Weapon recipes
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Notes
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- The enchantments can be performed on either a blank weapon or an already enchanted weapon.
- A maximum of three enchantments may be placed on a weapon that is being crafted.
- In MotB, Epic level casters can add a fourth enchantment to a weapon.
- Certain item base properties are considered enchantments. For example, Mithral and Adamantine both place +1 and +2 effects, respectively on the base weapon that take up an enchantment "slot". Cold Iron and Alchemical silver, however, do not place any enchantments and do not take up a slot.
- This page does not note whether any enchantments are exclusive (e.g., holy/unholy).
- Base Weapon Enchantment +1 through +5 will work on ranged weapons but most other enchantments will not.
Weapons
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The following recipes may be crafted using the NWN2 crafting system. The MotB crafting system adds additional recipes that are not listed here.
Weapon of Life Stealing: Vampiric regeneration 1
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Weak Power Essence
- Weak Fire Essence
- Ruby
Cast enervation on a magic workbench containing the above
Weapon of Improved Life Stealing: Vampiric regeneration 3
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Requires: Caster level 11, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Fire Essence
- Canary diamond
Cast enervation on a magic workbench containing the above
Weapon of Greater Life Stealing: Vampiric regeneration 5
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Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Radiant Power Essence
- Radiant Fire Essence
- Beljuril
Cast enervation on a magic workbench containing the above
Base Weapon Enchantment +1
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Requires: Caster level 3, Craft Magic Arms and Armor feat
- Any weapon
- Faint Air Essence
- Obsidian
Cast light on a magic workbench containing the above
Base Weapon Enchantment +2
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Requires: Caster level 6, Craft Magic Arms and Armor feat
- Any weapon
- Faint Air Essence
- Diamond
Cast light on a magic workbench containing the above
Base Weapon Enchantment +3
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Requires: Caster level 9, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Weak Air Essence
- Emerald
Cast light on a magic workbench containing the above
Base Weapon Enchantment +4
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Requires: Caster level 12, Craft Magic Arms and Armor feat
- Any weapon
- Weak Power Essence
- Glowing Air Essence
- Star sapphire
Cast light on a magic workbench containing the above
Base Weapon Enchantment +5
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Requires: Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Air Essence
- Blue diamond
Cast light on a magic workbench containing the above
Flaming Weapon: +1d6 fire damage
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Fire Essence
- Ruby
Cast fireball or flame strike on a magic workbench containing the above
Frost Weapon: +1d6 cold damage
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Water Essence
- Star sapphire
Cast ice storm on a magic workbench containing the above
Shock Weapon: +1d6 electricity damage
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Air Essence
- Canary diamond
Cast call lightning or lightning bolt on a magic workbench containing the above
Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Earth Essence
- Emerald
Cast poison on a magic workbench containing the above
Acid Weapon: +1d6 acid damage
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Earth Essence
- Emerald
Cast Melf's acid arrow on a magic workbench containing the above
Anarchic Weapon: +2d6 damage against lawful creatures
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Air Essence
- Canary diamond
Cast inflict critical wounds on a magic workbench containing the above
Axiomatic Weapon: +2d6 damage against chaotic creatures
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Earth Essence
- Jacinth
Cast inflict critical wounds on a magic workbench containing the above
Holy Weapon: +2d6 damage against evil creatures
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Water Essence
- Diamond
Cast cure critical wounds on a magic workbench containing the above
Unholy Weapon: +2d6 damage against good creatures
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Fire Essence
- Star sapphire
Cast inflict critical wounds on a magic workbench containing the above
Hunting Weapon: +2d6 damage against beasts
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Requires: Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Water Essence
- Star sapphire
Cast light on a magic workbench containing the above
Weapon of Disruption: Undead must make a DC 14 Will save or be destroyed
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Requires: Caster level 14, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Water Essence
- Jacinth
Cast undeath to death on a magic workbench containing the above
- Bug notes: is actually a fortitude save and also works on more than just undead.
Massive Criticals: Adds +1d10 fire damage on a critical hit
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Requires: Caster level 10 (possibly lower), Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Glowing Fire Essence
- Fire Opal
Cast fireball on a magic workbench containing the above
NOTE: Even in the final game release available on Steam, this enhancement does not get applied in combat.
Keen: Double critical hit range
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Requires: Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Earth Essence
- Ruby
Cast lightning bolt on a magic workbench containing the above
References
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- These references were compiled by the Thieves-Guild.Net.