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Old 03-01-2003, 07:28 PM   #1
dragonslayer
Manshoon
 

Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 38
Posts: 155
im currently in chapter one, i think anyway, trying to find those waterdhavian beasts...anyway, my question is about some odd items i've found, special holy water, iron wood, some skull...etc. i have kept them all so far, and iäve read about being able to create items later on, are they compatible with creating items, or is it only like peices of adamantite and other metals and/or gems?

any answer appreciated, thanx in advance
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Old 03-01-2003, 10:16 PM   #2
Bardan the Slayer
Drizzt Do'Urden
 

Join Date: August 16, 2002
Location: Newcastle, England
Age: 45
Posts: 699
all those items can be used to create special weapons and armour, just like the adamantite.
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Old 03-02-2003, 03:59 AM   #3
dragonslayer
Manshoon
 

Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 38
Posts: 155
ahaa! i knew it! =) thx for that excellent response my dear sir [img]smile.gif[/img] now...where is the smith who does these things?
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Old 03-02-2003, 12:57 PM   #4
Gnarf
Emerald Dragon
 

Join Date: February 6, 2003
Location: Norway
Age: 38
Posts: 928
In chapter 1, go to that average armor/weapon-selling fella (don't remember his name, think he got a watch dog in front of his house). Ask him where you can get some "premium equipment" (or something similar), and you'll get a key for another room in the same house... the dwarf there can make cool stuff, you can get a book from him, listing what's needed to make the various weapons.

...yes, there's a while since I last played this game...
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Old 03-02-2003, 01:50 PM   #5
Bardan the Slayer
Drizzt Do'Urden
 

Join Date: August 16, 2002
Location: Newcastle, England
Age: 45
Posts: 699
BIG, HUGE ITEM SPOILERS - ONLY READ IF YOU WANT TO KNOW ALL ABOUT THE MAKEABLE ITEMS AND WHAT THEY ARE.

I found this at Sorcerers Place. I would love to take creadit for it, but someone else did all the work. Go to http://www.sorcerers.net/Games/NWN/index_tips.htm to see the original, made by Master of Nuhn. There is other good stuff there too.
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Marrok’s Recipes of the Forge

Armor and Axes

Chromatic breastplate +1
General: Base Weight: 40.0 Properties: AC Bonus +1
Armor Class: 5 Dmg Resist: Cold 10/-
Lore: 14 Dmg Resist: Electrical 10/-
Level: 7 Dmg Resist: Fire 10/-
Medium Armor
Required: Diamond
Breastplate +1

Scales of Truth +1
General: Base Weight: 45.0 Properties: AC Bonus +1
Armor Class: 6 Spell: See Invisibility (3) 1/Day
Lore: 13 Sav.Throw Bonus: Fortitude +1
Level: 5
Required: Holy Water
Scale Mail

Whitebone Armor +2
General: Base Weight: 50:0 Properties: AC Bonus +2
Armor Class: 7
Lore: 11 Required: Gargoyle Skull
Level: 5 Leather Armor +1

Sentinel +1
General: Base Weight: 7.0 Properties: Enhancement Bonus +1
Damage: 1d8 Light: Low (10m) White
Critical: 20/x3 Skill Bonus: Listen +2
Dmg Type: Slashing Skill Bonus: Spot +2
Lore: 13
Level: 6 Required: Adamantite
Categ: Two-Handed Battle Axe +1

Double Axe for the Tall Kin +1
General: Base Weight: 25.0 Properties: Enhancement Bonus +1
Damage: 1d8/1d8 Light: Low (10m) White
Critical: 20/x3
Dmg Type: Slash/Pierce Required: Adamantite
Lore: 11 Double Axe +1
Level: 4
Categ: Double-Sided

Stonefire Greataxe +1
General: Base weight: 20.0 Properties: Damage Bonus: +2 Fire
Damage: 1d12 Enhancement Bonus +1
Critical: 20/x3
Dmg Type: Slashing Required: Adamantite
Lore: 13 Greataxe +1
Level: 6
Categ: Great

Ice Reaver Hand Axe +1
General: Base Weight: 5.0 Properties: Damage Bonus: +1 Cold
Damage: 1d6 Damage Resist: Cold 15/-
Critical: 20/x3 Enhancement Bonus +1
Dmg Type: Slashing
Lore: 14 Required: Dragonblood
Level: 8 Hand Axe +1
Categ: One-Handed

Maces and the Like

Gladiator Club +1
General: Base Weight: 3.0 Properties: Enhancement Bonus +1
Charges: 50 On Hit: Daze (DC=14) 75%/1 round
Damage: 1d6
Critical: 20/x2 Required: Ironwood
Dmg Type: Bludgeoning Club +1
Lore: 13
Level: 6
Categ: Clubs

Ironwood Mace +1
General: Base Weight: 20.0 Properties: Base Item Weight Reduction: 60%
Damage: 1d8/1d8 Enhancement Bonus +1
Critical: 20/x2
Dmg Type: Bludgeoning Required: Ironwood
Lore: 10 Dire Mace +1
Level: 3
Categ: Double-Sided

Reaver Heavy Flail +1
General: Base Weight: 20.0 Properties: Damage Bonus: 1d6 Cold
Damage: 1d10 Enhancement Bonus +1
Critical: 19-20/x2
Dmg Type: Bludgeoning Required: Dragonblood
Lore: 15 Heavy Flail +1
Level: 8
Categ: Flails

Storm LightHammer +1
General: Base Weight: 2.0 Properties: Damage Bonus: 1d4 Electrical
Damage: 1d4 Enhancement Bonus +1
Critical: 20/x2
Dmg Type: Bludgeoning Required: Diamond
Lore:13 Light Hammer +1
Level: 6
Categ: Hammers

Foundation Light Flail +1
General: Base Weight: 5.0 Properties: Enhancement Bonus +1
Damage: 1d8 On Hit: Knock (DC=14)
Critical: 20/x2
Dmg Type: Bludgeoning Required: Ironwood
Lore: 14 Light Flail +1
Level: 7
Categ: Flails

Mace of Disruption +2
General: Base Weight: 6 Properties: Enhancement Bonus +1
Damage: 1d6 Enhancement Bonus vs. Undead : +2
Critical: 20/x2
Dmg Type: Bludgeoning Required: Holy Water
Lore: 13 Mace +1
Level: 5
Categ: Maces

Drone Morningstar +1
General: Base Weight: 8 Properties: Enhancement Bonus +1
Damage: 1d8 On Hit: Slow (DC=14) 50% / 2 rounds
Critical: 20/x2
Dmg Type: Bludgeoning Required: Fairy Dust
Lore: 14 Morningstar +1
Level: 7
Categ: Morningstar

Rune Hammer +1
General: Base Weight: 8.0 Properties: Enhancement Bonus +1
Damage: 1d8 Spell Resistance: 10
Critical: 20/x3
Dmg Type: Bludgeoning Required: Adamantite
Lore: 13 Warhammer +1
Level: 6
Categ: Hammers

Blades both Sharp and True

Harbinger Kin +1
General: Base Weight: 15.0 Properties: Damage Bonus: +2 Fire
Damage: 2d6 Enhancement Bonus +1
Critical: 19-20/x2
Dmg Type: Slash/Pierce Required: Adamantite
Lore: 13 Greatsword +1
Level: 6
Categ: Greatsword

Sword Saint Legacy +1
General: Base Weight: 10 Properties: Damage Bonus vs. Evil: 1d6Sonic
Damage: 1d10 Enhancement Bonus +1
Critical: 19-20/x2
Dmg Type: Slash/Pierce Required: Adamantite
Lore: 12 Katana +1
Level: 5
Categ: Other (Katana)

Astral Blade +1
General: Base Weight: 4.0 Properties: Damage Bonus: 1d4 Sonic
Damage: 1d8 Enhancement Bonus +1
Critical: 19-20/x2
Dmg Type: Slash/Pierce Required: Diamond
Lore: 13 Longsword +1
Level: 6
Categ: Longsword

Namarra (Neversleep) +1
General: Base Weight: 3.0 Properties: Enhancement Bonus +1
Damage: 1d6 On Hit: Daze (DC=14) 75% / 1 Round
Critical: 18-20/x2
Dmg Type: Piercing Required: Dragonblood
Lore: 13 Rapier +1
Level: 6
Categ: Other (Rapier)

Desert Wind Scimitar +1
General: Base Weight: 4.0 Properties: Damage Bonus: 1d6 Fire
Damage: 1d6 Enhancement Bonus +1
Critical: 18-20/x2
Dmg Type: Slashing Required: Adamantite
Lore: 15 Scimitar +1
Level: 8
Categ: Other (Scimitar)

Feyduster Short Sword +1
General: Base Weight: 3.0 Properties: Enhancement Bonus +1
Damage: 1d6 On Hit: Daze (DC=14) 75% / 1 Round
Critical: 19-20/x2
Dmg Type: Piercing Required: Fairy Dust
Lore: 13 Short Sword +1
Level: 6
Categ: Short Swords

Uthgardt Ceremonial Blade +1
General: Base Weight: 4.4 Properties: Enhancement Bonus +1
Damage: 1d8/1d8 Keen
Critical: 19-20/x2
Dmg Type: Slashing Required: Ironwood
Lore: 14 Two-Bladed Sword
Level: 7
Categ: Double-Sided

Rarer Fare

Ravager Halberd +1
General: Base weight: 15.0 Properties: Damage Bonus: 1d6 Sonic
Damage: 1d10 Enhancement Bonus +1
Critical: 20/x3
Dmg Type: Slash/Pierce Required: Dragonblood
Lore: 15 Halberd +1
Level: 8
Categ: Polearms

Sea Reaver Scythe +1
General: Base Weight: 12.0 Properties: Spell: Resist Elements (3) 3/Use
Charges: 50 Enhancement Bonus +1
Damage: 2d4
Critical: 20/x4 Required: Adamantite
Dmg Type: Slash/Pierce Scythe +1
Lore: 14
Level: 7
Categ: Polearms

Fey Spear +1
General: Base Weight: 3.0 Properties: Enhancement Bonus +1
Charges: 50 On Hit: Daze (DC=14) 75% / 1 Round
Damage: 1d8
Critical: 20/x3 Required: Fairy Dust
Dmg Type: Piercing Spear +1
Lore: 13
Level: 6
Categ: Polearms

Golden Sickle +1
General: Base Weight: 3.0 Properties: Bonus Spell Slot: Druid Level 0
Damage: 1d6 Enhancement Bonus +1
Critical: 20/x2 Skill Bonus: Animal Empathy +2
Dmg Type: Slashing
Lore: 11 Required: Holy water
Level: 4 Sickle +1
Categ: Exotic (Sickle)
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