Neverwinter Nights 2 Crafting Recipes Game Version: 1.12.1295 + MotB Guide Version: 1.75 By: Jake Zahn Date: 07/08/2008 -------------------------------------------------------------------------------- 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 "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 -------------------------------------------------------------------------------- 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 Armor: Any Armor, Shield, 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 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 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: Weak Power Essence + Weak Water Essence + Obsidian + Iron Ingot Spell: Remove Disease or Neutralize Poison Amulet of Health: Immunity to Ability/Level Drain, 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, and Poison Regeneration +1 Requires: Caster Level 5, 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: Faint Earth Essence + Sapphire + Iron Ingot Spell: Barkskin Amulet of Natural Armor +2: +2 Natural bonus to AC Requires: Caster Level 6, 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: 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, Craft Wondrous Item feat 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 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, Craft Wondrous Item feat Ingredients: Faint Power Essence + Sapphire + 2 Iron Ingots Spell: Mage Armor Medallion of Thought: Immunity to Mind Affecting Spells, +5 Bluff, +5 Diplomacy Requires: Caster Level 8, 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, 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: 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: Glowing Water Essence + Rogue Stone + Iron Ingot Spell: Owl's Wisdom Periapt of Wisdom +8: +8 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, Immunity to Death Effects, and Immunity to Energy Drain Requires: Caster Level 18, 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 Magic Arms and Armor feat Ingredients: Faint Earth Essence + Obsidian Spell: Light Base Armor Enchantment +2: Armor gains +2 Enhancement bonus Requires: Caster Level 6, 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 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: 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 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 Earth Essence + Jacinth Spell: Resist Energy/Elements Armor of Acid Resistance (Improved): Acid 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: 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 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 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 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: Faint Air Essence + Jacinth Spell: Resist Energy/Elements Armor of Electricity Resistance (Improved): Electricity Resistance 20 Requires: Caster Level 7, 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, 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: 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: 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 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: 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: 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 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: 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: 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: Glowing Power Essence + Radiant Fire Essence + Blue Diamond Spell: Spell Resistance Armor of Spell Resistance (Greater): Spell Resistance 22 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 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, Freedom of Movement 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 + Radiant Air Essence + Beljuril Spell: Cat's Grace Belt of Frost Giant Strength: +4 bonus to Strength 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 + Glowing Fire Essence + Beljuril Spell: Bull's Strength Belt of Cloud Giant Strength: +8 bonus to Strength Requires: Caster Level 8, Craft Wondrous Item feat Ingredients: Leather Hide + Radiant Fire Essence + King's Tear Spell: Bull's Strength -------------------------------------------------------------------------------- /////Boots\\\\\ X0005 Boots of Elvenkind: +5 bonus on Move Silently checks Requires: Caster Level 3, 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: Weak Air Essence + Weak Power Essence + Star Sapphire Spell: Haste Boots of Striding +4: +4 bonus to Constitution Requires: Caster Level 8, 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: 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 Earth Essence + Beljuril Spell: Bear's Endurance -------------------------------------------------------------------------------- /////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 Requires: Caster Level 8, 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 + Obsidian Spell: Mage Armor Bracers of Armor +2: +2 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, 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 + Weak Earth Essence + Jacinth Spell: Mage Armor Bracers of Armor +5: +5 bonus to AC Requires: Caster Level 10, 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 + 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: 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 + Radiant Earth Essence + King's Tear Spell: Mage Armor Gauntlets of Ogre Power: +2 Strength Requires: Caster Level 6, Craft Wondrous Item feat Ingredients: Faint Fire Essence, Ruby, 2 Iron Ingots Spell: Bull's Strength -------------------------------------------------------------------------------- /////Head\\\\\ X0008 Headband of Intellect +2: +2 bonus to Intelligence 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, 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, 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: 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: 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: 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, 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 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 16 Ingredients: 4 Giant Bee Venom Glands Giant Centipede Venom (Mild): Coats a weapon with Poison (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 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 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 Intelligence damage) Requires: Craft Alchemy 16 Ingredients: 4 Giant Centipede Venom Glands Giant Scorpion Venom (Mild): Coats a weapon with Poison (DC 18, 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, 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, 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, 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. Gold Filigree Charm: Used for summoning 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, 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: Glowing Fire Essence + Sapphire + Mithril Ingot Spell: Darkness Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep Requires: Caster Level 1, 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: 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, 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: 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: 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: 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, 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 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 Power Essence + Glowing Air Essence + Star Sapphire Spell: Fox's Cunning Ring of Wizardry 5: Store one extra 5th-Level Arcane spell per day Requires: Caster Level 12, 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, Spell Penetration feat, Bonus Level 5, 6, & 7 Wizard/Sorcerer Spells, Spell Resistance 20, +3 Universal Saves, Only Usable by Wizard or Sorcerer Requires: Caster Level 14, 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, Tanglefoot Bag Acid Blob (Average) Requires: Craft Trap 10 Ingredients: 2 Acid Flasks, 2 Tanglefoot Bags Acid Blob (Major) Requires: Craft Trap 15 Ingredients: 5 Acid Flasks, 5 Tanglefoot Bags Acid Blob (Deadly) Requires: Craft Trap 20 Ingredients: 7 Acid Flasks, 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 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 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: Weak Earth Essence, Ruby Spell: Lightning Bolt *BUGGED* Lucky: Adds +1 to all saves Requires: Caster Level 5, Craft Magic Arms and Armor feat Ingredients: Faint Power Essence + Faint Earth Essence + Obsidian Spell: Resistance Poison Weapon: Poison (DC 14, 1d2 Con Damage) on hit Requires: Caster Level 10, Craft Magic Arms and Armor feat Ingredients: Weak Earth Essence + Emerald Spell: Poison Unholy Weapon: +2d6 Damage against Good creatures Requires: Caster Level 7, 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 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 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 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: Radiant Power Essence + Radiant Fire Essence + Beljuril Spell: Enervation -------------------------------------------------------------------------------- Appendix -------------------------------------------------------------------------------- Here is where I'll provide various useful information. -------------------------------------------------------------------------------- X1. Armor/Weapon Special Material Properties Weapon Categories Metal Axes Bladed 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 2 Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Breastplate, Chainmail, Scalemail Armor Check Penalty: Reduced by 3 Armor Class: Light Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Banded Mail, Full Plate Armor Check Penalty: Reduced by 3 Armor Class: Medium Max Dex Bonus: +2 Spell Failure: -10% Weight Reduction: 50% Half Plate Armor Check Penalty: Reduced by 3 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: 60% Weapons Bow Mighty +6 Weight Reduction: 40% Crossbow Attack Bonus +3 Weight Reduction: 40% Club, Spear Weight Reduction: 40% Staff +1 Magic Damage Shederran 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) Mage Armor (Wizard 1) Melf's Acid Arrow (Wizard 2) Neutralize Poison (Druid/Ranger 3, Bard/Cleric/Paladin 4) Owl's Wisdom (Bard/Cleric/Druid/Paladin/Ranger/Wizard 2) Poison (Druid 3, Cleric 4) Remove Disease (Cleric/Druid/Ranger 3) Resist Energy/Elements (Ranger 1, Cleric/Druid/Paladin/Wizard 2) Resistance (Bard/Cleric/Druid/Wizard 0, Paladin 1) Silence (Bard/Cleric 2) Shield of Faith (Cleric 1) Spell Resistance (Cleric/Druid 5) Stoneskin (Druid/Wizard 4) True Seeing (Cleric 5, Wizard 6, Druid 7) Undeath to Death (Cleric/Wizard 6) -------------------------------------------------------------------------------- X6. Trap Properties ***NOTE: All information here was taken from the Comment section of the Trap Trigger blueprints in the Toolset. No in-game testing was done. 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: 13.5 AoE: Single Acid Splash (Major) Detect DC: 10 Disarm DC: 22 Set DC: 25 Damage: 5d8 Effect: N/A Avg Damage: 22.5 AoE: Single Acid Splash (Deadly) Detect DC: 10 Disarm DC: 22 Set DC: 30 Damage: 8d8 Effect: N/A Avg Damage: 36 AoE: Single Acid Blob (Minor) Detect DC: 10 Disarm DC: 22 Set DC: 15 Damage: 3d6 Effect: Paralyze for 2 Rounds Avg Damage: 10.5 AoE: Single Acid Blob (Average) Detect DC: 14 Disarm DC: 26 Set DC: 25 Damage: 5d6 Effect: Paralyze for 3 Rounds Avg Damage: 17.5 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: Large Sphere Electrical (Major) Detect DC: 22 Disarm DC: 36 Set DC: 30 Damage: 20d6 Effect: N/A 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. -"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. Text in here is bold.</b> Text in here is italicized.</i> 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. Access to High Levels of the Craft Armor/Alchemy/Weapons skills 3. The Imbue Item feat OR access to most of the spells required 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 18, 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, Wozard, 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 gives starting scores of: STR: 8 --------> 8 DEX: 10 --------> 16 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 10 CHA: 10 --------> 18 Sun Elf gives starting scores: STR: 8 --------> 8 DEX: 8 --------> 14 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 10 CHA: 8 --------> 16 Skills: Appraise and Craft Alchemy/Armor/Trap/Weapon. The starting INT of 18 covers these with room to spare. At 5th Level you'll stop raising Craft Alchemy, at 12th you'll stop raising Craft Weapon, and at 15th you'll stop raising Craft Trap. Following the above outline, 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, Craft Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus (Appraise). Overview: Race: Drow Class: Warlock Alignment: Any Deity: Any STR: 8 DEX: 16 CON: 10 INT: 18 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 Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16 Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30 Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20 Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23 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 gives starting scores of: STR: 8 --------> 8 DEX: 10 --------> 12 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 10 --------> 13 Sun Elf gives starting scores: STR: 8 --------> 8 DEX: 8 --------> 10 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 8 --------> 11 Levels: Wizard 8/Cleric 2/Mystic Theurge 10 Needed Scrolls: Barkskin Useful Domains: Plant Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path. Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft. The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor. Following the above outline, 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, 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: - 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 Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16 Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30 Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20 Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23 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 gives starting scores of: STR: 8 --------> 8 DEX: 10 --------> 12 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 10 --------> 13 Sun Elf gives starting scores: STR: 8 --------> 8 DEX: 8 --------> 10 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 8 --------> 11 Levels: Wizard 2/Cleric 8/Mystic Theurge 10 Needed Scrolls: Barkskin Useful Domains: Plant Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path. Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft. The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor. Following the above outline, you'll end up at 20th Level with: Appraise: 11 Craft Alchemy: 2 Craft Armor: 17 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: +1 Appraise, +1 Spellcraft, +1 Concentration, +3 SoCA CL03: *Feat of Choice* CL04: +1 Spellcraft, +1 Concentration, +6 SoCA CL04: +1 INT CL05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 Skill of Choice CL05: - CL06: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB CL06: *Feat of Choice* CL07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 SoCB CL07: - CL08: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB CL08: +1 WIS Following the above, at 20th level while wearing the Headband of Intellect +6, your effective rank scores will be: Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16 Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30 Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20 Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23 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 gives starting scores of: STR: 8 --------> 8 DEX: 10 --------> 16 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 10 CHA: 10 --------> 18 Sun Elf gives starting scores: STR: 8 --------> 8 DEX: 8 --------> 14 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 10 CHA: 8 --------> 16 Needed Scrolls: Barkskin, Cure Critical Wounds, Inflict Critical Wounds Neutralize Poison/Remove Disease, Poison, and Silence. Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path. Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Spellcraft. The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 8th Level you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor. Following the above outline, 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, 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 Concentration: 2 Craft Alchemy: 2 Craft Armor: 4 Craft Trap: 2 Craft Weapon: 4 Spellcraft: 4 Silver Palm 02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1) 02: - 03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft 03: Craft Wondrous Items feat 04: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1) 04: +1 INT 05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft 05: Craft Magic Arms and Armor feat 06: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1) 06: Skill Focus (Appraise) feat 07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft 07: - 08: +1 Craft Armor, +1 Spellcraft, +3 Concentration, +2 Lore 08: +1 INT 09: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration 09: *Feat of Choice* 10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore 10: *Bonus Feat of Choice* 11: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration 11: - 12: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore 12: +1 INT, *Feat of Choice* 13: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore 13: - 14: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore 14: - 15: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore 15: *Bonus Feat of Choice*, *Feat of Choice* 16: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice 16: +1 INT 17: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCS 17: - 18: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCS 18: *Feat of Choice* Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be: Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16 Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30 Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20 Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23 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 gives starting scores of: STR: 8 --------> 8 DEX: 10 --------> 12 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 10 --------> 13 Sun Elf gives starting scores: STR: 8 --------> 8 DEX: 8 --------> 10 CON: 6 --------> 10 INT: 11 --------> 18 WIS: 8 --------> 17 CHA: 8 --------> 11 Needed Scrolls: Barkskin, Displacement, Enervation, Haste, Ice Storm, Invisibility, Keen Edge, Call Lightning/Lightning Bolt, Mage Armor, Melf's Acid Arrow, and Stoneskin. Domain Choices: Air (Call Lightning), Earth (Stoneskin), Magic (Mage Armor & Acid Armow), Plant (Barkskin), Time/Travel (Haste), Trickery (Invisibility), and Water (Ice Storm). Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Use Magic Device. The starting INT of 18 covers these perfectly. At 5th Level you'll stop raising Craft Alchemy, at 12th you'll stop raising Craft Weapon, and at 15th you'll stop raising Craft Trap. Following the above outline, 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 Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus (Appraise). 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, +1 Appraise, +1 UMD 03: Craft Wondrous Items 04: +1 Craft Alchemy/Armor/Weapon (Save 3) 04: +1 INT 05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD, +1 Skill of Choice A 05: - 06: +1 Craft Armor/Weapon, +2 SoCA (Save 2) 06: Craft Magic Arms and Armor 07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD 07: - 08: +1 Craft Armor/Weapon, +4 SoCA (Save 1) 08: +1 INT 09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD 09: Skill Focus (Craft Trap) 10: +1 Craft Armor/Weapon, +4 SoCA (Save 1) 10: - 11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD 11: - 12: +1 Craft Armor, +4 SoCA, +1 Skill of Choice B (Save 1) 12: +1 INT, Skill Focus (Appraise) 13: +1 Craft Armor/Trap, +1 Appraise, +1 UMD, +1 SoCA 13: - 14: +1 Craft Armor, +1 SoCA, +5 SoCB 14: - 15: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +1 SoCB 15: *Feat of Choice* 16: +1 Craft Armor, +1 SoCA, +6 SoCB 16: +1 INT 17: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +2 SoCB 17: - 18: +1 Craft Armor, +1 SoCA, +6 SoCB 18: *Feat of Choice* Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be: Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16 Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30 Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20 Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23 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. --------------------------------------------------------------------------------</p>