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Exact experience cost

Posted: Mon Apr 12, 2004 7:31 am
by Julian
I now have the craft magic weapons and armor feat, but have a few problems/qeustions.

1. When i have the masterwork full platemail (blacksmiths) in my pack and choose craft magic weapons and armor from the radial menu the game crashes.

2.How much xp do i really need to give a weapon a magic property? I can only give them +1 +2 +3(not enough cash for +3)
I have firball and keen spells so it should be able to do something.
Right now i have 6000gp and 1000xp to spare.

3.On the armor part spell resistance is highlighted in red, why??

I have checked the forum but didt find my answers :(

Posted: Mon Apr 12, 2004 8:33 am
by Greywulf
1. That shouldn't happen and doesn't happen to me - sounds like a bug or something

2. There's something buggy here in my game: when I take a MW item, and take it from MW to +1 to +2 to +3 (all in one fell swoop), the prices go like this: 80gp, 320gp, 720gp; but I have also just tried making it +1, stop, then take the +1 weapon and make it +2, stop, then take the +2 weapon and make it +3 - and in that fashion, the cost was 80gp each time... weird, huh?
Flaming weapons can be made if you have fireball, and keen weapons can be made if you have keen edge

3. Spell resistance does not work for PC-crafted items in the game as far as I'm aware - there are some monster with spell resistance, and this bad guy named Senshock who has robes with spell resistance that works - beyond that I have read that it is bugged and nonfunctional

Posted: Mon Apr 12, 2004 12:57 pm
by Julian
OK ,nice to hear that the SR is buged.

But i still didn't get an answer to Q:2 How much spare xp do i need to give them flaming properties etc.

Posted: Mon Apr 12, 2004 1:58 pm
by Kalendraf
The exp for adding flaming, frost or shock should be on par with adding another +1 enhancment. However, many of the enchantment types are caster level (CL) dependent. Here's the numbers from the 3.5 DMG:

Axiomatic/Anarchic/Holy/Unholy CL7
Flaming CL10
Flaming Burst CL12 (impossible in ToEE, unless you edit something)
Frost CL8
Icy Burst CL10
Keen CL10
Mighty Cleaving CL8
Shock CL8
Shocking Burst CL10

The cost for making a burst item should be on par with the cost for adding another +2 enhancement.

Posted: Mon Apr 12, 2004 2:06 pm
by Kalendraf
One more thing...

The information above is even more evidence about why you should NEVER EVER EVER...did I say it enough yet?...EVER EVER EVER multiclass your spellcasters, especially if you are using them to craft. So just don't do it. Ever.

Thanks for reading. You can go back to playing the game now. ;)

Posted: Mon Apr 12, 2004 6:06 pm
by Mulligan
First, let's deal with weapon enchantments :)

If you add enchantments one-at-a-time the Xp cost will always be 80 for +1 equivalents and 320 for +2 equivalents.

If you add all enchantments at the same time the base xp cost is 80 for +1, 320 for +2, 720 for +3 following this table:

+1 = 80 , add 240 (80 + 160) for
+2 = 320 , add 400 (240 + 160) for
+3 = 720 , add 560 (400 + 160) for
+4 = 1280 , add 720 (560 + 160) for
+5 = 2000 , add 880 (720 + 160) for
+6 = 2880 , add 1040 (880 + 160) for
+7 = 3920 , add 1200 (1040 + 160) for
+8 = 5120 , add 1360 (1200 + 160) for
+9 = 6480 , add 1520 (1360 + 160) for
+10 = 8000, maximum enchantment level.

As you see, adding enchantments one at a time costs less Xp, a 240 xp cost for a +3 blade vs 720 xp cost if you make it in one go.

The price in gold follows this table:

+1 = 1.000 GP
+2 = +3.000 GP
+3 = +5.000 GP
+4 = +7.000 GP
+5 = +9.000 GP
+6 = +11.000 GP
+7 = +13.000 GP
+8 = +15.000 GP
+9 = +17.000 GP
+10 = +19.000 GP

These values stack, so making a sword + 3 costs a total of 9.000, (1.000+3.000+5.000) and adding the Flaming ability would cost 7.000 more gold.

The 3.5 rules state that maximum enchantment bonus is +5 in "plusses" and +10 in total enchanments. In TOEE plus bonuses is maxed at +3, but you can still add special abilities up to a +10 in total bonuses.

The special abilities has + equivalents as follows:

Flaming = +1
Frost = +1
Shock = +1
Keen = +1
Mighty cleaving = +1
Anarchic = +2
Axiomatic = +2
Holy = +2
Unholy = +2
Icy burst = +2
Shocking burst = +2
Flaming burst = +2

So a +3 sword could have +7 in extra abilities added, i.e Holy, Axiomatix, Flaming, Shock and Frost. It's then treated as a +10 weapon. (for things as resale value & max enchantments)

If you try to add more the game is likely to crash, but it may work if you add +3 first, then Bursts and last Holy/Flame/Frost/Shock.

Also, according to the rules a Icy Burst weapon is also a Frost weapon, Flaming Burst is also Flaming and Shocking Burst is also Shock. AFAIK these effects shouldn't stack but TOEE let's you put both on.

The damage from Frost is "cold" but the game treats damage from Icy Burst as "negative_energy", so these two stack anyway.

I don't know the Flaming/Flaming Burst and Shock/Shocking Burst combos, but IMO they shouldn't work. Anyone else know this ?

[edit] just found out that flaming/flaming burst also work and you'll get 2d6 fire dmg. instead of 1d6. Cool!


Now, for Armor & Shields:

If you enchant armor or shields to only +1, you won't be able to add +2 and +3 later. This is a bug, so make sure to enchant up to max +3 in one swoop. ;)

+1 costs 500 GP, and 40 Xp
+2 costs 2.000 GP, and 160 Xp
+3 costs 4.500 GP, and 320 Xp

Sadly, only two abilities for Amor and none for Shields:

Silent Move = +1, costs 3.500 or 5.500 GP, Xp 40
Spell Resist(13) = +2, costs 8.000 or 10.000 GP, Xp 160

The two cost are for which order you add them, so adding both will cost 13.500 GP and 200 Xp total.

Last, remember that although Spell Resist(13) is bugged, it adds to the resale value of armors, meaning you get a LOT more gold for selling :)

Also, to enchant Flaming Burst you have to cheat by editing your item_creation.mez file found in your TOEE/Data/Rules folder.

Hope this helps :) :) :)

Posted: Tue Apr 13, 2004 6:57 am
by Julian
Thanks Kalendarf, just what i was looking for, and i agree with you on multiclassing spellcasters. I have only played with one once in nwn, he was a wiz with 3 lvls of fighter(wasted)

@Mulligan, overwhealming amount of information. Do you have a job or what?? Well anyway, a big thank you for your work. :)
Sadly i knew most of it from before, but somebody without a DMG will probobly love you :D

Posted: Tue Apr 13, 2004 3:46 pm
by Kalendraf
Originally posted by Julian
i agree with you on multiclassing spellcasters. I have only played with one once in nwn, he was a wiz with 3 lvls of fighter(wasted)


One of the only reasons I'd consider that particular multiclass combination would likely be to enter a specific Prestige Class (which aren't available in ToEE). Arcane Archer, Spellsword and a few others often require a wizard/fighter kind of multiclassing to get in.

I've seen a fighter/sorcerer build that focused heavily on ranged touch attack spells (acid arrow, ray of enfeeblement, scorching ray, etc) and wound up using the fighter levels to help get more feats as well as an improved Base Attack Bonus. Sadly, scorching ray isn't available in ToEE which is one of the more interesting spells added in 3.5 rules.