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#1
bumpus

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Iwas just wonderihg if there was some place were you could get a list
of crafting recipes other then the thives guild

#2
The Fred

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NWN2 wiki has them (nwn2.wikia.com) but you have to search for "recipe" in the search bar, I can't remember how to get to them otherwise ("crafting" doesn't seem to have a link).

#3
Belanos

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What's wrong with using the Thieves Guild? They have a very good and complete section on everything to do with crafting. That's all you really need.

#4
bumpus

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nothings wrong i just like crafting things for people in certain game worlds thats all!

#5
hauksdottir

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Our old Bioware site had a stickied thread with a complete list, and about 10 pages of comments. You still ought to be able to access it.

#6
Erikjust

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The crafting system seems to be broken in my version i try to create a basic armor, which the recipe clearly says i need to use a Dimond and faint earth okay i get that put in a mold for plate armor cast light (i tried to do it both before and after i put the ingedience in) on the work bench use the hammer and i get this message Crafting failed this is not a valid recipe.

It will let me make basic items such as the ones described in the mold but i books it won´t not matter how high my crafting level is.

Just what in the nine hells am i doing wrong here?

Modifié par Erikjust, 17 août 2010 - 01:54 .


#7
Belanos

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Erikjust wrote...

The crafting system seems to be broken in my version i try to create a basic armor, which the recipe clearly says i need to use a Dimond and faint earth okay i get that put in a mold for plate armor cast light (i tried to do it both before and after i put the ingedience in) on the work bench use the hammer and i get this message Crafting failed this is not a valid recipe.

It will let me make basic items such as the ones described in the mold but i books it won´t not matter how high my crafting level is.

Just what in the nine hells am i doing wrong here?


That's not how you do it. You can't create and enchant at the same time, it's a two step process. The two steps don't even use the same workbench. You have to make the item first in the Blacksmith's bench, then enchant it in the one for Magicians. Or am I reading that wrong and you're just using a mold, not an actual piece of armour? Either way it's not broken, you're simply not doing it right.

#8
Vaalyah

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When I try to craft, I usually get this strange behaviour:

ie: I've done a bastard sword, and no problem. Then I try to add holy damage. I followed the recipe and all gone well, since I receive the pop up window where I have to put the name of my new weapon. I put the name in the window, then, if I go to check the bastard sword characteristic, it is still a bastard sword, not holy damage.

Any idea?

#9
hauksdottir

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Erikjust wrote...

Just what in the nine hells am i doing wrong here?


1) Do you remember the nice informative gentleman at Fort Locke standing near the crafting benches?  (in the back corner behind the useless priest)  He will explain exactly how each procedure works AND let you know that there are some materials and tools at hand so that you can immediately try it out.  He remains there.

2) Almost every thing you [examine] will tell you how it is used in crafting.  Right click on a mold and it will tell you how many iron ingots or leather hides are needed.  Do not use fancy materials until you know what you are doing.  Your required skill level rises sharply if you are using Adamantine or Red Dragon Hide. :o Let's say that you want to make a long sword... click on the blacksmith bench to open it, put the longsword mold & 2 iron ingots on the blacksmith bench, do not have anything extra on the bench.  OK?  Materials are set.  Now night click on your blacksmith hammer to activate it and then click on the bench itself (not the open window with list of materials, but the BENCH).  Ta-da!  A sword.

Your ingots must match, as must your pieces of leather.  If you try to use one mithril ingot and one darksteel ingot, it won't work.  (You might visualize a sword and hilt of different materials, but the game engine can't.)

Fancy materials (such as Red Dragon Hide) will tell you exactly what subset of items can be crafted with them, so if a mold normally takes metal (such as plate mail), but the material itself says it can be used for that item, it's ok.  I suggest giving Grobnar points in Craft Armor and Neeshka points in Craft Weapons.  (She gets more skill points than Khelgar each turn, so can get really decent at making pointy things.  Khelgar is a decent choice.)  There are gloves of the Artificer that can raise your crafting levels as well as Grobnar's Competence and Heroism spells.  Craft Alchemy is used for distilling items (you'll need it for geting essences from body parts), and Sand is a natural choice there.  My rogue-wizard PC's crafting skills are excellent :whistle:, but if your PC is a fighter, you will probably need to share the tasks among your comrades.

The Alchemy bench is used for making grenades and poisons.  You need to refer to the recipe books for these.  I do not recommend making your own Alchemist Fire!  Most body parts distill to a specific essence... let's say that an Imp Stinger yield a weak fire essence or whatever.  Fairy Dust yields a RANDOM essence, which could even be a Radiant Earth or something equally needed for the highest and best enchantments!  Turning the dust into Alchemist's Fire for a few seconds is a waste.

My favorite place is the Magician's bench.  Here is where you make wondrous items and add enchantments to weapons and armor.  Please note that besides caster level, the spellcaster has to have the right feat for the task: Craft Wondrous Item for making gear or Craft Magic Arms and Armor for enchanting your fighting equipment.  It helps to plan ahead and look at spell lists.  One single crafter can not do everything.  The spells needed are  both arcane and divine.  Elanee, for example... her divine spells are perfect for amulets and cloaks and boots, so give her the Wondrous Items feat, and let Sand or Qara enchant the arms and armor with the arcane spells.

Unless you have The Complete Craftsman added to your override folder, you won't be able to add additional enchantments to anything but arms and armor.  You can buy/find a belt that boosts both Strength and def AC protection, or a ring that has mutliple spell slots, but you can't make one.  It is a bit frustrating to see the neat stuff the developers made (especially in the special stores) and not be able to make our own, so if you want to make unique gear for your character, and use mutilple enchantments, I do recommend the hak.  For example, let's suppose that your PC is a dwarven bard (the Anvil Chorus is her favorite song), and she has more ambition than talent.  Make her a Nymph Cloak with the Dodge Feat and a bit of bright Light in a suitable color and she'll be able to use it as a distraction. :devil:  Sure you can make ubergear, but playing with unique characters is a lot of fun, and quirkiness is an advantage when creating someone memorable.

In the basic game, you follow the recipes to make basic items such as that nymph cloak... (and they are recommended for any character that plans on using diplomacy or bluff to help in tight spots).  So you open the Magician's bench, add 2 hides and the required essences and gems, and cast Eagle's Splendor targeting the bench.  If your caster level (different from skill level!!!!) is high enough, the success message pops up.  Click on the bench to open it and retrieve your cloak.  Every wondrous item (gloves, amulets, belts, etc.) has its own recipe, including the necessary feat and caster level.  They are scattered in several dozen books found throughout the game and there are a few more not in the books.  It is easier to print out and refer to the compiled lists (while stashing all the books in that bookcase in your library at the Keep).

Part 2 of enchanting is almost as easy.  Let's say that you have made a spiffy cold iron warhammer for squashing fey folks and you are thinking about hell freezing over... leaving shattered wings and pixie dust.  (Lady Cottington used a book for squashing fairies, but you want something a bit more heroic.)  Open the Magician's bench and put the warhammer on it.  Add a diamond and a faint air essence. Cast Light on the workbench... and a message box opens wherein you can give it a unique name.  We have a hammer +2, but aren't done yet... we want something SPECIAL  So open the bench again (you can examine your weapon here as well as in your inventory to keep an eye on things).  Add a star sapphire and weak water essence.  Cast Ice Storm targetting the bench.  Again, you are given the opportunity to name your item.  Finally let's add the holy property (probably switching spellcasters, although I think Grobnar could these 3 spells)... so you add faint water, faint power, and a diamond to your weapon on the bench... cast Cure Critical Wounds... and get the last naming box.  Each time that box opens, you can experiment with the name, the color, the formatting using basic html and angle brackets.  Hell Frost!! or Fist of the Rime Master!! (for that dwarven bard) or Pala-din-din-din!!  The weapon is powerful, especially if you make it a +5, but it is narrowly focussed (there aren't that many pixies in Neverwinter Woods).  You'll certainly want to make another weapon for dealing with the plague of undead, and perhaps something to annoy dragons.

A couple more tips... you can normally only put 3 enchantments on arms and armor until you get to epic levels.  If you intend to make something +5, do so before adding the third enchantment, otherwise the game thinks the slot are full.  Light and limitations such as "only be used by druid" also normally take up slots... even though such enchantments only add to an item's special nature without making it more effective in the game.  Normally you can not add feats or spells to your own enchanted items, so if you come across a scimitar with Haste or a dagger with Two-Weapon Fighting, it is worthwhile to keep them adn improve them if possible.

#10
hauksdottir

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Vaalyah wrote...


Any idea?


If the naming box is triggered, the game engine knows that you have done something to the item.  We might abbreviate the item as "holy", but the description ought to read "2D6 against evil" under special properties (scroll down to the bottom of the description) and when you equip the bastard sword, the extra damage ought to be spelled out in the Character window.

#11
I_Raps

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hauksdottir wrote...

One single crafter can not do everything. 



A Warlock with Imbue Item can.  Just in case you should ever happen to find yourself in a group with a Warlock.

Modifié par I_Raps, 19 août 2010 - 05:02 .


#12
Vaalyah

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@ Hauksdottir: the fact is... I HAVE scrolled down the description... it has remained an adamantium bastard sword with no special abilities :-( I simply supposed the item has not been changed.

Also when I use a mod (can't remember the name: you can change item appearance or properties), I can see the mod options in the main menu but when I click on it, nothing happens... It is like my game doesn't see any objects modification...

#13
Aikidogamer

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hauksdottir wrote...

Erikjust wrote...

Just what in the nine hells am i doing wrong here?


1) Do you remember the nice informative gentleman at Fort Locke standing near the crafting benches?  (in the back corner behind the useless priest)  He will explain exactly how each procedure works AND let you know that there are some materials and tools at hand so that you can immediately try it out.  He remains there.

2) Almost every thing you [examine] will tell you how it is used in crafting.  Right click on a mold and it will tell you how many iron ingots or leather hides are needed.  Do not use fancy materials until you know what you are doing.  Your required skill level rises sharply if you are using Adamantine or Red Dragon Hide. :o Let's say that you want to make a long sword... click on the blacksmith bench to open it, put the longsword mold & 2 iron ingots on the blacksmith bench, do not have anything extra on the bench.  OK?  Materials are set.  Now night click on your blacksmith hammer to activate it and then click on the bench itself (not the open window with list of materials, but the BENCH).  Ta-da!  A sword.

Your ingots must match, as must your pieces of leather.  If you try to use one mithril ingot and one darksteel ingot, it won't work.  (You might visualize a sword and hilt of different materials, but the game engine can't.)

Fancy materials (such as Red Dragon Hide) will tell you exactly what subset of items can be crafted with them, so if a mold normally takes metal (such as plate mail), but the material itself says it can be used for that item, it's ok.  I suggest giving Grobnar points in Craft Armor and Neeshka points in Craft Weapons.  (She gets more skill points than Khelgar each turn, so can get really decent at making pointy things.  Khelgar is a decent choice.)  There are gloves of the Artificer that can raise your crafting levels as well as Grobnar's Competence and Heroism spells.  Craft Alchemy is used for distilling items (you'll need it for geting essences from body parts), and Sand is a natural choice there.  My rogue-wizard PC's crafting skills are excellent :whistle:, but if your PC is a fighter, you will probably need to share the tasks among your comrades.

The Alchemy bench is used for making grenades and poisons.  You need to refer to the recipe books for these.  I do not recommend making your own Alchemist Fire!  Most body parts distill to a specific essence... let's say that an Imp Stinger yield a weak fire essence or whatever.  Fairy Dust yields a RANDOM essence, which could even be a Radiant Earth or something equally needed for the highest and best enchantments!  Turning the dust into Alchemist's Fire for a few seconds is a waste.

My favorite place is the Magician's bench.  Here is where you make wondrous items and add enchantments to weapons and armor.  Please note that besides caster level, the spellcaster has to have the right feat for the task: Craft Wondrous Item for making gear or Craft Magic Arms and Armor for enchanting your fighting equipment.  It helps to plan ahead and look at spell lists.  One single crafter can not do everything.  The spells needed are  both arcane and divine.  Elanee, for example... her divine spells are perfect for amulets and cloaks and boots, so give her the Wondrous Items feat, and let Sand or Qara enchant the arms and armor with the arcane spells.

Unless you have The Complete Craftsman added to your override folder, you won't be able to add additional enchantments to anything but arms and armor.  You can buy/find a belt that boosts both Strength and def AC protection, or a ring that has mutliple spell slots, but you can't make one.  It is a bit frustrating to see the neat stuff the developers made (especially in the special stores) and not be able to make our own, so if you want to make unique gear for your character, and use mutilple enchantments, I do recommend the hak.  For example, let's suppose that your PC is a dwarven bard (the Anvil Chorus is her favorite song), and she has more ambition than talent.  Make her a Nymph Cloak with the Dodge Feat and a bit of bright Light in a suitable color and she'll be able to use it as a distraction. :devil:  Sure you can make ubergear, but playing with unique characters is a lot of fun, and quirkiness is an advantage when creating someone memorable.

In the basic game, you follow the recipes to make basic items such as that nymph cloak... (and they are recommended for any character that plans on using diplomacy or bluff to help in tight spots).  So you open the Magician's bench, add 2 hides and the required essences and gems, and cast Eagle's Splendor targeting the bench.  If your caster level (different from skill level!!!!) is high enough, the success message pops up.  Click on the bench to open it and retrieve your cloak.  Every wondrous item (gloves, amulets, belts, etc.) has its own recipe, including the necessary feat and caster level.  They are scattered in several dozen books found throughout the game and there are a few more not in the books.  It is easier to print out and refer to the compiled lists (while stashing all the books in that bookcase in your library at the Keep).

Part 2 of enchanting is almost as easy.  Let's say that you have made a spiffy cold iron warhammer for squashing fey folks and you are thinking about hell freezing over... leaving shattered wings and pixie dust.  (Lady Cottington used a book for squashing fairies, but you want something a bit more heroic.)  Open the Magician's bench and put the warhammer on it.  Add a diamond and a faint air essence. Cast Light on the workbench... and a message box opens wherein you can give it a unique name.  We have a hammer +2, but aren't done yet... we want something SPECIAL  So open the bench again (you can examine your weapon here as well as in your inventory to keep an eye on things).  Add a star sapphire and weak water essence.  Cast Ice Storm targetting the bench.  Again, you are given the opportunity to name your item.  Finally let's add the holy property (probably switching spellcasters, although I think Grobnar could these 3 spells)... so you add faint water, faint power, and a diamond to your weapon on the bench... cast Cure Critical Wounds... and get the last naming box.  Each time that box opens, you can experiment with the name, the color, the formatting using basic html and angle brackets.  Hell Frost!! or Fist of the Rime Master!! (for that dwarven bard) or Pala-din-din-din!!  The weapon is powerful, especially if you make it a +5, but it is narrowly focussed (there aren't that many pixies in Neverwinter Woods).  You'll certainly want to make another weapon for dealing with the plague of undead, and perhaps something to annoy dragons.

A couple more tips... you can normally only put 3 enchantments on arms and armor until you get to epic levels.  If you intend to make something +5, do so before adding the third enchantment, otherwise the game thinks the slot are full.  Light and limitations such as "only be used by druid" also normally take up slots... even though such enchantments only add to an item's special nature without making it more effective in the game.  Normally you can not add feats or spells to your own enchanted items, so if you come across a scimitar with Haste or a dagger with Two-Weapon Fighting, it is worthwhile to keep them adn improve them if possible.



Ok, so I have a question. The explination in the game says the person with Craft Wonderous Item or Craft Magincal Arms and Armor only needs to be close proximity. So if I used Quar and stood her next to the bench, then used Elanie to cast the spell. Would that work? 

This is how I read it. Thanks in advance!

#14
I_Raps

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Aikidogamer wrote...


Ok, so I have a question. The explination in the game says the person with Craft Wonderous Item or Craft Magincal Arms and Armor only needs to be close proximity. So if I used Quar and stood her next to the bench, then used Elanie to cast the spell. Would that work? 

This is how I read it. Thanks in advance!


Er, no.  The person with the feat has to cast the spell.  If you want a Holy weapon, Elanee has to learn the feat (or some other divine caster).