Professional Documents
Culture Documents
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 "Offkorn_69@yahoo.com", 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, regardless of what the scroll's description
may say.
-The Workbench doesn't recognize the Haste spell when it's cast on it. It
works fine on the Enchanter's Satchel from MotB though.
-The 'Invulnerable Armor' and 'Lucky' recipes don't actually do anything
except steal your ingredients and allow you to rename your Armor/Weapon.
-The 'Flaming Burst' recipe adds 1d10 Physical Damage to criticals, instead
of 1d10 Fire Damage.
-------------------------------------------------------------------------------RECIPES
-------------------------------------------------------------------------------/////Universal Ingredients\\\\\
X0000
Requires: Caster Level 15, 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: 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: Radiant Power Essence + Blue Diamond
Spell: Stoneskin
Quick Armor: Haste (10) 3/day
Requires: Caster Level 7, 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, 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 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: 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: Faint Water Essence + Fire Opal
Spell: Silence
Silent Armor (Improved): +10 competence bonus on Move Silently checks
Requires: Caster Level 10, 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, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Blue Diamond
Spell: Silence
-------------------------------------------------------------------------------/////Belts\\\\\
X0004
Belt of Agility +2: +2 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Air Essence + Diamond
Spell: Cat's Grace
Belt of Agility +4: +4 bonus to Dexterity, Freedom of Movement
-------------------------------------------------------------------------------/////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: 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 + Obsidian
Spell: Resistance
Cloak of Resistance +2: +2 bonus on Saving Throws
Requires: Caster Level 6, 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 Earth Essence + Canary Diamond
Spell: Resistance
Cloak of Resistance +4: +4 bonus on Saving Throws
Requires: Caster Level 12, 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: Radiant Earth Essence + Blue Diamond
Spell: Resistance
Greater Mantle of Spell Resistance: Spell Resistance 20
Requires: Caster Level 9, 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: Faint Water Essence + Diamond
Spell: Eagle's Splendor
Nymph Cloak +4: +4 bonus to Charisma
Requires: Caster Level 8, 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: Glowing Water Essence + Rogue Stone
Spell: Eagle's Splendor
Nymph Cloak +8: +8 bonus to Charisma
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 + Obsidian
Spell: Light
Base Weapon Enchantment +2
Requires: Caster Level 6, 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 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, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond
Spell: Light
**Elemental**
Acid Weapon: +1d6 Acid Damage
Requires: Caster Level 10, 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: 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: Weak Fire Essence + Ruby
Spell: Fireball or Flame Strike
Frost Weapon: +1d6 Cold Damage
Requires: Caster Level 10, 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: 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: 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: Faint Power Essence + Faint Earth Essence + Jacinth
Spell: Inflict Critical Wounds
Defending: Adds +1 Deflection AC Bonus
Requires: Caster Level 5, 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: 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: 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
Blunt
Halberd
Scythe
Wooden
Bow
Club
Crossbow
Quarterstaff
Spear
Hides
Red Dragon Hide
Breastplate, Half Plate, Scalemail
+3 Armor Modifier
Fire Resistance: 20/Weight Reduction: 20%
Salamander Hide
Hide, Leather, Studded Leather
+1 Armor Modifier
Fire Resistance: 10/Weight Reduction: 40%
Umber Hulk Hide
Half Plate, Shields
+2 Armor Modifier
Immunity: Mind Effecting Spells
Wyvern Hide
Breastplate, Full Plate, Half Plate, Scalemail
+2 Armor Modifier
+4 Poison Save Bonus
Weight Reduction: 20%
Metal Ingots
Adamantine
Armor
Chainshirt, L.Shield
Damage Reduction: 1/Breastplate, Chainmail, Scalemail, H.Shield
Damage Reduction: 2/Heavy Armor, T.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, Fae, and Warlock Damage Resistances
Darksteel
Armor
All Armor
Acid Resistance: 5/-
Weapons
Metal
+1 Electrical Damage
Mithril
Armor
Chainshirt
Armor Check Penalty: Reduced by
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Breastplate, Chainmail, Scalemail
Armor Check Penalty: Reduced by
Armor Class: Light
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Banded Mail, 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.Shield
Spell Failure: -05%
Weight Reduction: 40%
H.Shield
Spell Failure: -15%
Weight Reduction: 40%
T.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, Spear
Weight Reduction:
Staff
+1 Magic Damage
Shederran
60%
40%
40%
40%
Bow
Mighty +4
Crossbow
Attack Bonus +2
Zalantar
Armor
L.Shield
+2 Armor Modifier
Spell Failure: -05%
H.Shield
Spell Failure: -05%
T.Shield
+2 Armor Modifier
Spell Failure: -10%
Weapons
Bow
Mighty +2
Crossbow
Attack Bonus +1
Club, Spear
+1 Magic Damage
Staff
+1 Electrical Damage
-------------------------------------------------------------------------------X2. 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
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. 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. Crafting Spell List
Banishment (Cleric 6, 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, Druid 5)
Darkness (Bard/Cleric/Wizard 2)
Death Ward (Cleric/Paladin 4, Druid 5)
Displacement (Bard/Wizard 3)
Eagle's Splendor (Bard/Cleric/Paladin/Wizard 2)
Enervation - (Wizard 4)
Fireball - (Wizard 3)
Flame Strike - (Druid 4, Cleric 5)
Fox's Cunning - (Bard/Cleric/Wizard 2)
Haste - (Bard/Wizard 3)
Ice Storm (Druid/Wizard 4, 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)
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: 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
Fire (Deadly)
Detect DC: 22
Disarm DC: 36
Set DC: 35
Damage: 25d6
Effect: N/A
Avg Damage: 87.5
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
Set DC: 20
Damage: 3d4
Effect: N/A
Avg Damage: 7.5
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
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
AoE: Single
Negative Energy (Major)
Detect DC: 14
Disarm DC: 26
Set DC: 25
Damage: 5d6
Effect: -2 Strength
Avg Damage: 17.5
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: 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
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
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 (Major)
Detect DC: 10
Disarm DC: 22
Set DC: 25
Damage: 5d6
Effect: N/A
Avg Damage: 17.5
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)
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. Misc Crafting Information
-Using a Scroll/Wand casts the spell at a Caster Level of 10.
-Caster Levels don't stack, a Cleric 11/Wizard 9 only has a Caster Level of 11.
-Weapons and Armor can be enchanted with multiple effects.
For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric
recipe and will end up with an 'Vampiric Adamantine Longsword +5'.
-Duplicate enchantments, on the other hand, will not stack.
For Example: If you use a 'Longsword +2' in the Basic +3 recipe, you will end
up with a 'Longsword +3', NOT a 'Longsword +5'.
-All Weapons and Armor have a maximum of 3 Magical Properties, including Base
Bonus, for normal characters and a limit of 4 for Epic characters. This
includes ranged weapons such as Arrows/Darts/Bolts/etc, as well as Shields
and Clothes. Be careful when enchanting items crafted from special materials
as some of them have inherent abilities that will take up an Enchantment slot.
Examples: Adamantine's +2 Magic Damage or Mithril Weapons' Weight Reduction.
-Interestingly, Mithril Armor's special properties do not take up slots, making
it perfect for enchanting.
-Filling all the enchantment slots will prevent you from upgrading any earlier
existing enchantments, so you should upgrade the existing enchantments before
adding new ones.
-Sadly, the Practiced Spellcaster feat does not count toward your crafting
Caster Level.
-If you use the Mortar/Pestle on the Fairy Dust item, you will recieve an
essence completely at random. This can be any type of essence at any power
level.
-"PROTIP: Any Essence can be downgraded to an Essence of lesser power by using
the mortar & pestle on it. Radiant > Glowing > Weak > Faint. Likewise, putting
two identical Essences in an Alchemy Bench and then using the Mortar & Pestle
on the bench will upgrade it to the next power level.
2 Faint = 1 Weak
2 Weak = 1 Glowing
2 Glowing = 1 Radiant"
-"PROTIP: Remember, you can use text formatting tags when naming your items. I
did this all the time in the OC and made a garish list of weapons.
<b>Text in here is bold.</b>
<i>Text in here is italicized.</i>
<c=red>Text in here is red</c>
You can look up the color constants in Colors.2da (I think) or you can enter
colors as hexadecimal values. http://www.december.com/html/spec/color.html"
-Highest Ranks (including bonuses) needed:
Caster Level: 18 (Invulnerable Armor, Scarab of Greater Protection)
Craft Alchemy rank: 16 (Deadly Poisons, 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. Ultimate Crafter Character Builds
-------------------INTRO
-------------------You need several things:
1. The Craft Magic Arms and Armor & Craft Wondrous Item feats
2. The Imbue Item feat OR access to most of the spells required
3. Access to High Levels of the Craft Armor/Alchemy/Weapons skills
4. Moderate ranks in the Craft Trap and Appraise skills
5. High Spellcraft Rank (if Wizard).
What this boils down to is that you'll need a starting Intelligence of at
least 18, as well as be either a Warlock, Mystic Theurge, Wizard, or Cleric.
That starting +4 combined with an additional +2 from Leveling, and the Headband
of Intellect +6, will allow you to reach all Crafting requirements by Level 18.
The Appraise skill will be needed in order to get your basic supplies. Gems
don't come cheap.
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. I, personally, haven't encountered this, but it is included as
insurance. Clearly, if you're playing as a Cleric or Warlock, this is
irrelevant.
Choice of Race is rather limited; either Drow or Sun Elf. Drow is the optimal
choice, but if you either don't have access (a Persistent World character) or
don't want to deal with the XP penalty, Sun Elf will suffice. As for the Class;
either M.Theurge 10/Cleric 8/Wizard 2, M.Theurge 10/Cleric 2/Wizard 8, Warlock,
Wizard, or Cleric.
But wait, Mystic Theurge isn't in the game! Not by default, no, but it's been
added in nearly its full glory by Reeron and Trekari's Spell Fixes Mod. There
are two versions; the basic one and the one that's been combined with Kaedrin's
PRC Pack Mod. Personally, I consider the Combined Version to be an essential
gameplay Mod.
Basic: http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=99
Combined: http://nwvault.ign.com/View.php?view=NWN2HakpaksCombined.Detail&id=14
As for Equipment; you'll be wearing the Headband of Intellect +6, which
should be the first thing you Craft once you hit Level 8. Anything else is
optional.
If you're making a character for the Single-Player Campaign, you can take
advantage of Grobnar's 'Inspire Competence' to craft Weapons/Armor/Traps long
before you normally could. This Inspiration, however, does NOT stack with the
Heroism spells.
With the preliminaries now out of the way... on to the Builds:
-------------------WARLOCK
-------------------Drow
STR:
DEX:
CON:
INT:
WIS:
CHA:
Sun Elf
STR: 8
DEX: 8
CON: 6
INT: 11
WIS: 8
CHA: 8
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 Skill of Choice A (Save 2)
02: 03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 SoCA
03: Craft Wondrous Items
04: +1 Craft Alchemy/Armor/Weapon, +1 SoCA (Save 2)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA, +1 Skill of Choice B
05: 06: +1 Craft Armor/Weapon, +1 SoCA, +2 SoCB (Save 1)
06: Craft Magic Arms and Armor
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
07: 08: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
09: Skill Focus (Craft Trap)
10: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
10: 11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
11: 12: +1 Craft Armor, +1 SoCA, +4 SoCB, +1 Skill of Choice C
12: +1 INT, Skill Focus (Appraise)
13: +1 Craft Armor/Trap, +1 Appraise, +1 SoCA/SoCB
13: 14: +1 Craft Armor, +1 SoCA/SoCB, +4 SoCC
14: 15: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +2 SoCC
15: *Feat of Choice*
16: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
16: +1 INT
17: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +3 SoCC
17: 18: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
18: *Feat of Choice*
Following the above, at 18th level while wearing the Headband of Intellect +6,
your effective rank scores will be:
Craft
Craft
Craft
Craft
If you have access to the Materials for a Headband of Intellect +8, the second
two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
Intelligence. I suggest Charisma.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
happens to be located in perpetual sunlight, you'll need to do a bit of skill
rearranging.
-------------------MYSTIC THEURGE (W)
-------------------Drow
STR:
DEX:
CON:
INT:
WIS:
CHA:
Sun Elf
STR: 8
DEX: 8
CON: 6
INT: 11
WIS: 8
CHA: 8
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, +2 Lore (Save 1)
WZ02: WZ03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
WZ03: Craft Wondrous Items feat
CL01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL01: +1 INT
CL02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL02: MT01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT01: Craft Magic Arms and Armor feat
MT02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT02: MT03: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT03: +1 INT
MT04: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT04: Skill Focus (Appraise) feat
MT05: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT05: MT06: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT06: MT07: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT07: +1 INT, *Feat of Choice*
MT08: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT08: MT09: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT09: MT10: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT10: *Feat of Choice*
WZ04: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
WZ04: +1 INT
WZ05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ05: *Bonus Feat of Choice*
WZ06: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ06: *Feat of Choice*
WZ07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ07: WZ08: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ08: +1 WIS
Following the above, at 20th level while wearing the Headband of Intellect +6,
your effective rank scores will be:
Craft
Craft
Craft
Craft
If you have access to the Materials for a Headband of Intellect +8, the second
two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
Intelligence. Wisdom would be good.
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
happens to be located in perpetual sunlight, you'll need to do a bit of skill
rearranging.
-------------------MYSTIC THEURGE (C)
-------------------Drow
STR:
DEX:
CON:
INT:
WIS:
CHA:
Sun Elf
STR: 8
DEX: 8
CON: 6
INT: 11
WIS: 8
CHA: 8
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, Craft Wondrous Items, Craft Magic Arms and Armor,
and Skill Focus (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, +1 Spellcraft, +2 Lore (Save 1)
WZ02: CL01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL01: Skill Focus (Appraise) feat
CL02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL02: +1 INT
MT01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT01: MT02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT02: Craft Wondrous Items feat
MT03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT03: MT04: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT04: +1 INT
MT05: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT05: Craft Magic Arms and Armor feat
MT06: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT06: MT07: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT07: MT08: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Skill of Choice A
MT08: +1 INT, *Feat of Choice*
MT09: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 SoCA
MT09: MT10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 SoCA
MT10: -
CL03:
CL03:
CL04:
CL04:
CL05:
CL05:
CL06:
CL06:
CL07:
CL07:
CL08:
CL08:
Following the above, at 20th level while wearing the Headband of Intellect +6,
your effective rank scores will be:
Craft
Craft
Craft
Craft
If you have access to the Materials for a Headband of Intellect +8, the second
two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
Intelligence. Wisdom would be a very good choice.
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
happens to be located in perpetual sunlight, you'll need to do a bit of skill
rearranging.
-------------------WIZARD
-------------------Drow
STR:
DEX:
CON:
INT:
WIS:
CHA:
Sun Elf
STR: 8
DEX: 8
CON: 6
INT: 11
WIS: 8
CHA: 8
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, +1 Spellcraft, +1 Concentration, +4 Lore
*Bonus Feat of Choice*
+1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
+1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
+1 INT, *Feat of Choice*
+1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
+1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
+1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
*Bonus Feat of Choice*, *Feat of Choice*
+1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
+1 INT
+1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCS
+1 Spellcraft, +1 Concentration, +1 Lore, +3 OCS
*Feat of Choice*
Following the above, at 18th level while wearing the Headband of Intellect +6,
your effective rank scores will be:
Craft
Craft
Craft
Craft
If you have access to the Materials for a Headband of Intellect +8, the second
two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
Intelligence.
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
happens to be located in perpetual sunlight, you'll need to do a bit of skill
rearranging.
-------------------CLERIC
-------------------Drow
STR:
DEX:
CON:
INT:
WIS:
CHA:
Sun Elf
STR: 8
DEX: 8
CON: 6
INT: 11
WIS: 8
CHA: 8
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:
Following the above, at 18th level while wearing the Headband of Intellect +6,
your effective rank scores will be:
Craft
Craft
Craft
Craft
If you have access to the Materials for a Headband of Intellect +8, the second
two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
Intelligence. I strongly suggest Wisdom, as you really should get it up to 19.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
happens to be located in perpetual sunlight, you'll need to do a bit of skill
rearranging.
--------------------------------------------------------------------------------
-==\\
______-==|
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~~-'_/_/ /~~~~~~~__--~
;'( ')/ ,)(
~~~~~~~~~~
' ') '( (/
' ' `
_-~
Mask of the Betrayer has added quite a lot new crafting options. Since all
the old recipes still work, this guide can be considered an addon to the
existing crafting guides.
If you have further information or corrections, please write me:
sajin(insert at)gmx(a dot here)net
(I'm no native english speaker, feel free to point out any formal/spelling
errors, too.)
-------------------------------------------------------------------------TABLE OF CONTENTS
|
--------------------------------------------------------------------------
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
Weapon +
Bonus
Bonus
Bonus
Bonus
Bonus
Bonus
Bonus
with Weapon +
Vampiric Regeneration
Vampiric Regeneration
Vampiric Regeneration
Vampiric Regeneration
+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
Weapon +
Damage
Damage
Damage
Damage
=
=
=
=
=
=
=
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
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
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
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, Duration 4 Rounds~~
Note: You cannot cast Silence on the satchel at the moment (MotB 1.10),
so this doesn't work right now.
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
=
=
=
=
=
=
=
Silence
Silence
Silence
Silence
Silence
Silence
Silence
DC
DC
DC
DC
DC
DC
DC
14
16
18
20
22
24
26
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
2
2
2
2
Pristine
Pristine
Pristine
Pristine
Fire
Fire
Fire
Fire
AND
AND
AND
AND
4
1
2
3
=
=
=
=
=
=
=
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
Drain
Drain
Drain
Drain
Drain
Drain
=
=
=
=
=
=
=
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
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
with Helmet +
Int +3
Int +4
Int +5
Int +6
3
4
1
2
3
=
=
=
=
=
no Effect
no Effect
Constitution +4
Constitution +6
Constitution +8
with Belt +
Str +3
Str +4
Str +5
Str +6
with Amulet +
Wis +3
Wis +4
Wis +5
Wis +6
Rng1) on
= Resist
= Resist
= Resist
= Resist
= Resist
= Resist
= Resist
Rng1) on
= Resist
= Resist
= Resist
4
1
2
3
=
=
=
=
Resist
Resist
Resist
Resist
Acid
Acid
Acid
Acid
25/
30/
35/
40/
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
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
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
with Boots +
Con +3
Con +4
Con +5
Con +6
+3
+4
+5
+6
+7
+8
+9
Armor
Bonus
Bonus
Bonus
Bonus
+
(Armor)
(Armor)
(Armor)
(Armor)
= +6 AC Bonus (Armor)
= +7 AC Bonus (Armor)
= +8 AC Bonus (Armor)
with Gloves +
Dex +3
Dex +4
Dex +5
Dex +6
Gloves +
= Damage Fire 2d6, AB+3
= Damage Fire 2d8, AB+4
= Damage Fire 3d6, AB+5
1d4
1d6
1d8
1d10
2d6, AB+3
2d8, AB+4
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
with Cloak +
Cha +3
Cha +4
Cha +5
Cha +6
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
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
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
with Shield +
Spell Resistance
Spell Resistance
Spell Resistance
Spell Resistance
16
18
20
22
Apply Feat
1 Pristine
2 Pristine
3 Pristine
Dru3 Rng2
= 80% of
= 70% of
= 60% of
= 50% of
= 40% of
= 30% of
= 20% of
*Big Spoilers*
The information for the section was submitted by Dave Harlow, thanx & kudos !
Use the Mold/Malleate Spirit Feats.
~~ 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,
50% vulnerability to fire
~~ Shape of Fire Essence ~~
Shape of Fire Essence + Weapon = 6D6 fire damage bonus,
50% vulnerability to cold
Shape of Fire Essence + Armor = Damage Immunity: Fire,
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,
Enhancement,
Enhancement,
Enhancement,
Enhancement,
Darkvision,
Darkvision,
Darkvision,
Darkvision,
Darkvision,
Sleep
Sleep
Sleep
Sleep
Sleep
+2,
on
on
on
on
on
+2,
+2,
+2,
+2,
Hit
Hit
Hit
Hit
Hit
MotB finally added Warlock Crafting with the Feat "Imbue Item".
Unfortunately, Obsidian forgot to allow the required Feats "Craft Magical
Arms and Armor" and "Craft Wonderous Items" for Warlocks.
There are two workarounds:
1) Get ndsmans fix on Nwvault:
http://nwvault.ign.com/View.php?view=NWN2Scripts.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, how does Warlock crafting work now ?
- Drag the feat into the quick access bar and use it on the enchanters
satchel instead of the required spell. Everything else remains the same.
Note: Patch 1.12 will fix this problem, so if you read this after 1.12 is
out, you can just pick the necessary feats at level up.
-------------------------------------------------------------------------| [CBDG60]
CRAFTING TIPS
|
-------------------------------------------------------------------------1)
Use already existing items with properties you cannot reproduce, for
example feats, and continue from there.
For example Boots of the Sun Soul
normal - Dodge AC +5, Dexterity +3
crafting - Dodge AC +5, Dexterity +8, Constitution +9, Reflex Save +9
2)
Think about your spells ! If you can cast Keen Edge and Greater Magic
Weapon, you dont need to use valuable slots for those properties.
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. A full spell list can be
found at kgambits page: http://www.thieves-guild.net
-------------------------------------------------------------------------| [CBDGA1]
CREDITS
|
-------------------------------------------------------------------------Obsidian Entertainment - they made the game
Me - i wrote this guide
author or licensor (but not in any way that suggests that they endorse you
or your use of the work).
<> Noncommercial - You may not use this work for commercial purposes.
<> Share Alike - If you alter, transform, or build upon this work, you may
distribute the resulting work only under the same or similar license to
this one.