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  • Stormmy
    Stormmy  3 months ago

    Randomly decided to check in after years and see talk of Doordie and Amel. Lots of fun memories! Arguably my first long time character, Narwyn, ended up closely aligned with Amel as his protege.

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  • Naerwen
    Naerwen  7 months ago

    Doordie was one of the best RP's I ever played with. His stories, with his character Amel, were amazing. Rich, deep, complex. I hope Doordie is doing well! You have a really great Uncle!

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    Great_Poet  7 months ago

    I remember Amel! Great player. Moby and he had a few fun showdowns.

  • Shards
    Shards  10 months ago

    @TheSaltyDemon, Yes I definately remember Doordie! Amel was one of the best rp'ed/complex characters on the server. Love that guy!

  • Payne
    Payne  10 months ago

    Absolutely remember him! Amel was a beast, he was one of the best rp'd villains of all time. How is he?

  • TheSaltyDemon
    TheSaltyDemon  10 months ago

    My uncle is Doordie, I wanna know if anyone remembers him or remembers his character Amel.

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Forums
The Island of Thain :: Forums :: Technical Discussion
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[moved] OOC Item Crafting

LAN_402 LAN_403
C_McG
5:06:55 pm GMT 10/05/10
C_McG *lurks from behind the screen*
Registered Member #682 Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Hello everyone!

With the new roll out of a more robust crafting system this post is the new equivalent of the Handbook of Armor & Weapon Crafting.

The new system allows for the crafting of most equipable items with the following baseline skills:

Craft Armor: Armor, Cloaks, Helmets and Shields
Craft Trap: Amulets, Belts, Boots, Bracers, Gloves/Gauntlets and Rings
Craft Weapon: Weapons

A complete breakdown of what can be done currently through the Item Crafting System can be found below or in the spreadsheet here:

Please keep any discussion to the original thread. That way this will stay as the most current information regarding the crafting system.

Be aware there are some changes to the original spells used in the system. So bear in mind that a few of the requirements have changed from what is currently listed in the Handbooks.

Also note that any "Cast Spell" effects the spell listed is also the required spell.

______________________________

The Handbook of Item Crafting

This is a comprehensive handbook that explains the procedure for crafting of weapons and armor with the use of special crafting components.

//This book is only for the person whom the DM has given it to, so do not put it in the barter window--you'll crash the server! If you'd prefer to RP a non-magical crafting process that just improves the quality of something, then you would do well to use Trilynn's anvil in the Qui Vive shop or Marisa's mannequin in Steinkreis. Other anvils/mannequins/tinkering tables are presumed to use a magical process of enchanting with a spell and will have a magical VFX, while Trilynn and Marisa will have some muted sparks from hammering or tanning. It would seem to make sense to limit crafting on the mannequins to cloth and leather armors, crafting on the anvils to metal armors and weapons, and limit crafting on the tinkering tables to small items, but there's no rule against it.

To enchant a weapon or armor, open the anvil, mannequin or tinkering table of an NPC master crafter and place the item to be modified inside. Place one of your Stone of Enchantments in the container as well (not required to add/remove Light or Dispel all properties). Then place an enchanted spell-gem in the container. Some item properties require a final component and if that's required, put that in the container too. Close the container.

Some sanity checks will be run, the process will ensure you have at least 50% of the delta cost of the new item vs the old item, and if something's wrong, you'll get an OOC feedback message. If everything works, your character will execute a "get-mid" animation and there will be some sort of VFX on the container. After seeing the VFX and before opening the container you can perform some optional cosmetic customizations on the item. The commands for these are as follows:

/itemname New Name
This command will rename the item. It can be performed after any customization operation.

/itemresize
This command will remove any race restrictions on the item, which is RP'd as resizing the item to fit the intended user. It can be performed after any customization operation.

/itemdesc New description
This command will alter the description of the item. If you enter "/itemdesc reset" it will reset the description to the item's original description. It can only be performed after a customization operation that requires a Stone of Enchantment.

After you have performed any of the optional customizations, you can remove the item. Spell-gem to property pairings depend on the Stone of Enchantment used and are as follows:


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C_McG
5:07:53 pm GMT 10/05/10
C_McG *lurks from behind the screen*
Registered Member #682 Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Stone of Enchantment Large (+3):

ARMOR...
  • AC Bonus +3: Premonition
  • Damage Resistance 15/- : Energy Buffer (would require acid flask, coldstone, Celestial crystal, alchemist's fire, Riftstone, or thunderstone and have a 10% vulnerability to an opposed element)
  • Base Item Weight Reduction 60% : Ethereal Visage
  • Saving Throw Bonus Universal +2 : Lucky Coin + Aid
  • Skill Bonus + 5...
    • Animal Empathy : Charm Animal
    • Appraise : Fox's Cunning
    • Concentration : Clarity
    • Discipline : Endurance
    • Heal : Cure Serious Wounds
    • Hide : Camouflage
    • Listen : Amplify
    • Lore : Legend Lore
    • Move Silently : Silence (not allowed on heavy armors)
    • Parry : Cat's Grace
    • Persuade : Charm Person
    • Search : Clairaudience/Clairvoyance
    • Spellcraft : Lesser Spell Mantle
    • Spot : Ultravision

  • Spell Resistance 16 : Spell Resistance



WEAPON...
  • Attack bonus + 3 : True Strike
  • Base Item Weight Reduction 60% : Ethereal Visage
  • Damage Bonus 1d6 : Greater Magic Weapon
  • Enhancement Bonus +3 : Mordenkainen's Sword (Melee)
  • Massive Criticals 2d10 : Hammer of the Gods
  • Mighty +4 : Bull's Strength (Ranged)
  • Elemental Damage Bonus 1d4 : Darkfire (Requires an acid flask, coldstone, celestial crystal, quartz crystal, alchemist's fire, riftstone or thunderstone)
  • Skill Bonus +5 ...
    • Bluff : Confusion
    • Concentration : Clarity
    • Craft Armor : Magic Vestment
    • Craft Trap: Quillfire
    • Craft Weapon: Blade Thirst
    • Intimidate : Scare
    • Parry : Cat's Grace
    • Perform : Eagle's Splendor
    • Pickpocket : Improved Invisibility
    • Spellcraft : Lesser Spell Mantle
    • Tumble : Freedom of Movement


**Craft Skills only work on: Daggers, Kukris, Light Hammers, Maces, Slings, Short Swords and War Hammers
** Tumble only works on: Daggers, Kukris, Light Hammers, Maces, Short Swords, Hand Axes, Kamas, Light Crossbows, Slings, Long Bows, Short Bows, Sickles, Quarterstalves, Whips and Rapiers.
** Damage Bonus properties cannot be added to weapons that already have a Damage Bonus on them.


Cloaks...
  • AC +3 : Premonition
  • Cast Spell - 3 Uses/Day
    • Aid

  • Damage Resistance 5/- (will have a 25% vulnerability of an opposite type)
    • Bludgeoning (Piercing) : Hammer of the Gods
    • Slashing (Bludgeoning) : Keen Edge
    • Piercing (Slashing) : Greater Magic Weapon

  • Saving Throw Bonus Fortitude +2 : Endurance + Lucky Coin
  • Skills +5
    • Animal Empathy : Charm Animal
    • Bluff : Confusion
    • Hide : Camoflage
    • Intimidate : Scare
    • Move Silently : Silence
    • Parry : Cat's Grace
    • Perform : Eagle's Splendor
    • Persuade : Charm Person
    • Pick Pocket : Improved Invisibility


Helmet
  • AC +3 : Premonition
  • Cast Spell - 3 Uses/Day
    • Divine Favor
    • Remove Paralysis
    • See Invisibility
    • Silence

  • Saving Throw Bonus Will +2 : Mind Blank + Lucky Coin
  • Skills +5 …
    • Appraise : Fox’s Cunning
    • Bluff : Confusion
    • Concentration : Clarity
    • Craft Armor : Magic Vestment
    • Craft Trap : Quillfire
    • Craft Weapon : Blade Thirst
    • Intimidate : Scare
    • Listen : Amplify
    • Lore : Legend Lore
    • Perform : Eagle’s Splendor
    • Persuade : Charm Person
    • Search : Clairaudience/Clairvoyance
    • Spot : Ultravision
    • Taunt : Fear



Shields …
  • AC +3 : Premonition
  • Base Item Weight Reduction 60% : Ethereal Visage
  • Cast Spell – 3 Uses/Day
    • Barkskin
    • Entropic Shield
    • Resist Elements

  • Damage Resistance 5/- (will have a 25% vulnerability of an opposite type)
    • Bludgeoning (Piercing) : Hammer of the Gods
    • Slashing (Bludgeoning) : Keen Edge
    • Piercing (Slashing) : Greater Magic Weapon

  • Skills +5 …
    • Discipline : Endurance
    • Intimidate : Scare
    • Parry : Cat’s Grace
    • Taunt : Fear



Amulet
  • AC +3 : Premonition
  • Cast Spell – 3 Uses/Day
    • Aura of Glory
    • Clarity
    • Entropic Shield
    • Hold Animal
    • Hold Person
    • Identify
    • Summon Creature 2
    • Tasha’s Hideous Laughter

  • Skills +5 …
    • Animal Empathy : Charm Animal
    • Appraise : Fox’s Cunning
    • Bluff : Confusion
    • Disable Traps : Find Traps
    • Heal : Cure Serious Wounds
    • Listen : Amplify
    • Lore : Legend Lore
    • Persuade : Charm Person
    • Pick Pocket : Improved Invisibility
    • Spot : Ultravision
    • Taunt : Fear



Belt
  • Cast Spell – 3 Uses/Day
    • Darkness
    • Silence

  • Damage Resistance 5/- (will have a 25% vulnerability of an opposite type)
    • Bludgeoning (Piercing) : Hammer of the Gods
    • Slashing (Bludgeoning) : Keen Edge
    • Piercing (Slashing) : Greater Magic Weapon

  • Saving Throw Bonus Universal +2 : Aid + Lucky Coin
  • Skill Bonus +5
    • Appraise : Fox’s Cunning
    • Heal : Cure Serious Wounds
    • Hide : Camoflage
    • Lore : Legend Lore
    • Open Lock : Knock
    • Perform : Eagle’s Splendor
    • Persuade : Charm Person
    • Set Trap : Glyph of Warding
    • Tumble : Freedom of Movement

  • Spell Resistance 16 : Spell Resistance



Boots
  • AC +1 : Greater Stoneskin
  • Cast Spell – 3 uses/day
    • One with the Land

  • Saving Throw Bonus Reflex +2 : Haste
  • Skills +5
    • Discipline : Endurance
    • Move Silently : Silence
    • Perform : Eagle’s Splendor
    • Search : Clairaudience/Clairvoyance
    • Tumble : Freedom of Movement



Bracers/Gloves/Gauntlets
  • AB +3 : True Strike (gloves/gauntlets only)
  • AC +3 : Premonition (bracers only)
  • Cast Spell – 3 uses/day
    • Ghoul Touch

  • Damage Bonus 1d6 : Greater Magic Weapon (gloves/gauntlets only)
  • Skills +5
    • Concentration : Clarity
    • Craft Armor : Magic Vestment
    • Craft Trap : Quillfire
    • Craft Weapon : Blade Thirst
    • Discipline : Endurance
    • Intimidate : Scare
    • Open Lock : Knock (gloves/gauntlets only)
    • Parry : Cat’s Grace
    • Pick Pocket : Improved Invisibility
    • Set Trap : Glyph of Warding
    • Spellcraft : Lesser Spell Mantle
    • Taunt : Fear
    • Use Magic Device : Owl’s Insight



Rings
  • Cast Spell – 3 uses/day
    • Cure Moderate Wounds
    • Darkness
    • Flame Lash
    • Ghostly Visage
    • Inflict Moderate Wounds
    • Invisibility
    • Lesser Restoration
    • One With the Land
    • Remove Paralysis
    • Sound Burst
    • Web

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C_McG
5:39:21 pm GMT 10/05/10
C_McG *lurks from behind the screen*
Registered Member #682 Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Stone of Enchantment Medium (+2):

ARMOR...
  • AC Bonus + 2: Stoneskin
  • Base Item Weight Reduction 80% : Ethereal Visage
  • Damage Resistance 10/- : Protection from Elements (10% vulnerability)
  • Saving Throw Bonus Universal +1: Lucky Coin + Aid
  • Skill Bonus +3...
  • Spell Resistance 14 : Spell Resistance



WEAPON...
  • Attack bonus +2 : True Strike
  • Base Item Weight Reduction 80% : Ethereal Visage
  • Damage Bonus 1d4 : Greater Magic Weapon (Melee)
  • Enhancement Bonus +2 : Blade Barrier (Melee)
  • Massive Criticals 2d8 : Hammer of the Gods
  • Keen : Keen Edge (Melee)
  • Mighty +3 : Bull's Strength (Ranged)
  • Damage Bonus 2 : Darkfire (see Large stone list for other items)
  • Skill Bonus +3…



Cloak
  • AC Bonus +2 : Stoneskin
  • Cast Spell – 4 Uses/day
    • Entropic Shield
    • Mage Armor
    • Sanctuary

  • Damage Resistance 10/- : Protection from Elements (10% vulnerability)
  • Spell Immunity: Magic Missile : Isaac’s Lesser Missile Storm
  • Saving Throw Bonus Fortitude +1 : Endurance + Lucky Coin
  • Saving Throw Bonus Poison +2 : Neutralize Poison + Lucky Coin
  • Skill Bonus +3…



Helmet
  • AC Bonus +2 : Stoneskin
  • Cast Spell – 4 uses/day
    • Remove Fear
    • Sleep

    Spell Immunity: Darkness : Darkness
    Saving Throw Bonus Mind Affecting +2 : Lesser Mind Blank + Lucky Coin
    Saving Throw Bonus Will +1 : Mind Blank + Lucky Coin
    Skill Bonus +3 …



Shield
  • AC Bonus +2 : Stoneskin
  • Base Item Weight Reduction 80% : Ethereal Visage
  • Cast Spell – 4 uses/day
    • Bless
    • Endure Elements
    • Shield of Faith

  • Saving Throw Bonus +2
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Skill Bonus +3…



Amulet
  • AC Bonus +2 : Stoneskin
  • Cast Spell – 4 uses/day
    • Bane
    • Doom
    • Mage Armor
    • Ray of Enfeeblement
    • Scare
    • Summon Creature 1

  • Saving Throw Bonus +2
    • Death : Death Ward + Lucky Coin
    • Mind Affecting : Lesser Mind Blank + Lucky Coin

  • Skill Bonus +3…



Belt
  • Cast Spell – 4 uses/day
    • Mage Armor
    • Magic Fang
    • Shield

  • Saving Throw Bonus +2
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Saving Throw Bonus Universal +1 : Aid + Lucky Coin
  • Skill Bonus +3 …
  • Spell Resistance 14 : Spell Restance



Boots
  • Cast Spell – 4 uses/day
    • Expeditious Retreat

  • Spell Immunity: Grease : Grease
  • Saving Throw Bonus +2
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Saving Throw Bonus Reflex +1 : Haste + Lucky Coin
  • Skill Bonus +3 …



Bracer/Glove/Gauntlet
  • AB +2 : True Strike (gloves/gauntlets only)
  • AC Bonus +2 : Stoneskin (bracer only)
  • Cast Spell – 4 uses/day
    • Bless
    • Divine Favor
    • Doom
    • Entangle
    • Ray of Enfeeblement

  • Damage Bonus 1d4 : Greater Magic Weapon (gloves/gauntlets only)
  • Bonus Feat: Improved Critical Unarmed : Hammer of the Gods (gloves/gauntlets only)
  • Bonus Feat: Point Blank Shot : Flame Arrow (bracer only)
  • Skill Bonus +3 …



Rings
  • AC Bonus +2 : Stoneskin
  • Cast Spell – 4 uses/day
    • Bless
    • Burning Hands
    • Cure Light Wounds
    • Entangle
    • Grease
    • Inflict Light Wounds
    • Negative Energy Ray

  • Saving Throw Bonus +2
    • Death : Death Wark + Lucky Coin
    • Mind Affecting : Lesser Mind Blank + Lucky Coin
    • Poison : Neutralize Poison + Lucky Coin

  • Skill Bonus +3
    • Concentration : Clarity
    • Disable Trap : Find Traps
    • Heal : Cure Serious Wounds
    • Lore : Legend Lore
    • Open Lock : Knock
    • Set Trap : Glyph of Warding
    • Spellcraft : Lesser Spell Mantle

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C_McG
5:55:59 pm GMT 10/05/10
C_McG *lurks from behind the screen*
Registered Member #682 Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Stone of Enchantment Small (+1):

ARMOR...
  • AC Bonus + 1: Shield
  • Damage Resistance 5/- : Endure Elements (10% vulnerability)
  • Skill Bonus +1...
  • Spell Resistance 12 : Spell Resistance



WEAPON...
  • Attack bonus +1 : True Strike
  • Damage Bonus 1 : Greater Magic Weapon (Melee)
  • Enhancement Bonus +1 : Shelgarn's Persistent Blade (Melee)
  • Massive Criticals 2d6 : Hammer of the Gods
  • Mighty +2 : Bull's Strength (Ranged)
  • No Combat Damage : Sanctuary
  • Damage Bonus Elemental 1 : Darkfire
  • Skill Bonus +1…



Cloak
  • AC Bonus +1 : Shield
  • Cast Spell – 5 uses/day
    • Daze
    • Light
    • Resistance

  • Damage Resistance 5/- : Endure Elements (10% Vulnerability)
  • Saving Throw Bonus Poison +1 : Neutralize Poison + Lucky Coin
  • Skill Bonus +1 …



Helmet
  • AC Bonus +1 : Shield
  • Cast Spell – 5 uses/day
    • Flare
    • Light
    • Resistance

  • Saving Throw Bonus Mind Affecting +1 : Lesser Mind Blank + Lucky Coin
  • Skill Bonus +1 …



Shield
  • AC Bonus +1 : Shield
  • Saving Throw Bonus +1
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Skill Bonus +1 …



Amulet
  • AC Bonus +1 : Shield
  • Cast Spell – 5 uses/day
    • Daze
    • Flare
    • Light
    • Resistance

  • Saving Throw Bonus +1
    • Death : Death Ward
    • Mind Affecting : Lesser Mind Blank

  • Skill Bonus +1 …



Belt
  • Saving Throw Bonus +1
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Skill Bonus +1
  • Spell Resistance 12 : Spell Resistance


Boots
  • Saving Throw Bonus +1
    • Cold : Ice Storm + Lucky Coin
    • Electricity : Call Lightning + Lucky Coin
    • Fire : Fireball + Lucky Coin

  • Skill Bonus +1



Bracer/Gloves/Gauntlets
  • AC Bonus +1 : Shield
  • Damage Bonus 1 : Greater Magic Weapon (gloves/gauntlets only)
  • Skill Bonus +1 …



Rings
  • AC Bonus +1 : Shield
  • Cast Spell – 5 uses/day
    • Acid Splash
    • Cure Minor Wounds
    • Daze
    • Electric Jolt
    • Flare
    • Inflict Minor Wounds

  • Saving Throw Bonus +1
    • Death : Death Ward + Lucky Coin
    • Mind Affecting : Lesser Mind Blank + Lucky Coin
    • Poison : Neutralize Poison + Lucky Coin

  • Skill Bonus +1 …



Requires No Stone of Enchantment...

Light : Continual Light + a low-grade gem (Phenalope (purple), Flurospar (blue), Aventurine (yellow), Garnet (red), Greenstone (green), Opal (orange), Onyx (black removes light from item))

Remove Properties: Lesser Dispel (allows the changing of the item name, description and resizing)
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