Enchanting.
Posted: Fri May 21, 2010 12:00 am
http://z13.invisionfree.com/nwn2planesc ... wtopic=616
The list of stuff folks can do.
Boots -can not add ac to them. Can add con bonus or reflex save
Gloves Skill bonuses, ac, dex bonus (gloves = deflection, bracer = armour)
rings = Ac deflection
Helmets Intelligence bonus, will save and some skill bonuses
Cloaks = Charisma , deflection ac
Belts = Strength, dex, fort saves
Necklace = AC and wisdom
Armour /shields = ac though shield ac is different then armour ac. Spell resistance, Damage reduction towards an element cold,fire,acid,electric. Can also add some skills or regeneration.
Weapons, on hit stuff, +to hit/damage , Elemental d4 or d6 cold, electric, acid,fire
Ac differences
Shield = strictly shields
Armour ac = Armour/clothes or Bracers
Deflection = Rings, Cloaks, helms, and gloves
Natural = Necklaces
Dodge = boots
Rule of Three once something has three enchantments it can not be improved upon or added too. If it is bellow three you can improve or add one more. Example improving a belt of strength to +4 from +3 can be done if 2 or less enchantments on it.
There is a shop that sells scrolls for enchanting things, getting them to figure out what gems or things needed or keep track of what you want to do is a good idea. Its much easier to send a tell with what you want or offer the scroll.
A typical scroll list a Jink price, Gem, and essences. This is what is required to do the enchantment it is not what a PC enchanter will charge. That varies from each one could be 200 over or a lot more.
Figure at best you are going to get +3 or +4 gear. If you want better need to get the gem to get +5 or find an enchanter who has good inventory.
That is all the advice I can think of other enchanters can pipe in what else they can think of.
The list of stuff folks can do.
Boots -can not add ac to them. Can add con bonus or reflex save
Gloves Skill bonuses, ac, dex bonus (gloves = deflection, bracer = armour)
rings = Ac deflection
Helmets Intelligence bonus, will save and some skill bonuses
Cloaks = Charisma , deflection ac
Belts = Strength, dex, fort saves
Necklace = AC and wisdom
Armour /shields = ac though shield ac is different then armour ac. Spell resistance, Damage reduction towards an element cold,fire,acid,electric. Can also add some skills or regeneration.
Weapons, on hit stuff, +to hit/damage , Elemental d4 or d6 cold, electric, acid,fire
Ac differences
Shield = strictly shields
Armour ac = Armour/clothes or Bracers
Deflection = Rings, Cloaks, helms, and gloves
Natural = Necklaces
Dodge = boots
Rule of Three once something has three enchantments it can not be improved upon or added too. If it is bellow three you can improve or add one more. Example improving a belt of strength to +4 from +3 can be done if 2 or less enchantments on it.
There is a shop that sells scrolls for enchanting things, getting them to figure out what gems or things needed or keep track of what you want to do is a good idea. Its much easier to send a tell with what you want or offer the scroll.
A typical scroll list a Jink price, Gem, and essences. This is what is required to do the enchantment it is not what a PC enchanter will charge. That varies from each one could be 200 over or a lot more.
Figure at best you are going to get +3 or +4 gear. If you want better need to get the gem to get +5 or find an enchanter who has good inventory.
That is all the advice I can think of other enchanters can pipe in what else they can think of.
