Crafting Guide

Neverwinter Nights 2 Crafting Recipes
Game Version: 1.03.835
Guide Version: 1.63
By: Jake Zahn
Date: 01/30/2007

--------------------------------------------------------------------------------
				Table of Contents
--------------------------------------------------------------------------------

INTRO
LEGAL
CREDITS
HISTORY
CURRENT BUGS
RECIPES
X0000 Universal Ingredients
X0001 Alchemical Creations
X0002 Amulets
X0003 Armor
	Basic
	Elemental
	Other
X0004 Belts
X0005 Boots
X0006 Cloaks
X0007 Gloves
X0008 Head
X0009 Items
X0010 Poisons
X0011 Quest Items
X0012 Rings
X0013 Robes
X0014 Traps
X0015 Weapons
	Basic
	Elemental
	Other
APPENDIX
X1. Armor/Weapon Special Material Properties
X2. Basic Crafting Ranks Required
X3. Crafting Gem List
X4. Crafting Spell List
X5. Misc Crafting Information
X6. Ultimate Crafter Build

--------------------------------------------------------------------------------
				INTRO
--------------------------------------------------------------------------------

This is simply a list of all the Crafting recipes contained in the Standard
Campaign. These entries were taken directly from the in-game Recipe Books and
may not be entirely accurate, though I did clean them up a bit for ease of
understanding as well as formatting issues. If you see any errors, or find any
recipes not listed, please E-Mail them to me at "[email protected]", with
'Crafting' in the Subject line.

Please make sure to check the 'Universal Ingredients' section first, before
E-mailing about an incorrect recipe.

This guide assumes you already know how to Craft. If you do not, I suggest
consulting the User Manual or talking to the Craft Master at Fort Locke. I
have, however, added some of the more esoteric information that the Manual
doesn't cover in detail into the Appendix.

--------------------------------------------------------------------------------
				LEGAL
--------------------------------------------------------------------------------

Any websites wishing to post this guide may do so as long as credit is given
and no content is altered in any way.

--------------------------------------------------------------------------------
				CREDITS
--------------------------------------------------------------------------------

immortalpob - For the uploaded text versions of the Crafting Books over at
http://nwvault.ign.com

Dominus_Cruor - For the bunch of undocumented recipes

J.E. Sawyer - For the information on Combining/Diluting Essences, and the info
about customized code for naming Items.

Nabeel Ali - For the information about using the Spells 'Heroism' and 'Greater
Heroism' to boost Crafting scores, as well as a few recipe
corrections.

Alavatar - For bringing Dominus_Cruor's recipes to my attention

Adam Sundermeyer - Noticing that Adamantine gives different Damage Resistance
	depending on the Shield size.

Gemini - Noticing that the Zalantar H.Shields don't get the +2 AC bonus.

ErikPeter Walker - Noticing the 'Flaming Burst' recipe bug.

John Canton & Nicholas Hoffman - Noticing the Bard Song 'Inspire Competance'.

--------------------------------------------------------------------------------
				HISTORY
--------------------------------------------------------------------------------

Version 1.0 - 11/06/06
	First version

Version 1.1 - 11/08/06
	Tested all recipes
	Fixed various minor errors
	Added a few undocumented recipes
	Added some new Misc Info

Version 1.11 - 11/09/06
	Updated with new information about Crafting using Scroll/Wand spells

Version 1.12 - 11/11/06
	Fixed minor error with information about Crafting from a Scroll/Wand
	Gave 'CURRENT BUGS' and 'Universal Ingredients' their own sections

Version 1.2 - 11/13/06
	100% correct information about Crafting from a Scroll/Wand
	Added missing Nymph Cloak +2 recipe
	Fixed Caster Level error on the 5th Level Spell Rings
	Added Crafting Chart into the Appendix

Version 1.5 - 11/14/06
	Updated Ultimate Crafter section with new information
	Added Venom bug to 'CURRENT BUGS'
	Added new Misc Information about naming Crafted Items
	Added a bunch of undocumented recipes

Version 1.51 - 11/17/06
	Couple of Material Property fixes

Version 1.61 - 12/05/06
	Updated for Patch 1.03
	Removed Crafting Chart, as it's now obsolete
	Overhauled the 'Special Material Properties' section

Version 1.62 - 01/20/07
	Added 'Flaming Burst' recipe bug information

Version 1.63 - 01/30/07
	Added Bard's 'Inspire Competence' Song information into the Ultimate
	Crafter section.

--------------------------------------------------------------------------------
			CURRENT BUGS
--------------------------------------------------------------------------------

-The 'Invulnerable Armor'and 'Lucky' recipes currently don't actually do
anything except steal your ingredients and allow you to rename your
Armor/Weapon.

This was supposed to be fixed in Patch 1.03, but the recipes still don't
appear to do anything other then take your ingredients.

-The 'Flaming Burst' recipe will add 1d10 extra damage for each elemental
property on a weapon, including basic damage. So if you add it to a weapon
with Electric and Acid damage, the weapon with do 3d10 extra damage on a
critical hit.

-Caster Level required may be less then listed, testing was done at the
Level the recipe book listed.

--------------------------------------------------------------------------------
				RECIPES
--------------------------------------------------------------------------------
/////Universal Ingredients\\\\\ X0000


Armor: Any Armor (including one already enchanted)
Belts: 1 Leather Hide
Boots: 1 Leather Hide
Cloaks: 2 Leather Hides
Rings: 1 Iron Ingot
Traps: Trap Mold
Weapons: Any Weapon (including one already enchanted)

--------------------------------------------------------------------------------
/////Alchemical Creations\\\\\ X0001


Acid Flask: Thrown Weapon inflicts 1d6 Acid Damage
Requires: Craft Alchemy 4
Ingredients: Venom Gland + Quicksilver

Acid Flask (Improved): Thrown Weapon inflicts 1d8 Acid Damage
Requires: Craft Alchemy 8
Ingredients: 2 Venom Gland + 2 Quicksilver

Acid Flask (Greater): Thrown Weapon inflicts 1d10 Acid Damage
Requires: Craft Alchemy 12
Ingredients: 3 Venom Gland + 3 Quicksilver

Acid Flask (Perfected): Thrown Weapon inflicts 2d6 Acid Damage
Requires: Craft Alchemy 16
Ingredients: 4 Venom Gland + 4 Quicksilver

Alchemist's Fire: Thrown Weapon inflicts 1d6 Fire Damage or
coats a Weapon with Fire to add 1d4 Fire Damage to attacks
Requires: Craft Alchemy 4
Ingredients: Fairy Dust + Distilled Alcohol

Alchemist's Fire (Improved): Thrown Weapon inflicts 1d8 Fire Damage or
coats a Weapon to add 1d6 Fire Damage to attacks
Requires: Craft Alchemy 8
Ingredients: 2 Fairy Dust + 2 Distilled Alcohol

Alchemist's Fire (Greater): Thrown Weapon inflicts 1d10 Fire Damage or
coats a Weapon to add 1d6 Fire Damage to attacks
Requires: Craft Alchemy 12
Ingredients: 3 Fairy Dust + 3 Distilled Alcohol

Alchemist's Fire (Perfected): Thrown Weapon inflicts 2d6 Fire Damage or
coats a Weapon to add 1d10 Fire Damage to attacks
Requires: Craft Alchemy 16
Ingredients: 4 Fairy Dust + 4 Distilled Alcohol

Choking Powder: Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 4
Ingredients: Garlic + Belladonna

Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Garlic + 2 Belladonna

Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Garlic + 3 Belladonna

Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Garlic + 4 Belladonna

Holy Water: Thrown Weapon inflicts 2d4 Holy Damage to Undead
Requires: Craft Alchemy 4
Ingredients: Amethyst + Powdered Silver

Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead
Requires: Craft Alchemy 8
Ingredients: 2 Amethyst + 2 Powdered Silver

Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead
Requires: Craft Alchemy 12
Ingredients: 3 Amethyst + 3 Powdered Silver

Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead
Requires: Craft Alchemy 16
Ingredients: 4 Amethyst + 4 Powdered Silver

Tanglefoot Bag: Creates Entangle effect that lasts for 2 rounds
Requires: Craft Alchemy 4
Ingredients: Quicksilver + Belladonna

Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Quicksilver + 2 Belladonna

Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Quicksilver + 3 Belladonna

Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Quicksilver + 4 Belladonna

Thunderstone: Deafens target for 5 rounds
Requires: Craft Alchemy 4
Ingredients: Diamond Dust + Amethyst

Thunderstone (Improved): Deafens target for 5 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Diamond Dust + 2 Amethyst

Thunderstone (Greater): Deafens target for 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Diamond Dust + 3 Amethyst

Thunderstone (Perfected): Deafens target for 5 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Diamond Dust + 4 Amethyst

--------------------------------------------------------------------------------
/////Amulets\\\\\ X0002


Amulet of Health (Lesser): Immunity to Disease and Poison
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Weak Water Essence + Obsidian + Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Health: Immunity to Ability/Level Drain, Disease, and Poison
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Canary Diamond
+ Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Health (Greater): Immunity to Ability/Level Drain, Disease, and Poison
Regeneration +1
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Radient Power Essence + Radient Water Essence + Blue Diamond
+ Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Natural Armor +1: +1 Natural bonus to AC
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Sapphire + Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +2: +2 Natural bonus to AC
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Weak Earth Essence + Emerald + Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +3: +3 Natural bonus to AC
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Glowing Earth Essence + Jacinth
+ Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +4: +4 Natural bonus to AC
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Earth Essence + Blue Diamond
+ Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +5: +5 Natural bonus to AC
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Radiant Earth Essence + Beljuril
+ Iron Ingot
Spell: Barkskin

Brooch of Shielding: Shield (5) 3/day
Requires: Caster Level 1, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Sapphire + 2 Iron Ingots
Spell: Mage Armor

Medalion of Thought: Immunity to Mind Affecting Spells, +5 Bluff, +5 Diplomacy
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Weak Water Essence + Canary Diamond
+ Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +2: +2 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Diamond + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +4: +4 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Water Essence + Star Sapphire + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +6: +6 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Glowing Water Essence + Rogue Stone + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +8: +8 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril + Iron Ingot
Spell: Owl's Wisdom

Scarab of Greater Protection: Spell Resistance 20, Immunity to Death Effects,
and Immunity to Energy Drain
Requires: Caster Level 18, Craft Wondrous Item feat
Ingredients: Iron Ingot + Radiant Power Essence + Radiant Fire Essence
+ Radiant Water Essence + Blue Diamond
Spell: Death Ward

--------------------------------------------------------------------------------
/////Armor\\\\\ X0003

**Basic**


Base Armor Enchantment +1: Armor gains +1 Enhancement bonus
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Light

Base Armor Enchantment +2: Armor gains +2 Enhancement bonus
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Diamond
Spell: Light

Base Armor Enchantment +3: Armor gains a +3 Enhancement bonus
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Earth Essence + Emerald
Spell: Light

Base Armor Enchantment +4: Armor gains a +4 Enhancement bonus
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Earth Essence + Star Sapphire
Spell: Light

Base Armor Enchantment +5: Armor gains a +5 Enhancement bonus
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Earth Essence + Blue Diamond
Spell: Light


**Elemental**


Armor of Acid Resistance: Acid Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Jacinth
Spell: Resist Energy

Armor of Acid Resistance (Improved): Acid Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Rogue Stone
Spell: Resist Energy

Armor of Acid Resistance (Greater): Acid Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + King's Tear
Spell: Resist Energy

Armor of Cold Resistance: Cold Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Jacinth
Spell: Resist Energy

Armor of Cold Resistance (Improved): Cold Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Rogue Stone
Spell: Resist Energy

Armor of Cold Resistance (Greater): Cold Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + King's Tear
Spell: Resist Energy

Armor of Electricity Resistance: Electricity Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Jacinth
Spell: Resist Energy

Armor of Electricity Resistance (Improved): Electricity Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Rogue Stone
Spell: Resist Energy

Armor of Electricity Resistance (Greater): Electricity Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + King's Tear
Spell: Resist Energy

Armor of Fire Resistance: Fire Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Fire Essence + Jacinth
Spell: Resist Energy

Armor of Fire Resistance (Improved): Fire Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Rogue Stone
Spell: Resist Energy

Armor of Fire Resistance (Greater): Fire Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + King's Tear
Spell: Resist Energy

Armor of Sonic Resistance: Sonic Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Jacinth
Spell: Resist Energy

Armor of Sonic Resistance (Improved): Sonic Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Rogue Stone
Spell: Resist Energy

Armor of Sonic Resistance (Greater): Sonic Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + King's Tear
Spell: Resist Energy


**Other**


Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Jacinth
Spell: Mage Armor

Armor of Spell Resistance: Spell Resistance 14
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
Spell: Spell Resistance

Armor of Spell Resistance (Improved): Spell Resistance 18
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Spell Resistance

Armor of Spell Resistance (Greater): Spell Resistance 22
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
Spell: Spell Resistance

Fortified Armor: Immunity to Critical Hits and Sneak Attack
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Radiant Earth Essence + Blue Diamond
Spell: Banishment

*BUGGED* Invulnerable Armor: Damage Reduction 10/Magic
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Blue Diamond
Spell: Stoneskin

Quick Armor: Haste (10) 3/day
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Weak Air Essence + Blue Diamond
Spell: Haste

Shadowy Armor: +5 competence bonus on Hide checks
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Invisibility

Shadowy Armor (Improved): +10 competence bonus on Hide checks
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Invisibility

Shadowy Armor (Greater): +15 competence bonus on Hide checks
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Blue Diamond
Spell: Invisibility

Silent Armor: +5 competence bonus on Move Silently checks
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Silence

Silent Armor (Improved): +10 competence bonus on Move Silently checks
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Silence

Silent Armor (Greater): +15 competence bonus on Move Silently checks
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Blue Diamond
Spell: Silence

--------------------------------------------------------------------------------
/////Belts\\\\\ X0004


Belt of Agility +2: +2 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Air Essence + Diamond
Spell: Cat's Grace

Belt of Agility +4: +4 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Air Essence + Star Sapphire
Spell: Cat's Grace

Belt of Agility +6: +6 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Air Essence + Rogue Stone
Spell: Cat's Grace

Belt of Agility +8: +8 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Air Essence + Beljuril
Spell: Cat's Grace

Belt of Frost Giant Strength: +4 bonus to Strength
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Fire Essence + Blue Diamond
Spell: Bull's Strength

Belt of Stone Giant Strength: +6 bonus to Strength
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Fire Essence + Beljuril
Spell: Bull's Strength

Belt of Cloud Giant Strength: +8 bonus to Strength
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + King's Tear
Spell: Bull's Strength

--------------------------------------------------------------------------------
/////Boots\\\\\ X0005


Boots of Elvenkind: +5 bonus on Move Silently checks
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Leather Hide + Faint Water Essence + Fire Opal
Spell: Silence

Boots of Speed: Haste (10) 3/day
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Weak Power Essence + Star Sapphire
Spell: Haste

Boots of Striding +4: +4 bonus to Constitution
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Earth Essence + Jacinth
Spell: Bear's Endurance

Boots of Striding +6: +6 bonus to Constitution
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Earth Essence + Rogue Stone
Spell: Bear's Endurance

Boots of Striding +8: +8 bonus to Constitution
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Earth Essence + Beljuril
Spell: Bear's Endurance

--------------------------------------------------------------------------------
/////Cloaks\\\\\ X0006


Cloak of Displacement: Cast Displacement three times per day
Requires: Caster Level 3, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Blue Diamond
Spell: Displacement

Cloak of Elvenkind: +5 bonus on Hide checks
Requires: Caster Level 3, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Invisibility

Cloak of Resistance +1: +1 bonus on Saving Throws
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Resistance

Cloak of Resistance +2: +2 bonus on Saving Throws
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Diamond
Spell: Resistance

Cloak of Resistance +3: +3 bonus on Saving Throws
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Weak Earth Essence + Canary Diamond
Spell: Resistance

Cloak of Resistance +4: +4 bonus on Saving Throws
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Earth Essence + Jacinth
Spell: Resistance

Cloak of Resistance +5: +5 bonus on Saving Throws
Requires: Caster Level 15, Craft Wondrous Item feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Resistance

Greater Mantle of Spell Resistance: Spell Resistance 20
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + King's Tear
Spell: Spell Resistance

Nymph Cloak +2: +2 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Diamond
Spell: Eagle's Splendor

Nymph Cloak +4: +4 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Eagle's Splendor

Nymph Cloak +6: +6 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Glowing Water Essence + Rogue Stone
Spell: Eagle's Splendor

Nymph Cloak +8: +8 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Eagle's Splendor

--------------------------------------------------------------------------------
/////Gloves\\\\\ X0007


Bracers of Armor +1: +1 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Faint Earth Essence + Obsidian
Spell: Mage Armor

Bracers of Armor +2: +2 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Faint Earth Essence + Diamond
Spell: Mage Armor

Bracers of Armor +3: +3 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Weak Earth Essence + Canary Diamond
Spell: Mage Armor

Bracers of Armor +4: +4 bonus to AC
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Weak Earth Essence + Jacinth
Spell: Mage Armor

Bracers of Armor +5: +5 bonus to AC
Requires: Caster Level 10, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Glowing Earth Essence + Blue Diamond
Spell: Mage Armor

Bracers of Armor +6: +6 bonus to AC
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Glowing Earth Essence + Rogue Stone
Spell: Mage Armor

Bracers of Armor +7: +7 bonus to AC
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Radiant Earth Essence + Beljuril
Spell: Mage Armor

Bracers of Armor +8: +8 bonus to AC
Requires: Caster Level 16, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Radiant Earth Essence + King's Tear
Spell: Mage Armor

Gauntlets of Ogre Power: +2 Strength
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Faint Fire Essence, Ruby, 2 Iron Ingots
Spell: Bull's Strength

--------------------------------------------------------------------------------
/////Head\\\\\ X0008


Headband of Intellect +2: +2 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Fire Essence + Diamond
Spell: Fox's Cunning

Headband of Intellect +4: +4 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Fire Essence + Star Sapphire
Spell: Fox's Cunning

Headband of Intellect +6: +6 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Fire Essence + Rogue Stone
Spell: Fox's Cunning

Headband of Intellect +8: +8 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + Beljuril
Spell: Fox's Cunning

--------------------------------------------------------------------------------
/////Items\\\\\ X0009


Gem of Seeing: Casts True Seeing once per day
Requires: Caster Level 10, Craft Wondrous Item feat
Ingredients: Weak Air Essence + King's Tear
Spell: True Seeing

Scabbard of Keen Edges: Casts Keen Edge once per day
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Wooden Plank + Faint Earth Essence + Jacinth
Spell: Keen Edge

--------------------------------------------------------------------------------
/////Poisons\\\\\ X0010


Giant Bee Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Constitution damage)
Requires: Craft Alchemy 4
Ingredients: Giant Bee Venom Gland

Giant Bee Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Constitution damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Bee Venom Glands

Giant Bee Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Constitution damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Bee Venom Glands

Giant Bee Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Constitution damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Bee Venom Glands

Giant Centipede Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 4
Ingredients: Giant Centipede Venom Gland

Giant Centipede Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Centipede Venom Glands

Giant Centipede Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Centipede Venom Glands

Giant Centipede Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Centipede Venom Glands

Giant Scorpion Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Strength damage)
Requires: Craft Alchemy 4
Ingredients: Giant Scorpion Venom Gland

Giant Scorpion Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Strength damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Scorpion Venom Glands

Giant Scorpion Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Strength damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Scorpion Venom Glands

Giant Scorpion Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Strength damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Scorpion Venom Glands

--------------------------------------------------------------------------------
/////Quest Items\\\\\ X0011


***NOTE*** These only work in the Main Campaign.


Gold Filigree Charm: Used for summoning Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Faint Power Essence + Glowing Fire Essence + Star Sapphire
+ Gold Necklace
Spell: Darkness

Infernal Focus 1: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Glowing Power Essence + Ruby + Darksteel Ingot
Spell: Darkness

Infernal Focus 2: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Glowing Fire Essence + Sapphire + Mithral Ingot
Spell: Darkness

Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: 1 Faint Power Essence + Faint Fire Essence + Blue Diamond
+ Iron Ingot
Spell: Darkness

--------------------------------------------------------------------------------
/////Rings\\\\\ X0012


Ring of Divine Power 1: Store one extra 1st-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Owl's Wisdom

Ring of Divine Power 2: Store one extra 2nd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Fire Essence + Obsidian
Spell: Owl's Wisdom

Ring of Divine Power 3: Store one extra 3rd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Fire Essence + Canary Diamond
Spell: Owl's Wisdom

Ring of Divine Power 4: Store one extra 4th-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
Spell: Owl's Wisdom

Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Owl's Wisdom

Ring of Wizardry 1: Store one extra 1st-Level Acane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Air Essence + Obsidian
Spell: Fox's Cunning

Ring of Wizardry 2: Store one extra 2nd-Level Acane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Obsidian
Spell: Fox's Cunning

Ring of Wizardry 3: Store one extra 3rd-Level Acane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Air Essence + Canary Diamond
Spell: Fox's Cunning

Ring of Wizardry 4: Store one extra 4th-Level Acane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Fox's Cunning

Ring of Wizardry 5: Store one extra 5th-Level Acane spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond
Spell: Fox's Cunning

--------------------------------------------------------------------------------
/////Robes\\\\\ X0013

Robe of the Archmagi: Armor Bonus +5, Spell Penetration feat, Bonus Level 5, 6,
& 7 Wizard/Sorcerer Spells, Spell Resistance 20, +3
Universal Saves, Only Usable by Wizard or Sorcerer
Requires: Caster Level 14, Craft Wonderous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Radiant Earth
Essence + Radiant Fire Essence + Radiant Water Essence + King's
Tear + Iron Ingot + Leather Hide
Spell: Mage Armor

--------------------------------------------------------------------------------
/////Traps\\\\\ X0014


Acid Splash (Minor)
Requires: Craft Trap 5
Ingredients: Acid Flask

Acid Splash (Average)
Requires: Craft Trap 10
Ingredients: 3 Acid Flasks

Acid Splash (Major)
Requires: Craft Trap 15
Ingredients: 5 Acid Flasks

Acid Splash (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Acid Flasks

Acid Blob (Minor)
Requires: Craft Trap 5
Ingredients: Acid Flask, Tanglefoot Bag

Acid Blob (Average)
Requires: Craft Trap 10
Ingredients: 2 Acid Flasks, 2 Tanglefoot Bags

Acid Blob (Major)
Requires: Craft Trap 15
Ingredients: 5 Acid Flasks, 5 Tanglefoot Bags

Acid Blob (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Acid Flasks, 7 Tanglefoot Bags

Electrical (Minor)
Requires: Craft Trap 5
Ingredients: Quartz Crystal

Electrical (Average)
Requires: Craft Trap 10
Ingredients: 2 Quartz Crystals

Electrical (Major)
Requires: Craft Trap 15
Ingredients: 5 Quartz Crystals

Electrical (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Quartz Crystals

Fire (Minor)
Requires: Craft Trap 5
Ingredients: Alchemist's Fire

Fire (Average)
Requires: Craft Trap 10
Ingredients: 3 Alchemist's Fire

Fire (Major)
Requires: Craft Trap 15
Ingredients: 5 Alchemist's Fire

Fire (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Alchemist's Fire

Frost (Minor)
Requires: Craft Trap 5
Ingredients: Coldstone

Frost (Average)
Requires: Craft Trap 10
Ingredients: 3 Coldstones

Frost (Major)
Requires: Craft Trap 15
Ingredients: 5 Coldstones

Frost (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Coldstones

Gas (Minor)
Requires: Craft Trap 5
Ingredients: Choking Powder

Gas (Average)
Requires: Craft Trap 10
Ingredients: 3 Choking Powders

Gas (Major)
Requires: Craft Trap 15
Ingredients: 5 Choking Powders

Gas (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Choking Powders

Holy (Minor)
Requires: Craft Trap 5
Ingredients: Holy Water

Holy (Average)
Requires: Craft Trap 10
Ingredients: 3 Holy Waters

Holy (Major)
Requires: Craft Trap 15
Ingredients: 5 Holy Waters

Holy (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Holy Waters

Negative Energy (Minor)
Requires: Craft Trap 5
Ingredients: Obsidian

Negative Energy (Average)
Requires: Craft Trap 10
Ingredients: 3 Obsidian

Negative Energy (Major)
Requires: Craft Trap 15
Ingredients: 5 Obsidian

Negative Energy (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Obsidian

Sonic (Minor)
Requires: Craft Trap 5
Ingredients: Thunderstone

Sonic (Average)
Requires: Craft Trap 10
Ingredients: 3 Thunderstones

Sonic (Major)
Requires: Craft Trap 15
Ingredients: 5 Thunderstones

Sonic (Deadly)
Requires: Craft Trap 5
Ingredients: 7 Thunderstones

Spike (Minor)
Requires: Craft Trap 5
Ingredients: Dagger

Spike (Average)
Requires: Craft Trap 10
Ingredients: 3 Daggers

Spike (Major)
Requires: Craft Trap 15
Ingredients: 5 Daggers

Spike (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Daggers

Tangle (Minor)
Requires: Craft Trap 5
Ingredients: Tanglefoot Bag

Tangle (Average)
Requires: Craft Trap 10
Ingredients: 3 Tanglefoot Bags

Tangle (Major)
Requires: Craft Trap 15
Ingredients: 5 Tanglefoot Bags

Tangle (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Tanglefoot Bags

--------------------------------------------------------------------------------
/////Weapons\\\\\ X0015

**Basic**


Base Weapon Enchantment +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Obsidian
Spell: Light

Base Weapon Enchantment +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Diamond
Spell: Light

Base Weapon Enchantment +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Emerald
Spell: Light

Base Weapon Enchantment +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Light

Base Weapon Enchantment +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond
Spell: Light


**Elemental**


Acid Weapon: +1d6 Acid Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Emerald
Spell: Melf's Acid Arrow

*BUGGED* Flaming Burst: Adds 1d10 fire damage to Criticals
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Faint Power Essence + Fire Opal
Spell: Fireball or Flame Strike

Flaming Weapon: +1d6 Fire Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Ruby
Spell: Fireball or Flame Strike

Frost Weapon: +1d6 Cold Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Ice storm

Shock Weapon: +1d6 Electricity Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Canary Diamond
Spell: Call Lightning or Lightning Bolt


**Other**


Anarchic Weapon: +2d6 Damage against Lawful creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Air Essence + Canary Diamond
Spell: Inflict Critical Wounds

Axiomatic Weapon: +2d6 Damage against Chaotic creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Earth Essence + Jacinth
Spell: Inflict Critical Wounds

Defending: Adds +1 Deflection AC Bonus
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Diamond
Spell: Mage Armor or Shield of Faith

Defending (Improved): Adds +2 Deflection AC Bonus
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Mage Armor or Shield of Faith

Defending (Greater): Adds +3 Deflection AC Bonus
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Mage Armor or Shield of Faith

Holy Weapon: +2d6 Damage against Evil creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Water Essence + Diamond
Spell: Cure Critical Wounds

Hunting Weapon: +2d6 Damage against Beasts
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Water Essence + Star Sapphire
Spell: Light

Keen: Doubles Threat Range
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence, Ruby
Spell: Lightning Bolt

*BUGGED* Lucky: Adds +1 to all saves
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Earth Essence + Obsidian
Spell: Resistance

Poison Weapon: Poison (DC 14, 1d2 Con Damage) on hit
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Emerald
Spell: Poison

Unholy Weapon: +2d6 Damage against Good creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Fire Essence + Star Sapphire
Spell: Inflict Critical Wounds

Weapon of Disruption: Undead must make a DC 14 Will Save or be destroyed
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth
Spell: Undeath to Death

Weapon of Life Stealing: Vampiric Regeneration 1
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Weak Fire Essence + Ruby
Spell: Enervation

Weapon of Life Stealing (Improved): Vampiric Regeneration 3
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Fire Essence + Canary Diamond
Spell: Enervation

Weapon of Life Stealing (Greater): Vampiric Regeneration 5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
Spell: Enervation


--------------------------------------------------------------------------------
				Appendix
--------------------------------------------------------------------------------


Here is where I'll provide various useful information.


--------------------------------------------------------------------------------
X1. Armor/Weapon Special Material Properties

Weapon Catgories
	Metal
	Axes
	Bladed
	Blunt
	Halberd
	Scyth
	Wooden
	Bow
	Club
	Crossbow
	Quarterstaff
	Spear

Hides
Red Dragon Hide
	Breastplate, Half Plate, Scalemail
	+3 Armor Modifier
	Fire Resistance: 20/-
	Weight Reduction: 20%

Salamander Hide
	Hide, Leather, Studded Leather
	+1 Armor Modifier
	Fire Resistance: 10/-
	Weight Reduction: 40%

Umber Hulk Hide
	Half Plate, Shields
	+2 Armor Modifier
	Immunity: Mind Effecting Spells

Wyvern Hide
	Breastplate, Full Plate, Half Plate, Scalemail
	+2 Armor Modifier
	+4 Poison Save Bonus
	Weight Reduction: 20%

Metal Ingots
Adamantine
Armor
	Chainshirt, L.Shield
	Damage Reduction: 1/-
	Breastplate, Chainmail, Scalemail, H.Shield
	Damage Reduction: 2/-
	Heavy Armor, T.Shield
	Damage Reduction: 3/-
Weapons
	Metal
	Bypasses Iron Golem/Stoneskin Damage Resistances
	+2 Magic Damage

Alchemical Siver
	Metal Weapons
	Bypasses Devil and Lycanthrope Damage Resistances

Cold Iron
	Metal Weapons
	Bypasses Demon, Fae, and Warlock Damage Resistances

Darksteel
Armor
	All Armor
	Acid Resistance: 5/-
Weapons
	Metal
	+1 Electrical Damage

Mithril
Armor
	Chainshirt
	Armor Check Penalty: Reduced by 2
	Max Dex Bonus: +2
	Spell Failure: -10%
	Weight Reduction: 50%
	Breastplate, Chainmail, Scalemail
	Armor Check Penalty: Reduced by 3
	Armor Class: Light
	Max Dex Bonus: +2
	Spell Failure: -10%
	Weight Reduction: 50%
	Banded Mail, Full Plate
	Armor Check Penalty: Reduced by 3
	Armor Class: Medium
	Max Dex Bonus: +2
	Spell Failure: -10%
	Weight Reduction: 50%
	Half Plate
	Armor Check Penalty: Reduced by 3
	Armor Class: Medium
	Max Dex Bonus: +1
	Spell Failure: -10%
	Weight Reduction: 50%
	L.Shield
	Spell Failure: -05%
	Weight Reduction: 40%
	H.Shield
	Spell Failure: -15%
	Weight Reduction: 40%
	T.Shield
	Spell Failure: -20%
	Weight Reduction: 40%
Weapons
	Metal
	Weight Reduction: 40%

Wooden Planks
Duskwood
Armor
	Shields
	Weight Reduction: 60%
Weapons
	Bow
	Mighty +6
	Weight Reduction: 40%
	Crossbow
	Attack Bonus +3
	Weight Reduction: 40%
	Club, Spear
	Weight Reduction: 40%
	Staff
	+1 Magic Damage

Shederran
	Bow
	Mighty +4
	Crossbow
	Attack Bonus +2

Zalantar
Armor
	L.Shield
	+2 Armor Modifier
	Spell Failure: -05%
	H.Shield
	Spell Failure: -05%
	T.Shield
	+2 Armor Modifier
	Spell Failure: -10%
Weapons
	Bow
	Mighty +2
	Crossbow
	Attack Bonus +1
	Club, Spear
	+1 Magic Damage
	Staff
	+1 Electrical Damage

--------------------------------------------------------------------------------
X3. Basic Crafting Ranks Required

Craft Armor
Light Shield: 1
Padded Armor: 1
Heavy Shield: 2
Leather Armor: 2
Hide Armor: 3
Studded Leather Armor: 3
Chain Shirt: 4
Tower Shield: 4
Breastplate: 5
Chain Mail: 5
Banded Mail: 6
Half-Plate Armor: 7
Full-Plate Armor: 8
Iron: +0
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23

Craft Weapon
Bow: 2
Simple: 2
Crossbow: 5
Martial: 5
Exotic: 8
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15

--------------------------------------------------------------------------------
X3. Crafting Gem List

Amethyst
Beljuril
Blue Diamond
Canary Diamond
Diamond
Emerald
Fire Opal
Jacinth
King's Tear
Obsidian
Rogue Stone
Ruby
Sapphire
Star Sapphire

--------------------------------------------------------------------------------
X4. Crafting Spell List

Banishment (Cleric 6, Wizard 7)
Barkskin (Druid/Ranger 2)
Bear's Endurance (Cleric/Druid/Ranger/Wizard 2)
Bull's Strength (Bard/Cleric/Druid/Paladin/Wizard 2)
Call Lightning (Druid 3)
Cat's Grace (Bard/Druid/Ranger/Wizard 2)
Cure Critical Wounds (Bard/Cleric 4, Druid 5)
Darkness (Bard/Cleric/Wizard 2)
Death Ward (Cleric/Paladin 4, Druid 5)
Displacement (Bard/Wizard 3)
Eagle's Splendor (Bard/Cleric/Paladin/Wizard 2)
Enervation - (Wizard 4)
Fireball - (Wizard 3)
Flame Strike - (Druid 4, Cleric 5)
Fox's Cunning - (Bard/Cleric/Wizard 2)
Haste - (Bard/Wizard 3)
Ice Storm (Druid/Wizard 4, Bard 6)
Inflict Critical Wounds (Cleric 4)
Invisibility (Bard/Wizard 2)
Keen Edge (Wizard 3)
Light (Bard/Cleric/Druid/Wizard 0)
Lightning Bolt (Wizard 3)
Mage Armor (Wizard 1)
Melf's Acid Arrow (Wizard 2)
Neutralize Poison (Druid/Ranger 3, Bard/Cleric/Paladin 4)
Owl's Wisdom (Bard/Cleric/Druid/Paladin/Ranger/Wizard 2)
Posion (Druid 3, Cleric 4)
Remove Disease (Cleric/Druid/Ranger 3)
Resist Energy (Ranger 1, Cleric/Druid/Paladin/Wizard 2)
Resistance (Bard/Cleric/Druid/Wizard 0, Paladin 1)
Silence (Bard/Cleric 2)
Shield of Faith (Cleric 1)
Spell Resistance (Cleric/Druid 5)
Stoneskin (Druid/Wizard 4)
True Seeing (Cleric 5, Wizard 6, Druid 7)
Undeath to Death (Cleric/Wizard 6)

--------------------------------------------------------------------------------
X5. Misc Crafting Information


-Using a Scroll/Wand to Craft works exactly the same as casting the Spell from
memory. The recipe will use your character's Caster Level.

-Caster Levels don't stack, a Cleric 11/Wizard 9 only has a Caster Level of 11.

-Weapons and Armor can be enchanted with multiple effects.
For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric
recipe and will end up with an 'Vampiric Adamantine Longsword +5'.

-Duplicate enchantments, on the other hand, will not stack.
For Example: If you use a 'Longsword +2' in the Basic +3 recipe, you will end
up with a 'Longsword +3', NOT a 'Longsword +5'.

-All Weapons and Armor have a maximum of 3 Magical Properties, including Base
Bonus. This includes ranged weapons such as Arrows/Darts/Bolts/etc, as well as
Shields and Clothes. Be careful when enchanting items crafted from special
materials as some of them have inherent abilities that will take up an
Enchantment slot.
Examples: Adamantine's +2 Magic Damage or Mithril Weapon's Weight Reduction.

-Interestingly, Mithril Armor's special properties do not take up slots, making
it perfect for enchanting.

-Filling all 3 enchantment slots will prevent you from upgrading any earlier
existing enchantments, so you should upgrade the existing enchantments before
adding new ones.

-"PROTIP: Any Essence can be downgraded to an Essence of lesser power by using
the mortar & pestle on it. Radiant > Glowing > Weak > Faint. Likewise, putting
two identical Essences in an Alchemy Bench and then using the Mortar & Pestle
on the bench will upgrade it to the next power level.
2 Faint = 1 Weak
2 Weak = 1 Glowing
2 Glowing = 1 Radiant"

-"PROTIP: Remember, you can use text formatting tags when naming your items. I
did this all the time in the OC and made a garish list of weapons.

Text in here is bold.
Text in here is italicized.
Text in here is red

You can look up the color constants in Colors.2da (I think) or you can enter
colors as hexadecimal values.

http://www.december.com/html/spec/color.html"

-Highest Ranks (including bonuses) needed:
Caster Level: 18 (Invulnerable Armor, Scarab of Greater Protection)
Craft Alchemy rank: 16 (Deadly Poisons, Perfected Potions)
Craft Armor rank: 30 (Red Dragon Hide Half-Plate)
Craft Trap rank: 20 (Deadly Traps)
Craft Weapon rank: 23 (Exotic Adamantine Weapon)

--------------------------------------------------------------------------------
x6. Ultimate Crafter Character Build


You need several things:
1. Craft Magic Arms and Armor & Craft Wondrous Item feats
2. Access to High Levels of the Craft Armor/Alchemy/Weapons skills
3. Access to most of the spells required
4. Moderate ranks in the Craft Trap and Appraise skills
5. High Spellcraft Rank (If Wizard).

What this boils down to is that you'll need a starting Intelligence of at
least 18, as well as be either a Wizard or Cleric. That starting 18, combined
with an additional +2 from Leveling and the Headband of Intellect +6 will allow
you to reach all Crafting requirements by Level 18. The Appraise skill will be
needed in order to get your basic supplies. Gems don't come cheap, plus you'll
need to be buying scrolls as well.

I list the Spellcraft Ranks because someone contacted me saying how they
weren't able to scribe spells from scrolls into their spellbooks without ranks
in Spellcraft. I, personally, haven't encountered this, but it is included as
insurance. Clearly, if you're playing as a Cleric, this is irrelevent.

Choice of Race is rather limited; either Drow or Sun Elf. Drow is the optimal
choice, but if you either don't have access (a Persistant World character) or
don't want to deal with the XP penalty, Sun Elf will suffice. As for the Class;
Cleric 11/Wizard 7 is the optimal choice, but even with the Practiced
Spellcaster feat you'd only have a Caster Level of 15, even adding 2 more
Levels of Cleric will leave you 1 Level out of reach. Perhaps when the Level
Cap is raised this will be a viable build, though the only reason to go this
far is to avoid having to buy scrolls.

Drow gives starting scores of:
STR: 8 --------> 8
DEX: 10 --------> 16
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 10 --------> 18

Sun Elf gives starting scores:
STR: 8 --------> 8
DEX: 8 --------> 14
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 8 --------> 16

Using Wizard as your Class will require you to buy scrolls for the following
spells:

Barkskin
Cure Critical Wounds
Inflict Critical Wounds
Poison
Silence

Using any Wizard Sub-Class will cause you to miss out on spells needed for
various recipes, except Illusion, but that would prevent you from casting the
spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.

For Skills you need: Appraise, and Craft Alchemy/Armor/Trap/Weapon, and
Spellcraft. The starting INT of 18 covers these perfectly; every other Level
you raise the 2 off-class skills, having saved 2 points the Level before. At
5th Level you'll stop raising Craft Alchemy and can start on a new skill of
your choice, at 8th Level you'll have an extra Skill point from your INT
increases, at 13th level you'll stop raising Craft Weapon, at 15th you'll
stop raising Craft Trap, and at 16th you stop raising Craft Armor, as it
should've reached 19 ranks at 16th Level.

Following the above plan, you'll end up at 18th Level with 1 extra point
(to raise Appraise next Level with) and:

Appraise: 10
Craft Alchemy: 7
Craft Armor: 18
Craft Trap: 8
Craft Weapon: 15
Spellcraft: 21
Skill A of Choice: 21
Skill B of Choice: 21

Feat selection: Silver Palm, Craft Wonderous Items, Craft Magic Arms and Armor,
and Skill Focus (Appraise). Normally you'd also have to have: Skill Focus
(Craft Trap) and Skill Focus (Craft Armor), but thanks to the 'Greater Heroism'
spell, you don't.

As for Equipment; you'll be wearing the Headband of Intellect +6, which
should be the first thing you Craft once you hit Level 8. Anything else is
optional.

With the preliminaries out of the way; on to the Build:

Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Diety: Any
Familiar: Beetle (for the HP)
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Craft Alchemy: 4
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Spellcraft: 4
Silver Palm
02: +1 Craft Alchemy/Armor/Weapon, +1 Spellcraft (Save 2)
02: -
03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
03: Craft Wonderous Items feat
04: +1 Craft Alchemy/Armor/Weapon, +1 Spellcraft (Save 2)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft, +1 New Skill A
05: Craft Magic Arms and Armor feat
06: +1 Craft Armor/Weapon, +1 Spellcraft, +1 NSA (Save 2)
06: Skill Focus (Appraise) feat
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft, +1 NSA
07: -
08: +1 Craft Armor/Weapon, +1 Spellcraft +2 NSA (Save 2)
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft, +2 NSA
09: *Feat of Choice*
10: +1 Craft Armor/Weapon, +1 Spellcraft, +2 NSA (Save 2)
10: *Bonus Feat of Choice*
11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft, +2 NSA
11: -
12: +1 Craft Armor/Weapon, +1 Spellcraft, +2 NSA (Save 2)
12: +1 INT, *Feat of Choice*
13: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +3 NSA
13: -
14: +1 Craft Armor, +1 Spellcraft, +1 NSA, +2 New Skill B (Save 2)
14: -
15: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 NSA, +4 NSB
15: *Bonus Feat of Choice*, *Feat of Choice*
16: +1 Spellcraft, +1 NSA, +5 New Skill B (Save 1)
16: +1 INT
17: +1 Appraise, +1 Spellcraft, +1 NSA, +5 NSB
17: -
18: +1 Spellcraft, +1 NSA, +5 New Skill B (Save 1)
18: *Feat of Choice*

Folowing the above, at 18th level while wearing the Headband of Intellect +6,
you will have effecive rank scores of:

Appraise: 10 (Base) + 6 (INT) + 1 (Silver Plam) + 3 (Headband) + 3 (Feat) = 23
Craft Alchemy: 7 (Base) + 1 (Background) + 6 (INT) + 3 (Headband) = 17
Craft Armor: 18 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 31
Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 21
Craft Weapon: 15 (Base) + 6 (INT) + 3 (Headband) = 24

You may have noticed the scores are 1 over the maximum needed, this is
because Drow get -1 to all Skill Checks during the Day. If you chose to take
Sun Elf instead of Drow, the second two Ability Score Bonuses (Levels 12 & 16)
could be placed somewhere other then INT. If you have access to the Materials
for a Headband of Intellect +8, you could also redistribute those later 2
points. Another possibility is to redistribute some of the points in Craft Trap
and Craft Weapon to take the +4 bonus from 'Greater Heoism' into account,
though I think this would just be adding unnessisary aggravation for a mere 8
Skill Points.

For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
since there are ALOT of Level 2 Spells used in recipes.

***BONUS: If you are soley making a character for the Single-Player Campaign,
you can take advantage of the Bard Song 'Inspire Competance' to
craft Weapons/Armor/Traps long before you normally could.

--------------------------------------------------------------------------------