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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:34
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quote: Originally posted by Jamski
I had a complete list somewhere of all the stuff the smiths could make... I'll have to try and find it again... |
code: Marrok will enhance +1 enchanted items for 500GP and the following components.
Adamantine
Axe of the Tall Kin +1 (Double Axe, Light 10m) 1029GP
Sword Saint Legacy +1 (Katana, +1D6 Sonic dmg vs Evil) 1603GP
Rune Hammer +1 (War Hammer, Spell res 10) 1799GP
Sentinel +1 (Battleaxe, Listen+2, Spot+2, Light 10m) 1982GP
Stonefire Axe +1 (Greataxe, +2 Fire dmg) 2219GP
Harbinger Kin +1 (Greatsword, +2 Fire dmg) 2240GP
Sea Reaver +1 (Scythe, Cast Resist Elements) 2626GP
Desert Wind +1 (Scimitar, +1D6 Fire dmg) 3712GP
Diamond
Storm +1 (Light Hammer, +1D4 Electrical dmg) 2205GP
Astral Blade +1 (Longsword, +1D4 Sonic dmg) 2215GP
Chromatic Breastplate +1 (AC Armor+1, 10/- Cold, Fire, Electrical) 2865GP
Dragon Blood
Namarra +1 "Neversleep" (Rapier, DC14 Daze 75%/1 round) 1919GP
Ice Reaver +1 (Hand Axe, +1 Cold dmg, 15/- Cold) 3164GP
Ravager +1 (Halberd, +1D6 Sonic dmg) 3709GP
Reaver +1 (Heavy Flail, +1D6 Cold dmg) 3712GP
Fairy Dust
Fey Spear +1 (DC14 Daze 75%/1 round) 1906GP
Feyduster +1 (Short Sword, DC14 Daze 75%/1 round) 1912GP
Drone +1 (Morning Star, DC14 Slow 50%/2 rounds) 2531GP
Gargoyle Skull
Whitebone Armor (Half Plate, AC Armor+2) 1233GP
Ironwood
Ironwood Mace +1 (Dire Mace, Weigth-40%) 875GP
Gladiator's Club +1 (DC14 Daze 75%/1 round) 1906GP
Foundation +1 (Light Flail, DC14 Knock) 2531GP
Uthgardt Ceremonial Blade +1 (Two-Bladed Sword, Keen) 2596GP
Special Holy Water
Golden Sickle +1 (Animal Empathy +2, +1 L0 Druid Spell) 1124GP
Scales of Truth +1 (AC Armor+1, Fortitude+1, See Invisibility 1/day) 1696GP
Mace of Disruption +1 (+2 vs Undead) 1717GP
Barun Silverblade will enhance +1 enchanted items for 10000-30000GP (you can
use +2 or higher items but there is no benefit).
Adamantine
Axe of the Tall Kin +3 (Double Axe, Light 10m) 7189GP
Sword Saint Legacy +4 (Katana, +1D6 Sonic dmg vs Evil) 14203GP
Rune Hammer +3 (War Hammer, Spell res 14) 16815GP
Sentinel +3 (Battleaxe, Listen+4, Spot+4, Cast True Seeing 1/day, 26295GP
Light 10m)
Stonefire Axe +2 (Greataxe, +1D6 Fire dmg) 7636GP
Harbinger Kin +3 (Greatsword, +1D6 Fire dmg) 12978GP
Sea Reaver +2 (Scythe, +1D6 Sonic dmg vs Elemental, Cast Resist 6550GP
Elements)
Desert Wind +2 (Scimitar, +1D10 Fire dmg) 14343GP
Diamond
Storm +2 (Light Hammer, +1D6 Electrical dmg, 10/- Electrical) 11060GP
Astral Blade +2 (Longsword, +1D10 Sonic dmg) 14343GP
Chromatic Breastplate +3 (AC Armor+3, Armor+2 vs Dragon & Elemental) 7171GP
Dragon Blood
Namarra +2 "Neversleep" (Rapier, DC14 Sleep 50%/2 rounds) 10661GP
Ice Reaver +3 (Hand Axe, +1 Cold dmg, 15/- Cold) 11914GP
Ravager +4 (Halberd, +1D6 Sonic dmg, DC14 Daze 50%/2 rounds) 25628GP
Reaver +2 (Heavy Flail, +1D10 Cold dmg) 14343GP
Fairy Dust
Fey Spear +3 (+1D6 Electrical dmg, DC14 Sleep 50%/2 rounds) 27783GP
Feyduster +2 (Short Sword, DC14 Sleep 50%/2 rounds) 10654GP
Drone +4 (Morning Star, +1D6 Sonic dmg, DC14 Slow 50%/2 rounds) 27788GP
Gargoyle Skull
Whitebone Armor +2 (Half Plate, AC Armor+2, 15/+1) 9710GP
Ironwood
Ironwood Mace +3 (Dire Mace, Weight-40%) 6755GP
Gladiator's Club +4 (DC14 Daze 75%/1 round) 15136GP
Foundation +4 (Light Flail, DC14 Knock) 0GP
Uthgardt Ceremonial Blade +2 (Two-Bladed Sword, +1D6 Cold dmg, 14497GP
Keen, Discipline+2)
Special Holy Water
Golden Sickle +2 (Animal Empathy +3, +1 L0-L1 Druid Spell) 5433GP
Scales of Truth +3 (Splint Mail, AC Armor+3, Fortitude+2, 6661GP
Cast See Invisibility 2/day)
Mace of Disruption +1 (+5 vs Undead, +1D8 Fire dmg vs Undead) 6741GP
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:34
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quote: Originally posted by Jamski
I have to say it - chests are THE big bugbear of NWN. They are tough, locked, damage resistant, trapped and mostly contain about 3 gp. There are thousands of them too.
I leave most of them, unless I have a FIREBALL going spare 
(Note - fireball never asks the chests to make a save for half damage, does it?)
-Jam |
My wizard usually has so much intelligence, that he can invest in Open locks, search, and disable traps.
Although HOTU does have a few new skills that look interesting (brew potion and such). But I haven't actually used them yet. I still think it is less a headache to just take open locks, search, disable traps, spellcraft, and concentration.
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