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CONTENTS

 * 1 Notes
 * 2 Weapons
   * 2.1 Weapon of Life Stealing: Vampiric regeneration 1
   * 2.2 Weapon of Improved Life Stealing: Vampiric regeneration 3
   * 2.3 Weapon of Greater Life Stealing: Vampiric regeneration 5
   * 2.4 Base Weapon Enchantment +1
   * 2.5 Base Weapon Enchantment +2
   * 2.6 Base Weapon Enchantment +3
   * 2.7 Base Weapon Enchantment +4
   * 2.8 Base Weapon Enchantment +5
   * 2.9 Flaming Weapon: +1d6 fire damage
   * 2.10 Frost Weapon: +1d6 cold damage
   * 2.11 Shock Weapon: +1d6 electricity damage
   * 2.12 Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit
   * 2.13 Acid Weapon: +1d6 acid damage
   * 2.14 Anarchic Weapon: +2d6 damage against lawful creatures
   * 2.15 Axiomatic Weapon: +2d6 damage against chaotic creatures
   * 2.16 Holy Weapon: +2d6 damage against evil creatures
   * 2.17 Unholy Weapon: +2d6 damage against good creatures
   * 2.18 Hunting Weapon: +2d6 damage against beasts
   * 2.19 Weapon of Disruption: Undead must make a DC 14 Will save or be
     destroyed
   * 2.20 Massive Criticals: Adds +1d10 fire damage on a critical hit
   * 2.21 Keen: Double critical hit range
   * 2.22 References

in: Crafting


WEAPON RECIPES

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CONTENTS

 * 1 Notes
 * 2 Weapons
   * 2.1 Weapon of Life Stealing: Vampiric regeneration 1
   * 2.2 Weapon of Improved Life Stealing: Vampiric regeneration 3
   * 2.3 Weapon of Greater Life Stealing: Vampiric regeneration 5
   * 2.4 Base Weapon Enchantment +1
   * 2.5 Base Weapon Enchantment +2
   * 2.6 Base Weapon Enchantment +3
   * 2.7 Base Weapon Enchantment +4
   * 2.8 Base Weapon Enchantment +5
   * 2.9 Flaming Weapon: +1d6 fire damage
   * 2.10 Frost Weapon: +1d6 cold damage
   * 2.11 Shock Weapon: +1d6 electricity damage
   * 2.12 Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit
   * 2.13 Acid Weapon: +1d6 acid damage
   * 2.14 Anarchic Weapon: +2d6 damage against lawful creatures
   * 2.15 Axiomatic Weapon: +2d6 damage against chaotic creatures
   * 2.16 Holy Weapon: +2d6 damage against evil creatures
   * 2.17 Unholy Weapon: +2d6 damage against good creatures
   * 2.18 Hunting Weapon: +2d6 damage against beasts
   * 2.19 Weapon of Disruption: Undead must make a DC 14 Will save or be
     destroyed
   * 2.20 Massive Criticals: Adds +1d10 fire damage on a critical hit
   * 2.21 Keen: Double critical hit range
   * 2.22 References


NOTES[]

 * The enchantments can be performed on either a blank weapon or an already
   enchanted weapon.
 * A maximum of three enchantments may be placed on a weapon that is being
   crafted. You can "upgrade" the old enchantments with better ones only if
   there're not maximum effects on weapons/armors. Once there are three(four in
   MOTB) you can not change it. This means you can upgrade certain unique
   weapons. The new ones still retain the old item's description, though you can
   change the name.
 * In MotB, Epic level casters can add a fourth enchantment to a weapon.
 * Certain item base properties are considered enchantments. For example,
   Darksteel, Mithral and Adamantine place effects (+1 electrical damage, 40%
   weight reduction and +2 magical damage respectively), on the base weapon that
   take up an enchantment "slot". Cold Iron and Alchemical silver, however, do
   not place any enchantments and do not take up a slot.
 * This page does not note whether any enchantments are exclusive (e.g.,
   holy/unholy).
 * Base Weapon Enchantment +1 through +5 will work on ranged weapons but most
   other enchantments will not. Note: other than keen, most effects** can be put
   on ranged weapons - for example, Acid or Holy weapon on bow (make sure it
   shows the damage and visual effects).

** Vampiric regeneration is an an example of an enchantment that will not work
on ranged weapons.


WEAPONS[]

The following recipes may be crafted using the NWN2 crafting system. The MotB
crafting system adds additional recipes that are not listed here.

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WEAPON OF LIFE STEALING: VAMPIRIC REGENERATION 1[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Power Essence
 * Weak Fire Essence
 * Ruby

Cast enervation on a magic workbench containing the above

Advertisement


WEAPON OF IMPROVED LIFE STEALING: VAMPIRIC REGENERATION 3[]

Requires: Caster level 11, Craft Magic Arms and Armor feat

 * Any weapon
 * Glowing Power Essence
 * Glowing Fire Essence
 * Canary diamond

Cast enervation on a magic workbench containing the above.

Can replace the above effect IF there's not maximum effect on weapon.


WEAPON OF GREATER LIFE STEALING: VAMPIRIC REGENERATION 5[]

Requires: Caster level 15, Craft Magic Arms and Armor feat

 * Any weapon
 * Radiant Power Essence
 * Radiant Fire Essence
 * Beljuril

Cast enervation on a magic workbench containing the above

Can replace the two above effects IF there's not maximum effect on weapon.


BASE WEAPON ENCHANTMENT +1[]

Requires: Caster level 3, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Air Essence
 * Obsidian

Cast light on a magic workbench containing the above


BASE WEAPON ENCHANTMENT +2[]

Requires: Caster level 6, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Air Essence
 * Diamond

Cast light on a magic workbench containing the above

Can replace the above effect IF there's not maximum effect on weapon.


BASE WEAPON ENCHANTMENT +3[]

Requires: Caster level 9, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Weak Air Essence
 * Emerald

Cast light on a magic workbench containing the above

Can replace the two above effects IF there's not maximum effect on weapon.

Advertisement


BASE WEAPON ENCHANTMENT +4[]

Requires: Caster level 12, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Power Essence
 * Glowing Air Essence
 * Star sapphire

Cast light on a magic workbench containing the above

Can replace the 3 above effects IF there's not maximum effect on weapon.


BASE WEAPON ENCHANTMENT +5[]

Requires: Caster level 15, Craft Magic Arms and Armor feat

 * Any weapon
 * Glowing Power Essence
 * Glowing Air Essence
 * Blue diamond

Cast light on a magic workbench containing the above

Can replace the 4 above effects IF there's not maximum effect on weapon.


FLAMING WEAPON: +1D6 FIRE DAMAGE[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Fire Essence
 * Ruby

Cast fireball or flame strike on a magic workbench containing the above


FROST WEAPON: +1D6 COLD DAMAGE[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Water Essence
 * Star sapphire

Cast ice storm on a magic workbench containing the above


SHOCK WEAPON: +1D6 ELECTRICITY DAMAGE[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Air Essence
 * Canary diamond

Cast call lightning or lightning bolt on a magic workbench containing the above

Advertisement


POISON WEAPON: POISON (DC 14, 1D2 CON DAMAGE) ON HIT[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Earth Essence
 * Emerald

Cast poison on a magic workbench containing the above


ACID WEAPON: +1D6 ACID DAMAGE[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Earth Essence
 * Emerald

Cast Melf's acid arrow on a magic workbench containing the above


ANARCHIC WEAPON: +2D6 DAMAGE AGAINST LAWFUL CREATURES[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Faint Air Essence
 * Canary diamond

Cast inflict critical wounds on a magic workbench containing the above


AXIOMATIC WEAPON: +2D6 DAMAGE AGAINST CHAOTIC CREATURES[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Faint Earth Essence
 * Jacinth

Cast inflict critical wounds on a magic workbench containing the above


HOLY WEAPON: +2D6 DAMAGE AGAINST EVIL CREATURES[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Faint Water Essence
 * Diamond

Cast cure critical wounds on a magic workbench containing the above

Advertisement


UNHOLY WEAPON: +2D6 DAMAGE AGAINST GOOD CREATURES[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Faint Fire Essence
 * Star sapphire

Cast inflict critical wounds on a magic workbench containing the above


HUNTING WEAPON: +2D6 DAMAGE AGAINST BEASTS[]

Requires: Caster level 7, Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Faint Water Essence
 * Star sapphire

Cast light on a magic workbench containing the above


WEAPON OF DISRUPTION: UNDEAD MUST MAKE A DC 14 WILL SAVE OR BE DESTROYED[]

Requires: Caster level 14, Craft Magic Arms and Armor feat

 * Any weapon
 * Glowing Power Essence
 * Glowing Water Essence
 * Jacinth

Cast undeath to death on a magic workbench containing the above

 * Bug notes: is actually a fortitude save and also works on more than just
   undead.


MASSIVE CRITICALS: ADDS +1D10 FIRE DAMAGE ON A CRITICAL HIT[]

Requires: Caster level 10 (possibly lower), Craft Magic Arms and Armor feat

 * Any weapon
 * Faint Power Essence
 * Glowing Fire Essence
 * Fire Opal

Cast fireball on a magic workbench containing the above

 * NOTE: Even in the final game release available on Steam, this enhancement
   does not get applied in combat.


KEEN: DOUBLE CRITICAL HIT RANGE[]

Requires: Caster level 10, Craft Magic Arms and Armor feat

 * Any weapon
 * Weak Earth Essence
 * Ruby

Cast lightning bolt on a magic workbench containing the above





REFERENCES[]

 * These references were compiled by the Thieves-Guild.Net.

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