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Questions about Craft Magic Arms and Armor

Discussion in 'The Temple of Elemental Evil' started by Beren, Sep 15, 2004.

  1. Beren

    Beren Lovesick and Lonely Wanderer Staff Member Member of the Week Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    [​IMG] I've noticed, or read, a couple of things about Craft Magic Arms and Armor:

    - Spell Resistance doesn't seem to provide the intended benefit. When I rested the clicker over the character, it indicated Spell Resistance (0)

    - I couldn't raise the enchantment of the Full Plate +1 that I looted off of Belsornig. The +2 and +3 were highlighted in blue, meaning that the enchantments were supposedly already there. Yet the armor provided a +9 bonus consistent with a Full Plate +1.

    - However, when I tried to enchant it with Spell Resistance, the armor ended up functioning as a Full Plate +3 (+11 bonus to A.C.). Go figure.

    - The Holy Sword +1 provided by Filliken, same thing. Only this time, it really does seem to function as a +3 weapon for all intents and purposes (e.g. it adds a +3 bonus to Attack Bonus).

    - Different people have said different things about the number of enchantments you can place on an item. Some have said that you can only provide a total of 3 enchantments, whichever form they take. Others have said that you can layer whatever you can on top of a +3 weapon, etc. Who's right?

    Can anybody else verify these for me? Can anybody describe any more 'quirkiness' with the Craft Magic Arms and Armor feat?

    The reason I'm asking is that I'm nearing completion of a ToEE walkthrough. As you can imagine, I'm a bit concerned about the accuracy of what I write about the Craft Magic Arms and Armor feat.

    Keep in mind that I have the 2nd (and latest) patch installed. I don't have the Co8 patch installed. The walkthrough has and is being written on that basis. If I notice something espcially illuminating and deserving of specific mention in the walkthrough, I'll give credit where credit is due.

    [ September 15, 2004, 09:49: Message edited by: Beren ]
     
  2. dmc

    dmc Speak softly and carry a big briefcase Staff Member Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    When I tried to lay on enchantments, it would only allow me to add a total of three enhancements of any kind (that includes effects or "pluses"). Thus, if I had a +1 sword, I could bring it up to +3, but that would leave me with only one more enchantment to add.
     
  3. ejsmith Gems: 25/31
    Latest gem: Moonbar


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    I believe if you're using the original (before the patch), it'll let you load up on enchantments. I specifically remember having +3 Flaming Burst, Icy Burst, Shocking Burst, Holy, Cleaving, Keen.

    Whoa. Holy Cleaving Keen, Batman!! (<--- I'm totally going to start using this one.)

    Anyways, for the armour, pull it back up in the crafting menu and make sure the attribute is still on the thing. You may have canceled it or didn't have the experience/gold to add it, and just thought you did.
     
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