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SoZ Crafting: can't get it to work

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fable
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SoZ Crafting: can't get it to work

Post by fable »

According to the description, a +1 weapons enchantment only requires a small sum of gold (which I've got) and a small level of crafting ability with weapons (which my leader has twice over), and the recipe. Yet if I right click on the recipe and choose take weapon, then either right click or left click on the weapon, nothing happens. If I move the weapon over the Magician's workbench, nothing happens. This is for a basic, unenchanted item that I'm using.

Second question: if I figure this out, can I upgrade a +1 item to +2 using this recipe? And could I apply a frost or fire enchantment via a recipe to something that already has +1?
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Post by Scottg »

fable wrote:According to the description, a +1 weapons enchantment only requires a small sum of gold (which I've got) and a small level of crafting ability with weapons (which my leader has twice over), and the recipe. Yet if I right click on the recipe and choose take weapon, then either right click or left click on the weapon, nothing happens. If I move the weapon over the Magician's workbench, nothing happens. This is for a basic, unenchanted item that I'm using.

Second question: if I figure this out, can I upgrade a +1 item to +2 using this recipe? And could I apply a frost or fire enchantment via a recipe to something that already has +1?
Crafting a *weapon* is based on the skill.

Crafting an enchantment that *adds* to the weapon is based on the "Craft Magical Arms and Armor" feat. i.e. this is your +1 modifier.

You can enchant anything to have *3* modifiers, though of course there are many practical limits.

The (+) recipe controls the enchantment. A +1 will only provide a +1. A +2 will only provide a +2. ..etc.. If you have a +1 Weapon and you use the +2 recipe it strips the +1 and replaces it with +2.

Because you have a total of 3 enchantments for any item you can add an enhancement (+1, +2, +3), and any *2* additional damage modifiers - "frost" could be one of those 2 additional damage modifiers. The 2D6 from a "Holy Weapon" enchantment could be the third.

Note that this process ALSO works with ammo.. meaning you can have your bow/crossbow/sling with 3 enchantments AND your ammo with 3 enchantments (..though if I remember correctly they all need to be different to get "full value" for your enchantments.)

Enchantments already on items usually count as one of your 3 enchantments.. If I remember correctly however, Mithral's bonuses don't count. Perhaps the "Mighty" feature of bows like Composite or Duskwood don't count either..
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Post by fable »

I see. So since my characters haven't reached a point where they have "Craft Magical Arms and Armor," they can't use the enchantment recipes, but they could make weapons or armor. Too bad the latter seem pretty useless! Guess I'll just have to wait for the feat, then.
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Post by Scottg »

fable wrote:I see. So since my characters haven't reached a point where they have "Craft Magical Arms and Armor," they can't use the enchantment recipes, but they could make weapons or armor. Too bad the latter seem pretty useless! Guess I'll just have to wait for the feat, then.
From a DM's perspective it's very useful, more importantly so is the requirement for the specific recipe - basically limiting some of the power of your melee/ranged attacker(s).

In truth though the Magical Arms and Armor feat isn't that limiting. Any character with 5 class levels in a magic casting class can select this feat.

Look to the companion Druid or Wizard in Act I. Do some leveling for them and then select the feat. Do the crafting you want and then ditch them. :p (..later you can level them for gold without the grinding.)
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Post by fable »

Scottg wrote:In truth though the Magical Arms and Armor feat isn't that limiting. Any character with 5 class levels in a magic casting class can select this feat.
Shouldn't my Warlock, then, qualify? I don't recall getting that feat as an option. On the other hand, I've been following your plan pretty carefully, and I agree, using the Druid pickup for that purpose makes sense. About what level would the Druid get it, you think?

And yeah, ditching them afterwards make sense. I hate to be callous, but since the game isn't throwing me any reason to care about these bland NPCs, I'm not going to roleplay 'em.
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Post by Scottg »

fable wrote:Shouldn't my Warlock, then, qualify? I don't recall getting that feat as an option. On the other hand, I've been following your plan pretty carefully, and I agree, using the Druid pickup for that purpose makes sense. About what level would the Druid get it, you think?
It's a pure Druid. I'm not sure what level you can get it though.. if it's level 5 then just level it one more and at 6th level - and select the feat. ;)

Warlocks should also be able to get it as early as character level 6. In my build I just delayed it because of the "Imbue Item" feat along with the amount of gold (..both of which happen a bit latter in the game). I would personally be more inclined to use the companions for this activity (..but again, I developed that party to be *really* simple and "all-inclusive" - like a crappy resort). :D

http://nwn2.wikia.com/wiki/Craft_Magical_Arms_and_Armor
http://nwn2.wikia.com/wiki/Craft_Wondrous_Item
http://nwn2.wikia.com/wiki/Craft_Armor
http://nwn2.wikia.com/wiki/Craft_Weapon

Mithril in particular is valuable to craft for armor and shields because of it's increased Dexterity limits and it's lowered spell failure and weight.

It appears that you can't craft arrows, bolts, or bullets (..at least I've seen no recipes). EDIT: My bad:
http://www.thieves-guild.net/index.php?pid=503

Here are the list of possible weapon enchantments in SOZ:
http://www.thieves-guild.net/index.php?pid=472
and armor enchantments:
http://www.thieves-guild.net/index.php?pid=464
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Post by fable »

Thanks! You've answered my questions, and given me food for thought. :)
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Post by Scottg »

fable wrote:..food for thought. :)
.and speaking of:

Consider what this means for Shields and Mages (more particularly EK's):

Mithril Heavy Shield has NO SPELL FAILURE, and then you can add 3 enchantments on to that. :eek:

So crafting armor *can* have some use at higher skill levels. Weapons on the other hand generally require fewer skill points.

Here is the "break down" on the Mithril armor:

Mithral - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more

I would have liked to have seen a -% spell failure grouping of recipes in-game. But unfortunately that didn't happen.
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Post by fable »

Impressive. That's definitely on my to-do list, now. Thanks, again!
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Post by fable »

The druid's level 4 in my game. (I spoke to him while my party was a bit younger.) Presumably 1 or 2 more levels for the feat, then.
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Post by Scottg »

fable wrote:The druid's level 4 in my game. (I spoke to him while my party was a bit younger.) Presumably 1 or 2 more levels for the feat, then.
2 levels then. (std. feats at 3, *6*, 9, etc..)

I think the level/xp's is fixed for the companion, so it doesn't matter when you pick them up. And unlike the other campaigns, they don't gain xp unless they are in your party at the time your party gain's xp's.

It shouldn't take long though. ;)

Note that you can right-click on their portrait to talk to them to remove them from the party at any time without having to go to an inn.
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Post by fable »

Good. I just hope I can keep my flagging interest long enough to do that, and that the next act is at least moderately better. If it isn't, it leaves my hard drive, and I'll just wait for DA:O, DD2, and/or AoD.
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Post by Scottg »

fable wrote:Good. I just hope I can keep my flagging interest long enough to do that, and that the next act is at least moderately better. If it isn't, it leaves my hard drive, and I'll just wait for DA:O, DD2, and/or AoD.
If you keep with the main quest it's mildly interesting. But there isn't a lot to it (..which is par for the module).

I think one of the problems you are having (and I had originally), was the desire to do all quests. Basically getting as much out of the game as possible in one "pass" and then letting it rot.

This module however isn't quite so linear (beyond the main quest), and in most cases there isn't an impending need to do side-quests to level. In fact, most quests don't provide that much experience, and aren't that interesting.

Most of the time if you want experience you just go out and rack up 12+ of the highest EL opponents you feel comfortable with attacking. (..and the opponents are HIGHER in EL level as the main quest adds on maps.) So once you hit the EL level of the highest opponent on that map for the Act, then you should move on to the next map by progressing with the main quest. With the exception of Volo's quests, you can go back and do any of the side quests that aren't tied to the main quest at any time.
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Post by fable »

My problem is that I like to poke around, and look at interesting things. I'm pretty disappointed that the characters, writing, and combat seem to be designed to please an intelligent 12-year-old, assuming that 12-year-old has never read any especially good fiction. Non-linear is a good thing, to me, but I like the fact that when I go somewhere it's worth getting to--and wouldn't be so much like every other place I've found, if you follow me.

Ah, well. Soldier on, I guess.
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