03-01-2003, 07:28 PM | #1 |
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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03-01-2003, 10:16 PM | #2 |
Drizzt Do'Urden
Join Date: August 16, 2002
Location: Newcastle, England
Age: 45
Posts: 699
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all those items can be used to create special weapons and armour, just like the adamantite.
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03-02-2003, 03:59 AM | #3 |
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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03-02-2003, 12:57 PM | #4 |
Emerald Dragon
Join Date: February 6, 2003
Location: Norway
Age: 38
Posts: 928
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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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03-02-2003, 01:50 PM | #5 |
Drizzt Do'Urden
Join Date: August 16, 2002
Location: Newcastle, England
Age: 45
Posts: 699
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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. . . . . . . . . . . . . . . . . . . . . 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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