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Neverwinter Nights 2 Crafting Recipes

Game Version: 1.12.1295 + MotB


Guide Version: 1.751
By: Jake Zahn
Date: 07/16/2008

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Table of Contents
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INTRO
LEGAL
CREDITS
HISTORY
CURRENT BUGS
RECIPES
X0000 Universal Ingredients
X0001 Alchemical Creations
X0002 Amulets
X0003 Armor
Basic
Elemental
Other
X0004 Belts
X0005 Boots
X0006 Cloaks
X0007 Gloves
X0008 Head
X0009 Items
X0010 Poisons
X0011 Quest Items
X0012 Rings
X0013 Robes
X0014 Traps
X0015 Weapons
Basic
Elemental
Other
APPENDIX
X1. Armor/Weapon Special Material Properties
X2. Basic Crafting Ranks Required
X3. Crafting Gem List
X4. Crafting Spell List
X5. Trap Properties
X6. Misc Crafting Information
X7. Ultimate Crafter Builds
Warlock
Mystic Theurge (Wizard Dominant)
Mystic Theurge (Cleric Dominant)
Wizard
Cleric

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CURRENT BUGS
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-Scrolls are cast at Level 10, regardless of what the scroll's description
may say.

-The Workbench doesn't recognize the Haste spell when it's cast on it. It
works fine on the Enchanter's Satchel from MotB though.

-The 'Invulnerable Armor' and 'Lucky' recipes don't actually do anything


except steal your ingredients and allow you to rename your Armor/Weapon.

-The 'Flaming Burst' recipe adds 1d10 Physical Damage to criticals, instead
of 1d10 Fire Damage.
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RECIPES
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/////Universal Ingredients\\\\\ X0000

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)

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/////Alchemical Creations\\\\\ X0001

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

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/////Amulets\\\\\ X0002

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: Mage Armor

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 8, 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 8, 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 8, 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

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/////Armor\\\\\ X0003

**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: Light

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: Light

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: Light

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: Light

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: Light

**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

**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: Mage Armor

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

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: Banishment

*BUGGED* Invulnerable Armor: Damage Reduction 10/Magic


Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Blue Diamond
Spell: Stoneskin

Quick Armor: Haste (10) 3/day


Requires: Caster Level 7, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Weak Air Essence + Blue Diamond
Spell: Haste

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

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/////Belts\\\\\ X0004

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 8, 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 8, 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 8, 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 8, 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 8, 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 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + King's Tear
Spell: Bull's Strength

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/////Boots\\\\\ X0005

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 +4: +4 bonus to Constitution


Requires: Caster Level 8, 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 8, 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 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Earth Essence + Beljuril
Spell: Bear's Endurance

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/////Cloaks\\\\\ X0006

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 8, Craft Wondrous Item feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Eagle's Splendor

Nymph Cloak +6: +6 bonus to Charisma


Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Glowing Water Essence + Rogue Stone
Spell: Eagle's Splendor

Nymph Cloak +8: +8 bonus to Charisma


Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Radiant Water Essence + Beljuril
Spell: Eagle's Splendor

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/////Gloves\\\\\ X0007

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

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

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

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

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

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

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

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

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

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/////Head\\\\\ X0008

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 8, 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 8, 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 8, Craft Wondrous Item feat
Ingredients: Leather Hide + Radiant Fire Essence + Beljuril
Spell: Fox's Cunning

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/////Items\\\\\ X0009

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

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

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/////Poisons\\\\\ X0010

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

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/////Quest Items\\\\\ X0011

***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 + Mithril 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

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/////Rings\\\\\ X0012

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

--------------------------------------------------------------------------------
/////Robes\\\\\ X0013

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

--------------------------------------------------------------------------------
/////Weapons\\\\\ X0015

**Basic**

Base Weapon Enchantment +1


Requires: Caster Level 3, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Obsidian
Spell: Light

Base Weapon Enchantment +2


Requires: Caster Level 6, Craft Magic Arms and Armor feat
Ingredients: Faint Air Essence + Diamond
Spell: Light

Base Weapon Enchantment +3


Requires: Caster Level 9, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Weak Air Essence + Emerald
Spell: Light

Base Weapon Enchantment +4


Requires: Caster Level 12, Craft Magic Arms and Armor feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Light

Base Weapon Enchantment +5


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

**Elemental**

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

*BUGGED* Flaming Burst: Adds 1d10 fire damage to criticals


Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Glowing Fire Essence + Faint Power Essence + Fire Opal
Spell: Fireball or Flame Strike

Flaming Weapon: +1d6 Fire Damage


Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Weak Fire Essence + Ruby
Spell: Fireball or Flame Strike

Frost Weapon: +1d6 Cold Damage


Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Water Essence + Star Sapphire
Spell: Ice storm

Shock Weapon: +1d6 Electricity Damage


Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Air Essence + Canary Diamond
Spell: Call Lightning or Lightning Bolt

**Other**

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

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 5, 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 5, 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 5, 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: Lightning Bolt

*BUGGED* Lucky: Adds +1 to all saves


Requires: Caster Level 5, Craft Magic Arms and Armor feat
Ingredients: Faint Power Essence + Faint Earth Essence + Obsidian
Spell: Resistance

Poison Weapon: Poison (DC 14, 1d2 Con Damage) on hit


Requires: Caster Level 10, Craft Magic Arms and Armor feat
Ingredients: Weak Earth Essence + Emerald
Spell: Poison

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 Disruption: Undead must make a DC 14 Will Save or be destroyed


Requires: Caster Level 14, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth
Spell: Undeath to Death

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

--------------------------------------------------------------------------------
Appendix
--------------------------------------------------------------------------------

Here is where I'll provide various useful information.

--------------------------------------------------------------------------------
X1. Armor/Weapon Special Material Properties
Weapon Categories
Metal
Axes
Bladed
Blunt
Halberd
Scythe
Wooden
Bow
Club
Crossbow
Quarterstaff
Spear

Hides
Red Dragon Hide
Breastplate, Half Plate, Scalemail
+3 Armor Modifier
Fire Resistance: 20/-
Weight Reduction: 20%

Salamander Hide
Hide, Leather, Studded Leather
+1 Armor Modifier
Fire Resistance: 10/-
Weight Reduction: 40%

Umber Hulk Hide


Half Plate, Shields
+2 Armor Modifier
Immunity: Mind Effecting Spells

Wyvern Hide
Breastplate, Full Plate, Half Plate, Scalemail
+2 Armor Modifier
+4 Poison Save Bonus
Weight Reduction: 20%

Metal Ingots
Adamantine
Armor
Chainshirt, L.Shield
Damage Reduction: 1/-
Breastplate, Chainmail, Scalemail, H.Shield
Damage Reduction: 2/-
Heavy Armor, T.Shield
Damage Reduction: 3/-
Weapons
Metal
Bypasses Iron Golem/Stoneskin Damage Resistances
+2 Magic Damage

Alchemical Silver
Metal Weapons
Bypasses Devil and Lycanthrope Damage Resistances

Cold Iron
Metal Weapons
Bypasses Demon, Fae, and Warlock Damage Resistances

Darksteel
Armor
All Armor
Acid Resistance: 5/-
Weapons
Metal
+1 Electrical Damage

Mithril
Armor
Chainshirt
Armor Check Penalty: Reduced by 2
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Breastplate, Chainmail, Scalemail
Armor Check Penalty: Reduced by 3
Armor Class: Light
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Banded Mail, Full Plate
Armor Check Penalty: Reduced by 3
Armor Class: Medium
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Half Plate
Armor Check Penalty: Reduced by 3
Armor Class: Medium
Max Dex Bonus: +1
Spell Failure: -10%
Weight Reduction: 50%
L.Shield
Spell Failure: -05%
Weight Reduction: 40%
H.Shield
Spell Failure: -15%
Weight Reduction: 40%
T.Shield
Spell Failure: -20%
Weight Reduction: 40%
Weapons
Metal
Weight Reduction: 40%

Wooden Planks
Duskwood
Armor
Shields
Weight Reduction: 60%
Weapons
Bow
Mighty +6
Weight Reduction: 40%
Crossbow
Attack Bonus +3
Weight Reduction: 40%
Club, Spear
Weight Reduction: 40%
Staff
+1 Magic Damage

Shederran
Bow
Mighty +4
Crossbow
Attack Bonus +2

Zalantar
Armor
L.Shield
+2 Armor Modifier
Spell Failure: -05%
H.Shield
Spell Failure: -05%
T.Shield
+2 Armor Modifier
Spell Failure: -10%
Weapons
Bow
Mighty +2
Crossbow
Attack Bonus +1
Club, Spear
+1 Magic Damage
Staff
+1 Electrical Damage

--------------------------------------------------------------------------------
X2. Basic Crafting Ranks Required

Craft Armor
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
Half-Plate Armor: 7
Full-Plate Armor: 8
Iron: +0
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23

Craft Weapon
Bow: 2
Simple: 2
Crossbow: 5
Martial: 5
Exotic: 8
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15

--------------------------------------------------------------------------------
X3. Crafting Gem List
Amethyst
Beljuril
Blue Diamond
Canary Diamond
Diamond
Emerald
Fire Opal
Jacinth
King's Tear
Obsidian
Rogue Stone
Ruby
Sapphire
Star Sapphire

--------------------------------------------------------------------------------
X4. Crafting Spell List

Banishment (Cleric 6, Wizard 7)


Barkskin (Druid/Ranger 2)
Bear's Endurance (Cleric/Druid/Ranger/Wizard 2)
Bull's Strength (Bard/Cleric/Druid/Paladin/Wizard 2)
Call Lightning (Druid 3)
Cat's Grace (Bard/Druid/Ranger/Wizard 2)
Cure Critical Wounds (Bard/Cleric 4, Druid 5)
Darkness (Bard/Cleric/Wizard 2)
Death Ward (Cleric/Paladin 4, Druid 5)
Displacement (Bard/Wizard 3)
Eagle's Splendor (Bard/Cleric/Paladin/Wizard 2)
Enervation - (Wizard 4)
Fireball - (Wizard 3)
Flame Strike - (Druid 4, Cleric 5)
Fox's Cunning - (Bard/Cleric/Wizard 2)
Haste - (Bard/Wizard 3)
Ice Storm (Druid/Wizard 4, Bard 6)
Inflict Critical Wounds (Cleric 4)
Invisibility (Bard/Wizard 2)
Keen Edge (Wizard 3)
Light (Bard/Cleric/Druid/Wizard 0)
Lightning Bolt (Wizard 3)
Mage Armor (Wizard 1)
Melf's Acid Arrow (Wizard 2)
Neutralize Poison (Druid/Ranger 3, Bard/Cleric/Paladin 4)
Owl's Wisdom (Bard/Cleric/Druid/Paladin/Ranger/Wizard 2)
Poison (Druid 3, Cleric 4)
Remove Disease (Cleric/Druid/Ranger 3)
Resist Energy/Elements (Ranger 1, Cleric/Druid/Paladin/Wizard 2)
Resistance (Bard/Cleric/Druid/Wizard 0, Paladin 1)
Silence (Bard/Cleric 2)
Shield of Faith (Cleric 1)
Spell Resistance (Cleric/Druid 5)
Stoneskin (Druid/Wizard 4)
True Seeing (Cleric 5, Wizard 6, Druid 7)
Undeath to Death (Cleric/Wizard 6)

--------------------------------------------------------------------------------
X6. Misc Crafting Information

-Using a Scroll/Wand casts the spell at a Caster Level of 10.

-Caster Levels don't stack, a Cleric 11/Wizard 9 only has a Caster Level of 11.
-Weapons and Armor can be enchanted with multiple effects.
For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric
recipe and will end up with an 'Vampiric Adamantine Longsword +5'.

-Duplicate enchantments, on the other hand, will not stack.


For Example: If you use a 'Longsword +2' in the Basic +3 recipe, you will end
up with a 'Longsword +3', NOT a 'Longsword +5'.

-All Weapons and Armor have a maximum of 3 Magical Properties, including Base
Bonus, for normal characters and a limit of 4 for Epic characters. This
includes ranged weapons such as Arrows/Darts/Bolts/etc, as well as Shields
and Clothes. Be careful when enchanting items crafted from special materials
as some of them have inherent abilities that will take up an Enchantment slot.
Examples: Adamantine's +2 Magic Damage or Mithril Weapons' Weight Reduction.

-Interestingly, Mithril Armor's special properties do not take up slots, making


it perfect for enchanting.

-Filling all the enchantment slots will prevent you from upgrading any earlier
existing enchantments, so you should upgrade the existing enchantments before
adding new ones.

-Sadly, the Practiced Spellcaster feat does not count toward your crafting
Caster Level.

-If you use the Mortar/Pestle on the Fairy Dust item, you will recieve an
essence completely at random. This can be any type of essence at any power
level.

-"PROTIP: Any Essence can be downgraded to an Essence of lesser power by using


the mortar & pestle on it. Radiant > Glowing > Weak > Faint. Likewise, putting
two identical Essences in an Alchemy Bench and then using the Mortar & Pestle
on the bench will upgrade it to the next power level.
2 Faint = 1 Weak
2 Weak = 1 Glowing
2 Glowing = 1 Radiant"

-"PROTIP: Remember, you can use text formatting tags when naming your items. I
did this all the time in the OC and made a garish list of weapons.

<b>Text in here is bold.</b>


<i>Text in here is italicized.</i>
<c=red>Text in here is red</c>

You can look up the color constants in Colors.2da (I think) or you can enter
colors as hexadecimal values. http://www.december.com/html/spec/color.html"

-Highest Ranks (including bonuses) needed:


Caster Level: 18 (Invulnerable Armor, Scarab of Greater Protection)
Craft Alchemy rank: 16 (Deadly Poisons, Perfected Potions)
Craft Armor rank: 30 (Red Dragon Hide Half-Plate)
Craft Trap rank: 20 (Deadly Traps)
Craft Weapon rank: 23 (Exotic Adamantine Weapon)

--------------------------------------------------------------------------------
x7. Ultimate Crafter Character Builds

--------------------
INTRO
--------------------

You need several things:


1. The Craft Magic Arms and Armor & Craft Wondrous Item feats
2. The Imbue Item feat OR access to most of the spells required
3. Access to High Levels of the Craft Armor/Alchemy/Weapons skills
4. Moderate ranks in the Craft Trap and Appraise skills
5. High Spellcraft Rank (if Wizard).

What this boils down to is that you'll need a starting Intelligence of at


least 18, as well as be either a Warlock, Mystic Theurge, Wizard, or Cleric.
That starting +4 combined with an additional +2 from Leveling, and the Headband
of Intellect +6, will allow you to reach all Crafting requirements by Level 18.
The Appraise skill will be needed in order to get your basic supplies. Gems
don't come cheap.

The Spellcraft skill is listed because someone contacted me saying how they
weren't able to scribe spells from scrolls into their spellbooks without ranks
in Spellcraft. I, personally, haven't encountered this, but it is included as
insurance. Clearly, if you're playing as a Cleric or Warlock, this is
irrelevant.

Choice of Race is rather limited; either Drow or Sun Elf. Drow is the optimal
choice, but if you either don't have access (a Persistent World character) or
don't want to deal with the XP penalty, Sun Elf will suffice. As for the Class;
either M.Theurge 10/Cleric 8/Wizard 2, M.Theurge 10/Cleric 2/Wizard 8, Warlock,
Wizard, or Cleric.

But wait, Mystic Theurge isn't in the game! Not by default, no, but it's been
added in nearly its full glory by Reeron and Trekari's Spell Fixes Mod. There
are two versions; the basic one and the one that's been combined with Kaedrin's
PRC Pack Mod. Personally, I consider the Combined Version to be an essential
gameplay Mod.

Basic: http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=99
Combined: http://nwvault.ign.com/View.php?view=NWN2HakpaksCombined.Detail&id=14

As for Equipment; you'll be wearing the Headband of Intellect +6, which


should be the first thing you Craft once you hit Level 8. Anything else is
optional.

If you're making a character for the Single-Player Campaign, you can take
advantage of Grobnar's 'Inspire Competence' to craft Weapons/Armor/Traps long
before you normally could. This Inspiration, however, does NOT stack with the
Heroism spells.

With the preliminaries now out of the way... on to the Builds:

--------------------
WARLOCK
--------------------

Drow gives starting scores of:


STR: 8 --------> 8
DEX: 10 --------> 16
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 10 --------> 18

Sun Elf gives starting scores:


STR: 8 --------> 8
DEX: 8 --------> 14
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 8 --------> 16

Skills: Appraise and Craft Alchemy/Armor/Trap/Weapon.


The starting INT of 18 covers these with room to spare. At 5th Level you'll stop raising Craft Alchemy, at 12th you'll stop raising
Craft Weapon, and at 15th you'll stop raising Craft Trap.

Following the above outline, you'll end up at 18th Level with:

Appraise: 10
Craft Alchemy: 7
Craft Armor: 21
Craft Trap: 8
Craft Weapon: 14
Skill A of Choice: 21
Skill B of Choice: 21
Skill C of Choice: 20

Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus
(Appraise).

Overview:

Race: Drow
Class: Warlock
Alignment: Any
Deity: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Any except Wild Child
Appraise: 2
Craft Alchemy: 4
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
*Skill of Choice*: 4
Silver Palm
02: +1 Craft Alchemy/Armor/Weapon, +1 Skill of Choice A (Save 2)
02: -
03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 SoCA
03: Craft Wondrous Items
04: +1 Craft Alchemy/Armor/Weapon, +1 SoCA (Save 2)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA, +1 Skill of Choice B
05: -
06: +1 Craft Armor/Weapon, +1 SoCA, +2 SoCB (Save 1)
06: Craft Magic Arms and Armor
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
07: -
08: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
09: Skill Focus (Craft Trap)
10: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
10: -
11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
11: -
12: +1 Craft Armor, +1 SoCA, +4 SoCB, +1 Skill of Choice C
12: +1 INT, Skill Focus (Appraise)
13: +1 Craft Armor/Trap, +1 Appraise, +1 SoCA/SoCB
13: -
14: +1 Craft Armor, +1 SoCA/SoCB, +4 SoCC
14: -
15: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +2 SoCC
15: *Feat of Choice*
16: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
16: +1 INT
17: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +3 SoCC
17: -
18: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
18: *Feat of Choice*

Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:

Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16


Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30
Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20
Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23

If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. I suggest Charisma.

Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.

--------------------
MYSTIC THEURGE (W)
--------------------

Drow gives starting scores of:


STR: 8 --------> 8
DEX: 10 --------> 12
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 10 --------> 13

Sun Elf gives starting scores:


STR: 8 --------> 8
DEX: 8 --------> 10
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 8 --------> 11

Levels: Wizard 8/Cleric 2/Mystic Theurge 10

Needed Scrolls: Barkskin

Useful Domains: Plant

Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.

Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft.

The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th
you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.

Following the above outline, you'll end up at 20th Level with:

Appraise: 11
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Lore: 23
Spellcraft: 23
Concentration: 23
Off-Class Skill of Choice: 11

Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).

Overview:

Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Lore: 2
Spellcraft: 4
Silver Palm
WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
WZ02: -
WZ03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
WZ03: Craft Wondrous Items feat
CL01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL01: +1 INT
CL02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL02: -
MT01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT01: Craft Magic Arms and Armor feat
MT02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT02: -
MT03: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT03: +1 INT
MT04: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT04: Skill Focus (Appraise) feat
MT05: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT05: -
MT06: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT06: -
MT07: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT07: +1 INT, *Feat of Choice*
MT08: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT08: -
MT09: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT09: -
MT10: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT10: *Feat of Choice*
WZ04: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
WZ04: +1 INT
WZ05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ05: *Bonus Feat of Choice*
WZ06: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ06: *Feat of Choice*
WZ07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ07: -
WZ08: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ08: +1 WIS
Following the above, at 20th level while wearing the Headband of Intellect +6, your effective rank scores will be:

Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16


Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23

If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. Wisdom would be good.

For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.

Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.

--------------------
MYSTIC THEURGE (C)
--------------------

Drow gives starting scores of:


STR: 8 --------> 8
DEX: 10 --------> 12
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 10 --------> 13

Sun Elf gives starting scores:


STR: 8 --------> 8
DEX: 8 --------> 10
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 8 --------> 11

Levels: Wizard 2/Cleric 8/Mystic Theurge 10

Needed Scrolls: Barkskin

Useful Domains: Plant

Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.

Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft.

The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th
you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.

Following the above outline, you'll end up at 20th Level with:

Appraise: 11
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Lore: 6
Spellcraft: 23
Concentration: 23
Skill of Choice A: 23
Skill of Choice B: 16

Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).

Overview:

Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Lore: 2
Spellcraft: 4
Silver Palm
WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
WZ02: -
CL01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL01: Skill Focus (Appraise) feat
CL02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL02: +1 INT
MT01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT01: -
MT02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT02: Craft Wondrous Items feat
MT03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT03: -
MT04: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT04: +1 INT
MT05: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT05: Craft Magic Arms and Armor feat
MT06: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT06: -
MT07: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT07: -
MT08: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Skill of Choice A
MT08: +1 INT, *Feat of Choice*
MT09: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 SoCA
MT09: -
MT10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 SoCA
MT10: -
CL03: +1 Appraise, +1 Spellcraft, +1 Concentration, +3 SoCA
CL03: *Feat of Choice*
CL04: +1 Spellcraft, +1 Concentration, +6 SoCA
CL04: +1 INT
CL05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 Skill of Choice
CL05: -
CL06: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
CL06: *Feat of Choice*
CL07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 SoCB
CL07: -
CL08: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
CL08: +1 WIS
Following the above, at 20th level while wearing the Headband of Intellect +6, your effective rank scores will be:

Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16


Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23

If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. Wisdom would be a very good choice.

For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.

Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.

--------------------
WIZARD
--------------------

Drow gives starting scores of:


STR: 8 --------> 8
DEX: 10 --------> 16
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 10 --------> 18

Sun Elf gives starting scores:


STR: 8 --------> 8
DEX: 8 --------> 14
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 10
CHA: 8 --------> 16

Needed Scrolls: Barkskin, Cure Critical Wounds, Inflict Critical Wounds Neutralize Poison/Remove Disease, Poison, and Silence.

Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.

Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Spellcraft.

The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 8th Level you'll stop raising Craft Weapon, at
13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.

Following the above outline, you'll end up at 18th Level with:

Appraise: 10
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Spellcraft: 21
Concentration: 21
Lore: 21
Off-Class Skill of Choice: 7
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).

Overview:

Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Concentration: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Spellcraft: 4
Silver Palm
02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
02: -
03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
03: Craft Wondrous Items feat
04: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
05: Craft Magic Arms and Armor feat
06: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
06: Skill Focus (Appraise) feat
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
07: -
08: +1 Craft Armor, +1 Spellcraft, +3 Concentration, +2 Lore
08: +1 INT
09: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
09: *Feat of Choice*
10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
10: *Bonus Feat of Choice*
11: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
11: -
12: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
12: +1 INT, *Feat of Choice*
13: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
13: -
14: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
14: -
15: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
15: *Bonus Feat of Choice*, *Feat of Choice*
16: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
16: +1 INT
17: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCS
17: -
18: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCS
18: *Feat of Choice*

Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:

Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16


Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23
If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence.

For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.

Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.

--------------------
CLERIC
--------------------

Drow gives starting scores of:


STR: 8 --------> 8
DEX: 10 --------> 12
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 10 --------> 13

Sun Elf gives starting scores:


STR: 8 --------> 8
DEX: 8 --------> 10
CON: 6 --------> 10
INT: 11 --------> 18
WIS: 8 --------> 17
CHA: 8 --------> 11

Needed Scrolls: Barkskin, Displacement, Enervation, Haste, Ice Storm, Invisibility, Keen Edge, Call Lightning/Lightning Bolt, Mage
Armor, Melf's Acid Arrow, and Stoneskin.

Domain Choices: Air (Call Lightning), Earth (Stoneskin), Magic (Mage Armor & Acid Armow), Plant (Barkskin), Time/Travel
(Haste), Trickery (Invisibility), and Water (Ice Storm).

Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Use Magic Device.

The starting INT of 18 covers these perfectly. At 5th Level you'll stop raising Craft Alchemy, at 12th you'll stop raising Craft
Weapon, and at 15th you'll stop raising Craft Trap.

Following the above outline, you'll end up at 18th Level with:

Appraise: 10
Craft Alchemy: 7
Craft Armor: 21
Craft Trap: 8
Craft Weapon: 14
Use Magic Device: 10
Skill A of Choice: 21
Skill B of Choice: 21

Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus
(Appraise).

Overview:

Race: Drow
Class: Cleric
Alignment: Any
Deity: Any
Domains: Magic & Plant
STR: 8
DEX: 12
CON: 10
INT: 18
WIS: 17
CHA: 13
Background: Any except Wild Child
Appraise: 2
Craft Alchemy: 4
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Use Magic Device: 2
Silver Palm
02: +1 Craft Alchemy/Armor/Weapon (Save 3)
02: -
03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 UMD
03: Craft Wondrous Items
04: +1 Craft Alchemy/Armor/Weapon (Save 3)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD, +1 Skill of Choice A
05: -
06: +1 Craft Armor/Weapon, +2 SoCA (Save 2)
06: Craft Magic Arms and Armor
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
07: -
08: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
09: Skill Focus (Craft Trap)
10: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
10: -
11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
11: -
12: +1 Craft Armor, +4 SoCA, +1 Skill of Choice B (Save 1)
12: +1 INT, Skill Focus (Appraise)
13: +1 Craft Armor/Trap, +1 Appraise, +1 UMD, +1 SoCA
13: -
14: +1 Craft Armor, +1 SoCA, +5 SoCB
14: -
15: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +1 SoCB
15: *Feat of Choice*
16: +1 Craft Armor, +1 SoCA, +6 SoCB
16: +1 INT
17: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +2 SoCB
17: -
18: +1 Craft Armor, +1 SoCA, +6 SoCB
18: *Feat of Choice*

Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:

Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16


Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30
Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20
Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23

If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. I strongly suggest Wisdom, as you really should get it up to 19.

Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.

--------------------------------------------------------------------------------

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