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Testing item creation

Posted: Tue Dec 05, 2006 5:39 pm
by Who Cares
This is a work in progress - still need to go through the costs of weapon, armor and miscellanious item creation.

Note that when I refer to the cost in the DMG that the DMG gives marketprices which are twice the costs in GPs to make an item.

Scrolls
A scroll has a fixed level for the spell it contains. This makes it possible to scribe a scroll with a higher level then should be possible (try gust of wind for a change when you can cast 2nd level spells), it also means that scrolls don't grow in power when scribed by someone who exceeds the level.

I've given up trying to figure out how costs for scrolls are calculated.
It just doesn't make sense, things like the cantrip light costing 62GP while others cost 12GP (most likely 62.5 and 12.5). The same goes for higher level spells to the point that some spells are actually cheaper to make then the normal marketprice as suggested in the DMG instead of equal or more expensive as one would expect from other crafting.
What I expected was scrolls costing 25 * caster level on scroll * spell level (cantrips rated as 1/2 level)

Wands
Seems they have fixed the number of charges, you now do get 50 uses out of a wand.
Wands have only one level so a 5th level caster makes a wand of fireballs that produces 10D6 fireballs.

Cost: spell level * caster level of spell as indicated on the wand * 750
This is twice the cost in the DMG but it doesn't include expensive components (like 50 times 250 GP when you craft a wand of stoneskin)

Potions
There are a few funny things going on due to not every spell being associated with the right potion. For example Improved Mage Armor creates a rage potion. The same effect prevents an enlarge potion from being made.

Potions can only be crafted with one caster level (just like scrolls and wands). This gives some funny things like a 3rd level mage crafting a ghostly visage potion with caster level 15.

Cost: spell level * caster level of spell as indicated (or best guess on some potions) * 50
This is twice the cost in the DMG

weapons
armor
miscellanious

Posted: Tue Dec 05, 2006 10:42 pm
by Magrus
I noticed this when creating my scrolls and wands on my making a crafting PC. Realizing this, I didn't bother testing anything else as I needed special items to try the others and didn't feel it was worth spending the time to do so. Hopefully they will come out with a patch to fix this problem. They also ditched the XP cost, which is probably why the gold and material requirements were changed. :rolleyes:

Posted: Tue Dec 05, 2006 11:55 pm
by Xandax
I made this spreadsheet for myself until GB got a crafting section up.
Perhaps you can use it.

[url="http://www.svelmoe.dk/files/craft.xls"]crafting spreadsheet (xls)[/url]

It covers weapon enchants, armor enchants, and wonderous item creation (belts, helmet, cloaks etc)

Posted: Wed Dec 06, 2006 6:37 am
by Who Cares
Thanks Xandax, that makes life simpler. I only have to add two maybe three columns to that for costs, caster level and maybe effective level.

Posted: Mon Dec 11, 2006 9:06 am
by brymht
Max Number of Enchantments.

I've read that you can put 3 enchantments on weapons and armor. However, when I attempted to put a 3rd on my + 5 Adamantium Holy sword, getting max number reached. Does aAdamantium count here as an additional enchantment? will Iron weapons free up this spot to i can make it fiery or something? Can you grind down already made weapons for their base components that you put in?

Help would be appreciated.

Mike

Posted: Mon Dec 11, 2006 9:12 am
by Neverborn
Some materials count as one enchantment, others don't...
I know for a fact that Adamantium counts as one, and Cold Iron and Alchemical Silver do not... (My Tiefling Fighter-Weapon Master loves his +5 Cold Iron Holy Flaming Dwarven Waraxe :) )

Something to keep in mind, you cannot improve the basic enhancement anymore after you have added two enchantments... So if you have a +2 Longsword and make it Holy and Flaming, you cannot later improve it to +5, while if you make it +5 first, and THEN add the enchantments, it will work...

Posted: Mon Dec 11, 2006 9:14 am
by Who Cares
Yes special effects that are not related to hitting a mob with a certain type of material eat an enchantment slot
That is the +2 damage from adamantine and the +1 electrial from darksteel. Not sure if the mithral effect of weight reduction (or the mighty effect for bow weapons) is included in there as well. I'll put it on the list of to test.

Posted: Mon Dec 11, 2006 9:19 am
by Neverborn
Another useful bit of info i found out only on my third run through the game is that if you put two Essences of the same type into an Alchemists Workbench and use the Mortar and Pestle on it, they will combine into the next powerful Essence, and if you put ONE Essence into it, and use the Mortal&Pestle, it will split into two Essences of one step lower...

Posted: Mon Dec 11, 2006 10:47 am
by brymht
Thanks

OK, so Darksteel and Adamantium count as an enchatment then. Suck.

thanks all.

Next quesiton: how can you manipulate how your weapon looks when you craft it? Which enchantments affect this? Only the first enchantment put on a weapon?

Thanks

Posted: Mon Dec 11, 2006 12:17 pm
by Neverborn
Not sure, but i do know that my +5 Cold Iron Holy Flaming Dwarven Waraxe only has the Holy Glow effect, no Fire to be seen...

Edit: And i made it Holy first, then added Flaming...