![]() The skill ranks necessary for crafting items are very low: the most you'll need is 8 ranks to make Full Plate armour or Exotic weaponry. In the picture above, Khelgar turns a dagger mold and a Cold Iron ingot into. It's very simple - you put a mold and either leather, wood or metal ingots on a blacksmith's bench and use a special smithing hammer to turn the ingredients into an item. it requires ranks in Craft Armour, Craft Weapon, Craft Trap or Craft Alchemy. Non-magical crafting allows you to create all of the base weapons and armour in the game. It's best to divide things into two: non-magical crafting and magical crafting. We can start from the very bottom, forging a weapon from mineral ingots, all the way up to enchanting it with powerful spells and buffs. By that I mean new armour, new weapons and new accessories. We can also use it to create new equipment for ourselves. As we saw last update, the crafting system can be used to create special one-off plot items like the infernal foci. There's quite a few parts to the crafting system, depending on what you want to do. We gave Mephasm our Ice Talon dagger and now we're going to replace it via the crafting system. so, with planning, you can fob Mephasm off with a cheap crappy dagger simply by equipping it every time you enter the Keep.īut that's no fun. Wield something more than three times and that becomes your designated 'bargaining chip'. The way the game measures it is that it'll check what you're wielding each time you enter the main Crossroad Keep courtyard. You can trick Mephasm into taking a dud weapon, of course. In fact, we can forge a new dagger that'll be better than anything we could buy in the OC - no such recourse for Monk bracers or Wizard robes. And new weapons are easy to come by, while unique gauntlets and robes are slightly more difficult to acquire. Mephasm will only take one weapon, so as a dual-wielder we keep our off-hand weapon - it's a much bigger price to pay if you only use two-handers or a sword-and-shield. any nice magical robes that they might be wearing. In the case of Wizards and Sorcerers (who prefer to use their brains over their brawn) Mephasm takes their clothing, i.e. However, Monks don't (really) use weapons, so they lose whatever's in their gauntlets slot (which is what NWN2 uses for Monk 'weaponry'). Most characters will lose their primary weapon - the weapon that they hold in their right hand. The exact item Mephasm takes from you in exchange for his stat-boost varies from class to class. Part 74: Act Three Chapter Ten - Weapon Of Choice
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