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Weapon recipes

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NotesEdit

  • 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.

WeaponsEdit

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 Edit

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 Edit

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 Edit

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 Edit

Requires: Caster level 3, Craft Magic Arms and Armor feat

Cast light on a magic workbench containing the above

Base Weapon Enchantment +2 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

Requires: Caster level 10, Craft Magic Arms and Armor feat

Cast ice storm on a magic workbench containing the above

Shock Weapon: +1d6 electricity damage Edit

Requires: Caster level 10, Craft Magic Arms and Armor feat

Cast call lightning or lightning bolt on a magic workbench containing the above

Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit Edit

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 Edit

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 Edit

Requires: Caster level 7, Craft Magic Arms and Armor feat

Cast inflict critical wounds on a magic workbench containing the above

Axiomatic Weapon: +2d6 damage against chaotic creatures Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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


ReferencesEdit

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