The State of Crafting / New to community

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AcolyteChronomancer
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Re: The State of Crafting / New to community

Unread post by AcolyteChronomancer »

I keep finding crafting recipe books in game for alchemy and magical arms/wondrous items, do these work?
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Tsidkenu
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Re: The State of Crafting / New to community

Unread post by Tsidkenu »

Nope they're just junk drops that really should be completely removed from the loot tables.

You can sell them for the most money if you go to Candlekeep's library (same for spell scrolls).
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Vogar Eol
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Re: The State of Crafting / New to community

Unread post by Vogar Eol »

I've been wondering for the last few years how item stripping affects magical materials. For example, a Mithral armor or weapon, a duskwood bow or quarterstaff, a darksteel weapon or armor. Do those material properties persist?
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Blackrose
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Re: The State of Crafting / New to community

Unread post by Blackrose »

Is it working??
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Calodan
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Re: The State of Crafting / New to community

Unread post by Calodan »

Blackrose wrote:Is it working??
No and the more we keep getting suggestion threads bogging up this the longer it takes too......Just want bugs gone and this right now then we work on the rest. BUT NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :evil:
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Juramenta
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Re: The State of Crafting / New to community

Unread post by Juramenta »

Tsidkenu wrote:Basically you can ignore whatever you know of the crafting system from the official NWN2 campaign or other servers.

Currently, players have the ability to scribe spells, brew potions and craft wands. Potion brewing is improved beyond the usual level 3 cap if you take levels in the Master Alchemist prestige class.

For the future, item enchanting is planned and the core of the system is already in game (but currently disabled). To enchant an item with magical properties, the character will require the Craft Magical Arms & Armor feat or Craft Wondrous Items. The item to be enchanted must first be prepared with an Imbue (1st level spell), Greater Imbue (6th level spell) or Epic Imbue (9th level spell). The level of imbuing used will prime the item with a certain number of 'slots' for enchanting: the higher level Imbue you use, the more magic can be enchanted into an item.

After an item has been primed, the caster then begins the enchanting process by placing Runes on the item. Runes include:
  • Rune of Lumen (adds light to item)
  • Rune of Protection (adds +Armor Class to item)
  • Rune of Striking (adds +Attack Bonus to a weapon/gauntlet)
  • Rune of Enhancement (adds +Enhancement Bonus to a weapon/gauntlet)
  • Rune of Skill (adds +Skill Bonus to an item)
  • Rune of Ability (adds +Ability Bonus to an item, eg. +STR, +DEX etc)
  • Rune of Enchanting (adds a special property to an item, eg. Keen, Vampiric Regeneration, Bonus Spell Slots)
  • Rune of Harm (adds +Damage Bonus to a weapon/gauntlet)
Each rune may be applied multiple times for a cumulative effect. Eg, priming a longsword and casting Rune of Enhancement on it 4 times will create a +4 Longsword.

Costs for the enchanting process as well as additional special components are still being discussed by the development team. You will know when the system goes live for server 1 as there should be a big announcement for it; it's still a little way off but not too far :D
Any new developments that can be shared to keep us satisfied?:)

Like the following questions for example:
Will the spells be available from a merchant through scrolls?
How many slots will the epic version give?
How many times can you use the same type of rune?
Will the imbue item feat be a substitute for the imbue spells?
Will we be able to craft +5 items (or +10 counting the special enchants) like the pnp version?
Are there skills involved to craft them or are the feats enough?
Will we be able to place different armor types on whatever location we want? Like +dodge on a head item for example.
Do runes of enchanting stack to create something like a vampiric +4 or only allow different kinds of special abilities?
Any more news on what kind of special ability's we will be able to place on them?
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Nekoame
Posts: 11
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Re: The State of Crafting / New to community

Unread post by Nekoame »

Juramenta wrote:
Tsidkenu wrote:Basically you can ignore whatever you know of the crafting system from the official NWN2 campaign or other servers.

Currently, players have the ability to scribe spells, brew potions and craft wands. Potion brewing is improved beyond the usual level 3 cap if you take levels in the Master Alchemist prestige class.

For the future, item enchanting is planned and the core of the system is already in game (but currently disabled). To enchant an item with magical properties, the character will require the Craft Magical Arms & Armor feat or Craft Wondrous Items. The item to be enchanted must first be prepared with an Imbue (1st level spell), Greater Imbue (6th level spell) or Epic Imbue (9th level spell). The level of imbuing used will prime the item with a certain number of 'slots' for enchanting: the higher level Imbue you use, the more magic can be enchanted into an item.

After an item has been primed, the caster then begins the enchanting process by placing Runes on the item. Runes include:
  • Rune of Lumen (adds light to item)
  • Rune of Protection (adds +Armor Class to item)
  • Rune of Striking (adds +Attack Bonus to a weapon/gauntlet)
  • Rune of Enhancement (adds +Enhancement Bonus to a weapon/gauntlet)
  • Rune of Skill (adds +Skill Bonus to an item)
  • Rune of Ability (adds +Ability Bonus to an item, eg. +STR, +DEX etc)
  • Rune of Enchanting (adds a special property to an item, eg. Keen, Vampiric Regeneration, Bonus Spell Slots)
  • Rune of Harm (adds +Damage Bonus to a weapon/gauntlet)
Each rune may be applied multiple times for a cumulative effect. Eg, priming a longsword and casting Rune of Enhancement on it 4 times will create a +4 Longsword.

Costs for the enchanting process as well as additional special components are still being discussed by the development team. You will know when the system goes live for server 1 as there should be a big announcement for it; it's still a little way off but not too far :D
Any new developments that can be shared to keep us satisfied?:)

Like the following questions for example:
Will the spells be available from a merchant through scrolls?
How many slots will the epic version give?
How many times can you use the same type of rune?
Will the imbue item feat be a substitute for the imbue spells?
Will we be able to craft +5 items (or +10 counting the special enchants) like the pnp version?
Are there skills involved to craft them or are the feats enough?
Will we be able to place different armor types on whatever location we want? Like +dodge on a head item for example.
Do runes of enchanting stack to create something like a vampiric +4 or only allow different kinds of special abilities?
Any more news on what kind of special ability's we will be able to place on them?
Any news on this subject? The system is working now? Thanks a lot <3
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Wandering_Woodsman
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Re: The State of Crafting / New to community

Unread post by Wandering_Woodsman »

As of what I've heard, there's zero crafting system implemented, beyond the EXTREME basics, such as throwing spider mandibles and beetle parts into a smithing bench and using a wand on it. how it works, I've no idea. But that's the extent of the crafting system, as I understand it.

And as a smith, I *WANT* a crafting system.
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You know, only on the Coast would that have needed to be said. :?
Nekoame
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Joined: Mon Mar 16, 2015 9:21 pm

Re: The State of Crafting / New to community

Unread post by Nekoame »

Wandering_Woodsman wrote:As of what I've heard, there's zero crafting system implemented, beyond the EXTREME basics, such as throwing spider mandibles and beetle parts into a smithing bench and using a wand on it. how it works, I've no idea. But that's the extent of the crafting system, as I understand it.

And as a smith, I *WANT* a crafting system.
Idem. Let's hope de great team behind BGTSCC can get it done soon.

I'm coming back after a long time and was kinda lost about new info. Thanks <3
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Maecius
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Re: The State of Crafting / New to community

Unread post by Maecius »

The dev team has a few things in the works. I'm not about to promise that we'll have any sort of crafting system "soon" -- that's a promise we first made about six or seven years ago, and "soon" has lost its meaning :lol: -- but I do know that we have devs actively taking an interest in this stuff.

No timeline yet, but feel free to cheer them on.
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