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Item Crafting System[]

Crafting on SCoD[]

The crafting materials are divided into metal, leather, and wood. Metal can be used to craft items which are predominantly metal, leather crafts light armors (minus chain shirts), wood is used on bows, staves, and other wooden weapons.

Crafted items can have up to 3 materials added to them (of different types). Investing extra rare or valuable materials in a crafted item will give it a higher enchantment point allotment, to a maximum of 10 points for weapons and 12 points for other items. Adding metal to a predominantly wooden item will give it the DR piercing abilities of the metal added. Special materials must be used for every material slot to get the maximum enchantment point allotment.

In addition, the primary material used, as determined by the type of item being crafted, may grant a special property to crafted weapons or armor. Those properties differ between weapon and armor types, and each has an associated cost - see the tables below. Special Crafting Materials do NOT give extra properties to accessories or miscellaneous crafted items at this time.

Requirements[]

Crafting items requires ranks in Craft Weapon or Craft Armor (as appropriate for the item), gold, and the materials you wish to use. Ordinary wood, iron, and leather items are not required, and are assumed to be "free." Please note that the crafting rank required is your base skill points invested in the skill (i.e. base rank), not the bonus shown on your character sheet.

Ammunition and Throwing Weapons[]

Crafting ammunition (arrows, bullets, bolts) or throwing weapons (throwing axes, darts, shurikens) does not create a stack of ammunition. Instead it creates a quiver item, which can be used to create stacks of ammunition or throwing weapons. This quiver item can be enchanted, and is never used up, but already uses one point.

Ammunition and throwing weapons created with the quiver are non-transferable.

Metal Material Types[]

Metal Materials - Medium / Heavy Armors, Most Weapons
Name Melee Property Point Cost Armor Property Material DR Costs Where to Find
Abyssal Bloodiron Massive Criticals (4d6) 2 Damage Reduction 5/Cold Iron or Good Silver Craft Weapon/Armor 18,

2000cp

Abyss
Meteoric Iron +1d6 vs. Outsiders 1 10/- Cold resist Adamantine Craft Weapon/Armor 23,

5000cp

Carceri
Solanian Truesteel +1d6 vs. Evil 1 for weap/5 for armor +7 AC vs. Evil Mithral Craft Weapon/Armor 21,

4000cp

Mercuria,

Carceri Black Opal Quest

Axiomatic Brass +1d6 vs. Chaotic 1 +7 AC vs. Chaos Cold Iron Craft Weapon/Armor 21,

4000cp

Clangor
Pandemonic Silver +1d6 vs. Lawful 1 +7 AC vs. Law Silver Craft Weapon/Armor 21,

4000cp

Abyss
Morguth-Iron +1d6 vs. Good 1 +7 AC vs. Good Mithril Craft Weapon/Armor 21,

4000cp

Minauros
Byeshk +1d8 piercing damage 3 10/- Electric Resistance Adamantine Craft Weapon/Armor 18,

3000cp

Outlands, Grey Wastes
Bloodglass +1d8 slashing damage 3 10/- Fire Resistance Adamantine Craft Weapon/Armor 20,

3000cp

Elemental Plane of Earth
Tantulhor +1d8 bludgeoning damage 3 10/- Acid Resistance Adamantine Craft Weapon/Armor 18,

3000cp

Minauros
Metalline Unique power self only: Change Material 1 10/- Sonic resist - Craft Weapon/Armor 13,

4000cp

Limbo, Great Rift (Earth Plane)
Mindsilver +1d4 magic damage 1 Bonus Feat: Slippery Mind - Craft Weapon/Armor 18,

2000cp

Astral Plane
Glassteel +2d4 acid damage ? DR 5/piercing - Craft Weapon/Armor 18,

2000cp

Clangor,

Elemental Earth (Great Rift)

Alchemic Platinum +2d4 electric damage ? DR 5/Bludgeoning Mithril Craft Weapon/Armor 18,

2000cp

Maladomini
Riverine +2d4 cold damage ? DR 5/Slashing - Craft Weapon/Armor 18,

2000cp

Elemental Earth

(especially Dao Mines)

Oerthblood +2d4 fire damage 1 +3 to Saving Throws - Craft Weapon/Armor 24,

2000cp

Clangor
Aurorum +2d4 sonic damage 5 (armor) Regen 2 - Craft Weapon/Armor 14,

6000cp

Carceri
Copper - - -2 AC - Craft Weapon/Armor 4
Electrum - - -2 AC - Craft Weapon/Armor 4
Gold - - -2 AC - Craft Weapon/Armor 4
Platinum - - -2 AC - Craft Weapon/Armor 4
Silver - - -2 AC - Craft Weapon/Armor 4
White Gold - - -2 AC - Craft Weapon/Armor 4
Alchemic Silver - - +2 AC vs. Lycanthropes Silver -
Cold Iron - - +2 AC vs. Fey Cold Iron -

Leather Material Types[]

Leather Materials - Light Armors
Name Melee Property Point Cost Armor Property Material DR Costs Where to find
Dragonhide - 4 Resistance 20 vs. dragon's element OR Poison Resistance (Diamond Body) - Craft Weapon/Armor 18

4000cp

Boss dragons, Brux, Krigala Saurials
Demonscale - 0 Damage Reduction 5/Cold Iron or Good - Craft Weapon/Armor 22

5000cp

Abyss
Devilscale - 0 Damage Reduction 5/Silver or Good - Craft Weapon/Armor 22

5000cp

Minauros
Celestial Plume - 0 Damage Reduction 5/Mithral and Evil - Craft Weapon/Armor 22

5000cp

Mercuria
Ophidian - 3 Bonus Feat: Stealthy - Craft Armor 17

2000cp

Limbo

Wooden Material Types[]

"Wood" Materials - Bows, Staves, Clubs, etc.
Name Melee Property Point Cost Ranged Property Armor Property Costs Where to find
Dragonbone +2d4 piercing damage 2 Mighty +10 - Craft Weapon/Armor 18,

2000cp

Boss dragons, Krigala Saurials
Formic Amber +2d4 slashing damage 2 +2d4 slashing damage - Craft Weapon/Armor 19,

2000cp

Root of Nine Warehouse (3000cp)
Twelvetrees Bark +1d6 vs. Good 3 +1d6 vs. Good +7 AC vs. Good Craft Weapon/Armor 20,

5000cp

Abyss
Arboreal Oak +1d6 vs. Evil 3 +1d6 vs. Evil +7 AC vs. Evil Craft Weapon/Armor 20,

5000cp

Niflheim

Supporting Material Types[]

Supporting Materials - Only used as tertiary materials with no special effects
Name Costs Where to find
Dragon Sinew Craft Weapon/Armor +2,

666cp

Boss dragons, Krigala Saurials
Neumannic Flywheel Craft Weapon/Armor +2,

666cp

Mechanus, Root of Nine Warehouse (3000cp)
Regulan Gearspring Craft Weapon/Armor +2,

666cp

Mechanus, Root of Nine Warehouse (3000cp)

Traps[]

Traps have been changed from the default NWN2 crafting system to be cheaper, easier, and also more powerful. Epic traps of all types can be made as well for those who invest heavily in the skills. The available options can be viewed here: Traps.

For crafting traps you currently need recipe items, found in the Hive Ward nightmarket.

Golems[]

Golems can be crafted through the use of the Craft Construct feat. Recipes can be purchased from select merchants. Each type of golem has specific requirements in ranks of specific crafting skills and caster level, and can only be built in one or more specific areas. Each golem also has an associated cost in gold and XP. All of this information is provided in the description of each individual crafting recipe. Note that characters with levels in the Golem Master prestige class can forgo caster level requirements, and also at specific levels see discounts in the gold and XP costs of crafting. Each golem also has "advancement levels", where higher ranks in a specific crafting skill will result in the creation of more powerful golems. Certain golems may only be crafted by characters with levels in the Golem Master prestige class.

When a golem has been created, what will actually be made is a Golem Control Device in the creator's inventory. These devices are non-transferable, so you may only create a golem for yourself. The device is usable 1/day to "summon" your golem into the henchman slot; thus the golem can be used simultaneously with magically summoned creatures, animal companions, and familiars, but not with hired henchmen or the special companions of Demonologists, Blackguards, etc. The Golem Control device can also be used to unsummon your golem, but please note that you will need to rest (to recharge the 1/day limit) to do so.

The Golem Control Device works a bit differently than other summoned companions. Should the golem die in combat, the control device is destroyed, and you will need to build a new golem to replace it.

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