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The mold for each specific weapon lists which materials a weapon requires. The base skill requirements for crafting weapons are:
 
The mold for each specific weapon lists which materials a weapon requires. The base skill requirements for crafting weapons are:
{|cellpadding="4" border="1" style="text-align: center" class="sortable"
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{|cellpadding="4" border="1" class="sortable" style="text-align: center"
 
|-bgcolor="#c0c0c0"
 
|-bgcolor="#c0c0c0"
![[Weapon Proficiency]]
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![[Weapon Proficiency]]
!Skill Rank
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!Skill Rank
 
![[Bows]]
 
![[Bows]]
 
|-
 
|-
![[Weapon Proficiency (simple) | Simple melee weapons]]
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![[Weapon Proficiency (simple) | Simple melee weapons]]
!2 ranks
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!2 ranks
 
![[longbow | Longbow]] and [[shortbow | Shortbow]]
 
![[longbow | Longbow]] and [[shortbow | Shortbow]]
 
|-
 
|-
![[Weapon Proficiency (martial) | Martial melee weapons]]
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![[Weapon Proficiency (martial) | Martial melee weapons]]
!5 ranks
+
!5 ranks
 
!Crossbows and Bolts
 
!Crossbows and Bolts
 
|-
 
|-
![[Weapon Proficiency (exotic) | Exotic melee weapons]]
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![[Weapon Proficiency (exotic) | Exotic melee weapons]]
 
!8 ranks
 
!8 ranks
 
|}
 
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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.
 
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.
   
{|cellpadding="4" border="1" style="text-align: center" class="sortable"
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{|cellpadding="4" border="1" class="sortable" style="text-align: center"
 
|-bgcolor="#c0c0c0"
 
|-bgcolor="#c0c0c0"
!Materials
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!Materials
!+ Additional Skill Ranks
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!+ Additional Skill Ranks
 
!Bonus Effects
 
!Bonus Effects
 
|-
 
|-
![[Iron]]
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![[Iron]]
!No modifier
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!No modifier
 
! ???
 
! ???
 
|-
 
|-
![[Alchemical silver]]
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![[Alchemical silver]]
!+5 ranks
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!+5 ranks
 
!Anti-Devils and Lycanthrope.
 
!Anti-Devils and Lycanthrope.
 
|-
 
|-
![[Duskwood]]
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![[Duskwood]]
!+5 ranks
+
!+5 ranks
 
!Weight Reduction & Attack Bonus.
 
!Weight Reduction & Attack Bonus.
 
|-
 
|-
![[Cold iron]]
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![[Cold iron]]
!+5 ranks
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!+5 ranks
 
!Anti-(Demons, Fey, and Warlock).
 
!Anti-(Demons, Fey, and Warlock).
 
|-
 
|-
![[Shederran]] wood
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![[Shederran]] wood
!+5 ranks
+
!+5 ranks
 
!Bows only; Attack Bonus.
 
!Bows only; Attack Bonus.
 
|-
 
|-
![[Darksteel]]
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![[Darksteel]]
!+10 ranks
+
!+10 ranks
 
!+1 Electrical Damage
 
!+1 Electrical Damage
 
|-
 
|-
![[Mithril]]
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![[Mithril]]
!+10 ranks
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!+10 ranks
 
!Weight Reduction (60%)
 
!Weight Reduction (60%)
 
|-
 
|-
![[Zalantar]]
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![[Zalantar]]
!+10 ranks
+
!+10 ranks
 
!Attack Bonus
 
!Attack Bonus
 
|-
 
|-
![[Adamantine]]
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![[Adamantine]]
!+15 ranks
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!+15 ranks
 
!Magic Damage; Anti-(Iron Golem/Stoneskin).
 
!Magic Damage; Anti-(Iron Golem/Stoneskin).
 
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* Don't mix and match!
 
* Don't mix and match!
   
== Note ==
+
== Notes ==
when using exotic materials to craft with, the exotic material bonuses count against the enchantment limit. While this makes crafting Armors out of exotic materials other than Mithral rather pointless, the weapons used to bypass Damage Reduction such as Alchemical Silver or Adamantine are still worth making for that purpose alone.
+
when using exotic materials to craft with, the exotic material bonuses count against the enchantment limit. 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.
   
Spears on the other hand are never worth crafting out of an exotic material because they use wood and not metals that can bypass Damage Reduction, and the +1 damage bonus uses up an enchantment slot that could be used for nearly anything else and it would be better.
+
Spears on the other hand are rarely worth crafting from exotic materials. Some may argue that it is entirely pointless, as there is an enchantment available for most things that materials can add, but crafting them yourself is sometimes a cheaper way of doing it, as enchanting can often take a lot of time and resources to gather the necessary materials.
  +
  +
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.
  +
  +
  +
  +
Crafting skills can be temporarily increased by - for example - a bards "Inspire Competence" song. This DOES count towards your total skill ranks. Tested in the Main Official Campaign.
   
 
{{stub}}
 
{{stub}}

Revision as of 16:27, 4 August 2009

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, 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).


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 + Additional Skill Ranks = 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.

  • Don't mix and match!

Notes

when using exotic materials to craft with, the exotic material bonuses count against the enchantment limit. 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.

Spears on the other hand are rarely worth crafting from exotic materials. Some may argue that it is entirely pointless, as there is an enchantment available for most things that materials can add, but crafting them yourself is sometimes a cheaper way of doing it, as enchanting can often take a lot of time and resources to gather the necessary materials.

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.


Crafting skills can be temporarily increased by - for example - a bards "Inspire Competence" song. This DOES count towards your total skill ranks. Tested in the Main Official Campaign.

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