Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

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NWN 2 Crafting Guide and Full Recipe List
By EtOpIST
This guide covers various topics from crafting fundamentals to advanced crafting like making item sets, expanding and free enchantment slots, enchanting with advanced item bonuses and item salvaging.

This guide also includes original The Complete Craftsman (TCC) recipe table (some recipes don't work with TCC Reboot version) and full recipe list divided into categories for TCC Reboot version (all recipes should work).

All 6 types of crafting in NWN 2 are covered: Smithing, Alchemy, Enchanting, Disposable magic item creation, Wondrous item creation, Traps creation.

For full crafting experience The Complete Craftsman Reboot mod is required:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528904990

The Complete Craftsman Reboot mod is an upgrade for the basic crafting system in Neverwinter Nights 2 which includes numerous fixes and improvements, and blends seamlessly with the official campaign and any other mod that uses the basic crafting system. All advanced crafting is made through the standard crafting system, without any special commands or cheat codes.
   
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Crafting Fundamentals


NWN 2 CRAFTING TYPES

There are six types of crafting in NWN2:
  • Smithing
  • Wondrous item creation
  • Enchanting
  • Alchemy
  • Disposable magic item creation
  • Trap creation
Smithing
Crafting skill required: Craft Armor and Craft Weapon .

Crafting tool required: Smith's Hammer

Crafting station required: Blacksmith's Workbench.

Ingredients required: item mold, raw crafting materials.

Allows you to create non-magical armor and weapons from a variety of different raw materials.

Each raw material can have different bonus properties, such as adamantine's bonus to damage (weapons) and damage reduction (armor).

Smithing armor requires a Blacksmith's Workbench and a smith's hammer, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired armor or shield. The character places all components, including the mold, in the workstation's inventory, then uses the smith's hammer's special ability on the workstation. If the character has enough ranks in Craft Armor, the new item is created. The mold for each specific armor or shield lists which materials that item requires.

The base skill requirement for crafting a suit of armor or a shield is equal to the armor bonus that item provides. For example, a breastplate provides a +5 armor bonus to AC, so the character must have 5 ranks of Craft Armor to craft a breastplate.

Armor and shields can be crafted from basic materials (iron, wood, or leather), or from more exotic components, such as mithral or wyvern hide. Exotic materials increase the skill requirement to craft the item, but also provide additional benefits.

Smithing weapons requires a Blacksmith's Workbench and a Smith's Hammer, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired weapon. The character places all components, including the mold, in the anvil's inventory, then uses the smith's hammer's special ability on the anvil. If the character has enough ranks in Craft Weapon, the new item is created. The mold for each specific weapon lists which materials a weapon requires. One mold represents one crafted weapon.

In order to create a weapon, all materials used to craft that weapon must be of the same type. For example, crafting a longsword requires two metal ingots. In order to create a darksteel longsword, two darksteel ingots must be used.
Wondrous item creation
Crafting feat required: Craft Magical Arms and Armor.

Crafting station required: Magician's Workbench.

Caster level required: depends on the item power - more powerful items require higher caster level.

Ingredients required: raw crafting materials, essences, gems.

Spell required: depends on the recipe.

Allows for the creation of a wide variety of magical items, such as amulets, rings, boots, cloaks, gloves, headgear.

Crafting magic items requires a Magician's Workbench. The character places the appropriate essences and gems, along with any base materials (such as iron ingots, wooden planks, or leather hides) into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the item is created.

Unlike enchanting, a base item is not required. The base item is created during the process from raw crafting materials.

Recipes can be found throughout the game in recipe books, or you can experiment. So, technically you don't require any recipes to craft items if you know the ingredients and the required spell.

No components are ever used up until a successful enchantment occurs.
Enchanting
Crafting feat required: Craft Magical Arms and Armor.

Crafting station required: Magician's Workbench.

Caster level required: depends on the enchantment power - more powerful enchantments require higher caster level.

Ingredients required: item to be enchanted, essences, gems.

Spell required: depends on the recipe.

Allows you to enchant items with new bonuses using essences and gems. Items may already have magic bonuses (enchantments) unless max number of enchantments is reached.

Enchantment recipes can be found throughout the game in recipe books, or one can discover recipes through trial and error. So, technically you don't require any recipes to enchant items if you know the ingredients and the required spell.

Item to be enchanted, along with essences and gems are placed into the magical workbench's inventory, and then the enchantment is activated by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level item placed in the workbench is enchanted and other ingredients are consumed.

A magical item can have a maximum of 3 enchantments on it. This number may be expanded by advanced crafting - for more details please check the corresponding guide section.

No components are ever used up until a successful enchantment takes place.
Alchemy
Crafting skill required: Craft Alchemy.

Crafting tool required: Mortar and Pestle

Crafting station required: Alchemist's Workbench.

Ingredients required: alchemical crafting materials.

Allows for the creation of simple items, such as Alchemist's Fire and Thunderstones. Perhaps more importantly, alchemy allows various essences to be distilled from creature body parts. These essences are commonly used as part of other crafting recipes. You can not create potions using alchemy.

To create an alchemical item, the character must place the proper ingredients in the alchemical workbench's inventory, then use the mortar & pestle on the workbench. If the correct ingredients were used and the character has the required skill ranks in Craft Alchemy, an alchemical item is created.

Alchemical recipes can be found in recipe books throughout the game. Skilled alchemists can create more potent versions of alchemical items, which are not generally sold by merchants.

Craft Alchemy can also be used to distill certain items, usually the body parts of exotic monsters, into one of the five types of mystical essence required to create magic items. In order to distill an item into its essence form, the character must simply use the mortar & pestle item on the distillable item. If the character has the required ranks in Craft Alchemy, the item is distilled. The minimum skill ranks required, as well as the Essences an item yields, is listed in the item's description.

With sufficiently high alchemical skill two essences of the same strength may be combined into one of the next higher rating by using an alchemical workbench.
Disposable magic item creation
Crafting feat required: Craft Wand, Scribe Scroll, Brew Potion.

Ingredients required: empty magic container (bottle, scroll, wand).

Spell required: depends on player choice and item type.

Gold required: depends on item type, caster level and spell level.


Allows for the creation of magic scrolls, potions, and wands.

Disposable item creation requires spell to be applied on an empty magic container to make an item. Simply cast the spell on a blank scroll, empty potion bottle, or bone wand.


Scribe Scroll

You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.

Similar to the Craft wand feat, this feat's description is not entirely accurate. While most spells in the game can be scribed onto a scroll, not all of them can be (examples of spells that can't be scribed into scrolls: Owl's Insight, Tortoise Shell).

Currently, the classes that can use this feat are: Wizard, Sorcerer, Cleric, Favoured Soul, Druid, Spirit Shaman, Paladin, and Ranger. Spell-like abilities CANNOT be used to scribe scrolls. Although PnP rules state that the Blackguard and Assassin have real spell books, NWN2 treats their spells as spell-like abilities. As such, these PrC classes CANNOT utilize this feat for their 'spells'.

Cost: The cost to scribe a scroll in NWN2 is equal to Caster Level * Spell Level * 25 gp. Level 0 spells cost half as much as a Level 1 spell. However, in the formula, Caster Level is NOT the character's caster level but the resulting caster level of the scroll to be created. For example, a scroll of Bless Weapon always has a caster level of 6. As such, it costs 6 * 1 * 25 = 150gp to make.


Craft Wand

You can create a wand of any spell of 4th level or less that you know. To create a wand, cast an appropriate spell on a bone wand in your inventory. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands. Warlock invocations cannot be used in the creation of wands. Newly crafted wands have 50 charges.

Cost: The cost to craft a wand in NWN2 is equal to Caster Level * Spell Level * 750 gp. Level 0 spells cost half as much as a Level 1 spell. However, in the formula, Caster Level is NOT the character's caster level but the resulting caster level of the wand to be created. For example, a 5th level Wizard that uses a scroll to craft a wand of Flame Arrow crafts a wand that has a Caster Level of 18, not 5. Thus, the wand is FAR more powerful than it should be. Conversly, a 20th level Cleric that crafts a wand of Cure Critical Wounds crafts one that only has a caster level of 7 (instead of 20).

Limitations: The in-game description states that you can craft a wand of any spell up to 4th level that you know. This is false. While most of the spells of 4th level and below can be used, not ALL spells may be used to craft a wand. For example, you cannot craft a wand using the spells Aura of Glory, Divine Favor, Protection from Arrows, and Shocking Grasp to name a few (there are others).


Brew Potion

You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. To create a potion, cast an appropriate spell on an empty magic potion bottle in your inventory. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Warlock invocations cannot be used.

Unlike scrolls and wands, potions created by this feat can be used by any character regardless of class. Thus, it may be beneficial to utilize this feat to create potions that can be used by fighters, barbarians, and the like to augment their abilities.

Currently, the classes that can use this feat are: Wizard, Sorcerer, Cleric, Druid, Paladin, and Ranger. Spell-like abilities CANNOT be used to brew potions. Although PnP rules state that the Blackguard and Assassin have real spell books, NWN2 treats their spells as spell-like abilities. As such, these PrC classes CANNOT utilize this feat for their 'spells'.

Potions created by the use of this feat can be used upon other characters and creatures. This is most likely a bug as potions are supposed to always work only on the consuming character and should not be targetted effects. For example, a potion of Virtue created by this feat can be used by the player character to activate the spell upon a familiar, animal companion, or NPC in the game while the target is busy performing other tasks. This is a direct violation of 3.5 PnP rules.

Cost: The cost to brew a potion in NWN2 is equal to Caster Level * Spell Level * 50 gp. Level 0 spells cost half as much as a Level 1 spell. However, in the formula, Caster Level is NOT the character's caster level but the resulting caster level of the potion to be created. For example, a potion of Bull's Strength always has a caster level of 15. As such, it costs 15 * 2 * 50 = 1500 gp to make. Spell Level accurately reflects the spell level of the class used to brew the potion. Thus, the Virtue spell costs more for a paladin than any other class while Dispel Magic cannot be manufactured by a Druid but can by all other classes capable of casting the spell. Cost of the resulting potion is also determined by the class used to brew the potion.
Trap creation
Crafting tool required: Smith's Hammer

Crafting station required: Blacksmith's Workbench.


The character using this skill can combine raw components to form various trap kits. Creating a trap kit requires a trap kit mold, which can be purchased from many merchants throughout the game, a number of elemental components, and access to a blacksmith's workbench and a Smith Hammer item.

To create a specific type of trap, you need the appropriate elemental components, as follows:

Acid Splash Trap: Acid flask
Acid Blob Trap: Acid flask + Tanglefoot bag
Electrical Trap: Quartz Crystal
Fire Trap: Alchemist's fire
Frost Trap: Coldstone
Gas Trap: Choking powder
Holy Trap: Holy water
Negative Energy Trap: Obsidian
Sonic Trap: Thunderstone
Spike Trap: Dagger
Tangle Trap: Tanglefoot bag

In addition, the power level of the trap is determined by the number of elemental components you use in the crafting of the trap. The power level, in turn, determines the minimum (modified) Craft Trap skill required to create the item.

Minor Trap: 1 elemental component, 5+ skill
Average Trap: 3 elemental components, 10+ skill
Strong Trap: 5 elemental components, 15+ skill
Deadly Trap: 7 elemental components, 20+ skill
Advanced Crafting [TCCR mod required]
Here is the Workshop link for The Complete Craftsman Reboot mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528904990
Expanded, revised and systemized item creation and enchantment

Here are the examples of new and expanded item creation and enchantment categories:
  • Advanced Ammunition creation
  • Alchemical Ammunition creation
  • Magic Bags creation
  • Armor Spell Failure Reduction enchantment
  • Armor and Weapon Cast spell on hit enchantment
  • Universal Bonus Spell Slots enchantment
  • Universal Feats enchantment
  • Universal Skills enchantment
  • Universal Spells per day enchantment
  • Universal Visual effects enchantment
  • Weapons On-Hit debuffs and slay enchantment
  • Weapons Unlimited Ammunition enchantment

Expanding exotic materials use and effects

Exotic materials bonuses are revised and rationalized compared to original game.

TCC allows you to create a number of items using exotic materials not possible
in vanilla NWN 2.

When you craft weapons and armor (torso armor and shields) using exotic materials
those items get special bonus slots that offset the pre-determined properties.


Expanding enchantment slots

Expanding the limit on the number of enchantments which can be placed on an item from various Bonus Property Slots Sources:
  • Top Tier Materials
  • Master Craftsmanship
  • Limiting Enchantments

Free enchantment slots

The following enchantment slot types are free and do not increase item enchantment number:
  • Light and Visual Effects
  • Limiting Enchantments
  • Material Properties
  • Upgrading Enchantments

Creating Masterwork Items

Allows mundane crafters to create masterwork items with unique advantages over normal weapons and armor.


Creating Item Sets

Allows player crafters to create customized item sets with powers that activate as more items are equipped.


Distilling And Salvaging

Allows players to distill magical essence and salvage items to get the materials they need to create other items and enchantments.

The Complete Craftsman expands the distillation system with the ability to salvage essences and gems from magical items, and makes the essence conversion system lossless.


Transmuting Materials

Allows master alchemists to transmute metal, converting bars of one type of metal to another.


Renaming Items

Lets players rename items simply and easily, without having to add any new or upgraded enchantments.
Exotic Materials
TCC allows you to create a number of items using exotic materials not possible in vanilla NWN 2. There are some important complexities to bear in mind:
* Exotic Materials grant their items a pre-determined set of bonuses, that use
enchantment slots. These bonus properties can be upgraded but not removed.
* When you craft weapons and armor (torso armor and shields) using exotic materials
those items get special bonus slots that offset the pre-determined properties.
* When you craft other items using exotic materials, there are no special
bonus slots like with armor and weapons. As such, you can craft items that
have no free enchantment slots available.

In order to rationalize the effects of exotic materials, there are a number of UTIs in the Template Overrides folder that replace item blueprints in the vanilla game. Using these is strictly optional.

The properties of each exotic item is listed below:

Fire Mephit Hide - Base Weight Reduction 20%, Fire Resistance 5
Ice Mephit Hide - Base Weight Reduction 20%, Cold Resistance 5
Red Dragon Hide - AC +3 (Armor & Shields) or Fire damage 2 (Gloves), Base Weight Reduction 80%, Fire Resistance 20
Salamander Hide - AC +1 (Armor), Base Weight Reduction 60%, Fire Resistance 10
+1 attack (Slings)
Umber Hulk Hide - AC +2 (Armor & Shields), Immunity to Mind-Affecting Spells
Winter Wolf Hide - Base Weight Reduction 40%, Cold Resistance 10,
+1 attack (Slings)
Wyvern Hide - AC +2 (Armor & Shields), Base Weight Reduction 80%, Save vs Poison +4

Duskwood - Base Weight Reduction 40%, +3 attack (Crossbows), Mighty +6 (Bows)
Ironwood - Base Weight Reduction 40%, Arcane Spell Failure -5% (Shields),
+1 attack (Melee weapons)
Shederran - +2 attack (Crossbows), Mighty +4 (Bows)
Zalantar - Arcane Spell Failure -10% for Heavy & Tower Shields, -5% for Light Shields.
AC +2 for all Shields, +1 Magical damage for Melee weapons
+1 attack (Crossbows), +2 Mighty (Bows)

Alchemical Silver & Cold Iron - No specific bonuses
Adamantine - Damage Resistance 1/- (Light Armor & Light Shields),
2/- (Medium Armor & Heavy Shields),
3/- (Heavy Armor & Tower Shields)
Magical damage 2 (Gauntlets, Melee weapons, Ammunition)
Darksteel - Acid Resistance 5 (Armor, Shields, Helms),
Electrical damage 1 (Gloves, Melee weapons, Ammunition)
Mithral - Base Weight Reduction 60% (Weapons)
Mithral Armor & Shields are a special case: Instead of Item Properties they
are categorized as completely different armor types. In general, they gain:
Weight reduced by ~50%
Max Dex Bonus increased by 2
Armor Check Penalties lessened by 3
Arcane Spell Failure decreased by 10%
Heavy Armor becomes Medium, Medium Armor becomes Light
Expanding enchantment slots
In the basic system, an item is allowed to have only three special properties, including any property that comes with its material type, all superficial properties, and even negative or limitation properties. TCC replaces this simple system with a more versatile and selecting one, ultimately allowing you to place more effects on your equipment.

Bonus Property Slots Sources

Top Tier Materials

Any mundane crafting product made from the top material of each type (Adamantine, Red Dragon Hide, or Zalantar) receives an automatic bonus enchantment slot.

Master Craftsmanship

Mundane items which are created by a master craftsman using TCC will be Masterworks. All Masterwork items receive an additional automatic bonus enchantment slot.

Limiting Enchantments

Characters may enchant their equipment with class and alignment limitations. An item with one or more these gains a single additional enchantment slot.
Free enchantment slots
The following enchantment slot types are free and do not increase item enchantment number:

Light and Visual Effects

The superficial Light and Visual Effects properties which may be placed on items are not counted against your total limit when crafting using TCC.

Limiting Enchantments

Limiting enchantments are not counted against your total enchantment limit when enchanting using TCC, and grant a bonus slot as described above.

Material Properties

Properties that come with mundane crafting products produced using special materials are not counted against your total, even if you upgrade them.

Upgrading Enchantments

In the basic crafting system it was possible to upgrade enchantments on an item simply by using the appropriate recipe for the new enchantment. This didn't work however on items which had already reached the three effect limit. The Complete Craftsman resolves this issue, automatically detecting upgrades before they're applied and allowing them to continue even on fully enchanted items.
Creating Masterwork Items
The basic crafting system allows you to create a variety of non-magical weapons, shields, and armor from a broad selection of appropriate materials. The Complete Craftsman lets you can take these items above and beyond. When you craft a mundane item, if your skill is high enough you will automatically create a Masterwork version of that item which possesses special properties not otherwise available.

Requirements

Crafting Skill

Masterwork items are created automatically instead of standard items whenever the crafter's skill is at least five more than the base requirement for the item being created.

Masterwork Bonuses

Melee Weapons

Masterwork melee weapons are especially powerful and well balanced. All Masterwork melee weapons come pre-equipped with a +1 Enhancement bonus to hit and damage.

Masterwork Armor

Masterwork armor is extra light and flexible. All Masterwork armor weighs less, has a lower armor check penalty, and allows a higher maximum dexterity bonus than normal armor.

Enchanting Masterworks

Masterwork items are much easier to enchant than normal objects. This affords all Masterwork items an extra enchantment slot as described in the Enchantment Slots section.
Creating Item Sets
A newer feature of The Complete Craftsman is the ability for spell casters to create customized item sets. Item sets are groups of items with enchantments which switch on only when a certain number of member items from the set are equipped on a character. Creating them is a three step process, but it's nice and easy once you get the hang of it.


1. Forging An Item Set

To forge a group of items into an item set, simply place them all in the enchanting workbench with the ingredients for set forging (listed in the recipe list), and cast the required spell. You will be prompted to name your set - the name you enter will be your set's unique identifier, and any items with the same set name will count as part of the same set.

Each item in the workbench will be tagged as part of the set, and the set name will be added automatically to the front of its item name. You may later change the item's names if you wish - the set name is added only as a convenience, and the actual set identity is stored behind the scenes. Once you have done that, your set is forged, and allowing the items to see each other, and count each other as part of the set when they are equipped. The next step is to actually add some set powers to your items, which will switch on as the owner equips more and more parts of the set.


2. Prepare A Set Item

In order to add a set property to an item, you must first prepare it. This tells the crafting system that the next property you try to add to the item will be a set property, as well as how many parts of the set will be required to activate it. If you do not prepare the item, any recipes you use on it will add normal properties rather than set properties, so you are free to mix and match.

To prepare the item to receive a new set property, simply use one of the preparation recipes found on the recipe list on it. Which recipe you use will determine how many set items it takes to activate that property. By default, up to five items may be required for a slot, but there may be additional options depending on your TCC configuration. Remember that because your set property will occupy one of your enchantment slots, you will have to have a slot open in order to prepare the item for a set property.


3. Add A Set Property

Once an item has been prepared to receive a set property, you need only use a normal enchantment recipe on it to create a the final effect. The information for your new set property will be stored away, and the property will be activated or deactivated as you equip more or less items from your item set. After crafting, there will be no indication that the set property exists until it is activated by the presence of more set items, allowing you to create seemingly random surprise synergies as well as obvious item sets.

When adding set properties, you should be aware of any similar properties already on the item. Similar properties are the same type, and if applicable, sub-type. Set properties will never override or upgrade existing properties, be they lower level set properties, or standard properties you have added to the item, so adding set properties of the same type as those you already have is a waste. Also note that adding a second set property with the same number of peaces requirement will always replace the existing property at that requirement level with the new one.


Set Creation Recipes

To Forge the Item Set (Level 10 required):
* Place all items for the set into the Workbench
* Add a Rogue Stone and a Radiant Power Essence
* Cast Legend Lore

To grant an item a set property
* Place one item from the set into the Workbench
* Add a Gem and Essence from the table below
* Cast Legend Lore
* Enchant the item with the property you want in the normal way.

Set Property Table. If you want the property to activate when the PC equips:
Two Set Items: Beljuril & Radiant Power Essence (Level 19 required)
Three Set Items: King's Tear & Radiant Power Essence (Level 16 required)
Four Set Items: Diamond & Glowing Power Essence (Level 13 required)
Five Set Items: Fire Opal & Weak Power Essence (Level 10 required)
Distilling And Salvaging
The standard crafting system allows players to combine lesser essences into greater essences, and reduce a greater essence to a single lesser one, but this system is lossy and lacks completeness. The Complete Craftsman expands the distillation system with the ability to salvage essences and gems from magical items, and makes the essence conversion system lossless.

Converting Essences

Essences may be combined or split.

Combining Essences

Placing two identical essences on the alchemy work bench and using the mortar and pestle on it will combine them into a single essence of the next greater type, just as in the standard system.

Splitting Essences

Unlike in the standard system, using the mortar and pestle on an essence to reduce its type will give you two of the lesser essence. This allows you to freely convert up and down the system.

Salvaging Items

Using the special ability of the mortar and pestle item on an equipable object will allow you to salvage it, producing essences, and possibly gems based on the properties the item had. The item will be destroyed in the process. This will often result in a net loss monetarily, since the products of salvaging have a limited sell value, but can be worth using when you need materials for creating magic items more than you need money.

Salvage Types

Every property type on an item (ability bonus, enhancement bonus, and so forth) is associated with specific salvage products. Salvaging will produce products for each found on the item salvaged.

Salvage Grades

Many but not all properties on items have a grade which measures how potent they are within their type. Properties with grading schemes produce a higher quality result based on the grade of the property salvaged.

Minimum Skill Requirement

Every property has a skill check difficulty class. In order to salvage an item at all, a character requires a score in Spellcraft of at least that difficulty minus five of the easies property on it.

Salvaging Skill Check

When an item is salvaged, a Spellcraft check is made against the difficulty class of the most difficult to salvage property on the item. If it succeeds, the salvage will produce gems as well as essences.

Salvaging Stacks

When salvaging stackable items, success is not always possible. The chance of successfully salvaging is equal to the percentage of the maximum stack size the stack actually contains.
Transmuting Metal Bars
To transmute a metal bar, simply place a bar of any metal other than Adamantine on the alchemist's work bench, and add a single faint power essence. Use the special power of the mortar and pestle crafting tool on the workbench to complete the transmutation, and you will have produced a bar of the next better type of metal. You can repeat this process over and over until you have produced an adamantine bar.
Renaming Items
The original crafting system allowed you to rename items whenever you placed a new enchantment on them, or upgraded an existing property. The Complete Craftsman leaves this system in place and expands it with the ability to rename items without enchanting them, using the standard smithing hammer and the blacksmith's work bench.

Renaming Equipment

To rename an item, simply activate the special power of the Smith Hammer tool, and click on an item in your inventory. A prompt will appear allowing you to enter a new name for the object. This will allow you to rename any item in your inventory as long as it is not flagged as a plot item.
ORIGINAL TCC RECIPE TABLE (non-Reboot version)
This is original TCC (not the latest Reboot version) recipe table posted for visual clarity and quick recipe overview.

IMPORTANT!

Some recipes from the table are changed and don't work in the TCC Reboot.

If any recipe from the table doesn't work in TCC Reboot just check the further most actual TCC Reboot recipe list from this guide for a new working recipe version(s).

FULL RECIPE LIST [TCCR]:
This is a list of the various recipes available using the rebalanced version of the Rebalanced version of the Complete Craftsman.

It does not list MotB recipes, as those have not been changed.

Do note that some spells will not work on the Magician Workbench, and can only be used on MotB's Enchanter's Satchel. Make sure to try the spell on both before reporting that a spell doesn't work.
ITEM CREATION RECIPES:
The following recipe groups are for item creation.

Using this kind of recipes you create items, not enchant already existing items.

Item creation requires a corresponding crafting skill (Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap) or a feat (Brew Potion, Craft Wondrous Items, Craft Wand, Scribe Scroll), some crafting materials and a spell or special crafting item to be applied on materials to make an item.

Non-disposable items require crafting station to be created, disposable items do not.

Recipe groups are listed in alphabetic order.
Universal Ingredients
Armor: Any Armor, Shield, or Clothes/Robe (including one already enchanted)
Belts: 1 Leather Hide
Boots: 1 Leather Hide
Cloaks: 2 Leather Hides
Rings: 1 Iron Ingot
Traps: Trap Mold
Weapons: Any Weapon (including one already enchanted)
Alchemical Ammunition
***These recipes use the Blacksmith Workbench and require the appropriate mold***

Acid Arrows: 1d6 Acid Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Acid Flask

Arrows of Detonation: Fireball (Level 10) on hit
Requires: Craft Weapon 22
Ingredients: Adamantine + Perfected Alchemist's Fire + Perfected Thunderstone

Fire Arrows: 1d6 Fire Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Alchemist's Fire

Ice Arrows: 1d6 Cold Damage
Requires: Craft Weapon 15
Ingredients: Cold Iron + Coldstone

Magic Arrows: +1 enchantment
Requires: Craft Weapon 17
Ingredients: Mithral + Potion of Bless

Mild Poison Arrows: Poison (1d2 Con Damage, DC=14) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Mild Bee Venom

Lightning Arrows: 1d6 Shock Damage
Requires: Craft Weapon 15
Ingredients: Darksteel + Quartz Crystal

Poison Arrows: Poison (1d2 Con/Str Damage, DC=14) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Mild Bee Venom + Mild Scorpion Venom

Acid Bolts: 1d6 Acid Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Acid Flask

Fire Bolts: 1d6 Fire Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Alchemist's Fire

Ice Bolts: 1d6 Cold Damage
Requires: Craft Weapon 15
Ingredients: Cold Iron + Coldstone

Magic Bolts: +1 enchantment
Requires: Craft Weapon 17
Ingredients: Mithral + Potion of Bless

Mild Poison Bolts: Poison (1d2 Con Damage, DC=14) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Mild Bee Venom

Lightning Bolts: 1d6 Shock Damage
Requires: Craft Weapon 15
Ingredients: Darksteel + Quartz Crystal

Paralytic Bolts: Stun (DC=14, Duration: 50% / 2 Rounds) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Choking Powder + Tanglefoot Bag

Poison Bolts: Poison (1d2 Con/Str Damage, DC=14) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Mild Bee Venom + Mild Scorpion Venom

Acid Bullets: 1d6 Acid Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Acid Flask

Bullets of Screaming: 1d4 Sonic Damage, Silence (DC=14, Duration: 50% / 2 Rounds) on hit
Requires: Craft Weapon 7
Ingredients: Iron + Thunderstone

Fire Bullets: 1d6 Fire Damage
Requires: Craft Weapon 15
Ingredients: Alchemical Silver + Alchemist's Fire

Ice Bullets: 1d6 Cold Damage
Requires: Craft Weapon 15
Ingredients: Cold Iron + Coldstone

Magic Bullets: +1 enchantment
Requires: Craft Weapon 17
Ingredients: Mithral + Potion of Bless

Lightning Bullets: +1d6 Shock Damage
Requires: Craft Weapon 15
Ingredients: Darksteel + Quartz Crystal

Magic Darts/Shurikens: +1 enchantment
Requires: Craft Weapon 17
Ingredients: Mithral + Potion of Bless

Magic Throwing Axes: +1 enchantment
Requires: Craft Weapon 17
Ingredients: 2 Mithral + Potion of Bless
Alchemical Creations
Acid Flask: Thrown Weapon inflicts 1d6 Acid Damage
Requires: Craft Alchemy 4
Ingredients: Venom Gland + Quicksilver

Acid Flask (Improved): Thrown Weapon inflicts 1d8 Acid Damage
Requires: Craft Alchemy 8
Ingredients: 2 Venom Gland + 2 Quicksilver

Acid Flask (Greater): Thrown Weapon inflicts 1d10 Acid Damage
Requires: Craft Alchemy 12
Ingredients: 3 Venom Gland + 3 Quicksilver

Acid Flask (Perfected): Thrown Weapon inflicts 2d6 Acid Damage
Requires: Craft Alchemy 16
Ingredients: 4 Venom Gland + 4 Quicksilver

Alchemist's Fire: Thrown Weapon inflicts 1d6 Fire Damage or
coats a Weapon with Fire to add 1d4 Fire Damage to attacks
Requires: Craft Alchemy 4
Ingredients: Fairy Dust + Distilled Alcohol

Alchemist's Fire (Improved): Thrown Weapon inflicts 1d8 Fire Damage or
coats a Weapon to add 1d6 Fire Damage to attacks
Requires: Craft Alchemy 8
Ingredients: 2 Fairy Dust + 2 Distilled Alcohol

Alchemist's Fire (Greater): Thrown Weapon inflicts 1d10 Fire Damage or
coats a Weapon to add 1d6 Fire Damage to attacks
Requires: Craft Alchemy 12
Ingredients: 3 Fairy Dust + 3 Distilled Alcohol

Alchemist's Fire (Perfected): Thrown Weapon inflicts 2d6 Fire Damage or
coats a Weapon to add 1d10 Fire Damage to attacks
Requires: Craft Alchemy 16
Ingredients: 4 Fairy Dust + 4 Distilled Alcohol

Choking Powder: Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 4
Ingredients: Garlic + Belladonna

Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Garlic + 2 Belladonna

Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Garlic + 3 Belladonna

Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Garlic + 4 Belladonna

Holy Water: Thrown Weapon inflicts 2d4 Holy Damage to Undead
Requires: Craft Alchemy 4
Ingredients: Amethyst + Powdered Silver

Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead
Requires: Craft Alchemy 8
Ingredients: 2 Amethyst + 2 Powdered Silver

Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead
Requires: Craft Alchemy 12
Ingredients: 3 Amethyst + 3 Powdered Silver

Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead
Requires: Craft Alchemy 16
Ingredients: 4 Amethyst + 4 Powdered Silver

Tanglefoot Bag: Creates Entangle effect that lasts for 2 rounds
Requires: Craft Alchemy 4
Ingredients: Quicksilver + Belladonna

Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Quicksilver + 2 Belladonna

Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Quicksilver + 3 Belladonna

Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Quicksilver + 4 Belladonna

Thunderstone: Deafens target for 5 rounds
Requires: Craft Alchemy 4
Ingredients: Diamond Dust + Amethyst

Thunderstone (Improved): Deafens target for 5 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Diamond Dust + 2 Amethyst

Thunderstone (Greater): Deafens target for 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Diamond Dust + 3 Amethyst

Thunderstone (Perfected): Deafens target for 5 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Diamond Dust + 4 Amethyst
Ammunition
***These require the Craft Magic Arms and Armor feat***


Arrows:

Acid = Mithral + Arrow Mold + Melf's Acid Arrow (Level 10)
Detonation = Mithral + Arrow Mold + Delayed Blast Fireball/Firestorm (Level 18)
Fire = Mithral + Arrow Mold + Flame Arrow/Flame Weapon (Level 10)
Ice = Mithral + Arrow Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Arrow Mold + Shocking Grasp/Call Lightning (Level 10)
Mild Poison = Mithral + Arrow Mold + Poison (Level 8)
Petrification = Mithral + Arrow Mold + Flesh to Stone (Level 15)
Piercing = Mithral + Arrow Mold + Spike Growth (Level 12)
Poison = Mithral + Arrow Mold + Contagion (Level 10)
Vampire = Mithral + Arrow Mold + Vampiric Touch (Level 8)

Bolts:

Acid = Mithral + Bolt Mold + Melf's Acid Arrow (Level 10)
Fire = Mithral + Bolt Mold + Flame Arrow/Flame Weapon (Level 10)
Frostbite = Mithral + Bolt Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Bolt Mold + Shocking Grasp/Call Lightning (Level 10)
Mild Poison = Mithral + Bolt Mold + Poison (Level 8)
Paralytic = Mithral + Bolt Mold + Ghoul Touch/Stonehold (Level 14)
Piercing = Mithral + Bolt Mold + Spike Growth (Level 12)
Poison = Mithral + Bolt Mold + Contagion (Level 10)

Bullets:

Acid = Mithral + Bullet Mold + Melf's Acid Arrow (Level 10)
Fire = Mithral + Bullet Mold + Fireburst/Flame Weapon (Level 10)
Giant's Bane = Mithral + Bullet Mold + Spike Growth (Level 14)
Ice = Mithral + Bullet Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Bullet Mold + Shocking Grasp/Call Lightning (Level 10)
Screaming = Mithral + Bullet Mold + Sound Burst (Level 12)
Smiting = Mithral + Bullet Mold + Weapon of Impact (Level 12)

Darts:

Accuracy = Mithral + Dart Mold + True Strike (Level 15)
Acid = Mithral + Dart Mold + Acid Splash (Level 12)
Asp's Nest = Mithral + Dart Mold + Quillfire (Level 12)
Ice = Mithral + Dart Mold + Ray of Frost/Hypothermia (Level 12)
Stunning = Mithral + Dart Mold + Power Word Stun (Level 15)

Shurikens:

Dragon's Tail = Mithral + Shuriken Mold + Fireburst/Flame Weapon (Level 12)
Grains of Sand = Mithral + Shuriken Mold + Hiss of Sleep (Level 12)
Many Talons = Mithral + Shuriken Mold + Vampiric Touch (Level 14)
Ojy-do = Mithral + Shuriken Mold + Ray of Frost/Hypothermia (Level 12)
Shining Light = Mithral + Shuriken Mold + Daze (Level 15)

Throwing Axes:

Black Raven = 2 Mithral + Throwing Axe Mold + Fear (Level 12)
Coming Storm = 2 Mithral + Throwing Axe Mold + Call Lightning Storm (Level 15)
Fire = 2 Mithral + Throwing Axe Mold + Fireburst/Flame Weapon (Level 12)
Rifthome = 2 Mithral + Throwing Axe Mold + Bull's Strength (Level 12)
Thunderbeast = 2 Mithral + Throwing Axe Mold + Cacophonic Burst (Level 15)
Amulets
Amulet of Health (Lesser): Immunity to Disease and Poison
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Weak Water Essence + Obsidian + Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Health: Immunity to Ability/Level Drain, Disease, and Poison
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Canary Diamond
+ Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Health (Greater): Immunity to Ability/Level Drain, Disease, and Poison
Regeneration +1
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Blue Diamond
+ Iron Ingot
Spell: Remove Disease or Neutralize Poison

Amulet of Natural Armor +1: +1 Natural bonus to AC
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Sapphire + Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +2: +2 Natural bonus to AC
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Weak Earth Essence + Emerald + Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +3: +3 Natural bonus to AC
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Glowing Earth Essence + Jacinth
+ Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +4: +4 Natural bonus to AC
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Earth Essence + Blue Diamond
+ Iron Ingot
Spell: Barkskin

Amulet of Natural Armor +5: +5 Natural bonus to AC
Requires: Caster Level 15, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Radiant Earth Essence + Beljuril
+ Iron Ingot
Spell: Barkskin

Brooch of Shielding: Shield (5) 3/day
Requires: Caster Level 1, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Sapphire + 2 Iron Ingots
Spell: Shield

Medallion of Thought: Immunity to Mind Affecting Spells, +5 Bluff, +5 Diplomacy
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Weak Water Essence + Canary Diamond
+ Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +2: +2 bonus to Wisdom
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Diamond + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +4: +4 bonus to Wisdom
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Weak Water Essence + Star Sapphire + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +6: +6 bonus to Wisdom
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Glowing Water Essence + Rogue Stone + Iron Ingot
Spell: Owl's Wisdom

Periapt of Wisdom +8: +8 bonus to Wisdom
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril + Iron Ingot
Spell: Owl's Wisdom

Scarab of Greater Protection: Spell Resistance 20, Immunity to Death Effects,
and Immunity to Energy Drain
Requires: Caster Level 18, Craft Wondrous Item feat
Ingredients: Iron Ingot + Radiant Power Essence + Radiant Fire Essence
+ Radiant Water Essence + Blue Diamond
Spell: Death Ward
Armor
***These recipes use the Blacksmith Workbench and require the appropriate mold***

Craft Armor skill rank required:

Clothes: 1
Light Shield: 1
Padded Armor: 1
Heavy Shield: 2
Leather Armor: 2
Hide Armor: 3
Studded Leather Armor: 3
Chain Shirt: 4
Tower Shield: 4
Breastplate: 5
Chain Mail: 5
Banded Mail: 6
Splint Mail: 6
Half-Plate Armor: 7
Full-Plate Armor: 8
Iron: +0
Leather Hide: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Fire Mephit Hide: +5
Ice Mephit Hide: +5
Darksteel: +10
Mithral: +10
Zalantar: +10 (grants a bonus enchantment slot due to being the 'best' wood for armor - see tcc_config)
Salamander Hide: +12
Winter Wolf Hide: +12
Adamantine: +15 (grants a bonus enchantment slot due to being the 'best' metal for armor - see tcc_config)
Ironwood: +15 (not found in NWN2 campaigns, but exists in the game files)
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23 (grants a bonus enchantment slot due to being the 'best' hide for armor - see tcc_config)

NOTE: Crafting with exotic materials has side-effects. Please read the note on Exotic Materials at the top of this document.

Fire Mephit Hide: Belt, Boots, Cloak, Gloves, Hat, Padded Armor, Robe
Ice Mephit Hide: Belt, Boots, Cloak, Gloves, Hat, Padded Armor, Robe
Red Dragon Hide: Breastplate, Gloves, Half Plate, Hat, Scalemail, Shields
Salamander Hide: Belt, Boots, Cloak, Gloves, Hat, Hide Armor, Leather Armor, Studded Leather Armor
Umber Hulk Hide: Half Plate, Shields
Winter Wolf Hide: Belt, Boots, Cloak, Gloves, Hat, Padded, Robe
Wyvern Hide: Breastplate, Full Plate, Half Plate, Scalemail, Shields

Adamantine: Gloves, Hat, Metal Armor, Shields
Alchemical Silver: Gloves
Cold Iron: Gloves
Darksteel: Gloves, Hat, Metal Armor, Shields
Mithral: Gloves, Hat, Metal Armor, Shields

Duskwood: Shields
Ironwood: Shields
Shederran: None
Zalantar: Shields
Belts
Belt of Agility +2: +2 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Air Essence + Diamond
Spell: Cat's Grace

Belt of Agility +4: +4 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Air Essence + Star Sapphire
Spell: Cat's Grace

Belt of Agility +6: +6 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Air Essence + Rogue Stone
Spell: Cat's Grace

Belt of Agility +8: +8 bonus to Dexterity, Freedom of Movement
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Air Essence + Beljuril
Spell: Cat's Grace

Belt of Frost Giant Strength: +4 bonus to Strength
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Fire Essence + Blue Diamond
Spell: Bull's Strength

Belt of Stone Giant Strength: +6 bonus to Strength
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Fire Essence + Beljuril
Spell: Bull's Strength

Belt of Cloud Giant Strength: +8 bonus to Strength
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + King's Tear
Spell: Bull's Strength
Boots
Boots of Elvenkind: +5 bonus on Move Silently checks
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Leather Hide + Faint Water Essence + Fire Opal
Spell: Silence

Boots of Speed: Haste (10) 3/day
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Weak Power Essence + Star Sapphire
Spell: Haste

Boots of Striding +2: +2 bonus to Constitution
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Earth Essence + Diamond
Spell: Bear's Endurance

Boots of Striding +4: +4 bonus to Constitution
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Earth Essence + Jacinth
Spell: Bear's Endurance

Boots of Striding +6: +6 bonus to Constitution
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Earth Essence + Rogue Stone
Spell: Bear's Endurance

Boots of Striding +8: +8 bonus to Constitution
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Earth Essence + Beljuril
Spell: Bear's Endurance
Cloaks
Cloak of Displacement: Cast Displacement three times per day
Requires: Caster Level 3, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Blue Diamond
Spell: Displacement

Cloak of Elvenkind: +5 bonus on Hide checks
Requires: Caster Level 3, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Invisibility

Cloak of Resistance +1: +1 bonus on Saving Throws
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Resistance

Cloak of Resistance +2: +2 bonus on Saving Throws
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Faint Earth Essence + Diamond
Spell: Resistance

Cloak of Resistance +3: +3 bonus on Saving Throws
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Weak Earth Essence + Canary Diamond
Spell: Resistance

Cloak of Resistance +4: +4 bonus on Saving Throws
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Earth Essence + Jacinth
Spell: Resistance

Cloak of Resistance +5: +5 bonus on Saving Throws
Requires: Caster Level 15, Craft Wondrous Item feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Resistance

Greater Mantle of Spell Resistance: Spell Resistance 20
Requires: Caster Level 9, Craft Wondrous Item feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + King's Tear
Spell: Spell Resistance

Nymph Cloak +2: +2 bonus to Charisma
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Water Essence + Diamond
Spell: Eagle's Splendor

Nymph Cloak +4: +4 bonus to Charisma
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Eagle's Splendor

Nymph Cloak +6: +6 bonus to Charisma
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Glowing Water Essence + Rogue Stone
Spell: Eagle's Splendor

Nymph Cloak +8: +8 bonus to Charisma
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Eagle's Splendor
Gloves
Bracers of Armor +1: +1 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Faint Earth Essence + Obsidian
Spell: Mage Armor or Shield of Faith

Bracers of Armor +2: +2 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Faint Earth Essence + Diamond
Spell: Mage Armor or Shield of Faith

Bracers of Armor +3: +3 bonus to AC
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Weak Earth Essence + Canary Diamond
Spell: Mage Armor or Shield of Faith

Bracers of Armor +4: +4 bonus to AC
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Weak Earth Essence + Jacinth
Spell: Mage Armor or Shield of Faith

Bracers of Armor +5: +5 bonus to AC
Requires: Caster Level 10, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Glowing Earth Essence + Blue Diamond
Spell: Mage Armor or Shield of Faith

Bracers of Armor +6: +6 bonus to AC
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Glowing Earth Essence + Rogue Stone
Spell: Mage Armor or Shield of Faith

Bracers of Armor +7: +7 bonus to AC
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Radiant Earth Essence + Beljuril
Spell: Mage Armor or Shield of Faith

Bracers of Armor +8: +8 bonus to AC
Requires: Caster Level 16, Craft Wondrous Item feat
Ingredients: 2 Iron Ingots + Radiant Earth Essence + King's Tear
Spell: Mage Armor or Shield of Faith

Gauntlets of Ogre Power: +2 Strength
Requires: Caster Level 6, Craft Wondrous Item feat
Ingredients: Faint Fire Essence, Ruby, 2 Iron Ingots
Spell: Bull's Strength
Head
Headband of Intellect +2: +2 bonus to Intelligence
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Faint Fire Essence + Diamond
Spell: Fox's Cunning

Headband of Intellect +4: +4 bonus to Intelligence
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Leather Hide + Weak Fire Essence + Star Sapphire
Spell: Fox's Cunning

Headband of Intellect +6: +6 bonus to Intelligence
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Leather Hide + Glowing Fire Essence + Rogue Stone
Spell: Fox's Cunning

Headband of Intellect +8: +8 bonus to Intelligence
Requires: Caster Level 17, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + Beljuril
Spell: Fox's Cunning
Misc Items
Gem of Seeing: Casts True Seeing once per day
Requires: Caster Level 10, Craft Wondrous Item feat
Ingredients: Weak Air Essence + King's Tear
Spell: True Seeing

Magic Bag (Pouch)
Requires: Caster Level 3, Craft Wondrous Item feat
Ingredients: Leather + Faint Fire Essence + Faint Water Essence + Amethyst
Spell: Planar Binding

Magic Bag (Lesser)
Requires: Caster Level 7, Craft Wondrous Item feat
Ingredients: Leather + Faint Fire Essence + Faint Water Essence + Fire Agate
Spell: Planar Binding

Magic Bag
Requires: Caster Level 11, Craft Wondrous Item feat
Ingredients: Leather + Weak Fire Essence + Weak Water Essence + Fire Opal
Spell: Planar Binding

Magic Bag (Greater)
Requires: Caster Level 15, Craft Wondrous Item feat
Ingredients: Leather + Glowing Fire Essence + Glowing Water Essence + Ruby
Spell: Planar Binding

Magic Bag (Holding)
Requires: Caster Level 19, Craft Wondrous Item feat
Ingredients: Leather + Radiant Fire Essence + Radiant Water Essence + Diamond
Spell: Planar Binding

Scabbard of Keen Edges: Casts Keen Edge once per day
Requires: Caster Level 5, Craft Wondrous Item feat
Ingredients: Wooden Plank + Faint Earth Essence + Jacinth
Spell: Keen Edge
Poisons
Giant Bee Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Constitution damage)
Requires: Craft Alchemy 4
Ingredients: Giant Bee Venom Gland

Giant Bee Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Constitution damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Bee Venom Glands

Giant Bee Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Constitution damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Bee Venom Glands

Giant Bee Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Constitution damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Bee Venom Glands

Giant Centipede Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 4
Ingredients: Giant Centipede Venom Gland

Giant Centipede Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Centipede Venom Glands

Giant Centipede Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Centipede Venom Glands

Giant Centipede Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Intelligence damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Centipede Venom Glands

Giant Scorpion Venom (Mild): Coats a weapon with Poison
(DC 18, 1d2 points of Strength damage)
Requires: Craft Alchemy 4
Ingredients: Giant Scorpion Venom Gland

Giant Scorpion Venom (Average): Coats a weapon with Poison
(DC 20, 1d2 points of Strength damage)
Requires: Craft Alchemy 8
Ingredients: 2 Giant Scorpion Venom Glands

Giant Scorpion Venom (Strong): Coats a weapon with Poison
(DC 22, 1d2 points of Strength damage)
Requires: Craft Alchemy 12
Ingredients: 3 Giant Scorpion Venom Glands

Giant Scorpion Venom (Deadly): Coats a weapon with Poison
(DC 26, 1d2 points of Strength damage)
Requires: Craft Alchemy 16
Ingredients: 4 Giant Scorpion Venom Glands
Rings
Ring of Divine Power 1: Store one extra 1st-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Owl's Wisdom

Ring of Divine Power 2: Store one extra 2nd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Fire Essence + Obsidian
Spell: Owl's Wisdom

Ring of Divine Power 3: Store one extra 3rd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Fire Essence + Canary Diamond
Spell: Owl's Wisdom

Ring of Divine Power 4: Store one extra 4th-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
Spell: Owl's Wisdom

Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Owl's Wisdom

Ring of Wizardry 1: Store one extra 1st-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Air Essence + Obsidian
Spell: Fox's Cunning

Ring of Wizardry 2: Store one extra 2nd-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Obsidian
Spell: Fox's Cunning

Ring of Wizardry 3: Store one extra 3rd-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Air Essence + Canary Diamond
Spell: Fox's Cunning

Ring of Wizardry 4: Store one extra 4th-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Fox's Cunning

Ring of Wizardry 5: Store one extra 5th-Level Arcane spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond
Spell: Fox's Cunning
Quest Items
***NOTE*** These only work in the Main Campaign.

Gold Filigree Charm: Used for summoning Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Faint Power Essence + Glowing Fire Essence + Star Sapphire
+ Gold Necklace
Spell: Darkness

Infernal Focus 1: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Glowing Power Essence + Ruby + Darksteel Ingot
Spell: Darkness

Infernal Focus 2: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: Glowing Fire Essence + Sapphire + Mithral Ingot
Spell: Darkness

Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep
Requires: Caster Level 1, Mephasm Quest
Ingredients: 1 Faint Power Essence + Faint Fire Essence + Blue Diamond
+ Iron Ingot
Spell: Darkness
Robes
Robe of the Archmagi: Armor Bonus +5, Spell Penetration feat, Bonus Level 5, 6,
& 7 Wizard/Sorcerer Spells, Spell Resistance 20, +3
Universal Saves, Only Usable by Wizard or Sorcerer
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Radiant Earth
Essence + Radiant Fire Essence + Radiant Water Essence + King's
Tear + Iron Ingot + Leather Hide
Spell: Mage Armor
Traps
Acid Splash (Minor)
Requires: Craft Trap 5
Ingredients: Acid Flask

Acid Splash (Average)
Requires: Craft Trap 10
Ingredients: 3 Acid Flasks

Acid Splash (Major)
Requires: Craft Trap 15
Ingredients: 5 Acid Flasks

Acid Splash (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Acid Flasks

Acid Blob (Minor)
Requires: Craft Trap 5
Ingredients: Acid Flask, Tanglefoot Bag

Acid Blob (Average)
Requires: Craft Trap 10
Ingredients: 2 Acid Flasks, 2 Tanglefoot Bags

Acid Blob (Major)
Requires: Craft Trap 15
Ingredients: 4 Acid Flasks, 4 Tanglefoot Bags

Acid Blob (Deadly)
Requires: Craft Trap 20
Ingredients: 6 Acid Flasks, 6 Tanglefoot Bags

Electrical (Minor)
Requires: Craft Trap 5
Ingredients: Quartz Crystal

Electrical (Average)
Requires: Craft Trap 10
Ingredients: 2 Quartz Crystals

Electrical (Major)
Requires: Craft Trap 15
Ingredients: 5 Quartz Crystals

Electrical (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Quartz Crystals

Fire (Minor)
Requires: Craft Trap 5
Ingredients: Alchemist's Fire

Fire (Average)
Requires: Craft Trap 10
Ingredients: 3 Alchemist's Fire

Fire (Major)
Requires: Craft Trap 15
Ingredients: 5 Alchemist's Fire

Fire (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Alchemist's Fire

Frost (Minor)
Requires: Craft Trap 5
Ingredients: Coldstone

Frost (Average)
Requires: Craft Trap 10
Ingredients: 3 Coldstones

Frost (Major)
Requires: Craft Trap 15
Ingredients: 5 Coldstones

Frost (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Coldstones

Gas (Minor)
Requires: Craft Trap 5
Ingredients: Choking Powder

Gas (Average)
Requires: Craft Trap 10
Ingredients: 3 Choking Powders

Gas (Major)
Requires: Craft Trap 15
Ingredients: 5 Choking Powders

Gas (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Choking Powders

Holy (Minor)
Requires: Craft Trap 5
Ingredients: Holy Water

Holy (Average)
Requires: Craft Trap 10
Ingredients: 3 Holy Waters

Holy (Major)
Requires: Craft Trap 15
Ingredients: 5 Holy Waters

Holy (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Holy Waters

Negative Energy (Minor)
Requires: Craft Trap 5
Ingredients: Obsidian

Negative Energy (Average)
Requires: Craft Trap 10
Ingredients: 3 Obsidian

Negative Energy (Major)
Requires: Craft Trap 15
Ingredients: 5 Obsidian

Negative Energy (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Obsidian

Sonic (Minor)
Requires: Craft Trap 5
Ingredients: Thunderstone

Sonic (Average)
Requires: Craft Trap 10
Ingredients: 3 Thunderstones

Sonic (Major)
Requires: Craft Trap 15
Ingredients: 5 Thunderstones

Sonic (Deadly)
Requires: Craft Trap 5
Ingredients: 7 Thunderstones

Spike (Minor)
Requires: Craft Trap 5
Ingredients: Dagger

Spike (Average)
Requires: Craft Trap 10
Ingredients: 3 Daggers

Spike (Major)
Requires: Craft Trap 15
Ingredients: 5 Daggers

Spike (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Daggers

Tangle (Minor)
Requires: Craft Trap 5
Ingredients: Tanglefoot Bag

Tangle (Average)
Requires: Craft Trap 10
Ingredients: 3 Tanglefoot Bags

Tangle (Major)
Requires: Craft Trap 15
Ingredients: 5 Tanglefoot Bags

Tangle (Deadly)
Requires: Craft Trap 20
Ingredients: 7 Tanglefoot Bags
Weapons
***These use the Blacksmith Workbench and require the appropriate mold***

Craft Weapon skill rank required:

Arrow/Bolt/Bullet: 2
Bow: 2
Simple: 2
Sling: 2
Crossbow: 5
Martial: 5
Exotic: 8
Iron: +0
Leather Hide: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5 (grants a bonus enchantment slot due to being the 'best' wood for ranged weapons - see tcc_config)
Shederran: +5
Darksteel: +10
Mithral: +10
Zalantar: +10 (grants a bonus enchantment slot due to being the 'best' wood for melee weapons - see tcc_config)
Salamander Hide: +12
Winter Wolf Hide: +12
Adamantine: +15 (grants a bonus enchantment slot due to being the 'best' metal for weapons - see tcc_config)
Ironwood: +15 (not found in NWN2, but exists in the game files)

NOTE: Crafting with exotic materials has side-effects. Please read the Exotic Materials guide section.

Salamander Hide: Sling
Winter Wolf Hide: Sling

Adamantine: Metal Weapons
Darksteel: Metal Weapons
Alchemical Silver: Metal Weapons
Cold Iron: Metal Weapons
Mithral: Metal Weapons

Duskwood: Bow, Club, Crossbow, Quarterstaff, Spear
Ironwood: Club, Quarterstaff, Spear
Shederran: Bow, Crossbow
Zalantar: Bow, Club, Crossbow, Quarterstaff, Spear
ITEM ENCHANTING RECIPES:
The following recipe groups are for item enchanting.

Using this kind of recipes you enchant existing items, not create new items.

Item enchanting requires a feat Craft Magical Arms and Armor, an item to enchant, some crafting materials and a spell to be applied on target item and materials to enchant the item.

Enchanting requires magical workbench.

Recipe groups are listed in alphabetic order.
Armor [Basic]
Base Armor Enchantment +1: Armor gains +1 Enhancement bonus
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Mage Armor or Magic Vestment

Base Armor Enchantment +2: Armor gains +2 Enhancement bonus
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Diamond
Spell: Mage Armor or Magic Vestment

Base Armor Enchantment +3: Armor gains a +3 Enhancement bonus
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Earth Essence + Emerald
Spell: Mage Armor or Magic Vestment

Base Armor Enchantment +4: Armor gains a +4 Enhancement bonus
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Earth Essence + Star Sapphire
Spell: Mage Armor or Magic Vestment

Base Armor Enchantment +5: Armor gains a +5 Enhancement bonus
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Earth Essence + Blue Diamond
Spell: Mage Armor or Magic Vestment
Armor [Elemental]
Armor of Acid Resistance: Acid Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Jacinth
Spell: Resist Energy/Elements

Armor of Acid Resistance (Improved): Acid Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Rogue Stone
Spell: Resist Energy/Elements

Armor of Acid Resistance (Greater): Acid Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + King's Tear
Spell: Resist Energy/Elements

Armor of Cold Resistance: Cold Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Jacinth
Spell: Resist Energy/Elements

Armor of Cold Resistance (Improved): Cold Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Rogue Stone
Spell: Resist Energy/Elements

Armor of Cold Resistance (Greater): Cold Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + King's Tear
Spell: Resist Energy/Elements

Armor of Electricity Resistance: Electricity Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Jacinth
Spell: Resist Energy/Elements

Armor of Electricity Resistance (Improved): Electricity Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Rogue Stone
Spell: Resist Energy/Elements

Armor of Electricity Resistance (Greater): Electricity Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + King's Tear
Spell: Resist Energy/Elements

Armor of Fire Resistance: Fire Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Fire Essence + Jacinth
Spell: Resist Energy/Elements

Armor of Fire Resistance (Improved): Fire Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Rogue Stone
Spell: Resist Energy/Elements

Armor of Fire Resistance (Greater): Fire Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + King's Tear
Spell: Resist Energy/Elements

Armor of Sonic Resistance: Sonic Resistance 10
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Jacinth
Spell: Resist Energy/Elements

Armor of Sonic Resistance (Improved): Sonic Resistance 20
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Rogue Stone
Spell: Resist Energy/Elements

Armor of Sonic Resistance (Greater): Sonic Resistance 30
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + King's Tear
Spell: Resist Energy/Elements
Armor [Other]
Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Jacinth
Spell: Protection from Arrows

Armor of Spell Resistance: Spell Resistance 14
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
Spell: Spell Resistance

Armor of Spell Resistance (Improved): Spell Resistance 18
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Spell Resistance

Armor of Spell Resistance (Greater): Spell Resistance 22
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
Spell: Spell Resistance

Damage Resistance (Magical): 5
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Faint Fire Essence + Star Sapphire
Spell: Stoneskin

Damage Resistance (Magical): 10
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Weak Fire Essence + Blue Diamond
Spell: Stoneskin

Damage Resistance (Magical): 15
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Glowing Fire Essence + Beljuril
Spell: Stoneskin

Damage Resistance (Magical): 20
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + King's Tear
Spell: Stoneskin

Fortified Armor: Immunity to Critical Hits and Sneak Attack
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Radiant Earth Essence + Blue Diamond
Spell: Clairaudience/Clairvoyance

Shadowy Armor: +5 competence bonus on Hide checks
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Invisibility

Shadowy Armor (Improved): +10 competence bonus on Hide checks
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Invisibility

Shadowy Armor (Greater): +15 competence bonus on Hide checks
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Blue Diamond
Spell: Invisibility

Silent Armor: +5 competence bonus on Move Silently checks
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Fire Opal
Spell: Silence

Silent Armor (Improved): +10 competence bonus on Move Silently checks
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Silence

Silent Armor (Greater): +15 competence bonus on Move Silently checks
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Blue Diamond
Spell: Silence

Spell Failure Reduction (5%)
Requires: Caster Level 1, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Faint Earth Essence + Aventurine
Spell: Ethereal Visage

Spell Failure Reduction (10%)
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Faint Earth Essence + Aventurine
Spell: Ethereal Visage

Spell Failure Reduction (15%)
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Faint Earth Essence +
Faint Power Essence + Aventurine
Spell: Ethereal Visage

Spell Failure Reduction (20%)
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Weak Earth Essence + Aventurine
Spell: Ethereal Visage

Spell Failure Reduction (25%)
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + Weak Earth Essence + Sapphire
Spell: Ethereal Visage

Spell Failure Reduction (30%)
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + Weak Earth Essence +
Weak Power Essence + Sapphire
Spell: Ethereal Visage

Spell Failure Reduction (35%)
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + Glowing Earth Essence + Sapphire
Spell: Ethereal Visage

Spell Failure Reduction (40%)
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Glowing Earth Essence + Star Sapphire
Spell: Ethereal Visage

Spell Failure Reduction (45%)
Requires: Caster Level 17, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Glowing Earth Essence +
Glowing Power Essence + Star Sapphire
Spell: Ethereal Visage

Spell Failure Reduction (50%)
Requires: Caster Level 19, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Earth Essence + Star Sapphire
Spell: Ethereal Visage
Armor [Disabled]
These Damage Resistance Recipes don't work due to a bug in NWN2's core code and were disabled in the crafting.2da.


Damage Resistance (Bludgeoning): 5
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Faint Earth Essence + Star Sapphire
Spell: Stoneskin

Damage Resistance (Bludgeoning): 10
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Weak Earth Essence + Blue Diamond
Spell: Stoneskin

Damage Resistance (Bludgeoning): 15
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Glowing Earth Essence + Beljuril
Spell: Stoneskin

Damage Resistance (Bludgeoning): 20
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Earth Essence + King's Tear
Spell: Stoneskin

Damage Resistance (Piercing): 5
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Faint Water Essence + Star Sapphire
Spell: Stoneskin

Damage Resistance (Piercing): 10
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Weak Water Essence + Blue Diamond
Spell: Stoneskin

Damage Resistance (Piercing): 15
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Glowing Water Essence + Beljuril
Spell: Stoneskin

Damage Resistance (Piercing): 20
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Water Essence + King's Tear
Spell: Stoneskin

Damage Resistance (Slashing): 5
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Faint Air Essence + Star Sapphire
Spell: Stoneskin

Damage Resistance (Slashing): 10
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Weak Air Essence + Blue Diamond
Spell: Stoneskin

Damage Resistance (Slashing): 15
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Glowing Air Essence + Beljuril
Spell: Stoneskin

Damage Resistance (Slashing): 20
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Air Essence + King's Tear
Spell: Stoneskin
Armor and Weapon [Cast spell on hit]
Weapons cast the spell on a successful attack while Armor casts it when an
enemy successfully hits you.

The recipes follow the following formula:

R.Earth = Armor Recipe
R.Air = Weapon Recipe
R.Power = All Recipes
R.Fire = Arcane spell
R.Water = Divine spell
G.Water + G.Fire = Cross-type spell

Arcane gems:

Alexandrite
Sapphire
Star Sapphire
Blue Diamond
Beljuril

Divine Gems:

Topaz
Obsidian
Diamond
Canary Diamond
King's Tear

Cross-type Gems:

Fire Agate
Fire Opal
Ruby
Jacinth
Rogue Stone

Spell cast at level 04: Alexandrite/Topaz/Fire Agate
Spell cast at level 08: Sapphire/Obsidian/Fire Opal
Spell cast at level 12: Star Sapphire/Diamond/Ruby
Spell cast at level 16: Blue Diamond/Canary Diamond/Jacinth
Spell cast at level 20: Beljuril/King's Tear/Rogue Stone

Caster Level requirement = Spell level.

Available Weapon Spells:

Banishment (Cross-Type)
Bestow Curse (Cross-Type)
Combust (Arcane)
Contagion (Cross-Type)
Crumble (Divine)
Enervation (Arcane)
Feeblemind (Arcane)
Harm (Divine)
Inflict Minor Wounds (Divine)
Inflict Light Wounds (Divine)
Inflict Moderate Wounds (Divine)
Inflict Serious Wounds (Divine)
Inflict Critical Wounds (Divine)
Lesser Spell Breach (Arcane)
Phantasmal Killer (Arcane)
Poison (Divine)
Vampiric Touch (Arcane)

Available Armor Spells:

Combust (Arcane)
Contagion (Cross-Type)
Enervation (Arcane)
Entangle (Divine)
Fear (Arcane)
Inflict Minor Wounds (Divine)
Inflict Light Wounds (Divine)
Inflict Moderate Wounds (Divine)
Inflict Serious Wounds (Divine)
Inflict Critical Wounds (Divine)
Poison (Divine)
Quillfire (Divine)
Shocking Grasp (Arcane)
Sound Burst (Cross-Type)
Stonehold (Divine)
Web (Arcane)

Examples;
Weapon Casting Inflict Critical at level 8 = Air4 + Power4 + Water4 + Obsidian
Armor Casting Inflict Critical at level 12 = Earth4 + Power4 + Water4 + Diamond
Weapon Casting Contagion at level 16 = Air4 + Fire3 + Power4 + Water3 + Jacinth
Armor Casting Contagion at level 20 = Earth4 + Fire3 + Power4 + Water3 + Rogue Stone
Weapon Casting Enervation at level 12 = Air4 + Fire4 + Power4 + Star Sapphire
Armor Casting Enervation at level 16 = Earth4 + Fire4 + Power4 + Blue Diamond
Gloves [Basic]
Attack +1
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Bless or True Strike

Attack +2
Requires: Caster Level 6, Craft Wondrous Items feat
Ingredients: Faint Fire Essence + Diamond
Spell: Bless or True Strike

Attack +3
Requires: Caster Level 9, Craft Wondrous Items feat
Ingredients: Weak Fire Essence + Faint Power Essence + Emerald
Spell: Bless or True Strike

Attack +4
Requires: Caster Level 12, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + Weak Power Essence + Star Sapphire
Spell: Bless or True Strike

Attack +5
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + Glowing Power Essence + Blue Diamond
Spell: Bless or True Strike
Gloves [Elemental]
Acid: +2 Acid Damage
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Earth Essence + Emerald
Spell: Acid Splash

Acid: +1d6 Acid Damage
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Weak Earth Essence + Emerald
Spell: Acid Splash

Acid: +1d10 Acid Damage
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Acid Splash

Acid: +2d6 Acid Damage
Requires: Caster Level 20, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Emerald
Spell: Acid Splash

Flaming: +2 Fire Damage
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Fire Essence + Ruby
Spell: Burning Hands or Flame Strike

Flaming: +1d6 Fire Damage
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Weak Fire Essence + Ruby
Spell: Burning Hands or Flame Strike

Flaming: +1d10 Fire Damage
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + Ruby
Spell: Burning Hands or Flame Strike

Flaming: +2d6 Fire Damage
Requires: Caster Level 20, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Ruby
Spell: Burning Hands or Flame Strike

Frost: +2 Cold Damage
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Water Essence + Sapphire
Spell: Ice storm

Frost: +1d6 Cold Damage
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Weak Water Essence + Sapphire
Spell: Ice storm

Frost: +1d10 Cold Damage
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Water Essence + Sapphire
Spell: Ice storm

Frost: +2d6 Cold Damage
Requires: Caster Level 20, Craft Wondrous Items feat
Ingredients: Radiant Water Essence + Sapphire
Spell: Ice storm

Shock: +2 Electricity Damage
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Air Essence + Diamond
Spell: Call Lightning or Shocking Grasp

Shock: +1d6 Electricity Damage
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Weak Air Essence + Diamond
Spell: Call Lightning or Shocking Grasp

Shock: +1d10 Electricity Damage
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Air Essence + Diamond
Spell: Call Lightning or Shocking Grasp

Shock: +2d6 Electricity Damage
Requires: Caster Level 20, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Diamond
Spell: Call Lightning or Shocking Grasp

Sonic: +2 Sonic Damage
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic: +1D6 Sonic Damage
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Weak Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic: +1D10 Sonic Damage
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic: +2D6 Sonic Damage
Requires: Caster Level 20, Craft Wondrous Items feat
Ingredients: Radiant Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst
Gloves [Misc]
Anarchic: +2d6 Damage against Lawful creatures
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Faint Air Essence + Faint Power Essence + Canary Diamond
Spell: Inflict Critical Wounds

Arrow Deflecting: Grants Deflect Arrows as a bonus feat
Requires: Caster Level 5, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Weak Air Essence + Jacinth
Spell: Protection from Arrows

Axiomatic: +2d6 Damage against Chaotic creatures
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Faint Earth Essence + Faint Power Essence + Jacinth
Spell: Inflict Critical Wounds

Defending: Adds +1 Deflection AC Bonus
Requires: Caster Level 8, Craft Wondrous Items feat
Ingredients: Weak Earth Essence + Diamond
Spell: Mage Armor or Shield of Faith

Defending (Improved): Adds +2 Deflection AC Bonus
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Mage Armor or Shield of Faith

Defending (Greater): Adds +3 Deflection AC Bonus
Requires: Caster Level 12, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Mage Armor or Shield of Faith

Holy: +2d6 Damage against Evil creatures
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Faint Water Essence + Diamond
Spell: Cure Critical Wounds

Hunting: +2d6 Damage against Beasts
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Faint Water Essence + Star Sapphire
Spell: Light

Unholy: +2d6 Damage against Good creatures
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Faint Fire Essence + Star Sapphire
Spell: Inflict Critical Wounds

Vampiric: Vampiric Regeneration 1
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Power Essence + Weak Fire Essence + Ruby
Spell: Enervation

Vampiric (Improved): Vampiric Regeneration 3
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Power Essence + Glowing Fire Essence + Canary Diamond
Spell: Enervation

Vampiric (Greater): Vampiric Regeneration 5
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
Spell: Enervation
Gloves [On-Hit]
linding: Blind (DC 20)
Requires: Caster Level 12, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Blindness and Deafness

Dazing: Daze (DC 20)
Requires: Caster Level 13, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Power Essence + Diamond
Spell: Daze

Dispelling: Greater Dispel (DC 20)
Requires: Caster Level 16, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Radiant Power Essence + Diamond
Spell: Greater Dispel Magic

Frightening: Fear (DC 20)
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Diamond
Spell: Fear

Jinxing: Doom (DC 20, 100% / 2 Rounds)
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + Glowing Power Essence +
Glowing Water Essence + Bloodstone
Spell: Doom

Level Draining: Level Drain (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Beljuril
Spell: Energy Drain

Paralyzing: Hold (DC 20)
Requires: Caster Level 16, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Power Essence + Diamond
Spell: Hold Monster

Silencing: Silence (DC 20)
Requires: Caster Level 13, Craft Wondrous Items feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Diamond
Spell: Silence

Slaying (Animals): Slay Animal (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Beasts): Slay Beast (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Dwarves): Slay Dwarves (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Fire Essence + Radiant Power Essence +
+ Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Elementals): Slay Elemental (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Elves): Slay Elves (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Fire Essence
+ Radiant Power Essence + Radiant Water Essence
+ Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Giants): Slay Giant (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Fire Essence +
Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Humans): Slay Human (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Half-Elves): Slay Half-Elves (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Power Essence + Radiant Water Essence
+ Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Orcs): Slay Orc (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Fire Essence +
Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Outsiders): Slay Outsider (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Air Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying (Undead): Slay Undead (DC 20)
Requires: Caster Level 18, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Fire Essence +
Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Undeath to Death

Slowing: Slow (DC 20)
Requires: Caster Level 10, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Slow

Stunning: Stun (DC 20)
Requires: Caster Level 17, Craft Wondrous Items feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Power Word Stun

Wounding: Wound (DC=20)
Requires: Caster Level 14, Craft Wondrous Items feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth
Spell: Harm
Universal [Attributes]
Charisma +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Water Essence + Diamond
Spell: Eagle's Splendor

Charisma +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Eagle's Splendor

Charisma +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Water Essence + Rogue Stone
Spell: Eagle's Splendor

Charisma +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Eagle's Splendor

Constitution +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Earth Essence + Diamond
Spell: Bear's Endurance

Constitution +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Earth Essence + Jacinth
Spell: Bear's Endurance

Constitution +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Earth Essence + Rogue Stone
Spell: Bear's Endurance

Constitution +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Earth Essence + Beljuril
Spell: Bear's Endurance

Dexterity +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Air Essence + Diamond
Spell: Cat's Grace

Dexterity +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Air Essence + Star Sapphire
Spell: Cat's Grace

Dexterity +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Air Essence + Rogue Stone
Spell: Cat's Grace

Dexterity +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Air Essence + Beljuril
Spell: Cat's Grace

Intelligence +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Fire Essence + Diamond
Spell: Fox's Cunning

Intelligence +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Fire Essence + Star Sapphire
Spell: Fox's Cunning

Intelligence +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Fire Essence + Rogue Stone
Spell: Fox's Cunning

Intelligence +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Fire Essence + Beljuril
Spell: Fox's Cunning

Strength +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Fire Essence + Rogue Stone
Spell: Bull's Strength

Strength +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Fire Essence + Blue Diamond
Spell: Bull's Strength

Strength +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Fire Essence + Beljuril
Spell: Bull's Strength

Strength +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Fire Essence + King's Tear
Spell: Bull's Strength

Wisdom +2
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Water Essence + Diamond
Spell: Owl's Wisdom

Wisdom +4
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Owl's Wisdom

Wisdom +6
Requires: Caster Level 14, appropriate Craft feat
Ingredients: Glowing Water Essence + Rogue Stone
Spell: Owl's Wisdom

Wisdom +8
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Owl's Wisdom
Universal [Bonus Spell Slots]
Bonus Spell Slot (Bard Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Air Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Bard Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Bard Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Faint Power Essence + Canary Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Bard Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Air Essence + Weak Power Essence + Star Sapphire
Spell: Eagle's Splendor

Bonus Spell Slot (Bard Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Blue Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Cleric Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Water Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Cleric Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Water Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Cleric Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Water Essence + Faint Power Essence + Canary Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Cleric Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Water Essence + Weak Power Essence + Star Sapphire
Spell: Owl's Wisdom

Bonus Spell Slot (Cleric Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Water Essence + Glowing Power Essence + Blue Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Druid Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Druid Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Earth Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Druid Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Earth Essence + Faint Power Essence + Canary Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Druid Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Earth Essence + Weak Power Essence + Star Sapphire
Spell: Owl's Wisdom

Bonus Spell Slot (Druid Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Earth Essence + Glowing Power Essence + Blue Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Favored Soul Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Water Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Favored Soul Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Water Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Favored Soul Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Water Essence + Faint Power Essence + Canary Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Favored Soul Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Water Essence + Weak Power Essence + Star Sapphire
Spell: Eagle's Splendor

Bonus Spell Slot (Favored Soul Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Water Essence + Glowing Power Essence + Blue Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Sorcerer Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Sorcerer Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Fire Essence + Obsidian
Spell: Eagle's Splendor

Bonus Spell Slot (Sorcerer Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Fire Essence + Faint Power Essence + Canary Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Sorcerer Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Fire Essence + Weak Power Essence + Star Sapphire
Spell: Eagle's Splendor

Bonus Spell Slot (Sorcerer Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Fire Essence + Glowing Power Essence + Blue Diamond
Spell: Eagle's Splendor

Bonus Spell Slot (Spirit Shaman Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Air Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Spirit Shaman Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Obsidian
Spell: Owl's Wisdom

Bonus Spell Slot (Spirit Shaman Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Faint Power Essence + Canary Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Spirit Shaman Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Air Essence + Weak Power Essence + Star Sapphire
Spell: Owl's Wisdom

Bonus Spell Slot (Spirit Shaman Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Blue Diamond
Spell: Owl's Wisdom

Bonus Spell Slot (Wizard Level 1)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Faint Air Essence + Obsidian
Spell: Fox's Cunning

Bonus Spell Slot (Wizard Level 2)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Obsidian
Spell: Fox's Cunning

Bonus Spell Slot (Wizard Level 3)
Requires: Caster Level 8, appropriate Craft feat
Ingredients: Weak Air Essence + Faint Power Essence + Canary Diamond
Spell: Fox's Cunning

Bonus Spell Slot (Wizard Level 4)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Glowing Air Essence + Weak Power Essence + Star Sapphire
Spell: Fox's Cunning

Bonus Spell Slot (Wizard Level 5)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Blue Diamond
Spell: Fox's Cunning
Universal [Feats]
Arcane Defense (Abjuration)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Air Essence + Weak Earth Essence +
Radiant Power Essence + Phenalope
Spell: Identify

Arcane Defense (Conjuration)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Earth Essence + Weak Fire Essence +
Radiant Power Essence + Phenalope
Spell: Identify

Arcane Defense (Divination)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Air Essence + Radiant Power Essence +
Weak Water Essence + Phenalope
Spell: Identify

Arcane Defense (Enchantment)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Weak Air Essence + Glowing Fire Essence +
Radiant Power Essence + Phenalope
Spell: Identify

Arcane Defense (Evocation)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Fire Essence + Radiant Power Essence +
Weak Water Essence + Phenalope
Spell: Identify

Arcane Defense (Illusion)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Weak Air Essence + Radiant Power Essence +
Glowing Water Essence + Phenalope
Spell: Identify

Arcane Defense (Necromancy)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Earth Essence + Radiant Power Essence +
Weak Water Essence + Phenalope
Spell: Identify

Arcane Defense (Transmutation)
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Weak Air Essence + Glowing Earth Essence +
Radiant Power Essence + Phenalope
Spell: Protection from Spells

Blind Fighting
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Power Essence + Beljuril
Spell: Blindsight

Cleave
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Fire Essence + Rogue Stone
Spell: Keen Edge

Dash
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Air Essence + Beljuril
Spell: Expeditious Retreat

Dodge
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Water Essence + Rogue Stone
Spell: Cat's Grace

Spell Penetration
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Power Essence + Rogue Stone
Spell: Assay Resistance

Spell Focus (Abjuration)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Air Essence + Weak Earth Essence +
Radiant Power Essence + Fire Agate
Spell: Identify

Spell Focus (Conjuration)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Earth Essence + Weak Fire Essence +
Radiant Power Essence + Fire Agate
Spell: Identify

Spell Focus (Divination)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Air Essence + Radiant Power Essence +
Weak Water Essence + Fire Agate
Spell: Identify

Spell Focus (Enchantment)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Weak Air Essence + Glowing Fire Essence +
Radiant Power Essence + Fire Agate
Spell: Identify

Spell Focus (Evocation)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Fire Essence + Radiant Power Essence +
Weak Water Essence + Fire Agate
Spell: Identify

Spell Focus (Illusion)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Weak Air Essence + Radiant Power Essence +
Glowing Water Essence + Fire Agate
Spell: Identify

Spell Focus (Necromancy)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Earth Essence + Radiant Power Essence +
Weak Water Essence + Fire Agate
Spell: Identify

Spell Focus (Transmutation)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Earth Essence + Radiant Power Essence +
Weak Air Essence + Fire Agate
Spell: Identify

Toughness
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Earth Essence + Beljuril
Spell: Flesh to Stone
Universal [Regeneration & Resistance]
Regeneration +1
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Water Essence + Bloodstone
Spell: Regenerate

Regeneration +2
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Faint Earth Essence + Weak Water Essence + Obsidian
Spell: Regenerate

Regeneration +3
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Weak Earth Essence + Glowing Water Essence + Emerald
Spell: Regenerate

Regeneration +4
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Glowing Earth Essence + Radiant Water Essence + Canary Diamond
Spell: Regenerate

Regeneration +5
Requires: Caster Level 19, appropriate Craft feat
Ingredients: Radiant Earth Essence + Radiant Water Essence + Beljuril
Spell: Regenerate

Resistance +1
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Protection from Energy

Resistance +2
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Earth Essence + Diamond
Spell: Protection from Energy

Resistance +3
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Weak Earth Essence + Canary Diamond
Spell: Protection from Energy

Resistance +4
Requires: Caster Level 12, appropriate Craft feat
Ingredients: Glowing Earth Essence + Jacinth
Spell: Protection from Energy

Resistance +5
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Protection from Energy
Universal [Limitations]
Only usable by: Barbarian
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Earth Essence + Amethyst
Spell: Mind Fog

Only usable by: Bard
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Power Essence + Amethyst
Spell: Mind Fog

Only usable by: Chaotic
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Water Essence + Aventurine
Spell: Protection from Good

Only usable by: Cleric
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Water Essence + Amethyst
Spell: Mind Fog

Only usable by: Druid
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Water Essence + Phenalope
Spell: Mind Fog

Only usable by: Evil
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Earth Essence + Aventurine
Spell: Protection from Good

Only usable by: Favored Soul
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Water Essence + Fire Agate
Spell: Mind Fog

Only usable by: Fighter
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Earth Essence + Phenalope
Spell: Mind Fog

Only usable by: Good
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Fire Essence + Aventurine
Spell: Protection from Evil

Only usable by: Lawful
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Air Essence + Aventurine
Spell: Protection from Evil

Only usable by: Monk
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Power Essence + Fire Agate
Spell: Mind Fog

Only usable by: Paladin
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Earth Essence + Fluorspar
Spell: Mind Fog

Only usable by: Ranger
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Air Essence + Amethyst
Spell: Mind Fog

Only usable by: Rogue
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Air Essence + Phenalope
Spell: Mind Fog

Only usable by: Sorcerer
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Fire Essence + Amethyst
Spell: Mind Fog

Only usable by: Spirit Shaman
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Air Essence + Fire Agate
Spell: Mind Fog

Only usable by: Warlock
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Power Essence + Phenalope
Spell: Mind Fog

Only usable by: Wizard
Requires: Caster Level 6, appropriate Craft feat
Ingredients: Faint Fire Essence + Phenalope
Spell: Mind Fog
Universal [Skills]
Required Spell: Legend Lore
Required Caster Level: 6/12/18

Skills have been separated into 6 groups; Dialog, Physical-Natural, Physical-Skilled,
Physical-Complex, Mental, and Crafting.

Dialog: Bluff/Diplomacy/Intimidate/Taunt
Physical-N: Listen/Search/Spot/Survival
Physical-S: Heal/Hide/M.Silently/Parry/Tumble
Physical-C: D.Device/O.Locks/Perform/S.Trap/SoH
Mental: Appraise/Concentration/Lore/Spellcraft/UMD
Crafting: C.Alchemy/C.Armor/C.Trap/C.Weapon

Each group uses a different set of gems.

Dialog: Topaz/Diamond/C.Diamond
Physical-N: Greenstone/Bloodstone/Obsidian
Physical-S: Aventurine/Sapphire/S.Sapphire
Physical-C: Amethyst/Garnet/Ruby
Mental: F.Agate/F.Opal/Jacinth
Crafting: Malachite/Alexandrite/Emerald

Each skill is associated with a specific essence.

Bluff: Water
Diplomacy: Air
Intimidate: Power
Taunt: Fire

Listen: Air
Search: Water
Spot: Fire
Survival: Earth

Heal: Power
Hide: Air
Move Silently: Water
Parry: Fire
Tumble: Earth

Disable Device: Fire
Open Locks: Power
Perform: Water
Set Trap: Earth
Sleight of Hand: Air

Appraise: Water
Concentration: Earth
Lore: Air
Spellcraft: Fire
Use Magic Device: Power

Craft Alchemy: Power
Craft Armor: Earth
Craft Trap: Fire
Craft Weapon: Water

Each level (+4/+8/+12) uses one essence at the required level.

+4: Weak
+6: Glowing
+12: Radiant

Use the above information to determine the exact recipe required.

Examples;
Topaz + W.Water = Bluff +4
Bloodstone + G.Fire = Spot +8
Aventurine + W.Fire = Parry +4
Garnet + G.Power = Open Locks +8
Jacinth + R.Power = UMD +12
Malachite + W.Fire = Craft Trap +4
Universal [Spells]
Animate Dead (1/Day)
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Radiant Earth Essence + Faint Power Essence + Obsidian
Spell: Animate Dead

Assay Resistance (2/Day)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Radiant Fire Essence + Weak Power Essence + Obsidian
Spell: Assay Resistance

Bless (3/Day)
Requires: Caster Level 2, appropriate Craft feat
Ingredients: Radiant Earth Essence + Glowing Power Essence + Canary Diamond
Spell: Bless

Call Lightning (2/Day)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Radiant Air Essence + Weak Power Essence + Canary Diamond
Spell: Call Lightning

Chain Lightning (1/Day)
Requires: Caster Level 20, appropriate Craft feat
Ingredients: Radiant Air Essence + Faint Power Essence + Sapphire
Spell: Chain Lightning

Charm Monster (3/Day)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Glowing Power Essence + Radiant Water Essence + Sapphire
Spell: Charm Monster

Control Undead (3/Day)
Requires: Caster Level 20, appropriate Craft feat
Ingredients: Radiant Earth Essence + Glowing Power Essence + Obsidian
Spell: Control Undead

Cure Critical Wounds (2/Day)
Requires: Caster Level 15, appropriate Craft feat
Ingredients: Weak Power Essence + Radiant Water Essence + Diamond
Spell: Cure Critical Wounds

Death Ward (3/Day)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Canary Diamond
Spell: Death Ward

Dispel Magic (3/Day)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Radiant Fire Essence + Glowing Power Essence + Sapphire
Spell: Dispel Magic

Dominate Monster (1/Day)
Requires: Caster Level 17, appropriate Craft feat
Ingredients: Radiant Earth Essence + Faint Power Essence + Sapphire
Spell: Dominate Monster

Fire Storm (1/Day)
Requires: Caster Level 18, appropriate Craft feat
Ingredients: Radiant Fire Essence + Faint Power Essence + Fire Agate
Spell: Fire Storm

Fireball (3/Day)
Requires: Caster Level 10, appropriate Craft feat
Ingredients: Radiant Fire Essence + Glowing Power Essence + Fire Opal
Spell: Fireball

Flame Strike (2/Day)
Requires: Caster Level 18, appropriate Craft feat
Ingredients: Radiant Fire Essence + Weak Power Essence + Fire Opal
Spell: Flame Strike

Haste: Haste (3/day)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Blue Diamond
Spell: Haste

Heal (1/Day)
Requires: Caster Level 11, appropriate Craft feat
Ingredients: Faint Power Essence + Radiant Water Essence + Canary Diamond
Spell: Heal

Hold Monster (3/Day)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Radiant Earth Essence + Glowing Power Essence + Star Sapphire
Spell: Hold Monster

Hold Person (3/Day)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Obsidian
Spell: Hold Person

Identify (3/Day)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Radiant Power Essence + Beljuril
Spell: Identify

Invisibility (3/Day)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Radiant Air Essence + Glowing Power Essence + Rogue Stone
Spell: Invisibility

Invisibility Purge (3/Day)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Glowing Power Essence + Radiant Water Essence + Rogue Stone
Spell: Invisibility Purge

Iron Body (1/Day)
Requires: Caster Level 20, appropriate Craft feat
Ingredients: Radiant Earth Essence + Faint Power Essence + Obsidian
Spell: Iron Body

Magic Missile (3/Day)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Fire Essence + Glowing Power Essence + Star Sapphire
Spell: Magic Missile

Mordenkainen's Sword (1/Day)
Requires: Caster Level 18, appropriate Craft feat
Ingredients: Radiant Earth Essence + Faint Power Essence + Jacinth
Spell: Mordenkainen's Sword

Stoneskin (1/Day)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Radiant Earth Essence + Faint Power Essence + Blue Diamond
Spell: Stoneskin
Universal [Visuals]
Blue Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Sapphire
Spell: Flare or Searing Light

Blue Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Sapphire
Spell: Flare or Searing Light

Blue Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Sapphire
Spell: Flare or Searing Light

Blue Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Sapphire
Spell: Flare or Searing Light

Green Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Emerald
Spell: Flare or Searing Light

Green Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Emerald
Spell: Flare or Searing Light

Green Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Emerald
Spell: Flare or Searing Light

Green Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Emerald
Spell: Flare or Searing Light

Orange Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Fire Opal
Spell: Flare or Searing Light

Orange Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Fire Opal
Spell: Flare or Searing Light

Orange Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Fire Opal
Spell: Flare or Searing Light

Orange Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Fire Opal
Spell: Flare or Searing Light

Purple Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Phenalope
Spell: Flare or Searing Light

Purple Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Phenalope
Spell: Flare or Searing Light

Purple Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Phenalope
Spell: Flare or Searing Light

Purple Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Phenalope
Spell: Flare or Searing Light

Red Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Garnet
Spell: Flare or Searing Light

Red Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Garnet
Spell: Flare or Searing Light

Red Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Garnet
Spell: Flare or Searing Light

Red Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Garnet
Spell: Flare or Searing Light

White Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Diamond
Spell: Flare or Searing Light

White Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Diamond
Spell: Flare or Searing Light

White Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Diamond
Spell: Flare or Searing Light

White Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Diamond
Spell: Flare or Searing Light

Yellow Light (Dim)
Requires: Caster Level 5, appropriate Craft feat
Ingredients: Weak Power Essence + Topaz
Spell: Flare or Searing Light

Yellow Light (Faint)
Requires: Caster Level 3, appropriate Craft feat
Ingredients: Faint Power Essence + Topaz
Spell: Flare or Searing Light

Yellow Light (Glowing)
Requires: Caster Level 7, appropriate Craft feat
Ingredients: Glowing Power Essence + Topaz
Spell: Flare or Searing Light

Yellow Light (Radiant)
Requires: Caster Level 9, appropriate Craft feat
Ingredients: Radiant Power Essence + Topaz
Spell: Flare or Searing Light
Weapons [Ammo]
Bludgeoning Damage +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Magic Missile

Bludgeoning Damage +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Diamond
Spell: Magic Missile

Bludgeoning Damage +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Obsidian
Spell: Magic Missile

Bludgeoning Damage +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Diamond
Spell: Magic Missile

Bludgeoning Damage +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Magic Missile

Magic Damage +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Obsidian
Spell: Magic Missile

Magic Damage +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Diamond
Spell: Magic Missile

Magic Damage +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Obsidian
Spell: Magic Missile

Magic Damage +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Diamond
Spell: Magic Missile

Magic Damage +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Emerald
Spell: Magic Missile

Piercing Damage +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Magic Missile

Piercing Damage +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Fire Essence + Diamond
Spell: Magic Missile

Piercing Damage +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Obsidian
Spell: Magic Missile

Piercing Damage +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Diamond
Spell: Magic Missile

Piercing Damage +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Emerald
Spell: Magic Missile

Slashing Damage +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Obsidian
Spell: Magic Missile

Slashing Damage +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Diamond
Spell: Magic Missile

Slashing Damage +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Obsidian
Spell: Magic Missile

Slashing Damage +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Diamond
Spell: Magic Missile

Slashing Damage +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + Emerald
Spell: Magic Missile
Weapons [Basic]
Base Weapon Enchantment +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Obsidian
Spell: Greater Magic Weapon

Base Weapon Enchantment +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Diamond
Spell: Greater Magic Weapon

Base Weapon Enchantment +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Emerald
Spell: Greater Magic Weapon

Base Weapon Enchantment +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Greater Magic Weapon

Base Weapon Enchantment +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond
Spell: Greater Magic Weapon
Weapons [Elemental]
Acid Weapon: +2 Acid Damage
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Earth Essence + Emerald
Spell: Melf's Acid Arrow

Acid Weapon: +1d6 Acid Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Emerald
Spell: Melf's Acid Arrow

Acid Weapon: +1d10 Acid Damage
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Melf's Acid Arrow

Acid Weapon: +2d6 Acid Damage
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Emerald
Spell: Melf's Acid Arrow

Flaming Weapon: +2 Fire Damage
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Fire Essence + Ruby
Spell: Fireball or Flame Strike

Flaming Weapon: +1d6 Fire Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Ruby
Spell: Fireball or Flame Strike

Flaming Weapon: +1d10 Fire Damage
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Ruby
Spell: Fireball or Flame Strike

Flaming Weapon: +2d6 Fire Damage
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Fire Essence + Ruby
Spell: Fireball or Flame Strike

Frost Weapon: +2 Cold Damage
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Sapphire
Spell: Ice storm

Frost Weapon: +1d6 Cold Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Sapphire
Spell: Ice storm

Frost Weapon: +1d10 Cold Damage
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Water Essence + Sapphire
Spell: Ice storm

Frost Weapon: +2d6 Cold Damage
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Water Essence + Sapphire
Spell: Ice storm

Shock Weapon: +2 Electricity Damage
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Diamond
Spell: Call Lightning or Lightning Bolt

Shock Weapon: +1d6 Electricity Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Diamond
Spell: Call Lightning or Lightning Bolt

Shock Weapon: +1d10 Electricity Damage
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Air Essence + Diamond
Spell: Call Lightning or Lightning Bolt

Shock Weapon: +2d6 Electricity Damage
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Diamond
Spell: Call Lightning or Lightning Bolt

Sonic Weapon: +2 Sonic Damage
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic Weapon: +1D6 Sonic Damage
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic Weapon: +1D10 Sonic Damage
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst

Sonic Weapon: +2D6 Sonic Damage
Requires: Caster Level 20, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Diamond
Spell: Balagarn's Iron Horn or Sound Burst
Weapons [Misc]
Anarchic Weapon: +2d6 Damage against Lawful creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Air Essence + Canary Diamond
Spell: Inflict Critical Wounds

Arrow Deflecting Weapon: Grants Deflect Arrows as a bonus feat
Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Jacinth
Spell: Protection from Arrows

Axiomatic Weapon: +2d6 Damage against Chaotic creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Earth Essence + Jacinth
Spell: Inflict Critical Wounds

Defending: Adds +1 Deflection AC Bonus
Requires: Caster Level 8, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Diamond
Spell: Mage Armor or Shield of Faith

Defending (Improved): Adds +2 Deflection AC Bonus
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Glowing Earth Essence + Emerald
Spell: Mage Armor or Shield of Faith

Defending (Greater): Adds +3 Deflection AC Bonus
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Blue Diamond
Spell: Mage Armor or Shield of Faith

Holy Weapon: +2d6 Damage against Evil creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Water Essence + Diamond
Spell: Cure Critical Wounds

Hunting Weapon: +2d6 Damage against Beasts
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Water Essence + Star Sapphire
Spell: Light

Keen: Doubles Threat Range
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence, Ruby
Spell: Keen Edge or Weapon of Impact

Massive Criticals: Adds 1d10 damage to criticals
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Faint Power Essence + Fire Opal
Spell: Keen Edge or Weapon of Impact

Unholy Weapon: +2d6 Damage against Good creatures
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Fire Essence + Star Sapphire
Spell: Inflict Critical Wounds

Weapon of Life Stealing: Vampiric Regeneration 1
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Weak Fire Essence + Ruby
Spell: Enervation

Weapon of Life Stealing (Improved): Vampiric Regeneration 3
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Fire Essence + Canary Diamond
Spell: Enervation

Weapon of Life Stealing (Greater): Vampiric Regeneration 5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
Spell: Enervation
Weapons [On-Hit]
Blinding Weapon: Blind (DC 20)
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Blindness and Deafness

Dazing Weapon: Daze (DC 20)
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Power Essence + Diamond
Spell: Daze

Dispelling Weapon: Greater Dispel (DC 20)
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Fire Essence + Radiant Power Essence + Diamond
Spell: Greater Dispel Magic

Frightening Weapon: Fear (DC 20)
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Diamond
Spell: Fear

Jinxing Weapon: Doom (DC 20, 100% / 2 Rounds)
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Glowing Power Essence +
Glowing Water Essence + Bloodstone
Spell: Doom

Level Draining Weapon: Level Drain (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Beljuril
Spell: Energy Drain

Paralyzing Weapon: Hold (DC 20)
Requires: Caster Level 16, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Power Essence + Diamond
Spell: Hold Monster

Poisoned Weapon: Poison (DC 14, 1d2 Con Damage)
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Emerald
Spell: Poison

Silencing Weapon: Silence (DC 20)
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Diamond
Spell: Silence

Slaying Weapon (Animals): Slay Animal (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Beasts): Slay Beast (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Dwarves): Slay Dwarf (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Fire Essence + Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Elementals): Slay Elemental (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Elves): Slay Elf (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Fire Essence +
Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Giants): Slay Giant (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Fire Essence +
Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Half-Elves): Slay Half-Elf (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Humans): Slay Human (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Earth Essence +
Radiant Fire Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Orcs): Slay Orc (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Fire Essence +
Radiant Power Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Outsiders): Slay Outsider (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Air Essence + Radiant Power Essence +
Radiant Water Essence + Rogue Stone
Spell: Finger of Death or Slay Living

Slaying Weapon (Undead): Slay Undead (DC 20)
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Fire Essence +
Radiant Power Essence + Radiant Water Essence + Rogue Stone
Spell: Undeath to Death

Slowing Weapon: Slow (DC 20)
Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Slow

Stunning Weapon: Stun (DC 20)
Requires: Caster Level 17, Craft Magic Arms and Armor feat
Ingredients: Radiant Earth Essence + Radiant Power Essence + Diamond
Spell: Power Word Stun

Wounding Weapon: Wound (DC=20)
Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth
Spell: Harm
Weapons [Range]
Attack +1
Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Obsidian
Spell: Bless or True Strike

Attack +2
Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Water Essence + Diamond
Spell: Bless or True Strike

Attack +3
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Water Essence + Emerald
Spell: Bless or True Strike

Attack +4
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Water Essence + Star Sapphire
Spell: Bless or True Strike

Attack +5
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Blue Diamond
Spell: Bless or True Strike

Unlimited Ammunition: Basic
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Obsidian
Spell: Magic Missile

Unlimited Ammunition: Cold (1d6)
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Glowing Water Essence + Sapphire
Spell: Magic Missile

Unlimited Ammunition: Fire (1d6)
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Glowing Fire Essence + Ruby
Spell: Magic Missile

Unlimited Ammunition: Lightning (1d6)
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Glowing Air Essence + Diamond
Spell: Magic Missile

Unlimited Ammunition: Acid (1d6) (NOTE: Text on the enchanted weapon is wrong, but the effect works. See Known Bugs section of the Readme)
Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Glowing Earth Essence + Emerald
Spell: Magic Missile

Unlimited Ammunition: +1
Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Diamond
Spell: Magic Missile

Unlimited Ammunition: +2
Requires: Caster Level 11, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Air Essence + Canary Diamond
Spell: Magic Missile

Unlimited Ammunition: +3
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Weak Air Essence + Jacinth
Spell: Magic Missile

Unlimited Ammunition: +4
Requires: Caster Level 15, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond
Spell: Magic Missile

Unlimited Ammunition: +5
Requires: Caster Level 17, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Radiant Air Essence + King's Tear
Spell: Magic Missile

Unlimited Ammunition: Nature's Rage (special Mask of the Betrayer recipe)
Requires: Mold Spirit
Ingredients: Gnarlthorn's Essence
Spell: Mold Spirit
Weapons [Visuals]
Acid
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Bloodstone
Spell: Flare or Searing Light

Cold
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Faint Water Essence + Bloodstone
Spell: Flare or Searing Light

Electrical
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Faint Fire Essence + Bloodstone
Spell: Flare or Searing Light

Evil
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Fire Essence + Bloodstone
Spell: Flare or Searing Light

Fire
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Bloodstone
Spell: Flare or Searing Light

Holy
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Water Essence + Bloodstone
Spell: Flare or Searing Light

Sonic
Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Bloodstone
Spell: Flare or Searing Light
Wondrous Items
Elemental Resistance (Acid 10)
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Earth Essence + Jacinth
Spell: Protection from Energy

Elemental Resistance (Acid 20)
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Earth Essence + Rogue Stone
Spell: Protection from Energy

Elemental Resistance (Acid 30)
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Earth Essence + King's Tear
Spell: Protection from Energy

Elemental Resistance (Cold 10)
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Water Essence + Jacinth
Spell: Protection from Energy

Elemental Resistance (Cold 20)
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Water Essence + Rogue Stone
Spell: Protection from Energy

Elemental Resistance (Cold 30)
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Water Essence + King's Tear
Spell: Protection from Energy

Elemental Resistance (Electricity 10)
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Air Essence + Jacinth
Spell: Protection from Energy

Elemental Resistance (Electricity 20)
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Air Essence + Rogue Stone
Spell: Protection from Energy

Elemental Resistance (Electricity 30)
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Air Essence + King's Tear
Spell: Protection from Energy

Elemental Resistance (Fire 10)
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Fire Essence + Jacinth
Spell: Protection from Energy

Elemental Resistance (Fire 20)
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Fire Essence + Rogue Stone
Spell: Protection from Energy

Elemental Resistance (Fire 30)
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + King's Tear
Spell: Protection from Energy

Elemental Resistance (Sonic 10)
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Power Essence + Jacinth
Spell: Protection from Energy

Elemental Resistance (Sonic 20)
Requires: Caster Level 7, Craft Wondrous Items feat
Ingredients: Weak Power Essence + Rogue Stone
Spell: Protection from Energy

Elemental Resistance (Sonic 30)
Requires: Caster Level 11, Craft Wondrous Items feat
Ingredients: Glowing Power Essence + King's Tear
Spell: Protection from Energy

Protection +1
Requires: Caster Level 3, Craft Wondrous Items feat
Ingredients: Faint Earth Essence + Obsidian
Spell: Shield or Shield of Faith

Protection +2
Requires: Caster Level 6, Craft Wondrous Items feat
Ingredients: Faint Earth Essence + Diamond
Spell: Shield or Shield of Faith

Protection +3
Requires: Caster Level 9, Craft Wondrous Items feat
Ingredients: Weak Earth Essence + Faint Power Essence + Emerald
Spell: Shield or Shield of Faith

Protection +4
Requires: Caster Level 12, Craft Wondrous Items feat
Ingredients: Glowing Earth Essence + Weak Power Essence + Star Sapphire
Spell: Shield or Shield of Faith

Protection +5
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Earth Essence + Glowing Power Essence + Blue Diamond
Spell: Shield or Shield of Faith

Spell Resistance (Lesser): SR 14
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Glowing Fire Essence + Weak Power Essence + Star Sapphire
Spell: Protection from Spells

Spell Resistance: SR 18
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Glowing Power Essence + Blue Diamond
Spell: Protection from Spells

Spell Resistance (Greater): SR 22
Requires: Caster Level 15, Craft Wondrous Items feat
Ingredients: Radiant Fire Essence + Radiant Power Essence + Beljuril
Spell: Protection from Spells
3 Comments
pjgarner 27 Aug @ 10:00am 
I'm assuming that in order to utilise the blueprints from the Template Overrides I need to copy/move them into the Templates folder?
Also, is there any chance of seeing some extra clothing molds added to go with the Wizards robe? It would be good to be able to make a cool Monks robe for Khelgar when he switches class or something for my Swashbuckler/Duelist
EtOpIST  [author] 8 Aug @ 11:09am 
С описанным в гайде модом крафт становится весьма разнообразным и увлекательным :steamthumbsup:
🎮 Sthalin 🎮 7 Aug @ 2:28pm 
Никогда в этой игре не пользовался крафтом, может быть в этот раз я это исправлю.