Item Crafting Guide
Posted: Fri Jul 22, 2005 10:02 pm
Item Crafting in The Temple of Elemental Evil
A how-to guide - Part One
Important note: This guide is based on the patch 2 and temple.zip setup. With the exception of adding the empty craft staff and forge ring feats (see below), these fixes do not modify the game with respect to crafting, so far as I am aware, and so this should be a good guide to any patch configuration that leaves these things more or less as they originally were. There are fan mods that may change aspects of the crafting process; if you are running a different configuration, you may therefore experience a difference from what is reported here.
In all cases, unlike in the Dungeons and Dragons version 3.5 rule-set upon which ToEE is based, crafting in ToEE is instantaneous. No spell slots are used/exhausted, and no time elapses, though you do have to be in a safe area.
For more information on crafting in 3.5, visit the hypertext version of the core rule-set at http://d20srd.org/indexes/magicItems.htm.
For details, explanation, and clarification (with some interpretation) visit the Wizards of the Coast-sponsored "Rules of the Game" column by Skip Williams at http://www.wizards.com/default.asp?x=dnd/arch/rg.
Why craft? Well, the stat-enhancing wondrous items, the wand and scrolls speak for themselves. Why bother with weapons, though? Okay, let's consider that. Let's say you find a +3 longsword and you've got a big ol' half-orc fighter with a 20 strength. That's 1d8+3+5 = 9-16 on a normal hit, and 18-32 on a critical. Dandy, but what'll you do against the galeb duhr, who have some 85 hp and 15 points of damage reduction. Without a crit, you have just a 1 in 8 chance of doing 1 point of damage! A crit will do 3-17. Not too bad, but you can't depend on crits. If you can add the three burst effects to that same sword, though, your damage will be 1d8+3+5+1d6+1d6+1d6 = 12-34. That's 0-19 against the galeb duhr on even a normal hit. (Nearly as good as your old crits!) With a crit, you'll do 2d8+6+10+1d10+1d10+1d10 = 21-62, 6-47 against the galeb duhr. Plus, adding keen to the weapon will mean twice as many crits! You've gone from chipping away for 40 hits or more to possibly killing him in just 2 or 3.
A +3 great cleaver with holy and the three bursts can do the following on a crit: 3d10+9+3(strenth bonus)+2d6+6d10 = 20+3(str)-111+3(str). Give the same half-orc +6 strength gloves, and he can do 135 damage with one hit! Believe me, this stuff is worth using a feat!
A how-to guide - Part One
Important note: This guide is based on the patch 2 and temple.zip setup. With the exception of adding the empty craft staff and forge ring feats (see below), these fixes do not modify the game with respect to crafting, so far as I am aware, and so this should be a good guide to any patch configuration that leaves these things more or less as they originally were. There are fan mods that may change aspects of the crafting process; if you are running a different configuration, you may therefore experience a difference from what is reported here.
In all cases, unlike in the Dungeons and Dragons version 3.5 rule-set upon which ToEE is based, crafting in ToEE is instantaneous. No spell slots are used/exhausted, and no time elapses, though you do have to be in a safe area.
For more information on crafting in 3.5, visit the hypertext version of the core rule-set at http://d20srd.org/indexes/magicItems.htm.
For details, explanation, and clarification (with some interpretation) visit the Wizards of the Coast-sponsored "Rules of the Game" column by Skip Williams at http://www.wizards.com/default.asp?x=dnd/arch/rg.
Why craft? Well, the stat-enhancing wondrous items, the wand and scrolls speak for themselves. Why bother with weapons, though? Okay, let's consider that. Let's say you find a +3 longsword and you've got a big ol' half-orc fighter with a 20 strength. That's 1d8+3+5 = 9-16 on a normal hit, and 18-32 on a critical. Dandy, but what'll you do against the galeb duhr, who have some 85 hp and 15 points of damage reduction. Without a crit, you have just a 1 in 8 chance of doing 1 point of damage! A crit will do 3-17. Not too bad, but you can't depend on crits. If you can add the three burst effects to that same sword, though, your damage will be 1d8+3+5+1d6+1d6+1d6 = 12-34. That's 0-19 against the galeb duhr on even a normal hit. (Nearly as good as your old crits!) With a crit, you'll do 2d8+6+10+1d10+1d10+1d10 = 21-62, 6-47 against the galeb duhr. Plus, adding keen to the weapon will mean twice as many crits! You've gone from chipping away for 40 hits or more to possibly killing him in just 2 or 3.
A +3 great cleaver with holy and the three bursts can do the following on a crit: 3d10+9+3(strenth bonus)+2d6+6d10 = 20+3(str)-111+3(str). Give the same half-orc +6 strength gloves, and he can do 135 damage with one hit! Believe me, this stuff is worth using a feat!