloak +4: +4 bonus to Charisma Requires: Caster Level 8.-------------------------------------------------------------------------------/////Cloaks\\\\\ X0006 Cloak of Displacement: Cast Displacement three times per day Requires: Caster Level 3. Craft Wondrous Item feat Ingredients: Weak Air Essence + Blue Diamond Spell: Displacement Cloak of Elvenkind: +5 bonus on Hide checks Requires: Caster Level 3. Craft Wondrous Item feat Ingredients: Radiant Power Essence + Radiant Fire Essence + King's Tear Spell: Spell Resistance Nymph Cloak +2: +2 bonus to Charisma Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Earth Essence + Canary Diamond Spell: Resistance Cloak of Resistance +4: +4 bonus on Saving Throws Requires: Caster Level 12. Craft Wondrous Item feat Ingredients: Radiant Earth Essence + Blue Diamond Spell: Resistance Greater Mantle of Spell Resistance: Spell Resistance 20 Requires: Caster Level 9. Craft Wondrous Item feat Ingredients: Glowing Earth Essence + Jacinth Spell: Resistance Cloak of Resistance +5: +5 bonus on Saving Throws Requires: Caster Level 15. Craft Wondrous Item feat Ingredients: Glowing Water Essence + Rogue Stone Spell: Eagle's Splendor Nymph Cloak +8: +8 bonus to Charisma . Craft Wondrous Item feat Ingredients: Faint Earth Essence + Obsidian Spell: Resistance Cloak of Resistance +2: +2 bonus on Saving Throws Requires: Caster Level 6. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Weak Earth Essence + Canary Diamond Spell: Mage Armor Bracers of Armor +4: +4 bonus to AC Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Glowing Earth Essence + Blue Diamond Spell: Mage Armor Bracers of Armor +6: +6 bonus to AC Requires: Caster Level 12. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Radiant Earth Essence + Beljuril Spell: Mage Armor Bracers of Armor +8: +8 bonus to AC Requires: Caster Level 16. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Weak Earth Essence + Jacinth Spell: Mage Armor Bracers of Armor +5: +5 bonus to AC Requires: Caster Level 10.Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Radiant Earth Essence + King's Tear Spell: Mage Armor Gauntlets of Ogre Power: +2 Strength Requires: Caster Level 6. 2 Iron Ingots Spell: Bull's Strength -------------------------------------------------------------------------------/////Head\\\\\ X0008 Headband of Intellect +2: +2 bonus to Intelligence . Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Glowing Earth Essence + Rogue Stone Spell: Mage Armor Bracers of Armor +7: +7 bonus to AC Requires: Caster Level 14. Craft Wondrous Item feat Ingredients: Faint Fire Essence. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Faint Earth Essence + Obsidian Spell: Mage Armor Bracers of Armor +2: +2 bonus to AC Requires: Caster Level 7. Craft Wondrous Item feat Ingredients: Radiant Water Essence + Beljuril Spell: Eagle's Splendor -------------------------------------------------------------------------------/////Gloves\\\\\ X0007 Bracers of Armor +1: +1 bonus to AC Requires: Caster Level 7. Craft Wondrous Item feat Ingredients: 2 Iron Ingots + Faint Earth Essence + Diamond Spell: Mage Armor Bracers of Armor +3: +3 bonus to AC Requires: Caster Level 7. Ruby. Craft Wondrous Item feat Ingredients: Leather Hide + Radiant Fire Essence + Beljuril Spell: Fox's Cunning -------------------------------------------------------------------------------/////Items\\\\\ X0009 Gem of Seeing: Casts True Seeing once per day Requires: Caster Level 10. Craft Wondrous Item feat Ingredients: Leather Hide + Glowing Fire Essence + Rogue Stone Spell: Fox's Cunning Headband of Intellect +8: +8 bonus to Intelligence Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Air Essence + King's Tear Spell: True Seeing Scabbard of Keen Edges: Casts Keen Edge once per day Requires: Caster Level 5. Craft Wondrous Item feat Ingredients: Leather Hide + Weak Fire Essence + Star Sapphire Spell: Fox's Cunning Headband of Intellect +6: +6 bonus to Intelligence Requires: Caster Level 8. 1d2 points of Constitution damage) Requires: Craft Alchemy 12 Ingredients: 3 Giant Bee Venom Glands Giant Bee Venom (Deadly): Coats a weapon with Poison (DC 26. 1d2 points of Constitution damage) Requires: Craft Alchemy 8 Ingredients: 2 Giant Bee Venom Glands Giant Bee Venom (Strong): Coats a weapon with Poison (DC 22. 1d2 points of Constitution damage) Requires: Craft Alchemy 16 Ingredients: 4 Giant Bee Venom Glands Giant Centipede Venom (Mild): Coats a weapon with Poison . Craft Wondrous Item feat Ingredients: Wooden Plank + Faint Earth Essence + Jacinth Spell: Keen Edge -------------------------------------------------------------------------------/////Poisons\\\\\ X0010 Giant Bee Venom (Mild): Coats a weapon with Poison (DC 18. 1d2 points of Constitution damage) Requires: Craft Alchemy 4 Ingredients: Giant Bee Venom Gland Giant Bee Venom (Average): Coats a weapon with Poison (DC 20.Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Leather Hide + Faint Fire Essence + Diamond Spell: Fox's Cunning Headband of Intellect +4: +4 bonus to Intelligence Requires: Caster Level 8. 1d2 points of Intelligence damage) Requires: Craft Alchemy 8 Ingredients: 2 Giant Centipede Venom Glands Giant Centipede Venom (Strong): Coats a weapon with Poison (DC 22. 1d2 points of Strength damage) Requires: Craft Alchemy 16 Ingredients: 4 Giant Scorpion Venom Glands -------------------------------------------------------------------------------/////Quest Items\\\\\ X0011 ***NOTE*** These only work in the Main Campaign. Mephasm Quest Ingredients: Glowing Power Essence + Ruby + Darksteel Ingot Spell: Darkness Infernal Focus 2: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1. Mephasm Quest Ingredients: Faint Power Essence + Glowing Fire Essence + Star Sapphire + Gold Necklace Spell: Darkness Infernal Focus 1: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1. 1d2 points of Intelligence damage) Requires: Craft Alchemy 16 Ingredients: 4 Giant Centipede Venom Glands Giant Scorpion Venom (Mild): Coats a weapon with Poison (DC 18. Mephasm Quest . 1d2 points of Intelligence damage) Requires: Craft Alchemy 12 Ingredients: 3 Giant Centipede Venom Glands Giant Centipede Venom (Deadly): Coats a weapon with Poison (DC 26. 1d2 points of Strength damage) Requires: Craft Alchemy 12 Ingredients: 3 Giant Scorpion Venom Glands Giant Scorpion Venom (Deadly): Coats a weapon with Poison (DC 26. Gold Filigree Charm: Used for summoning Mephasm in Crossroad Keep Requires: Caster Level 1. 1d2 points of Strength damage) Requires: Craft Alchemy 4 Ingredients: Giant Scorpion Venom Gland Giant Scorpion Venom (Average): Coats a weapon with Poison (DC 20.(DC 18. 1d2 points of Intelligence damage) Requires: Craft Alchemy 4 Ingredients: Giant Centipede Venom Gland Giant Centipede Venom (Average): Coats a weapon with Poison (DC 20. 1d2 points of Strength damage) Requires: Craft Alchemy 8 Ingredients: 2 Giant Scorpion Venom Glands Giant Scorpion Venom (Strong): Coats a weapon with Poison (DC 22. Craft Wondrous Item feat Ingredients: Faint Power Essence + Weak Fire Essence + Canary Diamond Spell: Owl's Wisdom Ring of Divine Power 4: Store one extra 4th-Level Divine spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Faint Power Essence + Weak Air Essence + Canary Diamond Spell: Fox's Cunning Ring of Wizardry 4: Store one extra 4th-Level Arcane spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Air Essence + Obsidian Spell: Fox's Cunning Ring of Wizardry 3: Store one extra 3rd-Level Arcane spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Faint Air Essence + Obsidian Spell: Fox's Cunning Ring of Wizardry 2: Store one extra 2nd-Level Arcane spell per day Requires: Caster Level 8. Mephasm Quest Ingredients: 1 Faint Power Essence + Faint Fire Essence + Blue Diamond + Iron Ingot Spell: Darkness -------------------------------------------------------------------------------/////Rings\\\\\ X0012 Ring of Divine Power 1: Store one extra 1st-Level Divine spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire Spell: Fox's Cunning Ring of Wizardry 5: Store one extra 5th-Level Arcane spell per day . Craft Wondrous Item feat Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond Spell: Owl's Wisdom Ring of Wizardry 1: Store one extra 1st-Level Arcane spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire Spell: Owl's Wisdom Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day Requires: Caster Level 12. Craft Wondrous Item feat Ingredients: Faint Fire Essence + Obsidian Spell: Owl's Wisdom Ring of Divine Power 2: Store one extra 2nd-Level Divine spell per day Requires: Caster Level 8. Craft Wondrous Item feat Ingredients: Weak Fire Essence + Obsidian Spell: Owl's Wisdom Ring of Divine Power 3: Store one extra 3rd-Level Divine spell per day Requires: Caster Level 8.Ingredients: Glowing Fire Essence + Sapphire + Mithril Ingot Spell: Darkness Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1. 6. Spell Resistance 20. Bonus Level 5. Only Usable by Wizard or Sorcerer Requires: Caster Level 14. Spell Penetration feat.Requires: Caster Level 12. 2 Tanglefoot Bags Acid Blob (Major) Requires: Craft Trap 15 Ingredients: 5 Acid Flasks. Tanglefoot Bag Acid Blob (Average) Requires: Craft Trap 10 Ingredients: 2 Acid Flasks. Craft Wondrous Item feat Ingredients: Glowing Power Essence + Radiant Air Essence + Radiant Earth Essence + Radiant Fire Essence + Radiant Water Essence + King's Tear + Iron Ingot + Leather Hide Spell: Mage Armor -------------------------------------------------------------------------------/////Traps\\\\\ X0014 ***Trap Information Located in Appendix*** Acid Splash (Minor) Requires: Craft Trap 5 Ingredients: Acid Flask Acid Splash (Average) Requires: Craft Trap 10 Ingredients: 3 Acid Flasks Acid Splash (Major) Requires: Craft Trap 15 Ingredients: 5 Acid Flasks Acid Splash (Deadly) Requires: Craft Trap 20 Ingredients: 7 Acid Flasks Acid Blob (Minor) Requires: Craft Trap 5 Ingredients: Acid Flask. Craft Wondrous Item feat Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond Spell: Fox's Cunning -------------------------------------------------------------------------------/////Robes\\\\\ X0013 Robe of the Archmagi: Armor Bonus +5. & 7 Wizard/Sorcerer Spells. 5 Tanglefoot Bags Acid Blob (Deadly) Requires: Craft Trap 20 Ingredients: 7 Acid Flasks. +3 Universal Saves. 7 Tanglefoot Bags Electrical (Minor) Requires: Craft Trap 5 . Ingredients: Quartz Crystal Electrical (Average) Requires: Craft Trap 10 Ingredients: 2 Quartz Crystals Electrical (Major) Requires: Craft Trap 15 Ingredients: 5 Quartz Crystals Electrical (Deadly) Requires: Craft Trap 20 Ingredients: 7 Quartz Crystals Fire (Minor) Requires: Craft Trap 5 Ingredients: Alchemist's Fire Fire (Average) Requires: Craft Trap 10 Ingredients: 3 Alchemist's Fire Fire (Major) Requires: Craft Trap 15 Ingredients: 5 Alchemist's Fire Fire (Deadly) Requires: Craft Trap 20 Ingredients: 7 Alchemist's Fire Frost (Minor) Requires: Craft Trap 5 Ingredients: Coldstone Frost (Average) Requires: Craft Trap 10 Ingredients: 3 Coldstones Frost (Major) Requires: Craft Trap 15 Ingredients: 5 Coldstones Frost (Deadly) Requires: Craft Trap 20 Ingredients: 7 Coldstones Gas (Minor) Requires: Craft Trap 5 Ingredients: Choking Powder Gas (Average) Requires: Craft Trap 10 Ingredients: 3 Choking Powders Gas (Major) Requires: Craft Trap 15 Ingredients: 5 Choking Powders Gas (Deadly) Requires: Craft Trap 20 . Ingredients: 7 Choking Powders Holy (Minor) Requires: Craft Trap 5 Ingredients: Holy Water Holy (Average) Requires: Craft Trap 10 Ingredients: 3 Holy Waters Holy (Major) Requires: Craft Trap 15 Ingredients: 5 Holy Waters Holy (Deadly) Requires: Craft Trap 20 Ingredients: 7 Holy Waters Negative Energy (Minor) Requires: Craft Trap 5 Ingredients: Obsidian Negative Energy (Average) Requires: Craft Trap 10 Ingredients: 3 Obsidian Negative Energy (Major) Requires: Craft Trap 15 Ingredients: 5 Obsidian Negative Energy (Deadly) Requires: Craft Trap 20 Ingredients: 7 Obsidian Sonic (Minor) Requires: Craft Trap 5 Ingredients: Thunderstone Sonic (Average) Requires: Craft Trap 10 Ingredients: 3 Thunderstones Sonic (Major) Requires: Craft Trap 15 Ingredients: 5 Thunderstones Sonic (Deadly) Requires: Craft Trap 5 Ingredients: 7 Thunderstones Spike (Minor) Requires: Craft Trap 5 Ingredients: Dagger Spike (Average) Requires: Craft Trap 10 Ingredients: 3 Daggers Spike (Major) Requires: Craft Trap 15 . Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond Spell: Light **Elemental** Acid Weapon: +1d6 Acid Damage . Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Weak Air Essence + Emerald Spell: Light Base Weapon Enchantment +4 Requires: Caster Level 12. Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire Spell: Light Base Weapon Enchantment +5 Requires: Caster Level 15.Ingredients: 5 Daggers Spike (Deadly) Requires: Craft Trap 20 Ingredients: 7 Daggers Tangle (Minor) Requires: Craft Trap 5 Ingredients: Tanglefoot Bag Tangle (Average) Requires: Craft Trap 10 Ingredients: 3 Tanglefoot Bags Tangle (Major) Requires: Craft Trap 15 Ingredients: 5 Tanglefoot Bags Tangle (Deadly) Requires: Craft Trap 20 Ingredients: 7 Tanglefoot Bags -------------------------------------------------------------------------------/////Weapons\\\\\ X0015 **Basic** Base Weapon Enchantment +1 Requires: Caster Level 3. Craft Magic Arms and Armor feat Ingredients: Faint Air Essence + Diamond Spell: Light Base Weapon Enchantment +3 Requires: Caster Level 9. Craft Magic Arms and Armor feat Ingredients: Faint Air Essence + Obsidian Spell: Light Base Weapon Enchantment +2 Requires: Caster Level 6. Craft Magic Arms and Armor feat Ingredients: Weak Fire Essence + Ruby Spell: Fireball or Flame Strike Frost Weapon: +1d6 Cold Damage Requires: Caster Level 10. Craft Magic Arms and Armor feat . Craft Magic Arms and Armor feat Ingredients: Weak Air Essence + Canary Diamond Spell: Call Lightning or Lightning Bolt **Other** Anarchic Weapon: +2d6 Damage against Lawful creatures Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Glowing Fire Essence + Faint Power Essence + Fire Opal Spell: Fireball or Flame Strike Flaming Weapon: +1d6 Fire Damage Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Water Essence + Diamond Spell: Cure Critical Wounds Hunting Weapon: +2d6 Damage against Beasts Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Radiant Earth Essence + Blue Diamond Spell: Mage Armor or Shield of Faith Holy Weapon: +2d6 Damage against Evil creatures Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence + Emerald Spell: Melf's Acid Arrow *BUGGED* Flaming Burst: Adds 1d10 fire damage to criticals Requires: Caster Level 10. Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence + Diamond Spell: Mage Armor or Shield of Faith Defending (Improved): Adds +2 Deflection AC Bonus Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Glowing Earth Essence + Emerald Spell: Mage Armor or Shield of Faith Defending (Greater): Adds +3 Deflection AC Bonus Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Air Essence + Canary Diamond Spell: Inflict Critical Wounds Axiomatic Weapon: +2d6 Damage against Chaotic creatures Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Weak Water Essence + Star Sapphire Spell: Ice storm Shock Weapon: +1d6 Electricity Damage Requires: Caster Level 10. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Earth Essence + Jacinth Spell: Inflict Critical Wounds Defending: Adds +1 Deflection AC Bonus Requires: Caster Level 5.Requires: Caster Level 10. Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Earth Essence + Obsidian Spell: Resistance Poison Weapon: Poison (DC 14.Ingredients: Faint Power Essence + Faint Water Essence + Star Sapphire Spell: Light Keen: Doubles Threat Range Requires: Caster Level 10. Craft Magic Arms and Armor feat Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril Spell: Enervation -------------------------------------------------------------------------------Appendix -------------------------------------------------------------------------------Here is where I'll provide various useful information. Armor/Weapon Special Material Properties Weapon Categories Metal Axes Bladed . Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Fire Essence + Star Sapphire Spell: Inflict Critical Wounds Weapon of Disruption: Undead must make a DC 14 Will Save or be destroyed Requires: Caster Level 14. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Glowing Fire Essence + Canary Diamond Spell: Enervation Weapon of Life Stealing (Greater): Vampiric Regeneration 5 Requires: Caster Level 15. Craft Magic Arms and Armor feat Ingredients: Weak Power Essence + Weak Fire Essence + Ruby Spell: Enervation Weapon of Life Stealing (Improved): Vampiric Regeneration 3 Requires: Caster Level 11. Craft Magic Arms and Armor feat Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth Spell: Undeath to Death Weapon of Life Stealing: Vampiric Regeneration 1 Requires: Caster Level 7. Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence + Emerald Spell: Poison Unholy Weapon: +2d6 Damage against Good creatures Requires: Caster Level 7. -------------------------------------------------------------------------------X1. 1d2 Con Damage) on hit Requires: Caster Level 10. Ruby Spell: Lightning Bolt *BUGGED* Lucky: Adds +1 to all saves Requires: Caster Level 5. Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence. Blunt Halberd Scythe Wooden Bow Club Crossbow Quarterstaff Spear Hides Red Dragon Hide Breastplate.Shield Damage Reduction: 3/Weapons Metal Bypasses Iron Golem/Stoneskin Damage Resistances +2 Magic Damage Alchemical Silver Metal Weapons Bypasses Devil and Lycanthrope Damage Resistances Cold Iron Metal Weapons Bypasses Demon. Full Plate. Half Plate. Chainmail.Shield Damage Reduction: 2/Heavy Armor. and Warlock Damage Resistances Darksteel Armor All Armor Acid Resistance: 5/- .Shield Damage Reduction: 1/Breastplate. Shields +2 Armor Modifier Immunity: Mind Effecting Spells Wyvern Hide Breastplate. Scalemail +2 Armor Modifier +4 Poison Save Bonus Weight Reduction: 20% Metal Ingots Adamantine Armor Chainshirt. Half Plate. Scalemail +3 Armor Modifier Fire Resistance: 20/Weight Reduction: 20% Salamander Hide Hide. Scalemail. Fae. Leather. H. L. Studded Leather +1 Armor Modifier Fire Resistance: 10/Weight Reduction: 40% Umber Hulk Hide Half Plate. T. Scalemail Armor Check Penalty: Reduced by Armor Class: Light Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Banded Mail. Spear Weight Reduction: Staff +1 Magic Damage Shederran 60% 40% 40% 40% 2 3 3 3 .Shield Spell Failure: -15% Weight Reduction: 40% T. Full Plate Armor Check Penalty: Reduced by Armor Class: Medium Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Half Plate Armor Check Penalty: Reduced by Armor Class: Medium Max Dex Bonus: +1 Spell Failure: -10% Weight Reduction: 50% L.Weapons Metal +1 Electrical Damage Mithril Armor Chainshirt Armor Check Penalty: Reduced by Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Breastplate.Shield Spell Failure: -05% Weight Reduction: 40% H.Shield Spell Failure: -20% Weight Reduction: 40% Weapons Metal Weight Reduction: 40% Wooden Planks Duskwood Armor Shields Weight Reduction: Weapons Bow Mighty +6 Weight Reduction: Crossbow Attack Bonus +3 Weight Reduction: Club. Chainmail. Shield Spell Failure: -05% T.Bow Mighty +4 Crossbow Attack Bonus +2 Zalantar Armor L.Shield +2 Armor Modifier Spell Failure: -10% Weapons Bow Mighty +2 Crossbow Attack Bonus +1 Club.Shield +2 Armor Modifier Spell Failure: -05% H. 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 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 . Spear +1 Magic Damage Staff +1 Electrical Damage -------------------------------------------------------------------------------X2. (Druid 4. Druid 5) Displacement (Bard/Wizard 3) Eagle's Splendor (Bard/Cleric/Paladin/Wizard 2) Enervation . Wizard 7) Barkskin (Druid/Ranger 2) Bear's Endurance (Cleric/Druid/Ranger/Wizard 2) Bull's Strength (Bard/Cleric/Druid/Paladin/Wizard 2) Call Lightning (Druid 3) Cat's Grace (Bard/Druid/Ranger/Wizard 2) Cure Critical Wounds (Bard/Cleric 4.(Bard/Cleric/Wizard 2) Haste . Cleric 5) Fox's Cunning .(Bard/Wizard 3) Ice Storm (Druid/Wizard 4.(Wizard 4) Fireball .(Wizard 3) Flame Strike . Crafting Spell List Banishment (Cleric 6. Bard 6) Inflict Critical Wounds (Cleric 4) Invisibility (Bard/Wizard 2) Keen Edge (Wizard 3) Light (Bard/Cleric/Druid/Wizard 0) Lightning Bolt (Wizard 3) . Crafting Gem List Amethyst Beljuril Blue Diamond Canary Diamond Diamond Emerald Fire Opal Jacinth King's Tear Obsidian Rogue Stone Ruby Sapphire Star Sapphire -------------------------------------------------------------------------------X4.Martial: 5 Exotic: 8 Iron: +0 Wood: +0 Alchemical Silver: +5 Cold Iron: +5 Duskwood: +5 Shederran: +5 Darksteel: +10 Mithril: +10 Zalantar: +10 Adamantine: +15 -------------------------------------------------------------------------------X3. Druid 5) Darkness (Bard/Cleric/Wizard 2) Death Ward (Cleric/Paladin 4. Cleric/Druid/Paladin/Wizard 2) Resistance (Bard/Cleric/Druid/Wizard 0. Acid Splash (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 2d8 Effect: N/A Avg Damage: 9 AoE: Single Acid Splash (Average) Detect DC: 10 Disarm DC: 22 Set DC: 20 Damage: 3d8 Effect: N/A Avg Damage: 13. Paladin 1) Silence (Bard/Cleric 2) Shield of Faith (Cleric 1) Spell Resistance (Cleric/Druid 5) Stoneskin (Druid/Wizard 4) True Seeing (Cleric 5. Bard/Cleric/Paladin 4) Owl's Wisdom (Bard/Cleric/Druid/Paladin/Ranger/Wizard 2) Poison (Druid 3. No in-game testing was done. Druid 7) Undeath to Death (Cleric/Wizard 6) -------------------------------------------------------------------------------X6.5 AoE: Single Acid Splash (Major) Detect DC: 10 Disarm DC: 22 Set DC: 25 Damage: 5d8 Effect: N/A Avg Damage: 22. Trap Properties ***NOTE: All information here was taken from the Comment section of the Trap Trigger blueprints in the Toolset. Wizard 6. Cleric 4) Remove Disease (Cleric/Druid/Ranger 3) Resist Energy/Elements (Ranger 1.5 AoE: Single Acid Splash (Deadly) Detect DC: 10 Disarm DC: 22 Set DC: 30 Damage: 8d8 Effect: N/A Avg Damage: 36 AoE: Single .Mage Armor (Wizard 1) Melf's Acid Arrow (Wizard 2) Neutralize Poison (Druid/Ranger 3. 5 AoE: Large Sphere Electrical (Major) Detect DC: 22 Disarm DC: 36 Set DC: 30 Damage: 20d6 Effect: N/A .5 AoE: Single Acid Blob (Major) Detect DC: 18 Disarm DC: 31 Set DC: 30 Damage: 12d6 Effect: Paralyze for 4 Rounds Avg Damage: 42 AoE: Single Acid Blob (Deadly) Detect DC: 18 Disarm DC: 31 Set DC: 35 Damage: 18d6 Effect: Paralyze for 5 Rounds Avg Damage: 63 AoE: Single Electrical (Minor) Detect DC: 14 Disarm DC: 26 Set DC: 20 Damage: 6d8 Effect: N/A Avg Damage: 21 AoE: Large Sphere Electrical (Average) Detect DC: 18 Disarm DC: 31 Set DC: 25 Damage: 15d6 Effect: N/A Avg Damage: 52.5 AoE: Single Acid Blob (Average) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: 5d6 Effect: Paralyze for 3 Rounds Avg Damage: 17.Acid Blob (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 3d6 Effect: Paralyze for 2 Rounds Avg Damage: 10. 5 AoE: Medium Sphere Fire (Deadly) Detect DC: 22 Disarm DC: 36 Set DC: 35 Damage: 25d6 Effect: N/A Avg Damage: 87.5 AoE: Small Sphere Fire (Average) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: 6d8 Effect: N/A Avg Damage: 27 AoE: Small Sphere Fire (Major) Detect DC: 18 Disarm DC: 31 Set DC: 30 Damage: 15d6 Effect: N/A Avg Damage: 52.5 AoE: Medium Sphere Frost (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 2d4 Effect: N/A Avg Damage: 5 AoE: Single Frost (Average) Detect DC: 10 Disarm DC: 22 .Avg Damage: 70 AoE: Large Sphere Electrical (Deadly) Detect DC: 22 Disarm DC: 36 Set DC: 35 Damage: 30d6 Effect: N/A Avg Damage: 105 AoE: Large Sphere Fire (Minor) Detect DC: 14 Disarm DC: 26 Set DC: 20 Damage: 5d6 Effect: N/A Avg Damage: 17. 5 AoE: Single Frost (Major) Detect DC: 10 Disarm DC: 22 Set DC: 25 Damage: 5d4 Effect: Paralyze for 3 Rounds Avg Damage: 12.5 AoE: Single Frost (Deadly) Detect DC: 10 Disarm DC: 22 Set DC: 30 Damage: 8d4 Effect: Paralyze for 4 Rounds Avg Damage: 20 AoE: Single Gas (Minor) Detect DC: 18 Disarm DC: 31 Set DC: 30 Damage: N/A Effect: Giant Wasp Venom Avg Damage: N/A AoE: Medium Sphere Gas (Average) Detect DC: 18 Disarm DC: 31 Set DC: 35 Damage: N/A Effect: Death Blade Poison Avg Damage: N/A AoE: Medium Sphere Gas (Major) Detect DC: 22 Disarm DC: 36 Set DC: 45 Damage: N/A Effect: Dark Reaver Powder Avg Damage: N/A AoE: Medium Sphere Gas (Deadly) Detect DC: 22 Disarm DC: 36 Set DC: 45 Damage: N/A Effect: Black Lotus Extract Avg Damage: N/A AoE: Medium Sphere .Set DC: 20 Damage: 3d4 Effect: N/A Avg Damage: 7. Holy (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 2d4 Damage (Undead): 4d10 Effect: N/A Avg Damage: 5 Avg Damage (Undead): 20 AoE: Single Holy (Average) Detect DC: 10 Disarm DC: 22 Set DC: 20 Damage: 3d4 Damage (Undead): 5d10 Effect: N/A Avg Damage: 7.5 Avg Damage (Undead): 27 AoE: Single Holy (Major) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: 6d4 Damage (Undead): 8d10 Effect: N/A Avg Damage: 12 Avg Damage (Undead): 40 AoE: Single Holy (Deadly) Detect DC: 14 Disarm DC: 26 Set DC: 30 Damage: 8d4 Damage (Undead): 12d10 Effect: N/A Avg Damage: 20 Avg Damage (Undead): 60 AoE: Single Negative Energy (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 2d6 Effect: -1 Strength Avg Damage: 7 AoE: Single Negative Energy (Average) Detect DC: 10 Disarm DC: 22 Set DC: 20 Damage: 3d6 Effect: -1 Strength Avg Damage: 10.5 . 5 AoE: Single Negative Energy (Deadly) Detect DC: 14 Disarm DC: 26 Set DC: 30 Damage: 8d6 Effect: -1 Level Avg Damage: 28 AoE: Single Sonic (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 2d4 Effect: N/A Avg Damage: 5 AoE: Medium Sphere Sonic (Average) Detect DC: 10 Disarm DC: 22 Set DC: 20 Damage: 3d4 Effect: N/A Avg Damage: 7.5 AoE: Single Sonic (Deadly) Detect DC: 10 Disarm DC: 22 Set DC: 30 Damage: 8d4 Effect: Stunned for 4 Rounds Avg Damage: 20 AoE: Medium Sphere Spike (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 5 .AoE: Single Negative Energy (Major) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: 5d6 Effect: -2 Strength Avg Damage: 17.5 AoE: Medium Sphere Sonic (Major) Detect DC: 10 Disarm DC: 22 Set DC: 25 Damage: 5d4 Effect: Stunned for 4 Rounds Avg Damage: 12. 5 AoE: Single Spike (Major) Detect DC: 10 Disarm DC: 22 Set DC: 25 Damage: 5d6 Effect: N/A Avg Damage: 17.Damage: 2d6 Effect: N/A Avg Damage: 7 AoE: Single Spike (Average) Detect DC: 10 Disarm DC: 22 Set DC: 20 Damage: 3d6 Effect: N/A Avg Damage: 10.5 AoE: Single Spike (Deadly) Detect DC: 10 Disarm DC: 22 Set DC: 35 Damage: 8d10 Effect: N/A Avg Damage: 36 AoE: Single Tangle (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: N/A Effect: -50% Movement Speed for 3 Rounds Avg Damage: N/A AoE: Small Sphere Tangle (Average) Detect DC: 14 Disarm DC: 16 Set DC: 20 Damage: N/A Effect: -50% Movement Speed for 4 Rounds Avg Damage: N/A AoE: Small Sphere Tangle (Major) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: N/A Effect: -50% Movement Speed for 4 Rounds Avg Damage: N/A AoE: Medium Sphere Tangle (Deadly) . -Caster Levels don't stack. Misc Crafting Information -Using a Scroll/Wand casts the spell at a Caster Level of 10. you can use text formatting tags when naming your items.Detect DC: 18 Disarm DC: 31 Set DC: 30 Damage: N/A Effect: -50% Movement Speed for 5 Rounds Avg Damage: N/A AoE: Medium Sphere -------------------------------------------------------------------------------X6. on the other hand. -"PROTIP: Any Essence can be downgraded to an Essence of lesser power by using the mortar & pestle on it. 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.</b> <i>Text in here is italicized. you will end up with a 'Longsword +3'. including Base Bonus. for normal characters and a limit of 4 for Epic characters. For Example: If you use a 'Longsword +2' in the Basic +3 recipe. will not stack. <b>Text in here is bold. Radiant > Glowing > Weak > Faint. -Duplicate enchantments. Likewise.</i> <c=red>Text in here is red</c> . -All Weapons and Armor have a maximum of 3 Magical Properties. For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric recipe and will end up with an 'Vampiric Adamantine Longsword +5'. This can be any type of essence at any power level. Examples: Adamantine's +2 Magic Damage or Mithril Weapons' Weight Reduction. -Sadly. Be careful when enchanting items crafted from special materials as some of them have inherent abilities that will take up an Enchantment slot. -Interestingly. a Cleric 11/Wizard 9 only has a Caster Level of 11. NOT a 'Longsword +5'. -Filling all the enchantment slots will prevent you from upgrading any earlier existing enchantments. This includes ranged weapons such as Arrows/Darts/Bolts/etc. you will recieve an essence completely at random. I did this all the time in the OC and made a garish list of weapons. as well as Shields and Clothes. -Weapons and Armor can be enchanted with multiple effects. making it perfect for enchanting. so you should upgrade the existing enchantments before adding new ones. the Practiced Spellcaster feat does not count toward your crafting Caster Level. 2 Faint = 1 Weak 2 Weak = 1 Glowing 2 Glowing = 1 Radiant" -"PROTIP: Remember. -If you use the Mortar/Pestle on the Fairy Dust item. Mithril Armor's special properties do not take up slots. the basic one and the one that's been combined with Kaedrin's PRC Pack Mod. Personally.com/html/spec/color. but it's been added in nearly its full glory by Reeron and Trekari's Spell Fixes Mod.ign.Detail&id=14 As for Equipment. Mystic Theurge. and the Headband of Intellect +6. or Cleric. http://www. Drow is the optimal choice. The Craft Magic Arms and Armor & Craft Wondrous Item feats 2. What this boils down to is that you'll need a starting Intelligence of at least 18. Basic: http://nwvault.Detail&id=99 Combined: http://nwvault. I. Gems don't come cheap. will allow you to reach all Crafting requirements by Level 18.ign. this is irrelevant. Wizard. Sun Elf will suffice. There are two versions. .php?view=NWN2Scripts. no. but if you either don't have access (a Persistent World character) or don't want to deal with the XP penalty. As for the Class. which should be the first thing you Craft once you hit Level 8. Perfected Potions) Craft Armor rank: 30 (Red Dragon Hide Half-Plate) Craft Trap rank: 20 (Deadly Traps) Craft Weapon rank: 23 (Exotic Adamantine Weapon) -------------------------------------------------------------------------------x7. That starting +4 combined with an additional +2 from Leveling. Warlock.december.2da (I think) or you can enter colors as hexadecimal values. Scarab of Greater Protection) Craft Alchemy rank: 16 (Deadly Poisons.Theurge 10/Cleric 8/Wizard 2. Ultimate Crafter Character Builds -------------------INTRO -------------------You need several things: 1. Wizard. Anything else is optional. The Appraise skill will be needed in order to get your basic supplies. M. I consider the Combined Version to be an essential gameplay Mod. The Imbue Item feat OR access to most of the spells required 3. either M. as well as be either a Warlock. if you're playing as a Cleric or Warlock. or Cleric. Moderate ranks in the Craft Trap and Appraise skills 5.You can look up the color constants in Colors.com/View.com/View. but it is included as insurance.html" -Highest Ranks (including bonuses) needed: Caster Level: 18 (Invulnerable Armor. The Spellcraft skill is listed because someone contacted me saying how they weren't able to scribe spells from scrolls into their spellbooks without ranks in Spellcraft. Mystic Theurge isn't in the game! Not by default.php?view=NWN2HakpaksCombined. personally. But wait. haven't encountered this. either Drow or Sun Elf. you'll be wearing the Headband of Intellect +6. High Spellcraft Rank (if Wizard).Theurge 10/Cleric 2/Wizard 8. Clearly. Choice of Race is rather limited. Access to High Levels of the Craft Armor/Alchemy/Weapons skills 4. on to the Builds: -------------------WARLOCK -------------------Drow STR: DEX: CON: INT: WIS: CHA: gives starting scores of: 8 --------> 8 10 --------> 16 6 --------> 10 11 --------> 18 8 --------> 10 10 --------> 18 Sun Elf STR: 8 DEX: 8 CON: 6 INT: 11 WIS: 8 CHA: 8 gives starting scores: --------> 8 --------> 14 --------> 10 --------> 18 --------> 10 --------> 16 Skills: Appraise and Craft Alchemy/Armor/Trap/Weapon. Craft Magic Arms and Armor. and at 15th you'll stop raising Craft Trap. Skill Focus (Craft Trap).If you're making a character for the Single-Player Campaign. you'll end up at 18th Level with: Appraise: 10 Craft Alchemy: 7 Craft Armor: 21 Craft Trap: 8 Craft Weapon: 14 Skill A of Choice: 21 Skill B of Choice: 21 Skill C of Choice: 20 Feat selection: Silver Palm. The starting INT of 18 covers these with room to spare. Following the above outline. Craft Wondrous Items. you can take advantage of Grobnar's 'Inspire Competence' to craft Weapons/Armor/Traps long before you normally could.. at 12th you'll stop raising Craft Weapon. This Inspiration. however.. Overview: Race: Drow Class: Warlock Alignment: Any Deity: Any STR: 8 DEX: 16 CON: 10 INT: 18 . does NOT stack with the Heroism spells. At 5th Level you'll stop raising Craft Alchemy. With the preliminaries now out of the way. and Skill Focus (Appraise). +2 SoCC 15: *Feat of Choice* 16: +1 Craft Armor. +1 SoCA/SoCB. +1 SoCA. +1 Appraise. at 18th level while wearing the Headband of Intellect +6. +1 SoCA. +1 SoCA 03: Craft Wondrous Items 04: +1 Craft Alchemy/Armor/Weapon. +3 SoCC 17: 18: +1 Craft Armor. +1 Appraise. +1 SoCA (Save 2) 04: +1 INT 05: +1 Craft Armor/Trap/Weapon. +1 Appraise.WIS: 10 CHA: 18 Background: Any except Wild Child Appraise: 2 Craft Alchemy: 4 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 *Skill of Choice*: 4 Silver Palm 02: +1 Craft Alchemy/Armor/Weapon. +1 SoCA/SoCB. +5 SoCC 16: +1 INT 17: +1 Craft Armor. +4 SoCB 08: +1 INT 09: +1 Craft Armor/Trap/Weapon. +1 SoCA 07: 08: +1 Craft Armor/Weapon. +1 Appraise. +1 Skill of Choice A (Save 2) 02: 03: +1 Craft Alchemy/Armor/Trap/Weapon. +1 SoCA/SoCB. +1 Appraise. I suggest Charisma. +4 SoCB 10: 11: +1 Craft Armor/Trap/Weapon. +1 Skill of Choice B 05: 06: +1 Craft Armor/Weapon. Skill Focus (Appraise) 13: +1 Craft Armor/Trap. +4 SoCB. the second two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than Intelligence. +1 Appraise. +1 Skill of Choice C 12: +1 INT. +1 SoCA. +5 SoCC 18: *Feat of Choice* Following the above. Be aware that Drow get -1 to all skills in daylight. +2 SoCB (Save 1) 06: Craft Magic Arms and Armor 07: +1 Craft Armor/Trap/Weapon. +1 SoCA. +1 SoCA 11: 12: +1 Craft Armor. +1 Appraise. +1 SoCA 09: Skill Focus (Craft Trap) 10: +1 Craft Armor/Weapon. +1 SoCA/SoCB. +1 Appraise. +1 SoCA/SoCB 13: 14: +1 Craft Armor. your effective rank scores will be: Craft Craft Craft Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16 Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30 Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20 Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23 If you have access to the Materials for a Headband of Intellect +8. so if your crafting bench happens to be located in perpetual sunlight. you'll need to do a bit of skill . +1 SoCA/SoCB. +4 SoCC 14: 15: +1 Craft Armor. +1 SoCA. except Illusion. The starting INT of 18 covers these easily. at 5th Level you'll stop raising Lore. Craft Alchemy/Armor/Trap/Weapon.rearranging. Following the above outline. and Spellcraft. -------------------MYSTIC THEURGE (W) -------------------Drow STR: DEX: CON: INT: WIS: CHA: gives starting scores of: 8 --------> 8 10 --------> 12 6 --------> 10 11 --------> 18 8 --------> 17 10 --------> 13 Sun Elf STR: 8 DEX: 8 CON: 6 INT: 11 WIS: 8 CHA: 8 gives starting scores: --------> 8 --------> 10 --------> 10 --------> 18 --------> 17 --------> 11 Levels: Wizard 8/Cleric 2/Mystic Theurge 10 Needed Scrolls: Barkskin Useful Domains: Plant Using any Wizard Sub-Class. you'll end up at 20th Level with: Appraise: 11 Craft Alchemy: 2 Craft Armor: 17 Craft Trap: 7 Craft Weapon: 10 Lore: 23 Spellcraft: 23 Concentration: 23 Off-Class Skill of Choice: 11 Feat selection: Silver Palm. Craft Wondrous Items. at 8th you'll stop raising Craft Weapon. and at 15th you'll stop raising Craft Armor. but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'. at 13th you'll stop raising Craft Trap. You only need 2 points in Craft Alchemy. Lore. Skills: Appraise. will cause you to miss out on spells needed for various recipes. Craft Magic Arms and Armor. So being a Generalist is the best path. Overview: Race: Drow Class: Wizard (Generalist) . and Skill Focus (Appraise). +1 Spellcraft. +1 Lore. +1 Appraise. +1 Concentration MT04: Skill Focus (Appraise) feat MT05: +1 Craft Armor. +1 Concentration. +1 Concentration MT06: MT07: +1 Craft Armor. +1 Concentration. +1 Appraise. +1 Spellcraft. +3 Off-Class Skill of Choice WZ04: +1 INT WZ05: +1 Appraise. +1 Appraise. +1 Spellcraft. +1 Concentration. +1 Spellcraft WZ03: Craft Wondrous Items feat CL01: +1 Craft Armor/Weapon. +1 OCSoC WZ05: *Bonus Feat of Choice* WZ06: +1 Spellcraft. +1 Appraise. +1 Concentration. +1 Appraise. +1 Lore. +5 Concentration MT05: MT06: +1 Craft Armor/Trap. +1 OCSoC WZ07: WZ08: +1 Spellcraft. +2 Lore MT10: *Feat of Choice* WZ04: +1 Spellcraft. +3 OCSoC WZ06: *Feat of Choice* WZ07: +1 Appraise. +1 Lore. at 20th level while wearing the Headband of Intellect +6. +5 Concentration MT03: +1 INT MT04: +1 Craft Armor/Trap. +1 Spellcraft.Alignment: Any Deity: Any Familiar: Any STR: 8 DEX: 16 CON: 10 INT: 18 WIS: 10 CHA: 18 Background: Wizard's Apprentice Appraise: 2 Craft Alchemy: 2 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 Lore: 2 Spellcraft: 4 Silver Palm WZ02: +1 Craft Armor/Weapon. +1 Spellcraft. +1 Spellcraft. +1 Concentration. +1 Lore. +1 Spellcraft. +1 Spellcraft. +1 Spellcraft. +1 Concentration. +1 Appraise. *Feat of Choice* MT08: +1 Craft Armor. +4 Lore MT09: MT10: +1 Appraise. +2 Lore (Save 1) WZ02: WZ03: +1 Craft Armor/Trap/Weapon. +1 Spellcraft CL02: MT01: +1 Craft Armor/Weapon. +1 Concentration. +1 Spellcraft. +1 Spellcraft. +2 Concentration (Save 1) MT01: Craft Magic Arms and Armor feat MT02: +1 Craft Armor/Trap/Weapon. +4 Lore MT07: +1 INT. +3 OCSoC WZ08: +1 WIS Following the above. +1 Spellcraft. +1 Spellcraft. +1 Concentration. +1 Concentration. +2 Lore (Save 1) CL01: +1 INT CL02: +1 Craft Armor/Trap/Weapon. +2 Lore MT08: MT09: +1 Craft Armor. your effective rank scores will be: . +1 Spellcraft MT02: MT03: +1 Craft Armor. +1 Lore. so if your crafting bench happens to be located in perpetual sunlight. at 13th you'll stop raising Craft Trap. Lore. You only need 2 points in Craft Alchemy. The starting INT of 18 covers these easily. but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'.Heroism) = 16 Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G. I'd suggest the 'Extra Spell Slot: 2' Feat. So being a Generalist is the best path. Be aware that Drow get -1 to all skills in daylight. and at 15th you'll stop raising Craft Armor. you'll need to do a bit of skill rearranging. will cause you to miss out on spells needed for various recipes. at 5th Level you'll stop raising Lore. the second two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than Intelligence. For one of your Feats of Choice.Heroism) = 20 Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23 If you have access to the Materials for a Headband of Intellect +8. Following the above outline. and Spellcraft. Skills: Appraise. you'll end up at 20th Level with: Appraise: 11 Craft Alchemy: 2 Craft Armor: 17 . Wisdom would be good.Heroism) = 30 Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G. since there are A LOT of Level 2 Spells used in recipes. Craft Alchemy/Armor/Trap/Weapon. except Illusion. at 8th you'll stop raising Craft Weapon.Craft Craft Craft Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G. -------------------MYSTIC THEURGE (C) -------------------Drow STR: DEX: CON: INT: WIS: CHA: gives starting scores of: 8 --------> 8 10 --------> 12 6 --------> 10 11 --------> 18 8 --------> 17 10 --------> 13 Sun Elf STR: 8 DEX: 8 CON: 6 INT: 11 WIS: 8 CHA: 8 gives starting scores: --------> 8 --------> 10 --------> 10 --------> 18 --------> 17 --------> 11 Levels: Wizard 2/Cleric 8/Mystic Theurge 10 Needed Scrolls: Barkskin Useful Domains: Plant Using any Wizard Sub-Class. +1 Appraise. +4 Skill of Choice A MT08: +1 INT. +1 Concentration MT07: MT08: +1 Craft Armor. +1 Spellcraft CL01: Skill Focus (Appraise) feat CL02: +1 Craft Armor/Weapon. +1 Spellcraft MT01: MT02: +1 Craft Armor/Weapon. +1 Spellcraft. +1 Spellcraft. +1 Appraise. +1 Spellcraft MT03: MT04: +1 Craft Armor. +1 Concentration MT05: Craft Magic Arms and Armor feat MT06: +1 Craft Armor. +1 Appraise. Overview: Race: Drow Class: Wizard (Generalist) Alignment: Any Deity: Any Familiar: Any STR: 8 DEX: 16 CON: 10 INT: 18 WIS: 10 CHA: 18 Background: Wizard's Apprentice Appraise: 2 Craft Alchemy: 2 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 Lore: 2 Spellcraft: 4 Silver Palm WZ02: +1 Craft Armor/Weapon. and Skill Focus (Appraise). +1 Concentration. +1 Spellcraft. +1 Appraise.Craft Trap: 7 Craft Weapon: 10 Lore: 6 Spellcraft: 23 Concentration: 23 Skill of Choice A: 23 Skill of Choice B: 16 Feat selection: Silver Palm. +2 Lore (Save 1) WZ02: CL01: +1 Craft Armor/Trap/Weapon. +1 Spellcraft. +1 Spellcraft. +1 Spellcraft. +2 SoCA MT09: MT10: +1 Craft Armor. +2 Lore (Save 1) CL02: +1 INT MT01: +1 Craft Armor/Trap/Weapon. Craft Wondrous Items. +1 Appraise. +4 SoCA MT10: - . +1 Concentration. +2 Concentration (Save 1) MT02: Craft Wondrous Items feat MT03: +1 Craft Armor/Trap/Weapon. +1 Spellcraft. +1 Concentration. +5 Concentration MT06: MT07: +1 Craft Armor/Trap. +1 Appraise. +1 Spellcraft. *Feat of Choice* MT09: +1 Craft Armor. Craft Magic Arms and Armor. +1 Spellcraft. +1 Spellcraft. +5 Concentration MT04: +1 INT MT05: +1 Craft Armor/Trap. Poison. I'd suggest the 'Extra Spell Slot: 2' Feat. +3 SoCB +1 Spellcraft. For one of your Feats of Choice.Heroism) = 20 Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G. but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'. you'll need to do a bit of skill rearranging. and Silence. +1 Spellcraft. except Illusion. the second two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than Intelligence. +6 SoCA +1 INT +1 Appraise. +1 SoCA. your effective rank scores will be: Craft Craft Craft Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G. Using any Wizard Sub-Class.Heroism) = 23 If you have access to the Materials for a Headband of Intellect +8. Inflict Critical Wounds Neutralize Poison/Remove Disease. . +3 Skill of Choice +1 Spellcraft. +1 Concentration.CL03: CL03: CL04: CL04: CL05: CL05: CL06: CL06: CL07: CL07: CL08: CL08: +1 Appraise. +5 SoCB +1 WIS Following the above. -------------------WIZARD -------------------Drow STR: DEX: CON: INT: WIS: CHA: gives starting scores of: 8 --------> 8 10 --------> 16 6 --------> 10 11 --------> 18 8 --------> 10 10 --------> 18 Sun Elf STR: 8 DEX: 8 CON: 6 INT: 11 WIS: 8 CHA: 8 gives starting scores: --------> 8 --------> 14 --------> 10 --------> 18 --------> 10 --------> 16 Needed Scrolls: Barkskin. at 20th level while wearing the Headband of Intellect +6. +1 Concentration. +1 Spellcraft. +1 Concentration. +3 SoCA *Feat of Choice* +1 Spellcraft. so if your crafting bench happens to be located in perpetual sunlight. Wisdom would be a very good choice. +1 Concentration. +1 SoCA. +1 Concentration. will cause you to miss out on spells needed for various recipes.Heroism) = 16 Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G. +5 SoCB *Feat of Choice* +1 Appraise. +1 Spellcraft.Heroism) = 30 Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G. +1 SoCA. So being a Generalist is the best path. Cure Critical Wounds. Be aware that Drow get -1 to all skills in daylight. since there are A LOT of Level 2 Spells used in recipes. +1 SoCA. +1 Concentration. and Spellcraft. Overview: Race: Drow Class: Wizard (Generalist) Alignment: Any Deity: Any Familiar: Any STR: 8 DEX: 16 CON: 10 INT: 18 WIS: 10 CHA: 18 Background: Wizard's Apprentice Appraise: 2 Concentration: 2 Craft Alchemy: 2 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 Spellcraft: 4 Silver Palm 02: +1 Craft Armor/Weapon. The starting INT of 18 covers these easily. +1 Appraise. you'll end up at 18th Level with: Appraise: 10 Craft Alchemy: 2 Craft Armor: 17 Craft Trap: 7 Craft Weapon: 10 Spellcraft: 21 Concentration: 21 Lore: 21 Off-Class Skill of Choice: 7 Feat selection: Silver Palm. +2 Concentration (Save 1) 02: 03: +1 Craft Armor/Trap/Weapon. +1 Spellcraft 03: Craft Wondrous Items feat 04: +1 Craft Armor/Weapon. +1 Concentration . +1 Spellcraft 05: Craft Magic Arms and Armor feat 06: +1 Craft Armor/Weapon. +2 Concentration (Save 1) 04: +1 INT 05: +1 Craft Armor/Trap/Weapon. +1 Spellcraft. +1 Spellcraft. +1 Appraise. +1 Spellcraft. at 8th Level you'll stop raising Craft Weapon. Craft Magic Arms and Armor. at 13th you'll stop raising Craft Trap. You only need 2 points in Craft Alchemy. +2 Lore 08: +1 INT 09: +1 Craft Armor/Trap. Craft Alchemy/Armor/Trap/Weapon. +3 Concentration. and at 15th you'll stop raising Craft Armor. +1 Spellcraft. and Skill Focus (Appraise).Skills: Appraise. Craft Wondrous Items. +1 Appraise. +1 Spellcraft. Following the above outline. +2 Concentration (Save 1) 06: Skill Focus (Appraise) feat 07: +1 Craft Armor/Trap/Weapon. +1 Appraise. +1 Spellcraft 07: 08: +1 Craft Armor. Heroism) = 16 Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G. +1 Spellcraft. +1 Concentration. +1 Spellcraft. For one of your Feats of Choice. +1 Appraise. +1 Spellcraft. *Feat of Choice* +1 Spellcraft. +1 Concentration +1 Craft Armor. +1 Spellcraft. +1 Lore. I'd suggest the 'Extra Spell Slot: 2' Feat. so if your crafting bench happens to be located in perpetual sunlight. +1 Concentration. +2 Lore +1 Craft Armor. +1 Spellcraft. -------------------CLERIC -------------------Drow STR: DEX: CON: INT: WIS: CHA: gives starting scores of: 8 --------> 8 10 --------> 12 6 --------> 10 11 --------> 18 8 --------> 17 10 --------> 13 Sun Elf STR: 8 DEX: 8 CON: 6 INT: 11 WIS: 8 CHA: 8 gives starting scores: --------> 8 --------> 10 --------> 10 --------> 18 --------> 17 --------> 11 . +2 Lore *Bonus Feat of Choice*. +1 Concentration.Heroism) = 23 If you have access to the Materials for a Headband of Intellect +8. +4 Lore +1 Appraise. +1 Concentration. +3 OCS *Feat of Choice* Following the above. +1 Appraise. at 18th level while wearing the Headband of Intellect +6. +1 Spellcraft. +1 Concentration. +4 Lore *Bonus Feat of Choice* +1 Craft Armor/Trap. since there are A LOT of Level 2 Spells used in recipes. +1 Lore. Be aware that Drow get -1 to all skills in daylight.Heroism) = 30 Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20 Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G. +1 Concentration. +1 Lore. +1 OCS +1 Spellcraft. your effective rank scores will be: Craft Craft Craft Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G. *Feat of Choice* +1 Craft Armor. you'll need to do a bit of skill rearranging. +1 Concentration. the second two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than Intelligence. +4 Lore +1 INT.09: 10: 10: 11: 11: 12: 12: 13: 13: 14: 14: 15: 15: 16: 16: 17: 17: 18: 18: *Feat of Choice* +1 Craft Armor. +3 Off-Class Skill of Choice +1 INT +1 Appraise. +1 Spellcraft. +1 Concentration. +1 Appraise. and Skill Focus (Appraise). +1 UMD. At 5th Level you'll stop raising Craft Alchemy. The starting INT of 18 covers these perfectly. and Water (Ice Storm). Craft Wondrous Items. Mage Armor. Magic (Mage Armor & Acid Armow). +1 UMD 03: Craft Wondrous Items 04: +1 Craft Alchemy/Armor/Weapon (Save 3) 04: +1 INT 05: +1 Craft Armor/Trap/Weapon. and at 15th you'll stop raising Craft Trap.Needed Scrolls: Barkskin. Plant (Barkskin). Invisibility. Skill Focus (Craft Trap). +2 SoCA (Save 2) . Overview: Race: Drow Class: Cleric Alignment: Any Deity: Any Domains: Magic & Plant STR: 8 DEX: 12 CON: 10 INT: 18 WIS: 17 CHA: 13 Background: Any except Wild Child Appraise: 2 Craft Alchemy: 4 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 Use Magic Device: 2 Silver Palm 02: +1 Craft Alchemy/Armor/Weapon (Save 3) 02: 03: +1 Craft Alchemy/Armor/Trap/Weapon. and Stoneskin. Displacement. +1 Appraise. Keen Edge. Earth (Stoneskin). Time/Travel (Haste). Call Lightning/Lightning Bolt. Ice Storm. Following the above outline. Domain Choices: Air (Call Lightning). you'll end up at 18th Level with: Appraise: 10 Craft Alchemy: 7 Craft Armor: 21 Craft Trap: 8 Craft Weapon: 14 Use Magic Device: 10 Skill A of Choice: 21 Skill B of Choice: 21 Feat selection: Silver Palm. Craft Magic Arms and Armor. Skills: Appraise. Craft Alchemy/Armor/Trap/Weapon. and Use Magic Device. Trickery (Invisibility). +1 Skill of Choice A 05: 06: +1 Craft Armor/Weapon. Enervation. at 12th you'll stop raising Craft Weapon. Melf's Acid Arrow. Haste. Be aware that Drow get -1 to all skills in daylight.06: 07: 07: 08: 08: 09: 09: 10: 10: 11: 11: 12: 12: 13: 13: 14: 14: 15: 15: 16: 16: 17: 17: 18: 18: Craft Magic Arms and Armor +1 Craft Armor/Trap/Weapon. your effective rank scores will be: Craft Craft Craft Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16 Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30 Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20 Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23 If you have access to the Materials for a Headband of Intellect +8. +1 UMD +1 Craft Armor/Weapon. +1 SoCA. . +1 UMD Skill Focus (Craft Trap) +1 Craft Armor/Weapon. +1 Appraise. +1 UMD.-~~ | | \\ _-~` . +1 SoCA. -------------------------------------------------------------------------------- MASK OF THE BETRAYER CRAFTING _ -==\\ ______-==| ==(W{==========|| (. +6 SoCB *Feat of Choice* Following the above. the second two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than Intelligence. at 18th level while wearing the Headband of Intellect +6. +1 UMD. +1 Appraise. +4 SoCA. +1 UMD +1 Craft Armor. +1 SoCA +1 Craft Armor. +1 Appraise. +1 SoCA. +1 SoCA. +5 SoCB +1 Craft Armor. +1 UMD. +1 Skill of Choice B (Save 1) +1 INT. +1 Appraise. +1 Appraise. +1 SoCA.__ `\ ' `--' ). /`\_. so if your crafting bench happens to be located in perpetual sunlight. +4 SoCA (Save 1) +1 INT +1 Craft Armor/Trap/Weapon.|~~|. +4 SoCA (Save 1) +1 Craft Armor/Trap/Weapon. as you really should get it up to 19.) | \_.-'` `//~\\ ~~~~`---. +1 Appraise. you'll need to do a bit of skill rearranging.___.--. I strongly suggest Wisdom. +6 SoCB +1 INT +1 Craft Armor.__/\ \ /===/===-_---~~~~~~~~~------____ |===-~___ _. Skill Focus (Appraise) +1 Craft Armor/Trap. +1 SoCB *Feat of Choice* +1 Craft Armor. +2 SoCB +1 Craft Armor. ..... please write me: sajin(insert at)gmx(a dot here)net (I'm no native english speaker..)( ~~~~~~~~~~ ' ') '( (/ ' ' ` _-~ Neverwinter Nights 2: Mask of the Betrayer Crafting Guide Version 1.----_ ( ( ')) |__>--<__| | /' _---_~\ `-)) )) ( |__>--<__| | /' / ~\`\ . __--~~ '~~--_/ _-~/.. )... This guide is not endorsed by.. )) ~-__>--<_~-_ ~--____---~' _/'/ /' `~/ )` ) .. see Copyright Notice Neverwinter Nights 2: Mask of the Betrayer was developed by Obsidian Entertainment.. this guide can be considered an addon to the existing crafting guides. feel free to point out any formal/spelling errors.__--~~~ .. published by Obsidian Entertainment and Atari and is copyright 2007 Obsidian Entertainment.( ( ((.../| ~-_~>--<_/-__ __-~ _/ ..__/-~~ \ |_/' / \/' /-'~ ~~~~~---__ | ~-/~ ( ) /' _--~` \_| / _) | ... Since all the old recipes still work.4 2008/02/21 Copyright 2007-2008 Thomas "Sajin" Bergmann Creative Commons by-nc-sa.'( ')/ ......... |~~~~| | | `\ ....//('( |__>--<__| / ./. Obsidian Entertainment or Atari.._-~//( )/ )) ` ~~-'_/_/ /~~~~~~~__--~ ....CBDG19 .... If you have further information or corrections..'//( ( \__>--<__\ \ /' // || .' /' | \\ )__/==0==-\<>/ / / \ / ..-/-==\\ ( | ... nor is the author associated in any way with.|/ \ '-~ \ {\__--_/} / \\_>-|)<__\ \ /' (_/ _-~ | |__>--<__| | | _/) )-~ | |__>--<__| | / /~ ._/ / /__>---<__/ | o-o _// /-~_>---<__-~ / (^(~ /~_>---<___-~ ... too....' / | \\ /~\___/~~\/ /' / \ /' / ____ / | \`\....... --------------------------------------------------------------------------INTRO & CONTACT INFORMATION | --------------------------------------------------------------------------- | Mask of the Betrayer has added quite a lot new crafting options../| /__>--<__/ _-~ ...) -------------------------------------------------------------------------TABLE OF CONTENTS | -------------------------------------------------------------------------- | Intro & contact infos Table of Contents Basics..... ................................................... please refer to one of the excellent Neverwinter Nights 2 Crafting Guides....CBDG21 ......CBDG2A Special Essences and Recipes *Big Spoilers*........................................................ since many enemies get Precognition etc..............................CBDG50 Crafting Tips.......................CBDG25 ......... epic characters get four........ It works like a portable Magicians Workbench.....Gloves................................ --------------| Abbreviations | --------------MotB Mask of the Betrayer AC Armor Class CL Caster Level Str Strengh Dex Dexterity Con Constitution Int Intelligence Wis Wisdom Cha Charisma Wiz Wizard ..................... combine them to stronger ones........................CBDG30 How to get the Spirit Crafting Feats *Spoilers*......CBDG60 Enchanters Spell List (by kgambit)....CBDG40 Warlock Crafting.....................................................Rings.................................. and finally convert from/to Power Essences.......................... Also new is the Shapers Alembic.....Helmets. For example the one by Jake Zahn at http://www......................CBDGA1 Version History.....................................Shields.........CBDG29 .................................. but its even better than in the OC...................CBDG28 ...................CBDGA3 Quick jump to a section: Copy & paste the Code into your search box (Firefox: CTRL-F) -------------------------------------------------------------------------| [CBDG10] BASICS | -------------------------------------------------------------------------This is just an Addon for the new recipes in Mask of the Betrayer..........................com/computer/doswin/file/922154/45560 New in Mask of the Betrayer is the Enchanters Satchel..........Essences and Recipes.......... Adamantine still uses a slot...................CBDG20 ............Armor.Cloak.Belts. You can get three properties per item.... For normal crafting.Boots....................................................CBDG23 ....................................CBDG70 Credits...............................CBDG22 ....Weapons......CBDGA2 Copyright...CBDG27 .gamefaqs...........CBDG26 ...........................................................................................................CBDG24 ..................................Amulets.......... which allows you to divide Essences into weaker ones......................................... Dru Rng Brd Cle Pal Druid Ranger Bard Cleric Paladin -------------------------------------------------------------------------| [CBDG20] ESSENCES AND RECIPES | -------------------------------------------------------------------------Caster Level Requirement: If you need to cast a spell, you need to reach a certain Caster level to create more powerful items. 1 2 3 4 1 2 3 Brilliant Essence requires Caster level 12 Brilliant Essences requires Caster level 15 Brilliant Essences requires Caster level 18 Brilliant Essences requires Caster level 21 Pristine Essence requires Caster level 24 Pristine Essences requires Caster level 27 Pristine Essences requires Caster level 30 Mold/Malleate Spirit has no such restrictions. -----------------| [CBDG21] Weapons | -----------------~~~ Power ~~~ Greater Magic Weapon(Cle4 Pal/Wiz3) OR Greater Magic Fang(Dru/Rng3) on Satchel with 1 Brilliant Power Essence = +2 Enhancement 2 Brilliant Power Essences = +3 Enhancement 3 Brilliant Power Essences = +4 Enhancement 4 Brilliant Power Essences = +5 Enhancement 1 Pristine Power Essence = +6 Enhancement 2 Pristine Power Essences = +7 Enhancement 3 Pristine Power Essences = +8 Enhancement Weapon + Bonus Bonus Bonus Bonus Bonus Bonus Bonus ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Weapon + Vampiric Regeneration Vampiric Regeneration Vampiric Regeneration Vampiric Regeneration Malleate Spirit on Satchel with Spirit Essence = Vampiric Spirit Essences = Vampiric Spirit Essences = Vampiric ~~~ Fire ~~~ +1 +2 +3 +4 Weapon + Regeneration +5 Regeneration +6 Regeneration +7 Fireball(Wiz/Fire3) OR Flamestrike(Dru/War4 Cle5) 1 Brilliant Fire Essence 2 Brilliant Fire Essences 3 Brilliant Fire Essences 4 Brilliant Fire Essences on Satchel = 1d6 Fire = 2d4 Fire = 2d6 Fire = 2d8 Fire with Weapon + Damage Damage Damage Damage Delayed Blast Fireball(Wiz7) OR Flame Strike(Dru/War4 Cle5) on Satchel with weapon + 1 Pristine Fire Essence = 3d6 Fire Damage 2 Pristine Fire Essences = 4d6 Fire Damage 3 Pristine Fire Essences = 5d6 Fire Damage ~~~ Water ~~~ Ice Storm(Dru/Wiz4 Brd6 Water5) OR Creeping Cold(Dru/Cold2) on Satchel with 1 Brilliant Water Essence = 1d6 Ice 2 Brilliant Water Essences = 2d4 Ice 3 Brilliant Water Essences = 2d6 Ice 4 Brilliant Water Essences = 2d8 Ice Weapon + Damage Damage Damage Damage Ice Storm(Dru/Wiz4 Brd6 Water5) OR Greater Creeping Cold(Dru4) on Satchel with Weapon + 1 Pristine Water Essence = 3d6 Ice Damage 2 Pristine Water Essences = 4d6 Ice Damage 3 Pristine Water Essences = 5d6 Ice Damage ~~~ Air ~~~ Lightning Bolt(Wiz3) OR Call Lightning(Dru/Air3) on Satchel with Weapon + 1 Brilliant Air Essence = 1d6 Electrical Damage 2 Brilliant Air Essences = 2d4 Electrical Damage 3 Brilliant Air Essences = 2d6 Electrical Damage 4 Brilliant Air Essences = 2d8 Electrical Damage Chain Lightening(Wiz/Air6) OR Call Lightning Storm(Dru5) on Satchel with Weapon + 1 Pristine Air Essence = 3d6 Electrical Damage 2 Pristine Air Essences = 4d6 Electrical Damage 3 Pristine Air Essences = 5d6 Electrical Damage ~~~ Earth ~~~ Melfs Acid Arrow(Wiz/Magic2) on Satchel with Weapon + 1 Brilliant Earth Essence = 1d6 Acid Damage 2 Brilliant Earth Essences = 2d4 Acid Damage 3 Brilliant Earth Essences = 2d6 Acid Damage 4 Brilliant Earth Essences = 2d8 Acid Damage Acid Fog(Wiz/Destruction6) on Satchel with Weapon + 1 Pristine Earth Essence = 3d6 Acid Damage 2 Pristine Earth Essences = 4d6 Acid Damage 3 Pristine Earth Essences = 5d6 Acid Damage ~~~ Combinations ~~~ ~~Persistent Haste Property~~ Malleate Spirit on Satchel with Weapon + 1 Pristine Power AND 3 Pristine Sspirit = Haste (persistent) ~~Vorpal on Hit (Save or Die on Hit)~~ Malleate Spirit on Satchel with Weapon + 2 Pristine Spirit AND 1 Brilliant Power 2 Pristine Spirit AND 2 Brilliant Power 2 Pristine Spirit AND 3 Brilliant Power 2 Pristine Spirit AND 4 Brilliant Power 2 Pristine Spirit AND 1 Pristine Power 2 Pristine Spirit AND 2 Pristine Power 2 Pristine Spirit AND 3 Pristine Power = = = = = = = Vorpal Vorpal Vorpal Vorpal Vorpal Vorpal Vorpal DC DC DC DC DC DC DC = = = = = = = Wounding Wounding Wounding Wounding Wounding Wounding Wounding 14 16 18 20 22 24 26 ~~Wounding on Hit~~ Malleate Spirit on Satchel with Weapon + 1 Pristine Spirit AND 1 Brilliant Power 1 Pristine Spirit AND 2 Brilliant Power 1 Pristine Spirit AND 3 Brilliant Power 1 Pristine Spirit AND 4 Brilliant Power 1 Pristine Spirit AND 1 Pristine Power 1 Pristine Spirit AND 2 Pristine Power 1 Pristine Spirit AND 3 Pristine Power DC DC DC DC DC DC DC 14 16 18 20 22 24 26 ~~Lesser Dispel Magic on Hit~~ Mold Spirit 1 Brilliant 1 Brilliant 1 Brilliant 1 Brilliant 1 Brilliant 1 Brilliant 1 Brilliant on Satchel Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND with Weapon + 1 Brilliant Power 2 Brilliant Power 3 Brilliant Power 4 Brilliant Power 1 Pristine Power 2 Pristine Power 3 Pristine Power = = = = = = = Lesser Lesser Lesser Lesser Lesser Lesser Lesser Dispel Dispel Dispel Dispel Dispel Dispel Dispel Magic Magic Magic Magic Magic Magic Magic = = = = = = = Dispel Dispel Dispel Dispel Dispel Dispel Dispel Magic Magic Magic Magic Magic Magic Magic 14 16 18 20 22 24 26 DC DC DC DC DC DC DC 14 16 18 20 22 24 26 ~~Dispel Magic on Hit~~ Mold Spirit 2 Brilliant 2 Brilliant 2 Brilliant 2 Brilliant 2 Brilliant 2 Brilliant 2 Brilliant on Satchel Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND Spirit AND with Weapon + 1 Brilliant Power 2 Brilliant Power 3 Brilliant Power 4 Brilliant Power 1 Pristine Power 2 Pristine Power 3 Pristine Power DC DC DC DC DC DC DC ~~Greater Dispel Magic on Hit~~ Mold Spirit on Satchel with Weapon + 3 Brilliant Spirit AND 1 Brilliant Power = Greater Dispel Magic DC 14 Duration 4 Rounds~~ Blindness and Deafness(Brd/Wiz/Darkness2 Cle3) on Satchel with Weapon + 2 Pristine Earth AND 1 Brilliant Power = Blindness DC 14 2 Pristine Earth AND 2 Brilliant Power = Blindness DC 16 2 Pristine Earth AND 3 Brilliant Power = Blindness DC 18 2 Pristine Earth AND 4 Brilliant Power = Blindness DC 20 2 Pristine Earth AND 1 Pristine Power = Blindness DC 22 2 Pristine Earth AND 2 Pristine Power = Blindness DC 24 2 Pristine Earth AND 3 Pristine Power = Blindness DC 26 ~~Fear on Hit. Duration 4 Rounds~~ Confusion(Brd/Wiz3 Trickery4 Chaos5) on Satchel with Weapon + 2 Pristine Water AND 1 Brilliant Power = Confusion DC 14 2 Pristine Water AND 2 Brilliant Power = Confusion DC 16 2 Pristine Water AND 3 Brilliant Power = Confusion DC 18 2 Pristine Water AND 4 Brilliant Power = Confusion DC 20 2 Pristine Water AND 1 Pristine Power = Confusion DC 22 2 Pristine Water AND 2 Pristine Power = Confusion DC 24 2 Pristine Water AND 3 Pristine Power = Confusion DC 26 ~~Blindness on Hit. so this doesn't work right now.10). Duration 4 Rounds~~ Fear(Brd3 Wiz4) 2 Pristine Fire 2 Pristine Fire 2 Pristine Fire on Satchel with AND 1 Brilliant AND 2 Brilliant AND 3 Brilliant Weapon + Power = Fear DC 14 Power = Fear DC 16 Power = Fear DC 18 .3 3 3 3 3 3 Brilliant Brilliant Brilliant Brilliant Brilliant Brilliant Spirit Spirit Spirit Spirit Spirit Spirit AND AND AND AND AND AND 2 3 4 1 2 3 Brilliant Power Brilliant Power Brilliant Power Pristine Power Pristine Power Pristine Power = = = = = = Greater Greater Greater Greater Greater Greater Dispel Dispel Dispel Dispel Dispel Dispel Magic Magic Magic Magic Magic Magic DC DC DC DC DC DC 16 18 20 22 24 26 ~~Keen Weapon~~ Keen Edge(Wiz4) OR Weapon of Impact(Brd/Cle/Wiz3) on Satchel with 1 Brilliant Air AND 1 Brilliant Fire AND 1 Brilliant Power = Keen ~~Silence on Hit. Silence(Brd/Cle2) on 1 Pristine Air AND 1 1 Pristine Air AND 2 1 Pristine Air AND 3 1 Pristine Air AND 4 1 Pristine Air AND 1 1 Pristine Air AND 2 1 Pristine Air AND 3 Satchel with Weapon + Brilliant Power (CL 12) Brilliant Power (CL 15) Brilliant Power (CL 18) Brilliant Power (CL 21) Pristine Power (CL 24) Pristine Power (CL 27) Pristine Power (CL 30) = = = = = = = Silence Silence Silence Silence Silence Silence Silence DC DC DC DC DC DC DC 14 16 18 20 22 24 26 ~~Confusion on Hit. Duration 4 Rounds~~ Note: You cannot cast Silence on the satchel at the moment (MotB 1. Duration 4 Rounds~~ Enervation(Wiz4) 1 Pristine Earth 1 Pristine Earth 1 Pristine Earth 1 Pristine Earth 1 Pristine Earth 1 Pristine Earth 1 Pristine Earth on Satchel with Weapon + AND 1 Brilliant Power (CL 12) AND 2 Brilliant Power (CL 15) AND 3 Brilliant Power (CL 18) AND 4 Brilliant Power (CL 21) AND 1 Pristine Power (CL 24) AND 2 Pristine Power (CL 27) AND 3 Pristine Power (CL 30) = = = = = = = Drain Drain Drain Drain Drain Drain Drain Strenght Strenght Strenght Strenght Strenght Strenght Strenght DC DC DC DC DC DC DC 14 16 18 20 22 24 26 Dexterity Dexterity Dexterity Dexterity Dexterity Dexterity Dexterity DC DC DC DC DC DC DC 14 16 18 20 22 24 26 ~~Drain Dexterity on Hit. Duration 4 Rounds~~ Enervation(Wiz4) 1 Pristine Water 1 Pristine Water 1 Pristine Water 1 Pristine Water 1 Pristine Water 1 Pristine Water 1 Pristine Water on Satchel with Weapon + AND 1 Brilliant Power (CL 12) AND 2 Brilliant Power (CL 15) AND 3 Brilliant Power (CL 18) AND 4 Brilliant Power (CL 21) AND 1 Pristine Power (CL 24) AND 2 Pristine Power (CL 27) AND 3 Pristine Power (CL 30) -----------------| [CBDG22] Armor | -----------------~~~ Power ~~~ = = = = = = = Drain Drain Drain Drain Drain Drain Drain Constitution Constitution Constitution Constitution Constitution Constitution Constitution DC DC DC DC DC DC DC 14 16 18 20 22 24 26 .2 2 2 2 Pristine Pristine Pristine Pristine Fire Fire Fire Fire AND AND AND AND 4 1 2 3 Brilliant Power = Fear DC 20 Pristine Power = Fear DC 22 Pristine Power = Fear DC 24 Pristine Power = Fear DC 26 ~~Stun on Hit. Duration 4 Rounds~~ Power Word 2 Pristine 2 Pristine 2 Pristine 2 Pristine 2 Pristine 2 Pristine 2 Pristine Stun(Wiz/War8) on Satchel with Weapon + Air AND 1 Brilliant Power = Stun DC 14 Air AND 2 Brilliant Power = Stun DC 16 Air AND 3 Brilliant Power = Stun DC 18 Air AND 4 Brilliant Power = Stun DC 20 Air AND 1 Pristine Power = Stun DC 22 Air AND 2 Pristine Power = Stun DC 24 Air AND 3 Pristine Power = Stun DC 26 ~~Drain Strength on Hit. Duration 4 Rounds~~ Enervation(Wiz4) on 1 Pristine Fire AND 1 Pristine Fire AND 1 Pristine Fire AND 1 Pristine Fire AND 1 Pristine Fire AND 1 Pristine Fire AND 1 Pristine Fire AND Satchel with Weapon + 1 Brilliant Power (CL 12) 2 Brilliant Power (CL 15) 3 Brilliant Power (CL 18) 4 Brilliant Power (CL 21) 1 Pristine Power (CL 24) 2 Pristine Power (CL 27) 3 Pristine Power (CL 30) = = = = = = = Drain Drain Drain Drain Drain Drain Drain ~~Drain Constitution on Hit. Stone Skin(Dru/Wiz/Earth4) OR Magic Vestment(Cle3) on Satchel with Armor + 1 Brilliant Power Essence = +2 AC Bonus (Armor) 2 Brilliant Power Essences = +3 AC Bonus (Armor) 3 Brilliant Power Essences = +4 AC Bonus (Armor) 4 Brilliant Power Essences = +5 AC Bonus (Armor) 1 Pristine Power Essence = +6 AC Bonus (Armor) 2 Pristine Power Essences = +7 AC Bonus (Armor) 3 Pristine Power Essences = +8 AC Bonus (Armor) ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Armor + Spell Resistance Spell Resistance Spell Resistance Spell Resistance 16 18 20 22 Malleate Spirit on Satchel with Armor + Spirit Essence = Spell Resistance 24 Spirit Essences = Spell Resistance 26 Spirit Essences = Spell Resistance 28 ~~~ Fire ~~~ Protection from Energy(Cle/Dru/Wiz3 Rng2) on 1 Brilliant Fire Essence = Regeneration 2 Brilliant Fire Essences = Regeneration 3 Brilliant Fire Essences = Regeneration 4 Brilliant Fire Essences = Regeneration 1 Pristine Fire Essence = Regeneration 2 Pristine Fire Essences = Regeneration 3 Pristine Fire Essences = Regeneration Satchel with Armor + +2 +3 +4 +5 +6 +7 +8 ~~~ Water ~~~ !! Incorrect Ingame Description. No Bonus Hitpoints !! Protection from Energy(Cle/Dru/Wiz3 Rng2) on Satchel with Armor + 1 Brilliant Water Essence = Regeneration +2 2 Brilliant Water Essences = Regeneration +3 3 Brilliant Water Essences = Regeneration +4 4 Brilliant Water Essences = Regeneration +5 1 Pristine Water Essence = Regeneration +6 2 Pristine Water Essences = Regeneration +7 3 Pristine Water Essences = Regeneration +8 ~~~ Air ~~~ Protection from Energy(Cle/Dru/Wiz3 Rng2) on Satchel with Armor + 1 Brilliant Air Essence = 80% of Weight 2 Brilliant Air Essences = 70% of Weight 3 Brilliant Air Essences = 60% of Weight 4 Brilliant Air Essences = 50% of Weight 1 Pristine Air Essence = 40% of Weight 2 Pristine Air Essences = 30% of Weight 3 Pristine Air Essences = 20% of Weight . ~~~ Earth ~~~ Protection from Energy(Cle/Dru/Wiz3 Rng2) on Satchel with Armor + 1 Brilliant Earth Essence = Bonus Hit Points: 6 2 Brilliant Earth Essences = Bonus Hit Points: 9 3 Brilliant Earth Essences = Bonus Hit Points: 12 4 Brilliant Earth Essences = Bonus Hit Points: 15 1 Pristine Earth Essence = Bonus Hit Points: 18 2 Pristine Earth Essences = Bonus Hit Points: 25 3 Pristine Earth Essences = Bonus Hit Points: 35 -----------------| [CBDG23] Helmets | -----------------~~~ Power ~~~ Owls Wisdom(Brd/Cle/Dru/Pal/Rng/Wiz2) 1 Brilliant Power Essence = Will 2 Brilliant Power Essences = Will 3 Brilliant Power Essences = Will 4 Brilliant Power Essences = Will 1 Pristine Power Essence = Will 2 Pristine Power Essences = Will 3 Pristine Power Essences = Will on Satchel with Helmet + Save +3 Save +4 Save +5 Save +6 Save +7 Save +8 Save +9 ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Helmet + Int +3 Int +4 Int +5 Int +6 Malleate Spirit on Satchel with Helmet + Spirit Essence = Int +7 Spirit Essences = Int +8 Spirit Essences = Int +9 ~~~ Fire ~~~ Eagles Splendor(Brd/Cle/Pal/Wiz2) on Satchel with Helmet + 1 Brilliant Fire Essence = no Effect 2 Brilliant Fire Essences = no Effect 3 Brilliant Fire Essences = no Effect 4 Brilliant Fire Essences = no Effect 1 Pristine Fire Essence = Charisma +4 2 Pristine Fire Essences = Charisma +6 3 Pristine Fire Essences = Charisma +8 ~~~ Water ~~~ Bears Endurance(Cle/Dru/Rng/Wiz2) on Satchel with Helmet + 1 Brilliant Water Essence = no Effect 2 Brilliant Water Essences = no Effect . 3 4 1 2 3 Brilliant Water Essences Brilliant Water Essences Pristine Water Essence Pristine Water Essences Pristine Water Essences = = = = = no Effect no Effect Constitution +4 Constitution +6 Constitution +8 ~~~ Air ~~~ Cats Grace(Brd/Dru/Rng/Wiz2 1 Brilliant Air Essence 2 Brilliant Air Essences 3 Brilliant Air Essences 4 Brilliant Air Essences 1 Pristine Air Essence 2 Pristine Air Essences 3 Pristine Air Essences Animal2) on Satchel with Helmet + = no Effect = no Effect = no Effect = no Effect = Dexterity +4 = Dexterity +6 = Dexterity +8 ~~~ Earth ~~~ Bulls Strength(Brd/Cle/Dru/Pal/Wiz2 Strength 1) on Satchel with Helmet 1 Brilliant Earth Essence = no Effect 2 Brilliant Earth Essences = no Effect 3 Brilliant Earth Essences = no Effect 4 Brilliant Earth Essences = no Effect 1 Pristine Earth Essence = Strength +4 2 Pristine Earth Essences = Strength +6 3 Pristine Earth Essences = Strength +8 -----------------| [CBDG24] Belts | -----------------~~~ Power ~~~ Bears Endurance(Cle/Dru/Rng/Wiz2) on Satchel with Belt + 1 Brilliant Power Essence = Fort Save +3 2 Brilliant Power Essences = Fort Save +4 3 Brilliant Power Essences = Fort Save +5 4 Brilliant Power Essences = Fort Save +6 1 Pristine Power Essence = Fort Save +7 2 Pristine Power Essences = Fort Save +8 3 Pristine Power Essences = Fort Save +9 ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Belt + Str +3 Str +4 Str +5 Str +6 Malleate Spirit on Satchel with Belt + Spirit Essence = Str +7 Spirit Essences = Str +8 Spirit Essences = Str +9 . ~~~ Fire ~~~ Eagles Splendor(Brd/Cle/Pal/Wiz2) on Satchel with Belt + 1 Brilliant Fire Essence = no Effect 2 Brilliant Fire Essences = no Effect 3 Brilliant Fire Essences = no Effect 4 Brilliant Fire Essences = no Effect 1 Pristine Fire Essence = Charisma +4 2 Pristine Fire Essences = Charisma +6 3 Pristine Fire Essences = Charisma +8 ~~~ Water ~~~ Bears Endurance(Cle/Dru/Rng/Wiz2) on Satchel with Belt + 1 Brilliant Water Essence = no Effect 2 Brilliant Water Essences = no Effect 3 Brilliant Water Essences = no Effect 4 Brilliant Water Essences = no Effect 1 Pristine Water Essence = Constitution +4 2 Pristine Water Essences = Constitution +6 3 Pristine Water Essences = Constitution +8 ~~~ Air ~~~ Cats Grace(Brd/Dru/Rng/Wiz2 1 Brilliant Air Essence 2 Brilliant Air Essences 3 Brilliant Air Essences 4 Brilliant Air Essences 1 Pristine Air Essence 2 Pristine Air Essences 3 Pristine Air Essences Animal2) on Satchel with Belt + = no Effect = no Effect = no Effect = no Effect = Dexterity +4 = Dexterity +6 = Dexterity +8 ~~~ Earth ~~~ Bulls Strength(Brd/Cle/Dru/Pal/Wiz2 Strength 1) on Satchel with Belt + 1 Brilliant Earth Essence = no Effect 2 Brilliant Earth Essences = no Effect 3 Brilliant Earth Essences = no Effect 4 Brilliant Earth Essences = no Effect 1 Pristine Earth Essence = Strength +4 2 Pristine Earth Essences = Strength +6 3 Pristine Earth Essences = Strength +8 -----------------| [CBDG25] Amulets | -----------------~~~ Power ~~~ Superior Resistance(Dru/Wiz/Cle/Brd6) on Satchel with Amulet + 1 Brilliant Power Essence = All Saving Throws +1 2 Brilliant Power Essences = All Saving Throws +2 3 Brilliant Power Essences = All Saving Throws +3 4 Brilliant Power Essences = All Saving Throws +4 1 Pristine Power Essence = All Saving Throws +5 . 2 Pristine Power Essences 3 Pristine Power Essences = All Saving Throws +6 = All Saving Throws +7 ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Amulet + Wis +3 Wis +4 Wis +5 Wis +6 Malleate Spirit on Satchel with Amulet + Spirit Essence = Wis +7 Spirit Essences = Wis +8 Spirit Essences = Wis +9 ~~~ Fire ~~~ Resist Energy(Cle/Dru/Pal/Wiz2 Rng1) on Satchel with Amulet + 1 Brilliant Fire Essence = Resist Fire 10/ 2 Brilliant Fire Essences = Resist Fire 15/ 3 Brilliant Fire Essences = Resist Fire 20/ 4 Brilliant Fire Essences = Resist Fire 25/ 1 Pristine Fire Essence = Resist Fire 30/ 2 Pristine Fire Essences = Resist Fire 35/ 3 Pristine Fire Essences = Resist Fire 40/ ~~~ Water ~~~ Resist Energy(Cle/Dru/Pal/Wiz2 1 Brilliant Water Essence 2 Brilliant Water Essences 3 Brilliant Water Essences 4 Brilliant Water Essences 1 Pristine Water Essence 2 Pristine Water Essences 3 Pristine Water Essences Rng1) on = Resist = Resist = Resist = Resist = Resist = Resist = Resist Satchel with Amulet + Cold 10/ Cold 15/ Cold 20/ Cold 25/ Cold 30/ Cold 35/ Cold 40/ ~~~ Air ~~~ Resist Energy(Cle/Dru/Pal/Wiz2 1 Brilliant Air Essence = 2 Brilliant Air Essences = 3 Brilliant Air Essences = 4 Brilliant Air Essences = 1 Pristine Air Essence = 2 Pristine Air Essences = 3 Pristine Air Essences = Rng1) on Satchel with Amulet + Resist Electricity 10/ Resist Electricity 15/ Resist Electricity 20/ Resist Electricity 25/ Resist Electricity 30/ Resist Electricity 35/ Resist Electricity 40/ ~~~ Earth ~~~ Resist Energy(Cle/Dru/Pal/Wiz2 1 Brilliant Earth Essence 2 Brilliant Earth Essences 3 Brilliant Earth Essences Rng1) on = Resist = Resist = Resist Satchel with Amulet + Acid 10/ Acid 15/ Acid 20/ . Once lvl 2. Once lvl 2. always lvl 2 !!! Legend Lore(Brd4 Wiz6 Knowledge5) on Satchel 1 Brilliant Power Essence = Wizard Bous 2 Brilliant Power Essences = Wizard Bous 3 Brilliant Power Essences = Wizard Bous 4 Brilliant Power Essences = Wizard Bous 1 Pristine Power Essence = Wizard Bous 2 Pristine Power Essences = Wizard Bous 3 Pristine Power Essences = Wizard Bous with Ring + Spell Slot lvl Spell Slot lvl Spell Slot lvl Spell Slot lvl Spell Slot lvl Spell Slot lvl Spell Slot lvl 2 3 4 5 6 7 8 ~~~ Spirit ~~~ !!! You cannot upgrade the Bonus Spell Slot. always lvl 2 !!! Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Ring + Cleric Bonus Cleric Bonus Cleric Bonus Cleric Bonus Spell Spell Spell Spell Slot Slot Slot Slot Lvl Lvl Lvl Lvl 2 3 4 5 Malleate Spirit on Satchel with Ring + Spirit Essence = Cleric Bonus Spell Slot Lvl 6 Spirit Essences = Cleric Bonus Spell Slot Lvl 7 Spirit Essences = Cleric Bonus Spell Slot Lvl 8 ~~~ Fire ~~~ Resistance(Brd/Cle/Dru/Wiz0 Pal1) on Satchel with Ring + 1 Brilliant Fire Essence = Improved Save vs Fire +3 2 Brilliant Fire Essences = Improved Save vs Fire +4 3 Brilliant Fire Essences = Improved Save vs Fire +5 4 Brilliant Fire Essences = Improved Save vs Fire +6 1 Pristine Fire Essence = Improved Save vs Fire +7 2 Pristine Fire Essences = Improved Save vs Fire +8 3 Pristine Fire Essences = Improved Save vs Fire +9 ~~~ Water ~~~ Resistance(Brd/Cle/Dru/Wiz0 Pal1) on Satchel with Ring + 1 Brilliant Water Essence = Improved Save vs Cold +3 2 Brilliant Water Essences = Improved Save vs Cold +4 3 Brilliant Water Essences = Improved Save vs Cold +5 4 Brilliant Water Essences = Improved Save vs Cold +6 1 Pristine Water Essence = Improved Save vs Cold +7 .4 1 2 3 Brilliant Earth Essences Pristine Earth Essence Pristine Earth Essences Pristine Earth Essences = = = = Resist Resist Resist Resist Acid Acid Acid Acid 25/ 30/ 35/ 40/ -----------------| [CBDG26] Rings | -----------------~~~ Power ~~~ !!! You cannot upgrade the Bonus Spell Slot. 2 Pristine Water Essences 3 Pristine Water Essences = Improved Save vs Cold +8 = Improved Save vs Cold +9 ~~~ Air ~~~ Resistance(Brd/Cle/Dru/Wiz0 1 Brilliant Air Essence 2 Brilliant Air Essences 3 Brilliant Air Essences 4 Brilliant Air Essences 1 Pristine Air Essence 2 Pristine Air Essences 3 Pristine Air Essences Pal1) on Satchel = Improved Save = Improved Save = Improved Save = Improved Save = Improved Save = Improved Save = Improved Save with Ring + vs Electricity vs Electricity vs Electricity vs Electricity vs Electricity vs Electricity vs Electricity ~~~ Earth ~~~ Resistance(Brd/Cle/Dru/Wiz0 Pal1) on Satchel with Ring + 1 Brilliant Earth Essence = Improved Save vs Acid +3 2 Brilliant Earth Essences = Improved Save vs Acid +4 3 Brilliant Earth Essences = Improved Save vs Acid +5 4 Brilliant Earth Essences = Improved Save vs Acid +6 1 Pristine Earth Essence = Improved Save vs Acid +7 2 Pristine Earth Essences = Improved Save vs Acid +8 3 Pristine Earth Essences = Improved Save vs Acid +9 -----------------| [CBDG27] Boots | -----------------~~~ Power ~~~ Fox Cunning(Brd/Cle/Wiz2) on Satchel with Boots + 1 Brilliant Power Essence = Reflex Save +3 2 Brilliant Power Essences = Reflex Save +4 3 Brilliant Power Essences = Reflex Save +5 4 Brilliant Power Essences = Reflex Save +6 1 Pristine Power Essence = Reflex Save +7 2 Pristine Power Essences = Reflex Save +8 3 Pristine Power Essences = Reflex Save +9 ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Boots + Con +3 Con +4 Con +5 Con +6 Malleate Spirit on Satchel with Boots + Spirit Essence = Con +7 Spirit Essences = Con +8 Spirit Essences = Con +9 ~~~ Fire ~~~ +3 +4 +5 +6 +7 +8 +9 . Eagles Splendor(Brd/Cle/Pal/Wiz2) on Satchel with Boots + 1 Brilliant Fire Essence = no Effect 2 Brilliant Fire Essences = no Effect 3 Brilliant Fire Essences = no Effect 4 Brilliant Fire Essences = no Effect 1 Pristine Fire Essence = Charisma +4 2 Pristine Fire Essences = Charisma +6 3 Pristine Fire Essences = Charisma +8 ~~~ Water ~~~ Bears Endurance(Cle/Dru/Rng/Wiz2) on Satchel with Boots + 1 Brilliant Water Essence = no Effect 2 Brilliant Water Essences = no Effect 3 Brilliant Water Essences = no Effect 4 Brilliant Water Essences = no Effect 1 Pristine Water Essence = Constitution +4 2 Pristine Water Essences = Constitution +6 3 Pristine Water Essences = Constitution +8 ~~~ Air ~~~ Cats Grace(Brd/Dru/Rng/Wiz2 1 Brilliant Air Essence 2 Brilliant Air Essences 3 Brilliant Air Essences 4 Brilliant Air Essences 1 Pristine Air Essence 2 Pristine Air Essences 3 Pristine Air Essences Animal2) on Satchel with Boots + = no Effect = no Effect = no Effect = no Effect = Dexterity +4 = Dexterity +6 = Dexterity +8 ~~~ Earth ~~~ Bulls Strength (Brd/Cle/Dru/Pal/Wiz2 Strength1) on Satchel with Boots + 1 Brilliant Earth Essence = no Effect 2 Brilliant Earth Essences = no Effect 3 Brilliant Earth Essences = no Effect 4 Brilliant Earth Essences = no Effect 1 Pristine Earth Essence = Strength +4 2 Pristine Earth Essences = Strength +6 3 Pristine Earth Essences = Strength +8 -----------------| [CBDG28] Gloves | -----------------Gloves and only Gloves work here: You cannot enchant bracers. ~~~ Power ~~~ Mage Armor(Wiz/Magic1) on Satchel with 1 Brilliant Power Essence = +2 AC 2 Brilliant Power Essences = +3 AC 3 Brilliant Power Essences = +4 AC 4 Brilliant Power Essences = +5 AC Armor Bonus Bonus Bonus Bonus + (Armor) (Armor) (Armor) (Armor) . 1 Pristine Power Essence 2 Pristine Power Essences 3 Pristine Power Essences = +6 AC Bonus (Armor) = +7 AC Bonus (Armor) = +8 AC Bonus (Armor) ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Gloves + Dex +3 Dex +4 Dex +5 Dex +6 Malleate Spirit on Satchel with Gloves + Spirit Essence = Dex +7 Spirit Essences = Dex +8 Spirit Essences = Dex +9 ~~~ Fire ~~~ Fireburst OR Body of the Sun on Satchel with Gloves + 1 Brilliant Fire Essence = Damage Fire 1d4 2 Brilliant Fire Essences = Damage Fire 1d6 3 Brilliant Fire Essences = Damage Fire 1d8 4 Brilliant Fire Essences = Damage Fire 1d10 Greater Fireburst(Wiz5) OR Inferno(Dru5) on Satchel with 1 Pristine Fire Essence 2 Pristine Fire Essences 3 Pristine Fire Essences Gloves + = Damage Fire 2d6. AB+4 . AB+4 3 Pristine Water Essences = Damage Cold 3d6. AB+3 2 Pristine Water Essences = Damage Cold 2d8. AB+5 ~~~ Water ~~~ Cone of Cold(Wiz5) OR Creeping Cold(Dru/Cold2) on Satchel with Gloves + 1 Brilliant Water Essence = Damage Cold 1d4 2 Brilliant Water Essences = Damage Cold 1d6 3 Brilliant Water Essences = Damage Cold 1d8 4 Brilliant Water Essences = Damage Cold 1d10 Cone of Cold(Wiz5) OR Greater Creeping Cold(Dru4) on Satchel with Gloves + 1 Pristine Water Essence = Damage Cold 2d6. AB+3 = Damage Fire 2d8. AB+5 ~~~ Air ~~~ Shocking Grasp(Wiz1) on Satchel with Gloves + 1 Brilliant Air Essence = Damage Electrical 2 Brilliant Air Essences = Damage Electrical 3 Brilliant Air Essences = Damage Electrical 4 Brilliant Air Essences = Damage Electrical 1 Pristine Air Essence = Damage Electrical 2 Pristine Air Essences = Damage Electrical 1d4 1d6 1d8 1d10 2d6. AB+4 = Damage Fire 3d6. AB+3 2d8. 3 Pristine Air Essences = Damage Electrical 3d6. AB+5 ~~~ Earth ~~~ Mestifs Acid Breath(Wiz3) on Satchel with Gloves + 1 Brilliant Earth Essence = Damage Acid 1d4 2 Brilliant Earth Essences = Damage Acid 1d6 3 Brilliant Earth Essences = Damage Acid 1d8 4 Brilliant Earth Essences = Damage Acid 1d10 Vitriolic Sphere(Wiz5) on Satchel with Gloves + 1 Pristine Earth Essence = Damage Acid 2d6. AB+3 2 Pristine Earth Essences = Damage Acid 2d8. AB+4 3 Pristine Earth Essences = Damage Acid 3d6. AB+5 -----------------| [CBDG29] Cloaks | -----------------~~~ Power ~~~ Tortoise Shell(Dru6) on Satchel with 1 Brilliant Power Essence (CL 12) 2 Brilliant Power Essences (CL 15) 3 Brilliant Power Essences (CL 18) 4 Brilliant Power Essences (CL 21) 1 Pristine Power Essence (CL 24) 2 Pristine Power Essences (CL 27) 3 Pristine Power Essences (CL 30) Cloak = +2 = +3 = +4 = +5 = +6 = +7 = +8 + Deflection Deflection Deflection Deflection Deflection Deflection Deflection AC AC AC AC AC AC AC Bonus Bonus Bonus Bonus Bonus Bonus Bonus ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = Apply Feat 1 Pristine 2 Pristine 3 Pristine with Cloak + Cha +3 Cha +4 Cha +5 Cha +6 Malleate Spirit on Satchel with Cloak + Spirit Essence = Cha +7 Spirit Essences = Cha +8 Spirit Essences = Cha +9 ~~~ Fire ~~~ Endure Elements(Cle/Dru/Pal/Wiz1) on Satchel with Cloak + 1 Brilliant Fire Essence = Resist Fire 5/ 2 Brilliant Fire Essences = Resist Fire 5/ Save vs Fire +2 3 Brilliant Fire Essences = Resist Fire 10/ Save vs Fire +2 4 Brilliant Fire Essences = Resist Fire 10/ Save vs Fire +4 1 Pristine Fire Essence = Resist Fire 15/ Save vs Fire +4 2 Pristine Fire Essences = Resist Fire 20/ Save vs Fire +4 3 Pristine Fire Essences = Resist Fire 25/ Save vs Fire +5 ~~~ Water ~~~ . Endure Elements(Cle/Dru/Pal/Wiz1) on Satchel 1 Brilliant Water Essence = Resist Cold 2 Brilliant Water Essences = Resist Cold 3 Brilliant Water Essences = Resist Cold 4 Brilliant Water Essences = Resist Cold 1 Pristine Water Essence = Resist Cold 2 Pristine Water Essences = Resist Cold 3 Pristine Water Essences = Resist Cold with Cloak + 5/ 5/ Save vs Cold +2 10/ Save vs Cold +2 10/ Save vs Cold +4 15/ Save vs Cold +4 20/ Save vs Cold +4 25/ Save vs Cold +5 ~~~ Air ~~~ Endure Elements(Cle/Dru/Pal/Wiz1) on Satchel 1 Brilliant Air Essence = Resist Electr 2 Brilliant Air Essences = Resist Electr 3 Brilliant Air Essences = Resist Electr 4 Brilliant Air Essences = Resist Electr 1 Pristine Air Essence = Resist Electr 2 Pristine Air Essences = Resist Electr 3 Pristine Air Essences = Resist Electr with Cloak + 5/ 5/ Save vs Electr +2 10/ Save vs Electr +2 10/ Save vs Electr +4 15/ Save vs Electr +4 20/ Save vs Electr +4 25/ Save vs Electr +5 ~~~ Earth ~~~ Endure Elements(Cle/Dru/Pal/Wiz1) on Satchel 1 Brilliant Earth Essence = Resist Acid 2 Brilliant Earth Essences = Resist Acid 3 Brilliant Earth Essences = Resist Acid 4 Brilliant Earth Essences = Resist Acid 1 Pristine Earth Essence = Resist Acid 2 Pristine Earth Essences = Resist Acid 3 Pristine Earth Essences = Resist Acid with Cloak + 5/ 5/ Save vs Acid +2 10/ Save vs Acid +2 10/ Save vs Acid +4 15/ Save vs Acid +4 20/ Save vs Acid +4 25/ Save vs Acid +5 -----------------| [CBDG2A] Shields | -----------------~~~ Power ~~~ Stone Skin(Dru/Wiz/Earth4) OR Magic Vestment(Cle3) on Satchel with Shield + 1 Brilliant Power Essence = +2 AC Bonus (Armor) 2 Brilliant Power Essences = +3 AC Bonus (Armor) 3 Brilliant Power Essences = +4 AC Bonus (Armor) 4 Brilliant Power Essences = +5 AC Bonus (Armor) 1 Pristine Power Essence = +6 AC Bonus (Armor) 2 Pristine Power Essences = +7 AC Bonus (Armor) 3 Pristine Power Essences = +8 AC Bonus (Armor) ~~~ Spirit ~~~ Apply Feat Mold Spirit on Satchel 1 Brilliant Spirit Essence = 2 Brilliant Spirit Essences = 3 Brilliant Spirit Essences = 4 Brilliant Spirit Essences = with Shield + Spell Resistance Spell Resistance Spell Resistance Spell Resistance 16 18 20 22 . Apply Feat 1 Pristine 2 Pristine 3 Pristine Malleate Spirit on Satchel with Shield + Spirit Essence = Spell Resistance 24 Spirit Essences = Spell Resistance 26 Spirit Essences = Spell Resistance 28 ~~~ Fire ~~~ Protection from Energy(Cle/Dru/Wiz3 Rng2) on 1 Brilliant Fire Essence = Regeneration 2 Brilliant Fire Essences = Regeneration 3 Brilliant Fire Essences = Regeneration 4 Brilliant Fire Essences = Regeneration 1 Pristine Fire Essence = Regeneration 2 Pristine Fire Essences = Regeneration 3 Pristine Fire Essences = Regeneration Satchel with Shield + +2 +3 +4 +5 +6 +7 +8 ~~~ Water ~~~ !! Incorrect Ingame Description. No Bonus Hitpoints !! Protection from Energy(Cle3 Dru3 Rng2 Wiz3) on Satchel with Shield + 1 Brilliant Water Essence = Regeneration +2 2 Brilliant Water Essences = Regeneration +3 3 Brilliant Water Essences = Regeneration +4 4 Brilliant Water Essences = Regeneration +5 1 Pristine Water Essence = Regeneration +6 2 Pristine Water Essences = Regeneration +7 3 Pristine Water Essences = Regeneration +8 ~~~ Air ~~~ Protection from Energy(Cle3 1 Brilliant Air Essence 2 Brilliant Air Essences 3 Brilliant Air Essences 4 Brilliant Air Essences 1 Pristine Air Essence 2 Pristine Air Essences 3 Pristine Air Essences Dru3 Rng2 = 80% of = 70% of = 60% of = 50% of = 40% of = 30% of = 20% of Wiz3) on Satchel with Shield + Weight Weight Weight Weight Weight Weight Weight ~~~ Earth ~~~ Protection from Energy(Cle3 Dru3 Rng2 Wiz3) on Satchel with Shield + 1 Brilliant Earth Essence = Bonus Hit Points: 6 2 Brilliant Earth Essences = Bonus Hit Points: 9 3 Brilliant Earth Essences = Bonus Hit Points: 12 4 Brilliant Earth Essences = Bonus Hit Points: 15 1 Pristine Earth Essence = Bonus Hit Points: 18 2 Pristine Earth Essences = Bonus Hit Points: 25 3 Pristine Earth Essences = Bonus Hit Points: 35 -------------------------------------------------------------------------| [CBDG30] SPECIAL ESSENCES AND RECIPES | -------------------------------------------------------------------------- . Enhancement. 50% vulnerability to cold Shape of Fire Essence + Armor = Damage Immunity: Fire. 50% vulnerability to fire ~~ Shape of Fire Essence ~~ Shape of Fire Essence + Weapon = 6D6 fire damage bonus. Darkvision. Sleep Sleep Sleep Sleep Sleep 1 Essence of the Coven + Armor = +4 Enhancement. Darkvision. 50% vulnerability to cold ~~ Essence of the Coven ~~ 1 2 3 4 5 Essence Essence Essence Essence Essence of of of of of the the the the the Coven Coven Coven Coven Coven + + + + + Weapon Weapon Weapon Weapon Weapon = = = = = +4 +5 +6 +7 +8 Enhancement. Darkvision. +2 vs Outsiders Immunity to Mind Spells 2 Coven Essence = Lesser Eyes of The Coven (Mask): Ability Bonus: Intelligence +4 Ability Bonus: Wisdom +4 Ability Bonus: Charisma +4 Cast Spell: Deep Slumber [1 Use/Day] Cast Spell: Phantasmal Killer (7) [1 Use/Day] 5 Coven Esssence = Eyes of the Coven (Mask): Ability Bonus: Intelligence +9 Ability Bonus: Wisdom +9 Ability Bonus: Charisma +9 Cast Spell: True Seeing (9) [1 Use/Day] Cast Spell: Premonition (15) [1 Use/Day] Cast Spell: Weird (17) [1 Use/Day] ~~ Companion Essences ~~ +2. ~~ Shadow of the Void Essence ~~ Shadow of the Void Essence + Weapon = 6D6 cold damage bonus. 50% vulnerability to fire Shadow of the Void Essence + Armor = Damage Immunity: Cold. Hit Hit Hit Hit Hit . Enhancement. Darkvision. +2. Enhancement. Enhancement. +2 vs Outsiders Immunity to Mind Spells 2 Essence of the Coven + Armor = +5 Enhancement. +2 vs Outsiders Immunity to Mind Spells 5 Essence of the Coven + Armor = +8 Enhancement.*Big Spoilers* The information for the section was submitted by Dave Harlow. on on on on on +2. +2. Darkvision. +2. +2 vs Outsiders Immunity to Mind Spells 3 Essence of the Coven + Armor = +6 Enhancement. thanx & kudos ! Use the Mold/Malleate Spirit Feats. +2 vs Outsiders Immunity to Mind Spells 5 Essence of the Coven + Armor = +7 Enhancement. Racial Group: Shapechanger [+ 5] Freedom of Movement Cast Spell: Eagle's Splendor (15) [1 Use/Day] Cast Spell: Shapechange (17) [1 Use/Day] ~~ Wood Man Essence ~~ . WIS +7. WIS +8. Immunity Negative Energy.One of Many Essence + Belt = 10 STR Okku Essence + Belt = +10 STR Safiya Essence + Helmet = +10 INT Araman Essence + Ring = +10 INT Kaelyn Essence + Amulet = +10 WIS Gann Essence + Cloak = +10 CHA Kaelyn + Gann + Okku + Safiya OR Kaelyn + Gann + One of Many + Safiya = Amulet of Betrayal Personified: All Stats +12. +50 HP. All Saves -15. Immunity Level/Ability Drain. Regeneration +2 Bonus Spell Slot Level 7 (Wizard) Bonus Spell Slot Level 8 (Wizard) Bonus Spell Slot Level 9 (Wizard) 2 Pristine Earth Essence + 2x Pristine Fire Essence + Pristine Power Essence + Broken Ring = Ring of the Red Wizards INT +7. Regeneration +2. Fear Immunity. Bonus Spell Slot Level 7: (Wizard) Bonus Spell Slot Level 8 (Wizard) ~~ Ujuk Essence ~~ Ujuk Essence + Adamantium = Ring of the Urthraki: AC Bonus vs. 100% Weakness to DivinePositive Energy ~~ Essence of Gulk'aush ~~ Essence of Gulk'aush + Orglash Crystal OR Essence of Gulk'aush + Hulmarra Emerald OR Essence of Gulk'aush + Gem of Brightness OR Essence of Gulk'aush + Gem of Seeing = Amulet of Pure Love: Immunity Level/Ability Drain. Regeneration +1. Cast Spell: Greater Restoration (13) [1 Use/Day] ~~ Essence of the Founder ~~ 2 Pristine Earth Essence + 2x Pristine Fire Essence + Essence of the Founder + Broken Ring = Ring of the Founder: INT +8. Combine it with Myrkuls essence (Mold Spirit) for a very nice Scythe (Myrkuls Wrath) * End Spoilers* -------------------------------------------------------------------------| [CBDG40] HOW TO GET SPIRIT CRAFTING FEATS | -------------------------------------------------------------------------*Spoilers* Mold Spirit: . Racial Type: Beast [3d12] Damage Bonus vs. there is a broken scythe item.required for recipes with pristine spirit essences .get it from the Golem in the Teleporter Room on the Shadowplane (in the theatre) Malleate Spirit: .Wood Man's Essence + Charred Branch = Staff of Ashenwood: Enhancement Bonus [+ 9] Bonus Hitpoints [+20] Immunity: Miscellaneous: Disease Immunity: Miscellaneous: Poison Decreased Saving Throws: Specific: Will [-10] Cast Spell: Storm of Vengeance (17) [1 Use/Day] Cast Spell: Mass Heal (15) [1 Use/Day] Damage Bonus vs. Racial Type: Magical Beast [3d12] Damage Bonus vs.get it by using the strange box from the Thayan Academy on a brilliant spirit essence /*Spoilers* -------------------------------------------------------------------------| [CBDG50] WARLOCK CRAFTING | -------------------------------------------------------------------------- . Racial Type: Plant [3d12] ~~ Gnarlthorns Essence ~~ Gnarlthorns Essence + Rags = Gnarlthorn Bow: Attack Bonus +4 Bonus Feat: Improved Critical (Longbow) Unlimited Ammunition: Arrow [Ammo: Nature's Rage] ~~ Myrkuls Essence ~~ In theory.required for recipes with volatile and brilliant spirit essences . but i didn't find it.Mold Spirit is Perquisite for Malleate Spirit Note by Radisshu: Although the feat description says otherwise. you don't need it to get Malleate Spirit . Note: Patch 1.12 will fix this problem. and continue from there.Drag the feat into the quick access bar and use it on the enchanters satchel instead of the required spell.Detail&id=65 2) Use the console to add the feats: Enter Console (Key left to 1 / ^ on german keyboards) DebugMode 1 givefeat 1093 givefeat 1092 DebugMode 0 So. Everything else remains the same.Dodge AC +5.they made the game Me .net -------------------------------------------------------------------------| [CBDGA1] CREDITS | -------------------------------------------------------------------------Obsidian Entertainment . for example feats. how does Warlock crafting work now ? . so if you read this after 1. Max Enhancement Bonus from crafting is +8 AB/+8 Damage Max Enhancement Bonus from casting is +5 AB/+5 Damage Compare the lost +3/+3 to another 5d6 Elemental Damage -------------------------------------------------------------------------| [CBDG60] Enchanters Spell List | -------------------------------------------------------------------------Removed to allow full Creative Commons license. For example Boots of the Sun Soul normal .i wrote this guide .12 is out. you can just pick the necessary feats at level up. Constitution +9. Dexterity +3 crafting . Dexterity +8. you dont need to use valuable slots for those properties.ign.MotB finally added Warlock Crafting with the Feat "Imbue Item". Unfortunately. Reflex Save +9 2) Think about your spells ! If you can cast Keen Edge and Greater Magic Weapon.php?view=NWN2Scripts. There are two workarounds: 1) Get ndsmans fix on Nwvault: http://nwvault.thieves-guild.com/View. A full spell list can be found at kgambits page: http://www. Obsidian forgot to allow the required Feats "Craft Magical Arms and Armor" and "Craft Wonderous Items" for Warlocks. -------------------------------------------------------------------------| [CBDG60] CRAFTING TIPS | -------------------------------------------------------------------------1) Use already existing items with properties you cannot reproduce.Dodge AC +5. Special Recipes ...3 2007/12/08 .thieves-guild.All recipes for Weapons and Armor .0/us/ You are allowed <> to Share . and perform the work <> to Remix .Correction for Wounding Recipe and Silence Recipe -------------------------------------------------------------------------| [CBDGA2] VERSION HISTORY | -------------------------------------------------------------------------V.Silence enchanting does not work as of 1.who created the ascii-art aeons ago in IRC ndsman .under the following conditions: <> Attribution .Basic Layout .Mold not needed for Malleate (Radisshu) .2 2007/10/06 .Added Spell List by kgambit .Corrected Wounding Weapon Recipe (by dunigase) .Added On Hit Weapon enchantments .Warlock Crafting kgambit from www.org/licenses/by-nc-sa/3.1.Crafting Tips .1. display. confirmed by kgambit Dave Harlow .Mold/Malleate update .to make derivative works .Warlock Crafting V.Spell List section Radisshu .Cloak AC = Deflection Dunigase .1 2007/10/03 .Ice Hag and Fire Spirit Essences.Corrected Armor + Water Essences (by kgambit) .net . See http://creativecommons.Note on Shields (asked by JSLfromBx) .removed Spelllist for full Creative Commons compliance . distribute.Added Silence to Spelllist (by kgmabit) .Mold Spirit not required for Malleate Spirit feat notimlessur .Lots and lots of Special Essences and Recipes (by Dave Harlow) .1.1.Shield = Armor correction.0 2007/10/02 .Fixed some typos v.You must attribute the work in the manner specified by the .Extended Spelllist (by kgambit) v.Changed Layout a bit for better viewing v.1.to copy.Shields can be enchanted as like Armor (by notimlessur) .10 (by dunigase) -------------------------------------------------------------------------| [CBDGA3] COPYRIGHT NOTICE | -------------------------------------------------------------------------This document is distributed under the Creative Commons by-nc-sa license. kgambit .Finished the game with the good path .4 2008/02/21 .Cloak + Spirit = Deflection AC by jeff. Cloak AC Jeff .the whole big section on special recipes Jonathan Carter .The guy . you may distribute the resulting work only under the same or similar license to this one.author or licensor (but not in any way that suggests that they endorse you or your use of the work). <> Noncommercial . .If you alter. or build upon this work.You may not use this work for commercial purposes. <> Share Alike . transform.
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