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NWN 2: Storm of Zehir crafting and building guide

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Eyestabber
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NWN 2: Storm of Zehir crafting and building guide

Post by Eyestabber »

I decided to write this since most info I found online is either incomplete or mixes the SoZ crafting system with the OC and MoTB. This thread is SoZ specific. In Storm of Zehir crafting is done with two skills (Craft Armor / Craft Weapon) and two feats (Craft Magical Arms and Armor / Craft Wondrous Items). I won't repeat tutorial or google info, just provide some useful insights into every step of the crafting process so you can make your own decisions.

1. Making a basic weapon/armor

You can use the "craft weapon" and "craft armor" skills to make unenchanted versions of all the arms and armors available in the game. The piece you craft is identical to a store bought counterpart, which is why "craft weapon" can be safely skipped. With decent Appraise you can buy special weapons for less gold than it would cost you to craft them yourself, so it's a no-brainer. Armor OTOH is quite expensive and the Craft Armor skill will save you a couple thousand GPs over the course of your campaign. In order to craft you need a recipe, some gold and 1-2 pieces of the chosen material. Recipes are not shared, meaning you need a recipe for Mithral Full Plate and another recipe for Adamantine Full Plate. Once you have that just move your guy close to a blacksmith's workbench, open your Armor Recipe Book and click the appropriate recipe. Voila, you now have a new armor. Notable armors include:
  • Mithral Full Plate: maximum AC for characters with medium armor and a +3 dexterity bonus. Mithral armor counts as one weight class bellow normal, so this armor is useable by characters without the Heavy Armor feat (eg Druids).
  • Adamantine Full Plate: if your DEX is low you may want to trade the +2 maximum bonus for 3/- damage reduction.
  • Mithral Breastplate: 5/5 AC/Max Bonus light armor. -1 penalty.
  • Mithral Chain Shirt: 4/6, no penalty.
  • Zalantar Light Shield: can be used by an Arcane caster without adding any failure chance.
Here's how to get the required crafting materials:
  • Mithral: Highcliff - 200 trade bars
  • Adamantine: Leilon - 300 trade bars - Stoneskin / Greater Stoneskin / Premonition are Arcane spells that provide DR/Adamantine, so losing 1 enchantment slot might be worth the wizard slaying capabilities
  • Zalantar: Thundertree or New Leaf - 70 trade bars
  • Cold Iron: Phandalion - 40 bars - MUST complete quest first -
    ► Show Spoiler
  • Darksteel: Conyberry - 50 bars - MUST complete quest first
Quick note: The "craft alchemy" skill has nothing to do with potions, those come from the "Brew Potion" feat (which is limited to Lvl 3 and bellow spells). CA is used for things like holy water and tanglefoot bags aka items that I never used in almost 20 years of playing NWN 2.

2. Enchanting your new piece

"Enchanting" means adding up to three modifier to a weapon or piece of armor (including shields). This is done via the "Craft Magical Arms and Armor" feat, which can be acquired as early as level 6. Any spellcasting class can take this feat and no specific spells are needed, only the proper recipe and gold. Just give your weapon/armor to the guy with the "Enchantments Recipe Book", move him close to a Magician's Workbench, open the book, click the recipe and then click the weapon/armor. For weapons you will typically want a base enhancement (+1/+2/+3) and two forms of extra damage. I recommend Sonic and Acid since resistance to these damage types is quite rare. Armors and shields will probably want the base enhancement (up to +4) and two resistances like fire and lightning. In some places you will read that special materials take an enhancement slot, well:
nwn2main_override_q7LA0fbJnD.jpg
2.1 Special materials and enchantment slots

This may or may not be true, so save your game before comitting a bunch of gold to a weapon piece. One important detail: once you fill up all three slots you can no longer upgrade your base enhancement so for your next piece you're gonna have to sell the old one and start from scratch. Due to the gold cap on merchants you may want to hold on to your old gear until Nya comes along. There's no point in sticking to Iron gear and past a certain point you will have access to more advanced enchantments, leading to weapons like this:
nwn2main_override_uuhZaRjPlL.jpg
Damage vs Evil is very consistent and Keen has the same effect as the "improved criticals" feat. OTOH the "Mighty" property of either Composite or Shederran Longbows does count towards the limit. The same can be said for Zalantar and Adamantine weapons. It seems the key is looking if the material adds any numbers bellow special properties and if it does then it probably counts towards the limit.

2.2 Enchanting Arrows

Arrows can be enchanted as if they were weapons but with one exception: they cannot receive base enchantments (eg +3), but you can buy +3 arrows and enchant them further. Make it so there is no overlap between bow and arrow enchantments or the damage won't stack. Late game you can upgrade your archers into machine gunners and give Zehir the Omaha Beach experience:
nwn2main_override_p6rnJzSsrN.jpg
3. Annoying Wondrous Items

If something is neither a weapon or armor then you craft it via the "Craft Wondrous Items" feat. Unlike arms and armor, this one is a massive pain in the *** since it requires you to collect a bunch of junk + one or more valuable stones + a resource (eg Mithral) + one usage of a specific spell + a bunch of gold. So if you miss something in the list then have fun walking the map searching for it. Use Lilura's item list to avoid aimless searches, but it's still a massive pain in the *** regardless. Rule of thumb: don't sell animal skins OR precious stones you find in your adventure. Your pain will be rewarded with various stat sticks and the joy of repeating the process once you acquire the recipe for a better stat stick. To craft you must put all materials in the recipe guy's inventory, open the book and select the recipe. Some tips:
  • The required spell needs to be memorized by someone, not necessarily the person who took the feat. So a Wizard craftsman can still craft an Amulet of Natural Armor, you just need a druid in the party to memorize Barkskin.
  • Scrolls and wands don't count, you need to be able to cast the required spell at will.
  • Grab all the 2nd level "+ stats" (eg: Bull's Strength) spells as soon as you can
  • You may need to hunt specific creatures OR buy their skin from trophy salesmen (like the Druid's sister in Samargol and the Adventurer's Guild in CRK)
4. Temporary Cohorts

If your main party can't cast a specific spell for whatever reason then you can temporarily hire one of the cohorts to cast it for you. You can even take it a step further and have the cohort take the required feats, completely bypassing the "feat tax" of crafting. Remember you can train cohorts to catch up at the Adventurer's Guild, but it is very expensive to do so. Dismissed companions will stay in your Merchant Headquarters in Crossroad Keep, so it's pretty convenient to use temporary craftsmen. Since Umoja can cast Barkskin from the moment you recruit him he is one of the best candidates for the job of temporary craftsman.

5. OC Crafting
nwn2main_override_Ecy1BJI7JQ.png
nwn2main_override_SNtGJb47RH.png
This enchantment doesn't even exist in Storm of Zehir

IT WORKS!!! I WAS RIGHT! My memory isn't too terrible and Obshitian never bothered patching it. Here's the deal: the crafting recipes of the Original Campaign will work in Storm of Zehir!!! You just need to find a Magician's Workbench that allows you to put items inside it, such as the one inside Neverwinter City and various other trade outposts. This is probably an exploit, but then again, why didn't they remove essences from the game? If you want to use any of the OC crafting recipes you must farm the various elementals that roam the map for essences. This is the only way to get a +5 weapon. Remember the Original Campaign was much more strict with crafting prerequisites, so in order to use this "feature" you need spells to be cast by the same character who owns the relevant feats.
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Last edited by Eyestabber on July 6th, 2025, 17:53, edited 27 times in total.
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Post by Eyestabber »

TIPS FOR MAKING YOUR OWN BUILD

1. Able learner is your friend

In 3.0/3.5 D&D skills cost one point per rank for class and 2 points for cross class skills with the later being capped at half the max rank of the former. Able learner makes it so all your skills cost one point, but doesn't remove the cap on cross class skills. However, in NWN 2 the skill rank cap is removed once a skill was your class skill once. Which means if you took a single Rogue level you can now max out Disable Device and Use Magical Device for the rest of the game, regardless of future class choices. Without able learner it would still cost 2 SP per rank when increasing cross-class skills, which is another reason why this feat is so good and a cornerstone of every single build meant to bring a strong skill set to the table. Just don't forget you're still constrained by skill points per level and a REAL rogue gets 8 + INT instead of whatever poverty amount you're getting.

2. Don't waste your skill points

It's not uncommon to max out your relevant skills and then end up with some spare points. Instead of wasting them in useless skills like craft alchemy, you should consider the following investment opportunities:
  • Spellcraft: +1 to ALL saves vs spells per 5 RANKS (not counting the INT bonus)
  • Tumble: +1 AC for every 10 RANKS
  • Use Magical Device: allows you to use items you normally shouldn't be able to. Super strong. Read its section bellow for more
  • Heal: even a single point will allow you to use a healer's kit, which can save your cleric's life when he goes down
Speaking of relevant skills, there are certain caps you need to be aware of to avoid waste:
  • Craft Weapon/Armor: the absolute maximum SCORE (rank + INT bonus) you need is 23 for crafting an exotic melee weapon/full plate made of adamantine. There are other armor materials such as Red Dragon Scales that have higher requirements but they are not present in SoZ
  • Hide OR Move Silently: you don't need both for an overland map specialist. The game will use the higher value for determining whether or not a roaming mob spots you
  • Spot OR Listen: same deal, but for spotting mobs. Be aware that stealth mechanics are unchanged, meaning your ability to detect stealthy enemies OR moving in stealth in combat will be harmed by the decision to take only one skill
  • Perform: if you dip into a Bard level, your ability to use inspiration is tied to your SCORE, not your rank. So with a CHA score of 8 you would need four ranks to Inspire Courage. Also, you will never be able to take Perform while not levelling as a Bard, so don't forget this skill or you will lose your inspiration forever!
3. Use Magical Device and you

If you read a build guide online you may have come across the following PRO: "my character has UMD" and you might be asking "ok, so what?". Why is UMD considered so **** good? Well, you probably already know it allows you to bypass class and alignment restrictions and that's all and good but hardly a reason to gush over a skill. I think the real power comes from being able to read scrolls, specifically self buffs and summons. Because NWN 2 prevents you from having more than one summon per character, UMD + a summon scroll would allow you to bypass that limit. As for buffs, there are many spells that exist to protect mages but become absolutely insane when used by a fighter such as Stoneskin/Greater Stoneskin/Premonition (10/20/30 DR/adamantine), spell mantle, mirror image etc. On the Divine side of things we have visage of the deity, righteous might and divine power, which is very busted for rogues since it gives them the BAB of a fighter. Bear in mind scrolls use a fixed caster level set at the lowest level possible for that spell, which is why damage spell scrolls suck and short duration buffs tend to not be super impactful.

4. "Dipping" into other classes

"Dipping" in D&D refers to taking a few or even just one level in a different class just to obtain a specific benefit. Most base classes don't offer much beyond certain thresholds and it may be worthwhile to dip into something else. On top of that, many prestige classes offer a continuation of whatever the base does but only at certain levels, which incentivizes dipping instead of fully comitting. Combine that with what I said about Able Learner and the fact that some some classes might bring useful skills to your arsenal and you will begin to understand the folly of building a single class character. The following list does not, by any means, exhaust the issue, I'm merely providing some common examples:

Shadowdancer 2: gives you Hide in Plain Sight, Evasion AND Uncanny Dodge
Bard 1: Allows you to qualify for the insanely strong Red Dragon Disciple while also giving you UMD as a class skill AND a +1 to everyone's attack via inspiration
Monk 1: Provides access to Monk gear without UMD + WIS to AC. Warning: Monk gloves will NOT give any benefit to weapon wielding characters
Rogue/Assassin 1: only ever take ASSassin if you can't get Rogue due to XP penalties (prestige classes don't count for penalties), but as mentioned earlier, a single level + able learner = dealing with traps and locks without comitting to the Rogue class
Fighter 4: Proficiencies + weapon specialization + THREE extra feats.
Frenzied Berserker 2: frenzy, supreme cleave and free toughness feat
Cleric 1: Cleric domains are strong and can provide free feats + a single level is enough to qualify for Divine Shield. Only dip on levels where you would get a feat, otherwise Divine Shield becomes unavailable
Blackguard 3: provides Divine Might, opening the way for its epic counterpart. Also provides fighter-like proficiencies to non-fighters AND applies CHA to all your saves AND access to Divine Shield.
Pale Master 1: +2 AC without any delays to your spellcasting capabilities
Warpriest 1: Permanent +1/-1 aura without delaying your spellcasting progression
Warlock 1: Dark One's Own Luck (+CHA to all saves, stacks with either Paladin or Blackguard)
Last edited by Eyestabber on July 6th, 2025, 19:12, edited 4 times in total.
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Post by Eyestabber »

Random notes for reading in the future
► Show Spoiler
3. List of Spells used for crafting in Mask of the Betrayer

Mage: Wizard or Sorcerer
Priest: Cleric or Favored Soul
Wild: Druid or Spirit Shaman

Bolded spells are unique and NOT available as a crafting option for a different type of caster
Underlined spells are used on base enchants (+1, +2, +3 etc)

Level 0: Resistance
Level 1: Mage Armor (Mage), Shocking Grasp (Mage), Endure Elements (all)
Level 2: Creeping Cold (Wild), Melf's Acid Arrow (Mage), Bull/Owl/Cat/Fox/Eagle/Bear, Resist Energy (all), Fireburst (Mage)
Level 3: Greater Magic Weapon (Mage), Greater Magic Fang (Wild), Fireball (Mage), Lightning Bolt (Mage), Call Lightning (Wild), Weapon of Impact (Mage/Priest), Magic Vestments (Priest), Protection from Energy (all), Mestil's Acid Breath (Mage)
Level 4: Greater Magic Weapon (Priest), Flamestrike (Wild), Ice Storm (Mage), Greater Creeping Cold (Wild), Keen Edge (Mage), Stone Skin (Mage/Wild)
Level 5: Flamestrike (Priest), Call Lightning Storm (Wild), Greater Fireburst (Mage), Cone of Cold (Mage), Vitriolic Sphere (Mage)
Level 6: Chain Lightning (Mage), Acid Fog (Mage), Superior Resistance (all), Legend Lore (Mage), Tortoise Shell (Wild)
Level 7: Delayed Blast Fireball (Mage)

Safiya can do almost all crafts, with the exception of adding acid damage (conjuration is a forbidden school) and adding + Deflection AC to cloaks (Gann must take Craft Wondrous Items for that purpose)

On hit effects: I list these separately because you're unlikely to care very much:

Silence(Brd/Cle2): Save or be Silent
Confusion(Brd/Wiz3 Trickery4 Chaos5): save or be confused for 4 rounds
Blindness and Deafness(Brd/Wiz/Darkness2 Cle3): save or be blind/deaf for 4 rounds
Fear(Brd3 Wiz4): save or be feared for 4 rounds
Power Word Stun(Wiz/War8): save or be stunned for 4 rounds
Enervation(Wiz4): save or lose STR for 4 rounds / same spell for drain DEX and CON

4. MotB is STILL a broken piece of ****

There is a game breaking bug in Skein that if someone attacks Gann's mom before the scripted event where you meet her the game breaks in a billion pieces and the dream segment that reenacts the Crusade goes to **** with everyone being hostile and the portal forward not opening. Had to reload an old save, insanely frustrating. The "fixes" mod did not solve this issue and neither did "CLANGEDDIN'S COLLECTION V 1.2".

5. The "Devourer" ending requires:
  • Eating the Wood Man (Spirit Gorge feat)
  • Eating Myrkul (letting One of Many eat him seems to break the founder step even if you eat 1OM beforehand)
  • Eating the founder IN DIALOGUE (credit to @Roguey for that one) by picking option 1. Combat with the founder = failing this step
  • I ASSUME learning "Devour Soul" from the Hill Tribe is also required
  • All pieces of the mask
It's possible to craft the Amulet of Betrayal personified because it needs either Okku or 1OM essence, not both. But in this ending One-of-Many survives (unless you can eat him later without letting him have Myrkul?)
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Last edited by Eyestabber on July 13th, 2025, 00:17, edited 7 times in total.