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Posted: Mon Jan 19, 2004 5:53 pm
by Darthel
Raw materials
Another point is the question: Where do we find all the ingredients?
Adamantite has already been identified in 3 places in chap1 and Diamonds in 2 places.
IIRC Ironwood has been mentioned as being part of the reward for freeing the zoo captives.
Special Holy Water is on Gulnan.
Where are the other locations in chap1 and beyond?
Also, creating through the use of the tomes requires some other ingredients; are these available in relatively near vicinity to where they would be used or do we need to carry them over from Neverwinter itself? Are multiples able to be created? Are the components dropped by every encounter (Fire Beetles consistently drop their bellies as remains - what about ettercaps, skeletons, fenberries, bodaks, gargoyles, slaads & rakshasas
Posted: Tue Jan 20, 2004 1:00 am
by Xandax
Each creature that you mention drop the "ingredient" component when killed. This means it is rather easy to "stock" up on ingredients.
Gargoyles always drop a skull, Slaads drop tounges, Rakshasa(sp?) eyes and so forth for skeletons, dragons, ettercaps, pixies.
Quatz is easily avaible near mountains if you look through rubble and debris, and fenberries are also located around on scrubs and such.
As for the location of adamantium and diamonds and so in the later chapters - I can't remember where I pick them up, I rarely have problems finding them.
(I do however remember that there is a diamond located on the White Dragon in the Snow Globe)
Posted: Tue Jan 20, 2004 1:06 am
by Xandax
Originally posted by shift244
is there a list of magical items that cannot be forged? i remember getting a short sword, maiden breath or something that deals CON dmg. i would like to find it again, and hope it is not random. it is "unique" and cannot be forged.
are these items random? or is there a specific location to get them?
The weapons themselves aren't random, but the location and if you get it at all, can be random.
NwN runs a treasure script as far as I know (don't know much about their scripting, cause I've never bothered to learn it), wich means that much of the treasure that you find in chests, barrels and on random monsters are random.
Some monsters/NPCs (often the more "plot critical") however do have inventories, and thoese aren't random.
So it is a little dependend on how and where you found that weapon (I don't recall finding that sword, but I've never used short swords either.).
Posted: Tue Jan 20, 2004 1:44 am
by shift244
i know about plot critical items being fixed, but these are not, so i was wondering...
oh well, thx..
Posted: Tue Jan 20, 2004 5:51 am
by Darthel
Originally posted by Xandax
Each creature that you mention drop the "ingredient" component when killed. …
As for the location of adamantium and diamonds and so in the later chapters - … I rarely have problems finding them.
Thanks for the confirmation; my question was prompted by the lack of knuckles from the prelude skeletons but I guess that would be pushing the issue to make you carry those through two complete chapters before being able to use them.
I also saw the fire beetle encounter in the tunnel from Tanglewood Estate scale to include a bombadier beetle and fewer fire types so I wasn't sure that they would continue to be common in the later chapters.
Posted: Thu Feb 26, 2004 4:41 am
by Aremah
Has anyone else confirmed whether or not one given smith can forge only one weapon of a kind, regardless of the amount of components?
Posted: Thu Feb 26, 2004 8:11 am
by D.Windsor
I believe that the smiths in single-play will only create one of any particular peice of equipment. I don't know about smiths in multi-player.
In other words, while you may be able to find two adamantines, you can only have one Desert Wind made. He won't make it a second time.
Posted: Wed Apr 07, 2004 2:03 pm
by BurntX
All of you if you forgot id like to let you know that with each time you wipe offf a fairy from the earth it will leave behind a fairy dust.And with all the other componets it is random on what you find in chests,corpses, and crates.Also try going to wizard towers and dungeons the wizards usually stock componets in everything they have.
Posted: Fri Apr 16, 2004 1:50 pm
by Spell Chucker
Originally posted by D.Windsor
I believe that the smiths in single-play will only create one of any particular peice of equipment. I don't know about smiths in multi-player.
In other words, while you may be able to find two adamantines, you can only have one Desert Wind made. He won't make it a second time.
Can it be crafted by two different smiths?
Posted: Wed May 12, 2004 3:13 pm
by Twice Bladed
I upgraded my double bladed sword +1 for this cool looking but utterly hard to pronounce Uthgart one. So far as i can tell the only difference is that the new one is "Keen." Outside of The Tick sense of being Keen does anyone know what that means exactly or did that cursed dwarf just take my money and run?
Posted: Wed May 12, 2004 11:37 pm
by Xandax
Keen means that the weapons has its critical threat range doubled.
So instead of having to roll a 19 or 20 to make a critical hit - one have to roll 17 to 20.
Posted: Mon Jun 28, 2004 4:13 pm
by DawnRyder
I have noticed that in single play that when crafting items using the Tomes that you can only make one...otherwise you get blasted by the chest you make the items in, For intance I tryed to make mulitples of the ring of resistance to elements in chapter 2 and made one with no problems but got blasted by the chest when making a second or third for 20-30hps. to my knowledge you can make multiples of smith items in single player mode but why would you? it is better to craft you items or upgrade them as you can than spending the effort let alone the money to make them you don't get richer by doing this. Just a thought for those who want to know.
Posted: Thu Jul 15, 2004 8:07 pm
by Ninky
Thanks for that...way cool...very helpful..

Posted: Sun Jul 25, 2004 6:36 am
by Xandax
SoU Grinder chapter 1
Other then focus crystals, these are the recipies for the Grinder in Drogans house, that I've been able to find:
2 fenberries and a bottle yields a barkskin potion
Tisha's practice sword and a quartz crystal yields a Tinomen greatsword (magical, but can't remember the stats).
Quartz crystal and the spores from the farmhouse yields a ring of disease immunity.
Quartz crystal and the heart of the Shadow Hart yields a Amulet of Lesser Health. (immune to poison or something, but aren't sure)
Posted: Tue Aug 03, 2004 12:42 am
by Opalescence
Erm, I'm not sure, but I
believe you can "trick" the game into making two items for you (from marrok's forge). I'll check this myself at some point, but would appreciate it if someone else would confirm/check it for me

. Anyway, I believe that if you get marrok to forge you a Desert Wind, then export the character, than import him again (in ch 1 of course), you can get him to forge you a second one (provided you've got the materials for it). This is, once again, unconfirmed, but I believe I've done it before, so I think that it works. This is best done if you've gotten all the reagents for the cure, because then what you do is, keep the reagents (do NOT give them to Aribeth), export character, make a new ch 1 with that character, get the pieces for Marrok, give Marrok pieces and get him to forge you a second scimitar, THEN give reagents to Aribeth. You don't waste too much time on quests you've already done (aka, the act 1 reagent quests), and you've gotten both your swords! I believe this works with the "upgraded" forge in act 3 even better, because that's at the start of the game anyway so no wierd quest messer uppers. Just make sure that you've got two reagents and two +1 Scimitars and I believe it'll work just fine.
The reason I'm not so sure this may work is because I'm not sure if Marrok "checks" to see if the game's got a Desert Wind, or whether he only checks to see if YOU'VE got a Desert Wind, or whether he doesn't check at all. It makes sense that he checks the world, because I've tried to forge another one after dropping the first one on the ground - no go. If that's the case, the above trick may not work either. If that's the case, well, the only other way I know of getting two Desert Winds is to "clone" them via multiplayer exploit

. Sorry...
Posted: Fri Sep 10, 2004 10:27 am
by kojocel
hmmmm
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i've got just one question: it is posssible to travel from one town to another? I mean if I'm already in act 2, i.g. in southroad, if I come back to the city, it is possible for me to travel back to act I, in city core?
Posted: Fri Sep 10, 2004 10:29 am
by kojocel
i forgot smth
i forgot to say : I've got a level 19 ranger. thanks a lot.
Posted: Fri Sep 10, 2004 10:35 am
by Arturcic
NO (no need for a longer explanation).
Posted: Sat Oct 30, 2004 12:31 pm
by MIKKYLD
Whitebone Armor??????
the recipe book says gargoyle skull and magic armor of AC 3 or more. I find leather armor +1 with AC 3 but he will not make anything when combined with the skull.
Is Lth Armor +1 not magical?
Posted: Sat Oct 30, 2004 2:27 pm
by Xandax
It dosen't likely say AC3 or more.
It states a very specific AC score that has to be fulfilled to be able to make the item.
The AC listed is including the enchantment bonus, so make sure that your armour plus enchantment equals the listed score.
If you are certain you have the prober items (112%) then it might be that you have a bug. Can you create other types of armour (try by save/reload, so you don't waste items/money on it) and/or weapons?
Have you already had one created - because you can only get one created of each type in the chapters where creation of these items are possible
lastly - have you patched your game?