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#1 |
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Demon Lord
Join Date: Dec 2007
Posts: 481
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Hi Folks
Here is an Excel chart listing the costs (in both Gold and Experience Points) and the requirements (spells, Level, Class, etc....) to craft any Wondrous Item, Rod, Staff, or Ring. A couple of notes on the "Minimum Caster Level Requirements": 1.) In order to craft any magical item, your character must be a spellcaster of a certain level (which is why it is not a good idea for single class fighters to have any crafting feats). For example to get the feat "Craft Wondrous Item" your character must have a total of three levels of spellcasting classes. Your character could be a 3rd Level Wizard or a 1st Level Druid/ 2nd Level Bard and still qualify for the "Craft Wondrous Item" feat. 2.) When looking at Minimum Caster Levels in the chart, the number indicated is the lowest level in that class (assuming you have enough caster levels to have the feat) to create that item. For example, the only caster that can craft a Mandolin of Charming is a 17th (or higher) level Wizard, because 17th Level Wizards are the only spellcasters who have access to the spell "Dominate Monster". On the other hand a 1st Lvl Bard/1st Lvl Wizard/1st Lvl Druid would be able to craft a Helm of Reading Magic because the character has the 3 levels of spellcasting, and the helm only requires a 1st Level caster in any of those classes to craft the helm. 3.) When looking at the Minimum Caster Levels for Clerics, if you see something like: "Fire:3", that indicates that the only clerics who can craft that item are 3rd Level or higher Clerics with the Fire Domain. Please doublecheck the chart and let me know if I made any mistakes. The Royal Canadian Last edited by The Royal Canadian; February 28th, 2010 at 09:08 AM. |
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#2 |
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
awesome chart.
Why no craft arms and armor btw?
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I do not have a superman complex; for I am God not superman! |
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#3 |
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Demon Lord
Join Date: Dec 2007
Posts: 481
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Re: Craft Item: Costs and Requirements
Hi
I had actually worked up a chart showing the costs of Crafting Weapons and Armor, but for some reason I can't find it. Part of the problem is that there is a difference in costs depending on whether you are crafting armor or crafting a weapon. Don't ask my why, but crafting a suit of +1 Chainmail doesn't cost the same as crafting a +1 Greatsword. The other factor is that the cost of adding a plus or burst to a weapon depends on what bonuses the weapon already has. For example it costs less to craft a +1 Longsword to +2 then it does to craft the +1 Holy Longsword that you get from Filliken to +2. Horrible confession time: The main reasons I haven't re-worked the Craft Armor and Weapons chart are because: a.) I have taken a temporary (??) detour through Icewind Dale II b.) When I am not about to crashland on a remote glacier in the Forgotten Realms, I am about to go investigate a swamp somewhere South of the Keep on the Borderlands c.) In order to actually test all the different permutations and combinations of crafting, I will need a 12th Level or Higher party, which I don't have at the moment. At some point when I get back to ToEE I will spend a day or so (sometimes it is good to be unemployed) re-inventing the wheel, which I will ad to the chart. I'm glad you like it. The Royal Canadian |
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#4 |
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
Its not really "for some reason"... it follows the PnP rules.
The GP cost to craft an item is 1/2 its market value. the XP cost 1/25th the market value in GP. The market value of armor enchantments is indeed lower then weapon enchantments, that is on purpose... There are a few enchantments that simply have a predetermined cost of GP and XP. Most however have a cost measured in "+X equivalent"... And the cost is the cost of upgrade... so if you take a flaming (+1 equivalent) frost (+1 equivalent) longsword +1 (+1 equivalent) its total equivalent enchantment is +3. The cost of adding a +1 enchantment to it is then the cost of upgrading a +3 to a +4 weapon. I could add this info to the excel sheet, or make a new one that you could combine with it later. It will clarify the costs of weapon and armor crafting.
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I do not have a superman complex; for I am God not superman! |
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#5 |
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Demon Lord
Join Date: Dec 2007
Posts: 481
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Re: Craft Item: Costs and Requirements
Hi Taltamir
If you want to work up a separate Excel spreadsheet for "Craft Armor and Weapons" be my guest !! I think it would probably be better as a separate worksheet from the Craft items worksheet as the format of the sheet will be different. Feel free to claim all the credit if you do. The Royal Canadian |
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#6 |
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
I have edited the file you posted:
1. I move each crafting to its own excel sheet with an appropriate name. 2. I added Weapon, Armor, and Shield crafting details. I have also tested them in detail and found some bugs in them and warned about known bugs. (1 causes crashes, another causes corruption of game) Bugs and Issues: 1. WARNING: If the name being displayed gets too long the game will crash, when adding many ehancements they will increase the name by quite a lot, make sure you keep watch of it and shorten the name aftering adding each of those (adding then removing then adding again will add it to the name twice) 2. WARNING: Weapon enhancement value total can go beyond 10. It is impossible by PnP (unless epic), in TOEE causes you to gain XP and GP and might corrupt the game requiring you start over, do not craft those 3. Note: You are limited to a total of 9 enhancements on a weapon/armor. 4. Note: Interestingly, the calculated value from 10 to 11 I got by "dragging" the equasion from the first to last box is correct, it seems that the game engine has the same issue as excel does, it simply follows the pattern and subtracts the next value over (none exist, so it uses 0) from previous value (100,000) 5. Note: Yes I noticed that I sometimes say enchant and sometiems say enhance. The two have different meaning and are used correctly. Enchantment = The process of crafting. Enhancement = The type of magical bonus 6. Note: TheHoly, Unholy, Axiomatic, and Anarchic enchantments in TOEE do normal damage of the same type as the weapon (unlike PnP) 7. Note: Enchanting Weapons, Armor, or Shields require that the character take Craft Magic Arms and Armor. However, the feat requires a level 5 character. Unless multiclassed, only wizards can take it at level 5, everyone else must take it at level 6. However, multiclass characters such as a rogue3/cleric3 is a level 6 character and can the feat on gaining their 3rd cleric level. Thus they can craft +1 enhancements. While a rogue4/cleric2 is also able to take the feat, but unable to craft a +1 until it gains another cleric level. 8. Silent Moves should require caster level 5, and the spell silence (which is only available to clerics and bards). However it seems to allow anyone to craft it (tested with druid, wizard, bard without silence spell) 9. In PnP Silent moves carries a fixed cost and does not go by total enhancement value… in TOEE it is a +1 10. Spell Resistance should require a caster level of 15 to craft and the ability to cast the spell "spell resistance" which is only available to clerics at level 9 and above. I tested it out and a cleric level 9 can craft it, while level 8 and below cannot. check out this thread about burst weapons: http://www.co8.org/forum/showthread.php?t=7978 and later on it turns to alignment: http://www.co8.org/forum/showthread....4881#post94881
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I do not have a superman complex; for I am God not superman! Last edited by taltamir; April 22nd, 2010 at 10:43 PM. |
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#7 | |
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Demon Lord
Join Date: Oct 2008
Posts: 713
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Re: Craft Item: Costs and Requirements
Quote:
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#8 | |
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
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if there IS a holy type then it should be changed to deal it... if not, change it to force (since there isn't a single creature in TOEE that has ER vs holy) EDIT: wait a minute, I am reading the SRD now and it doesn't say it deals "holy damage"... only that it deals "extra damage"... i think this makes it untyped though; rather then the same type as the base weapon... or does it?
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I do not have a superman complex; for I am God not superman! Last edited by taltamir; April 23rd, 2010 at 01:35 AM. |
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#9 | |
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Demon Lord
Join Date: Dec 2007
Posts: 481
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Re: Craft Item: Costs and Requirements
Hi Taltamir
Nice work on the chart !! I was a little confused when you mentioned "Holy" doing "normal" damage. It's been a while since I checked the Damage rolls of a Holy Weapon, but I think what ToEE does, is it "classifies" Holy as some form of Elemental Damage that the target is not resistant to (I seem to remember seeing it show up as "Electrical" on more than one occasion). The Royal Canadian Quote:
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#10 | |
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
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![]() I believe those were hours well spent. You are correct about there being holy damage in TOEE that ignores DR, but it only happens from spells. I was referring to "holy damage" from a holy weapon. I recently tested this in 5.7.2 and holy enchantment simply adds standard physical damage... although maybe it should, check out this thread: http://www.co8.org/forum/showthread.php?t=8026
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I do not have a superman complex; for I am God not superman! Last edited by taltamir; April 23rd, 2010 at 06:04 PM. |
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#11 | ||
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Demon Lord
Join Date: May 2004
Posts: 747
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Re: Craft Item: Costs and Requirements
let me copy paste the conclusion:
Quote:
someone in brilliant gameologists pointed this out to me: skydragonknight: "Vicious was ruled as "energy damage" in the FAQ, so DR doesn't stop you from hurting yourself." Me: Could you please explain how vicious ties into the current discussion? I am not seeing the connection. skydragonknight: "It also adds 2d6 damage, which was clarified in the 3.5 FAQ to be untyped energy damage. Just providing evidence that some weapon properties add untyped energy damage, so it might be possible with holy." Quote:
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I do not have a superman complex; for I am God not superman! Last edited by taltamir; April 24th, 2010 at 12:05 AM. |
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#12 |
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Cthulhu Ftaghn!
Join Date: Jul 2009
Location: Duluth, MN
Posts: 1,124
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Re: Craft Item: Costs and Requirements
I just had an epiphany. In order to make the game a little bit more balanced, how about removing crafting ability from characters and make a nice merchant set up somewhere that can craft items, for a huge price. I was think of the three blind cannibal stygian witches from Clash Of Titans. One would be a wizard, another a cleric and the last a druid. And they would have to use "the eye" to see.
"GIVE US BACK THE EYE! WE MUST HAVE IT!" Or maybe they can send you on difficult missions/quests to craft something. This would be kinda cool if you didn't want any casters in the party but non-casters could still have some access to them. Maybe create another different thing in crafting where they could imbue an item/weapon with a limited use spell, like a sword that can shoot a fireball once a day or any other spell. Good way to get rid of the squillions of gold lying around. A whole new way to play the game!
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What is not dead which can eternal lie. And with strange aeons even death may die. - Howard Phillips Lovecraft Last edited by Necroticpus; June 25th, 2010 at 09:58 PM. |
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