Craft Weapon
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Craft Weapon allows a character to create most types of weapons and ammunition from different materials.
Modifying ability: Intelligence
Classes: Barbarian, Cleric, Fighter, Paladin, Ranger, Rogue, Swashbuckler, Wizard, Warlock; Arcane archer, Arcane trickster, Assassin, Blackguard, Divine champion, Duelist, Dwarven defender, Eldritch knight, Harper agent, Invisible blade, Neverwinter Nine, Pale master, Red dragon disciple, Shadow Thief of Amn, Warpriest, Weapon Master
Requires training: No
Check: Skill must meet the minimum rank(it hasn`t to be strictly rank, that character has bought for its skilpoint, various types of bonuses, for example ability bonus, also counts as ranks) required to craft the type of weapon with its material components.
Special: See notes below
Use: Use the smith's hammer on a crafting station (or applicable device).
[edit] Gameplay Notes
Using this craft skill requires an anvil and a Smith's Hammer item, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired weapon. The character places all components, including the mold, in the anvil's inventory, then uses the smith's hammer's special ability on the anvil. If the character has enough ranks in Craft Weapon, the new item is created.
The mold for each specific weapon lists which materials a weapon requires. The base skill requirements for crafting weapons are:
| Weapon Proficiency | Skill Rank | Bows |
|---|---|---|
| Simple melee weapons | 2 ranks | Longbow and Shortbow |
| Martial melee weapons | 5 ranks | Crossbows and Bolts |
| Exotic melee weapons | 8 ranks |
- The type of Weapon Rank + Materials Rank = Craft Weapon Rank NEEDED to Produce.
- Skill Rank + Skill Bonuses = Craft Weapon Rank.
Weapons can be crafted from basic materials (iron and wood), or from more exotic components, such as mithral or Shederran wood. Exotic materials increase the skill requirement to craft a weapon, but also provide additional benefits.
| Materials | + Additional Skill Ranks | Bonus Effects |
|---|---|---|
| Iron | No modifier | ??? |
| Alchemical silver | +5 ranks | Anti-Devils and Lycanthrope. |
| Duskwood | +5 ranks | Weight Reduction & Attack Bonus. |
| Cold iron | +5 ranks | Anti-(Demons, Fey, and Warlock). |
| Shederran wood | +5 ranks | Bows only; Attack Bonus. |
| Darksteel | +10 ranks | +1 Electrical Damage |
| Mithril | +10 ranks | Weight Reduction (60%) |
| Zalantar | +10 ranks | Attack Bonus |
| Adamantine | +15 ranks | Magic Damage; Anti-(Iron Golem/Stoneskin). |
Note that in order to create a weapon out of an exotic material, all the materials used to craft that weapon must be of the same type. For example, crafting a longsword requires two metal ingots. In order to create a darksteel longsword, two darksteel ingots must be used. Alloying such exotic materials is beyond even the greatest smiths.
Magical weapon recipes
- Don't mix and match!
[edit] Notes
When using exotic materials to craft, the exotic material bonuses count against the enchantment limit (One enchantment slot). While this makes crafting Armors out of exotic materials other than Mithral or Adamantine rather pointless, the weapons used to bypass Damage Reduction such as Alchemical Silver or Adamantine are still worth making for that purpose alone.
WARNING: When crafting items, you need a mold for EACH weapon you are crafting. One mold = One Weapon.
Spears on the other hand are rarely worth crafting from exotic materials. Some may argue that it is entirely pointless, as there are less bonuses that favour weapons from wooden materials. There is also an enchantment available for most things that materials can add to such a weapon.
Some players may opt to create several different versions of their favoured weapon, one with each kind of special material. This can be very useful for Fighters, as they can't do much against something if they can't penetrate Damage Reduction. This is a costly way of playing, but having the correct tools makes encounters easier.
A suggestion here would be nothing more than three weapons. Alchemical Silver, Cold Iron, and Adamantine. All other bonuses from materials can be recreated by enchantments.
Weight Reductions are purely academic, and offer no real boost to ability. Electrical damage can be recreated with "shocking", and attack bonuses are rendered obsolete by just magically enhancing the weapon.
If you are short of skill ranks, you can temporarily increase them by use of magic. There is a glove you can buy from Sand that costs roughly 4000 gold with 0 Appraise, that increases your craft skills by 3. You can increase your skill further by using the Bard ability "Inspire Competence" (up to 4 points, depending on the Bard level), and you can get a further 2 point increase by casting "Fox's Cunning" on yourself. This gives you a total increase of up to 9 points to your appraise, meaning you can craft almost anything by level 10.
As a suggestion, if you are going to craft weapons out of exotic materials, I would suggest you make Three.
Adamantine: Bypassing Damage Reduction of some Golems
Alchemical Silver: Bypasses Damage Reduction for some Demons and Undead
Cold Iron: Bypasses Damage Reduction for the rest of the Demons.
Never be without a useful weapon again!
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