Crafting magic items through the use of this feat requires a magical workbench. The character places the appropriate Essences and gems, along with any base materials (such as iron ingots, wooden planks, or leather hides) into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the item is created.
Neverwinter Nights Crafting Magic Items
Note that this Feat does not enable a character to Craft Magical Arms and Armor. Also, Craft Trap, Craft Weapon, Craft Armor, and Craft Alchemy are technically separate from enchanting magical items, and are based on Skills rather than Feats. Other Feats that create magical items are Craft Wand, Scribe Scroll, and Brew Potion.
Crafting in MotB no longer requires the use of the magical workbench. Crafting recipes in MotB are also different. Crafting recipes are listed on these new essences and are no longer found in books. The crafter no longer needs to utilize gems or multiple distilled essences. Instead, various essences are dropped by creature that are killed. The essences dropped are typically too weak in and of themselves to be used for crafting (Volatile Essences). However, they can be combined into useable essences (Brilliant and Pristine Essences).
Like NWN2, MotB crafting will upgrade previous enchantments on items (replace them) if they are of the same type (e.g., fire damage 1d6 can be upgraded to fire damage 2d6). However, if the item already has the maximum enchantment level on it for the caster's level, it cannot be upgraded. For example, a 21st level caster trying to upgrade a +3 Adamantine Acidic Weapon may upgrade either the +3 or the Acidic damage (or both). However, if he adds fire damage to the weapon prior to attempting the other upgrades, the game will kick back a "too many enchantments" error message and the item won't be able to be upgraded or enchanted any further.
The campaign provides only limited quantities of the special items used by these recipes. (In contrast, magical armor and weapons are available in unlimited quantities from stores, and they are often generated as random loot.) The following table lists the locations where each reagent can be found.
An excellent guide to Crafting can be found here (web archive). There is also a recipe FAQ for the Official Campaign, and another FAQ for Mask of the Betrayer. Once you learn console commands to spawn in unlimited items ... go nutz! The Complete Craftsman greatly enhances the flexibility of the Neverwinter Nights 2 Crafting system, especially the extended version (may contain bugs). Other modifications to the basic crafting system are available on the NWVault (suggested search: "nwn2 crafting"). n.b. The Warlock's Imbue Item Feat has special considerations.
Alchemy allows for the creation of simple items, such as Alchemist's Fire and Thunderstones. Perhaps more importantly, alchemy allows various essences to be distilled from creature body parts. These essences are commonly used as part of other crafting recipes. You can not create potions using alchemy. Creating items (but not essences) must take place at a crafting station.
Enchanting allows you to create magical weapons and armor, using the craft magical arms and armor feat, essences, and a gem. To complete the process, a spell will need to be cast. It is unclear as to whether the spell must be known by the character. Theoretically, a rogue with a high use magic device skill could cast a spell from a scroll, a non-human character could use a racial spell, or a Scabbard of Blessing could enable a Fighter to cast Bless. Conflicting information in the official NWN2 forums necessitates an official response. Recipes can be found throughout the Official Campaign, or one can discover recipes through trial and error. No components are ever used up until a successful enchantment takes place. Enchanting does not cost experience points, but it does cost gold. Enchanting must take place at a crafting station.
Disposable Item Creation allows the creation of scrolls, potions, and wands. Respectively, the feats scribe scroll, brew potion, and craft wand are used in the creation of these items. Simply cast the spell on a blank scroll, empty potion bottle, or bone wand. No crafting station is necessary. Creating disposable items requires more gold than enchanting.
Wondrous Item Creation requires the craft wondrous item feat and allows for the creation of magic boots, magic rings, etc. Unlike enchanting, a base item is not required. The base item is created during the process. You will need an essence, gem, raw materials, and the ability to cast a specific spell. Recipes can be found throughout the Official Campaign, or you can experiment. No components are ever used up until a successful enchantment occurs. No experience points are ever used up, but you will need to spend gold. Wondrous Item Creation must take place at a crafting station.
Professions are the crafting skills in Neverwinter. You can create class-specific armors, gain experience, gold, rough astral diamonds, containers with various items. Crafting is unlocked at level 10, you can level up any and each of the following professions: Leadership, Leatherworking, Tailoring, Mailsmithing, Platesmithing, Alchemy.
You need to pass a DC 13 with the Craft Weapon skill check to craft a bone wand from a dropped large bone in both the OC and SoU that doesn't provide any of the magic crafting constituents. That's the only crafting skill that matters but only if you also select Craft Wand feat to use it.HotU provides all the components needed for Scribe Scroll, Craft Wand and Brew Potion feats so the Craft Weapon skill is no longer needed.None of Craft skills need training (just enough INT and luck in the roll), but if you want to craft some mundane weapons or armor, they will drop from bashing or killing certain creatures (like some constructs) with the assortment very lean. CC is probably your best bet if you dig that sort of thing. Anything added after the OC has no purpose in it. You can use the craft armour skill to modify your armour's appearance, but beyond that I don't believe you can do much. As was mentioned, it's possible to craft bone wands, but you cannot actually use a skill or feat to turn them into a magical wand as far as I recall.
Imbue Item QuickFix for 1.10The Imbue Item feat is finally available. However, we still can't use it because warlock can't learn "Craft Magical Arms and Armor" and "Craft Wondrous Items" feats. WTH......Anyway, you can either use givefeat 1092/1093 or you can download my quickfix to skip the checks.I've no idea how the official Imbue Item different from the D&D 3.5, but I do find a known issue with the new imbue item progamming mechanism. Due to the fact that Invisibility and Silence, Melf's Acid Arrow and Poison share the similar recipes, the current logic uses only Invisibility and Poison.For example:Imbue item + Armor + Fire opal + Faint Water = Armor with Hide +5Imbue item + Weapon + Emerald + Weak Earth = Weapon with Poison*********************Previous Log*********************Updated with new 1.05.912 feat.2da1.05......crafting feats are still not available for selection but can be forced to be included as a class feat.Since it doesn't make a difference, I didn't change the scripts to make warlock gains two extra feats for no reason. Just kept the code as simple as it was and updated the 2da file only.About Imbue Item:"A warlock of 12th level or higher can use his supernatural to create magic items, even if he does not know the spells required to make an item(although he must know the appropriate item creation feat). He can substitute a Use Magic Device check(DC15 + spell level of arcane spells or 25 + spell level of divine spells) in place of a required spell he doesn't know or can't cast.If the check succeeds, the warlock can create the item as if he had cast the required spell. If he fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level." - quoted from Complete Arcane (3.5)Version 0.7(d20Check and NoRoll)-At level 12, warlock gains the feat.(pls use givefeat 1430 if your warlock is over 12 )-Warlock invokes the BASIC eldritch blast to create items.-In d20Check, the warlock can ignore the required caster level of that item. Warlock must pass a d20 + UMD vs DC15(25) + Arcane(Divine) spell level check in order to create the item. If he/she fails, the essence and the gem gone-In NoRoll, If the warlock's UMD + 5 > DC15(25) + Arcane(Divine) spell level, item created. Otherwise, nothing happens.Known issues:1) Since Invisibility and Silence, Melf's Acid Arrow and Poison share the similar recipes. I use Dark One's Own Luck as an indicator. If the required spell is either Invisibility or Melf's Acid Arrow, pls cast Dark One's Own Luck before invoke the blast. On the other hand, make sure you don't have Dark One's Own Luck effect for Silence or Poision.2) The in-game feat description is....nevermind...3) Need help to enable "Craft Magical Arms and Armor" and "Craft Wondrous Items" feats. Warlock is not able to get those feats since 1.03 patch . I spent hrs to test both classes.2da and cls_feat_wlck.2DA but it seems they blocked the whole item creation feats from Warlock somewhere else (Meanwhile, you can still create stuffs as a warlock. I disabled those checks if your character has the imbue item feat.) 2ff7e9595c
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