Sigil NWN2 PW Wiki
Advertisement

Enchanting System

First of all, you will require an item called Enchantment Focus which is sold within the Laboratory in the Lower Ward. To open up the enchanting UI, you need to use the Enchantment Focus near an enchanting bench.

You will also need the Feat

☀Craft Magical Arms and Armor

By default, weapons have 8 points to spend on enchantments, and other item types have 10 points as a base. Up to 2 more points can be added via Crafting. The max weapon point allotment is 10, and the max armor and accessory allotment is 12.

Existing attributes on dropped items maintain their point values. For instance, a Belt of Fire Giant Strength (+5 STR) drops with 5/10 allotment points already used. For enchantments not listed, the default point cost is 2, with some exceptions.

Individual enchantments require a combination of gold, gems, and essences in order to enchant.

Enchantment Bonus

Can be added to melee weapons, ranged weapons, ammo, and throwing weapons.

Enchantment Point Value Gold Essence Gem
Enchantment Bonus +1 0 300gp - -
Enchantment Bonus +2 0 500gp Faint Power Essence -
Enchantment Bonus +3 1 1000gp Weak Power Essence Diamond (Flawed)
Enchantment Bonus +4 2 3000gp Glowing Power Essence Diamond
Enchantment Bonus +5 3 5000gp Radiant Power Essence Diamond (Flawless)

Attack Bonus

Can be added to gloves.

Enchantment Point Value Gold Essence Gem
Attack Bonus +1 0 300gp - -
Attack Bonus +2 0 500gp Faint Power Essence -
Attack Bonus +3 1 1000gp Weak Power Essence Diamond (Flawed)
Attack Bonus +4 2 3000gp Glowing Power Essence Diamond
Attack Bonus +5 3 5000gp Radiant Power Essence Diamond (Flawless)

Elemental Damage

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
Fire Damage 1d4 1 500gp Faint Fire Essence -
Fire Damage 2d4 2 1,000gp Weak Fire Essence Rubellite (Flawed)
Fire Damage 2d6 3 3,000gp Glowing Fire Essence Rubellite
Fire Damage 3d6 4 5,000gp Radiant Fire Essence Rubellite (Flawless)
Cold Damage 1d4 1 500gp Faint Water Essence -
Cold Damage 2d4 2 1,000gp Weak Water Essence Waterstone (Flawed)
Cold Damage 2d6 3 3,000gp Glowing Water Essence Waterstone
Cold Damage 3d6 4 5,000gp Radiant Water Essence Waterstone (Flawless
Acid Damage 1d4 1 500gp Faint Earth Essence -
Acid Damage 2d4 2 1,000gp Weak Earth Essence Vanadi (Flawed)
Acid Damage 2d6 3 3,000gp Glowing Earth Essence Vanadi
Acid Damage 3d6 4 5,000gp Radiant Earth Essence Vanadi (Flawless)
Electric Damage 1d4 1 500gp Faint Air Essence -
Electric Damage 2d4 2 1,000gp Weak Air Essence Indicol (Flawed)
Electric Damage 2d6 3 3,000gp Glowing Air Essence Indicol
Electric Damage 3d6 4 5,000gp Radiant Air Essence Indicol (Flawless)
Sonic Damage 2d4 3 or 2 (glitchy) 500gp Weak Air Essence Schorl (Flawed)
Sonic Damage 2d6 4 1,000gp Glowing Air Essence Schorl

Non-resistable Damage

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
Magic Damage 1d6 4 5,000gp Radiant Power Essence Opal (Flawless)
Divine Damage 1d6 4 5,000gp Radiant Power Essence Sapphire (Flawless)
Negative Damage 1d6 4 5,000gp Radiant Death Essence Black Sapphire (Flawless)

Damage vs. Alignment

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
+1d6 damage vs. Evil 1 300gp Faint Good Essence -
+2d6 damage vs. Evil 2 500gp Weak Good Essence White Saltwater Pearl (Flawed)
+1d6 damage vs. Good 1 300gp Faint Evil Essence -
+2d6 damage vs. Good 2 500gp Weak Evil Essence Black Sapphire (Flawed)
+1d6 damage vs. Chaos 1 300gp Faint Law Essence -
+2d6 damage vs. Chaos 2 500gp Weak Law Essence Angel Tears (Flawed)
+1d6 damage vs. Law 1 300gp Faint Chaos Essence -
+2d6 damage vs. Law 2 500gp Weak Chaos Essence Black Opal (Flawed)

Keen

Can be added to melee weapons and throwing weapons. (Ammo is an option, but the enchantment will not take.)

Enchantment Point Value Gold Essence Gem
Keen 1 300gp - Black Diamond (Flawed)

Vampiric Regen

Can be added to melee weapons, ammo, gloves, and throwing weapons.

(BUG NOTE: Vamp Regen can be placed on gloves, but it will not work properly due to a bug.)

Enchantment Point Value Gold Essence Gem
 
Vampiric Regen +1 1 500gp - Bloodstone (Flawed)
Vampiric Regen +2 2 1000gp Faint Death Essence Bloodstone
Vampiric Regen +3 3 3000gp Weak Death Essence Bloodstone (Flawless)

AC Bonus

Can be added to Melee, Ranged, and Throwing weapons, as well as armor, shields, belts, cloaks, bracers, gloves, helms, amulets, and rings.

AC or Armor Bonus costs less points on Armor and Shields, with +5 costing 3 points, instead of the normal 5 points on everything else.

The type of AC granted is dependent on the item. Most accessories give deflection AC. Weapons give shield AC. Amulets give Natural AC.

Enchantment Point Value Gold Essence Gem
AC Bonus +1 1/0 300gp - -
AC Bonus +2 2/0 500gp Faint Power Essence -
AC Bonus +3 3/1 1,000gp Weak Power Essence Jasmal (Flawed)
AC Bonus +4 4/2 3,000gp Glowing Power Essence Jasmal
AC Bonus +5 5/3 5,000gp Radiant Power Essence Jasmal (Flawless)

On Hit Effects

Can be added to melee weapons, thrown weapons, ammunition, and gloves.

Enchantment Point Value Gold Essence Gem
Blindness 25% / 1 rnds @ 16 DC 1 500gp Faint Death Essence Sunstone(Flawed)
Blindness 25% / 2 rnds @ 20 DC 2 1000gp Weak Death Essence Sunstone
Blindness 25% / 3 rnds @ 24 DC 3 3000gp Glowing Death Essence Sunstone (Flawless)
Hold 25% / 1 rnds @ 16 DC 1 500gp Faint Power Essence Labradorite (Flawed)
Hold 25% / 2 rnds @ 20 DC 2 1000gp Weak Power Essence Labradorite
Hold 25% / 3 rnds @ 24 DC 3 3000gp Glowing Power Essence Labradorite (Flawless)
Silence 25% / 1 rnds @ 16 DC 1 500gp Faint Power Essence Moonstone (Flawed)
Silence 25% / 2 rnds @ 20 DC 2 1000gp Weak Power Essence Moonstone
Silence 25% / 3 rnds @ 24 DC 3 3000gp Glowing Power Essence Moonstone (Flawless)
Slow 25% / 2 rnds @ 15 DC 1 500gp Faint Earth Essence Eyestone (Flawed)
Slow 50% / 2 rnds @ 20 DC 2 1000gp Weak Earth Essence Eyestone
Slow 50% / 3 rnds @ 25 DC 3 3000gp Glowing Earth Essence Eyestone (Flawless)
Doom 25% / 3 rnds @ 24 DC 1 500gp Faint Earth Essence Carnelian
Daze 25% / 3 rnds @ 24 DC 2 1000gp Weak Earth Essence Mosstone
Fear 25% / 1 rnds @ 16 DC 1 500gp Faint Death Essence Crown of Silver (Flawed)
Fear 25% / 1 rnds @ 20 DC 2 1000gp Weak Death Essence Crown of Silver 
Fear 25% / 3 rnds @ 24 DC 3 3000gp Glowing Death Essence Crown of Silver (Flawless)

Massive Criticals

Can be added to melee weapons, ranged weapons, and gloves.

Enchantment Point Value Gold Essence Gem
Massive Criticals +2d4 1 500gp - Jargoon (Flawed)
Massive Criticals +3d6 2 1000gp Faint Fire Essence Jargoon

Mighty

Can be added to ranged weapons

Enchantment Point Value Gold Essence Gem
Mighty +1 1 300gp Faint Earth Essence -
Mighty +2 2 500gp Weak Earth Essence -
Mighty +3 3 1000gp Weak Earth Essence Aquamarine (Flawed)
Mighty +4 4 3000gp Glowing Earth Essence Aquamarine
Mighty +5 5 5000gp Radiant Earth Essence Aquamarine (Flawless)

Bonus Hit Points

Can be added to armor, shields, and boots.

Enchantment Point Value Gold Essence Gem
Bonus Hit Points +10 1 500gp Faint Earth Essence Bloodstonen (Flawed)
Bonus Hit Points +20 2 1000gp Weak Earth Essence Bloodstone
Bonus Hit Points +30 3 3000gp Glowing Earth Essence Bloodstone (Flawless)

Resistances

Can be added to cloaks, armor, shields, and boots.

Enchantment Point Value Gold Essence Gem
Acid Resistance 5/- 1 300gp Faint Earth Essence
Acid Resistance 10/- 2 500gp Weak Earth Essence Jargoon (Flawed)
Acid Resistance 15/- 3 1000gp Glowing Earth Essence Jargoon
Acid Resistance 20/- 4 3000gp Radiant Earth Essence Jargoon (Flawless)
Fire Resistance 5/- 1 300gp Faint Fire Essence
Fire Resistance 10/- 2 500gp Weak Fire Essence Starlite (Flawed)
Fire Resistance 15/- 3 1000gp Glowing Fire Essence Starlite
Fire Resistance 20/- 4 3000gp Radiant Fire Essence Starlite (Flawless)
Cold Resistance 5/- 1 300gp Faint Water Essence
Cold Resistance 10/- 2 500gp Weak Water Essence Jacinth (Flawed)
Cold Resistance 15/- 3 1000gp Glowing Water Essence Jacinth
Cold Resistance 20/- 4 3000gp Radiant Water Essence Jacinth (Flawless)
Electric Resistance 5/- 1 300gp Faint Air Essence
Electric Resistance 10/- 2 500gp Weak Air Essence Tarine (Flawed)
Electric Resistance 15/- 3 1000gp Glowing Air Essence Tarine
Electric Resistance 20/- 4 3000gp Radiant Air Essence Tarine (Flawless)

Spell Resistance

This can be added to armor, shields, and cloaks.

Enchantment Point Value Gold Essence Gem
Spell Resistance 14 2 500gp Weak Power Essence Black Opal (Flawed)
Spell Resistance 18 3 1000gp Glowing Power Essence Black Opal
Spell Resistance 22 4 3000gp Radiant Power Essence Black Opal (Flawless)

Regeneration

This can be added to armor, and shields.

Enchantment Point Value Gold Essence Gem
Regeneration +1 3 1000gp Weak Life Essence Sunstone (Flawed)
Regeneration +2 5 5000gp Radiant Life Essence Sunstone (Flawless)

Reduced Weight

This can be added to armor and shields.

Enchantment Point Value Gold Essence Gem
50% Reduced Weight 0 300gp Faint Air Essence -
99% Reduced Weight 1 500gp Weak Air Essence Mosstone

Skill Bonus

See below for what skills can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Hide +5 1 500gp Faint Earth Essence Black Opal (Flawed) Armor
Hide +10 2 1000gp Weak Earth Essence Black Opal Armor
Move Silently +5 1 500gp Faint Water Essence Black Opal (Flawed) Armor
Move Silently +10 2 1000gp Weak Water Essence Black Opal Armor
Tumble +5 1 500gp Faint Air Essence Black Opal (Flawed) Boots
Heal +5 1 500gp - Pyrope (Flawed) Gloves, Bracers
Craft Weapon +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Craft Armor +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Craft Traps +5 1 500gp - Labradorite (Flawed) Gloves, Bracers
Craft Alchemy +5 1 500gp - Savorite (Flawed) Gloves, Bracers
Open Lock +5 1 500gp - Moonstone (Flawed) Gloves, Bracers
Disable Device +5 1 500gp - White Topaz (Flawed) Gloves, Bracers
Sleight of Hand +5 1 500gp - Black Opal (Flawed) Gloves, Bracers
Set Traps +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Intimidate +5 1 500gp - Scaragos (Flawed) Helms
Diplomacy +5 1 500gp - Emerald (Flawed) Helms
Bluff +5 1 500gp - Zessar (Flawed) Helms
Search +5 1 500gp - White Topaz (Flawed) Helms
Spot +5 1 500gp - Rutilar (Flawed) Helms
Listen +5 1 500gp - Rutilar (Flawed) Helms
Spellcraft +5 1 500gp - Opal (Flawed) Helms
Concentration +5 1 500gp - White Topaz (Flawed) Helms
Taunt +5 1 500gp - Bloodstone (Flawed) Helms
Survival +5 1 500gp - Vanadi (Flawed) Helms
Perform +5 1 500gp Faint Power Essence Star Sapphire (Flawed) Instruments

Ability Bonus

Strength Bonus

This can be added to belts.

Enchantment Point Value Gold Essence Gem
Strength +1 1 300gp Faint Fire Essence -
Strength +2 2 500gp Weak Fire Essence -
Strength +3 3 1000gp Weak Fire Essence Aquamarine (Flawed)
Strength +4 4 3000gp Glowing Fire Essence Aquamarine
Strength +5 5 5000gp Radiant Fire Essence Aquamarine (Flawless)

Dexterity Bonus

This can be added to belts and gloves.

Enchantment Point Value Gold Essence Gem
Dexterity +1 1 300gp Faint Air Essence -
Dexterity +2 2 500gp Weak Air Essence -
Dexterity +3 3 1000gp Weak Air Essence Heliodor (Flawed)
Dexterity +4 4 3000gp Glowing Air Essence Heliodor
Dexterity +5 5 5000gp Radiant Air Essence Heliodor (Flawless)

Constitution Bonus

This can be added to boots.

Enchantment Point Value Gold Essence Gem
Constitution +1 1 300gp Faint Life Essence -
Constitution +2 2 500gp Weak Life Essence -
Constitution +3 3 1000gp Weak Life Essence Scaragos (Flawed)
Constitution +4 4 3000gp Glowing Life Essence Scaragos
Constitution +5 5 5000gp Radiant Life Essence Scaragos (Flawless)

Intelligence Bonus

This can be added to helms.

Enchantment Point Value Gold Essence Gem
Intelligence +1 1 300gp Faint Power Essence -
Intelligence +2 2 500gp Weak Power Essence -
Intelligence +3 3 1000gp Weak Power Essence Beryl (Flawed)
Intelligence +4 4 3000gp Glowing Power Essence Beryl
Intelligence +5 5 5000gp Radiant Power Essence Beryl (Flawless)

Wisdom Bonus

This can be added to amulets.

Enchantment Point Value Gold Essence Gem
Wisdom +1 1 300gp Faint Earth Essence -
Wisdom +2 2 500gp Weak Earth Essence -
Wisdom +3 3 1000gp Weak Earth Essence Cesian (Flawed)
Wisdom +4 4 3000gp Glowing Earth Essence Cesian
Wisdom +5 5 5000gp Radiant Earth Essence Cesian (Flawless)

Charisma Bonus

This can be added to cloaks.

Enchantment Point Value Gold Essence Gem
Charisma +1 1 300gp Faint Water Essence -
Charisma +2 2 500gp Weak Water Essence -
Charisma +3 3 1000gp Weak Water Essence Emerald (Flawed)
Charisma +4 4 3000gp Glowing Water Essence Emerald
Charisma +5 5 5000gp Radiant Water Essence Emerald (Flawless)

Saving Throws

See below for what saving throws can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Saving Throw (Reflex) +4 2 500gp Faint Power Essence Labradorite (Flawed) Boots
Saving Throw (Fortitude) +4 2 500gp Faint Power Essence Bloodstone (Flawed) Belt
Saving Throw (Will) +4 2 500gp Faint Power Essence Moonstone (Flawed) Helm

Bonus Spell Slots

Spell slots can be added to almost any equippable items, you can only add a single spell slot this way, from spell level 1-6. Trying to add another one will overwrite previous spell slot.

Enchantment Point Value Gold Essence Gem Add to:
Bard Spell Slots Star Sapphire Weapon, Gloves, Jewelry, Armor
Cleric/Favored Soul Spell Slots Sapphire Weapon, Gloves, Jewelry, Armor
Druid/Spirit Shaman/Ranger Spell Slots Mosstone Weapon, Gloves, Jewelry, Armor
Paladin Spell Slots White Pearl Weapon, Gloves, Jewelry, Armor
Wizard/Sorcerer Spell Slots Amethyst Weapon, Gloves, Jewelry, Armor

Spells

See below for what spells can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Expeditious Retreat 1/Charge 1 300gp - Indicol (Flawed) Boots
Bless Weapon 1/Charge 1 500gp Faint Good Essence Jade (Flawed) Amulets, Rings
Cure Light Wounds 1/Charge 1 500gp Faint Life Essence Pyrope (Flawed) Amulets, Rings
Entangle 1/Charge 1 500gp Faint Life Essence Vanadi (Flawed) Amulets, Rings
Magic Missile 1/Charge 2 500gp Faint Power Essence Opal (Flawed) Amulets, Rings
Protection From Alignment 1/Charge 2 500gp Faint Power Essence Jade (Flawed) Amulets, Rings (clerics,favored souls only)
Inflict Light Wounds 1/Charge 1 500gp Faint Death Essence Crown of Silver (Flawed) Amulets, Rings
Cure Moderate Wounds 1/Charge 2 500gp Weak Life Essence Pyrope (Flawed) Amulets, Rings
Darkness 1/Charge 1 500gp - Chalcedony (Flawed) Amulets, Rings
Identify 1/Charge 1 500gp - White Topaz (Flawed) Amulets, Rings
Invisibility 1/Charge 2 500gp Faint Power Essence Black Opal (Flawed) Amulets, Rings
Knock 1/Charge 1 500gp Faint Water Essence Black Opal (Flawed) Amulets, Rings
Melf's Acid Arrow 1/Charge 2 500gp Faint Earth Essence Vanadi (Flawed) Amulets, Rings
Ghostly Visage 1/Charge 1 500gp Faint Power Essence Opal (Flawed) Amulets, Rings
See Invisibility 1/Charge 1 500gp Faint Power Essence Rutilar (Flawed) Amulets, Rings

Container Weight Reduction

Can be added to containers.

Enchantment Point Value Gold Essence Gem
Container Weight Reduction -20% 1 300gp Faint Power Essence -
Container Weight Reduction -40% 2 500gp Weak Power Essence -
Container Weight Reduction -60% 3 1000gp Weak Power Essence Black Diamond (Flawed)
Container Weight Reduction -80% 4 3000gp Glowing Power Essence Black Diamond
Container Weight Reduction -100% 5 5000gp Radiant Power Essence Black Diamond (Flawless)

Bonus Feats

See below for which feats can be added to which item types.

Enchantment Point Value Gold Gem Add to:
Alertness 1 500gp Rutilar Ranged Weapons, Helm, Amulet, Ring
Combat Casting 1 500gp Opal Instrument, Glove, Bracer, Amulet, Ring
Curse Song 2 500gp Crown of Silver, Faint Death Essence Instrument, Helm, Amulet, Ring
Deflect Arrows 2 500gp Indicol Melee Weapons, Glove, Bracer
Dodge 2 500gp Schorl Ranged Weapons, Boots
Extended Rage 1 500gp Pyrope Belt, Glove, Bracer, Amulet
Extra Music 1 500gp Zessar Instrument, Helm, Amulet, Ring
Extra Rage 1 500gp Jacinth Belt, Glove, Bracer, Amulet
Extra Turning 1 500gp Jade Glove, Bracer, Amulet
Dash 1 500gp Imperial Topaz Ranged Weapons, Boots
Extra Wild Shape 1 500gp Savorite Belt, Amulet, Ring
Point Blank Shot 1 500gp Rutilar Ranged Weapons, Helm, Amulet, Ring
Spell Focus: Abjuration 1 500gp Amethyst Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Conjuration 1 500gp Crystal Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Divination 1 500gp Black Pearl Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Enchantment 1 500gp Green Quartz Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Evocation 1 500gp Fire Opal Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Illusion 1 500gp Rainbow Obsidian Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Necromancy 1 500gp Chalcedony Instrument, Glove, Bracer, Amulet, Ring
Spell Penetration 1 500gp Jargoon Instrument, Glove, Bracer, Amulet, Ring
Cleave 2 500gp Rainbow Obsidian (Flawed) Armor, Shield, Amulet, Ring, Gauntlet/Bracer,
Power Attack 1 500gp Rainbow Obsidian (Flawed) Armor, Shield, Amulet, Ring, Gauntlet/bracer,
Two-Weapon Fighting 1 500gp Green Quartz (Flawed) Armor, Shield, Amulet, Ring, Gauntlet/bracer
Two-Weapon Defense 2 500gp Green Quartz Armor, Shield, Amulet, Ring, Gauntlet/bracer
Arcane Defense (Evocation) 1 500gp No gems Armor, Shield, Amulet, Ring, Belt, Gauntlet/Bracer, Helmet
Blooded 1 500gp Savorite (flawed) Belt, Amulet, Ring
Sneak Attack +1d6 2 500gp Carnelion Gauntlets, Amulet, Ring
Artist 1 500gp Green Quartz (Flawed) Gauntlets, Amulet, Ring
Bullheaded 1 500gp Zessar (flawed) Gauntlets, Helmet, Amulet, Ring
Improved Initiative 1 500gp Green Quartz (Flawed) Gauntlets, Helmet, Amulet, Ring
Toughness 2 500gp Saltwater Pearl - Black (flawed) Gauntlets, Helmet, Amulet, Ring
Arcane Defense (Abjuration) 1 500gp No gems Gauntlets, Amulet, Ring
Arcane Defense (Conjuration) 1 500gp No gems Gauntlets, Amulet, Ring
Arcane Defense (Enchantment) 1 500gp No gems Gauntlets, Amulet, Ring
Arcane Defense (Illusion) 1 500gp No gems Gauntlets, Amulet, Ring
Arcane Defense (Necromancy) 1 500gp No gems Gauntlets, Amulet, Ring
Arcane Defense (Divination) 1 500gp No gems Gauntlets, Amulet, Ring
Track 1 500gp Mosstone (Flawed) Gauntlets, Amulet, Ring

Old Enchanting System

Below are the details of the old enchanting system. It has been deactivated; the following information is no longer current.

Weapons

Enhancement Bonus

  • +1 EB: 200 gold, obsidian, faint air essence. Requires caster level 3.
  • +2 EB: 400 gold, amethyst, faint power and faint air essences. Requires caster level 6.
  • +3 EB: 600 gold, emerald, faint power and weak air essences. Requires caster level 9.
  • +4 EB: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 EB: 1000 gold, blue diamond, glowing power and radiant air essences. Requires caster level 15.

Elemental Damage

  • Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
  • Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
  • Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
  • Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
  • Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
  • Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
  • Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
  • Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.

Other

  • Keen: 600 gold, topaz, glowing earth essence. Requires caster level 9.
  • Vampiric Regeneration +1 (melee only): 400 gold, bloodstone, weak fire and weak power essences. Requires caster level 7. (glowing power essence for natural weapons)
  • Vampiric Regeneration +3 (melee only): 800 gold, ruby, glowing fire and glowing power essences. Requires caster level 11.

On-Hit Properties

  • Hold, 50% @ DC 20: 1000 gold, diamond, weak power essence. Requires caster level 15.
  • Slow, 50% @ DC 20: 1000 gold, alexandrite, faint power essence. Requires caster level 15.
  • Blindness, 50% @ DC 20: 1000 gold, emerald, weak power essence. Requires caster level 15.
  • Doom, 50% @ DC 20: 1000 gold, penalope, faint power essence. Requires caster level 15.
  • Deafness, 50% @ DC 20: 1000 gold, fluorspar, faint air essence. Requires caster level 15.
  • Daze, 50% @ DC 20: 1000 gold, fire agate, faint fire essence. Requires caster level 15.
  • STR Poison, DC 20: 1000 gold, greenstone, weak water essence. Requires caster level 15.
  • Level Drain, DC 20: 1000 gold, fire opal, glowing power essence. Requires caster level 15. (Currently bugged, and will have DC 18 instead)
  • Wounding, DC 20: 1000 gold, ruby, weak fire essence. Requires caster level 15.
  • Silence, 50% @ DC 20: 1000 gold, adventurine, weak power essence. Requires caster level 15.
  • Fear, 50% / 2 rounds @ DC 20: 1000 gold, Ruby, faint power essence. Requires caster level 15.

Skills

  • Perform, +5 (instruments only): 400 gold, star sapphire, glowing power essence. Requires caster level 5.

Armor & Shield

Armor Class (Armor, Shield)

  • +1 AC: 200 gold, obsidian, faint earth essence. Requires caster level 3.
  • +2 AC: 400 gold, adventurine, faint power and faint earth essences. Requires caster level 6.
  • +3 AC: 600 gold, emerald, faint power and weak earth essences. Requires caster level 9.
  • +4 AC: 800 gold, sapphire, weak power and glowing earth essences. Requires caster level 12.
  • +5 AC: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.

Extra Hit Points

  • +10 HP: 200 gold, bloodstone, faint earth essence. Requires caster level 5.
  • +20 HP: 400 gold, sapphire, weak earth essence. Requires caster level 10.
  • +30 HP: 600 gold, diamond, glowing earth essence. Requires caster level 15.

Elemental Resistance

  • Acid 5: 200 gold, penalope, faint earth essence. Requires caster level 3.
  • Acid 10: 400 gold, greenstone, weak earth essence. Requires caster level 7.
  • Acid 15: 600 gold, king's tear, glowing earth essence. Requires caster level 11.
  • Fire 5: 200 gold, fire agate, faint fire essence. Requires caster level 3.
  • Fire 10: 400 gold, ruby, weak fire essence. Requires caster level 7.
  • Fire 15: 600 gold, beljuril, glowing fire essence. Requires caster level 11.
  • Cold 5: 200 gold, fluorspar, faint water essence. Requires caster level 3.
  • Cold 10: 400 gold, sapphire, weak water essence. Requires caster level 7.
  • Cold 15: 600 gold, diamond, glowing water essence. Requires caster level 11.
  • Electrical 5: 200 gold, obsidian, faint air essence. Requires caster level 3.
  • Electrical 10: 400 gold, topaz, weak air essence. Requires caster level 7.
  • Electrical 15: 600 gold, jacinth, glowing air essence. Requires caster level 11.

Spell Resistance

  • SR 14: 200 gold, amethyst, weak power and glowing fire essences. Requires caster level 7.
  • SR 18: 400 gold, sapphire, glowing power and radiant fire essences. Requires caster level 11.
  • SR 22: 600 gold, beljuril, radiant power and radiant fire essences. Requires caster level 15.

Other

  • Fast Healing 1: 400 gold, greenstone, weak power essence. Requires caster level 10.
  • Weight -50%: 200 gold, penalope, weak air essence. Requires caster level 5.

Skills

  • Hide, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
  • Hide, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.
  • Move Silently, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
  • Move Silently, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.

Amulets

Armor Class (Natural)

  • +1 AC: 200 gold, adventurine, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, adventurine, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, topaz, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, blue diamond, radiant power essence. Requires caster level 15.

Wisdom

  • +1 WIS: 200 gold, bloodstone, faint fire essence. Requires caster level 3.
  • +2 WIS: 400 gold, amethyst, faint power and faint fire essences. Requires caster level 6.
  • +3 WIS: 600 gold, alexandrite, faint power and weak fire essences. Requires caster level 9.
  • +4 WIS: 800 gold, emerald, weak power and glowing fire essences. Requires caster level 12.
  • +5 WIS: 1000 gold, beljuril, glowing power and radiant fire essences. Requires caster level 15.

Belts

Strength

  • +1 STR: 200 gold, obsidian, faint earth essence. Requires caster level 3.
  • +2 STR: 400 gold, fire agate, faint power and faint earth essences. Requires caster level 6.
  • +3 STR: 600 gold, ruby, faint power and weak earth essences. Requires caster level 9.
  • +4 STR: 800 gold, fire opal, weak power and glowing earth essences. Requires caster level 12.
  • +5 STR: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.

Dexterity

  • +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
  • +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
  • +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
  • +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.

Saving Throw (Fortitude)

  • +4 Fortitude: 200 gold, bloodstone, weak power essence. Requires caster level 5.

Boots

Constitution

  • +1 CON: 200 gold, malachite, faint water essence. Requires caster level 3.
  • +2 CON: 400 gold, obsidian, faint power and faint water essences. Requires caster level 6.
  • +3 CON: 600 gold, emerald, faint power and weak water essences. Requires caster level 9.
  • +4 CON: 800 gold, sapphire, weak power and glowing water essences. Requires caster level 12.
  • +5 CON: 1000 gold, king's tear, glowing power and radiant water essences. Requires caster level 15.

Saving Throw (Reflex)

  • +4 Reflex: 200 gold, malachite, weak power essence. Requires caster level 5.

Skills

  • Tumble, +5: 400 gold, alexandrite, weak water essence. Requires caster level 5.

Cast Spell

  • Expeditious Retreat, 1/day: 200 gold, malachite, faint air essence. Requires caster level 7.

Cloaks

Charisma

  • +1 CHA: 200 gold, amethyst, faint fire essence. Requires caster level 3.
  • +2 CHA: 400 gold, adventurine, faint power and faint fire essences. Requires caster level 6.
  • +3 CHA: 600 gold, fire opal, faint power and weak fire essences. Requires caster level 9.
  • +4 CHA: 800 gold, sapphire, weak power and glowing fire essences. Requires caster level 12.
  • +5 CHA: 1000 gold, star sapphire, glowing power and radiant fire essences. Requires caster level 15.

Armor Class (Deflection)

  • +1 AC: 200 gold, fluorspar, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, penalope, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, ruby, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.

Rings

Armor Class (Deflection)

  • +1 AC: 200 gold, malachite, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, fire agate, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, greenstone, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, ruby, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.

Gauntlets & Bracers

Armor Class (Armor AC on bracers, Deflection AC on gauntlets)

  • +1 AC: 200 gold, obsidian, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, amethyst, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, alexandrite, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, topaz, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, jacinth, radiant power essence. Requires caster level 15.

Dexterity

  • +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
  • +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
  • +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
  • +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.

Attack Bonus

  • +1 AB: 200 gold, bloodstone, faint power essence. Requires caster level 3.
  • +2 AB: 400 gold, penalope, weak power essence. Requires caster level 6.
  • +3 AB: 600 gold, greenstone, weak power essence. Requires caster level 9.
  • +4 AB: 800 gold, alexandrite, glowing power essence. Requires caster level 12.
  • +5 AB: 1000 gold, canary diamond, radiant power essence. Requires caster level 15.

Elemental Damage

  • Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
  • Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
  • Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
  • Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
  • Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
  • Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
  • Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
  • Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.

Skills

  • Heal, +5: 400 gold, bloodstone, weak power essence. Requires caster level 5.
  • Parry, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.
  • Craft Weapon, +5: 400 gold, ruby, weak earth essence. Requires caster level 5.
  • Craft Armor, +5: 400 gold, topaz, weak earth essence. Requires caster level 5.
  • Craft Traps, +5: 400 gold, sapphire, weak earth essence. Requires caster level 5.
  • Craft Alchemy, +5: 400 gold, fire opal, weak power essence. Requires caster level 5.
  • Open Lock, +5: 400 gold, garnet, weak power essence. Requires caster level 5.
  • Disable Device, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
  • Sleight of Hand, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
  • Set Traps, +5: 400 gold, greenstone, weak power essence. Requires caster level 5.

Helmets

Intelligence

  • +1 INT: 200 gold, adventurine, faint water essence. Requires caster level 3.
  • +2 INT: 400 gold, penalope, faint power and faint water essences. Requires caster level 6.
  • +3 INT: 600 gold, topaz, faint power and weak water essences. Requires caster level 9.
  • +4 INT: 800 gold, fire opal, weak power and glowing water essences. Requires caster level 12.
  • +5 INT: 1000 gold, canary diamond, glowing power and radiant water essences. Requires caster level 15.

Saving Throw (Will)

  • +4 Will: 200 gold, fluorspar, weak power essence. Requires caster level 5.

Skills

  • Intimidation, +5: 400 gold, malachite, weak fire essence. Requires caster level 5.
  • Diplomacy, +5: 400 gold, amethyst, weak power essence. Requires caster level 5.
  • Bluff, +5: 400 gold, obsidian, weak power essence. Requires caster level 5.
  • Search, +5: 400 gold, fluorspar, weak power essence. Requires caster level 5.
  • Spot, +5: 400 gold, sapphire, weak power essence. Requires caster level 5.
  • Listen, +5: 400 gold, alexandrite, weak power essence. Requires caster level 5.
  • Spellcraft, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
  • Concentration, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
  • Taunt, +5: 400 gold, fire agate, weak fire essence. Requires caster level 5.
  • Survival, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.

Containers

Weight Reduction

  • -20% Weight: 400 gold, obsidian, faint power essence. Requires caster level 5.
  • -40% Weight: 800 gold, fluorspar, faint power essence. Requires caster level 10.
  • -60% Weight: 1200 gold, topaz, weak power essence. Requires caster level 15.
  • -80% Weight: 1600 gold, sapphire, glowing power essence. Requires caster level 20.
  • -100% Weight: 2000 gold, jacinth, radiant power essence. Requires caster level 25.
Advertisement