Enchanting v.II



  • Another New change to the enchanting rules:

    Non Casters can now enchant up to 9pt at the following rate

    9 point item-----Caster Level 9-------12,000 1e xp-------5550gold



  • Disclaimer added to Saving Throws section. Read carefully.


  • New Changes to the Enchanting System

    1: MW Bags enchantable to the next tier of weight reduction as a 6 point item.

    2: Clarify on the rules regarding critical success and failure:
    Critical Success = No experience loss
    Failure = Exp, Gold, Spell Components lost and enchantment unsuccessful.

    3: Projectile Enchanting = Importing a bundle of arrows every day is a pain in the ass so I will ask for suggestions on how we can improve this and will consider something.

    4. The 1/week limit on enchanting is gone. You can't farm unlimited exp anymore so if you want to lose all your exp that is your choice. HOWEVER if you enchant back to back and lose a level, the next enchantment roll will be reflected as well as if you lose the ability to cast certain spell or go from lvl 9 to lvl 8 the enchantment will be reflected by this.



  • For your convenience (Narfell Enchantment Calculator):

    https://narfell.us/narf-files/enchantment.html


    Edit: Link updated.



  • Rare materials update!

    The following base materials are added to the list of enchantable items.

    Mithril:
    Helmet: +3 vs. Concentration, 40% weight
    Weapon: +1 AB, 40% weight
    Shield: -5% Arcane Spell Failure, +1 to hide, move silently, open lock, parry, pick pocket, ride, set trap, and tumble, 40% weight
    Armor: -5% Arcane Spell Failure, +1 to hide, move silently, open lock, parry, pick pocket, ride, set trap, and tumble, 40% weight

    Darkwood:
    Ranged Weapon: +1 AB, +2 Mighty, 40% weight
    Weapon: +1AB, +1 Reflex, 40% weight
    Shield: +1AC, +1 Reflex, 40% weight

    Adamantine:
    Helmet: +1 AC, +2 vs. Concentration, 80% weight
    Weapon: +1 enhancement bonus, 80% weight
    Shield: +1 AC, 80% weight
    Armor: +1 AC, 80% weight

    Also as clarification to enchanting rules:

    Attack Bonus:
    Enchanting a base component that has +1AB bonus with a +1 physical damage bonus (2 points) will be represented by +1 enhancement bonus. This can then be incremented to +2 enhancement bonus with the standard +1 enhancement bonus (4 points).



  • As of today, non casting classes can also submit enchantment requests, similar to casters, with two differences: Item g.p. cost, which is increased by 1.5x the item price for casters and point limit, set at 8 point items. The cost chart for non-casters is as follows:

    Cost Chart
    1 point item–-----Caster Level 1--------100 1e exp-------150 gold
    2 point item-------Caster Level 2--------200 1e exp-------300 gold
    3 point item-------Caster Level 3--------400 1e exp-------600 gold
    4 point item-------Caster Level 4--------800 1e exp------1.050 gold
    5 point item-------Caster Level 5--------1,600 1e exp-----1,650 gold
    6 point item-------Caster Level 6--------3,000 1e exp-----2,400 gold
    7 point item-------Caster Level 7--------6,000 1e exp-----3,300 gold
    8 point item-------Caster Level 8--------9,000 1e exp-----4,350 gold
    9 point item-----Caster Level 9-------12,000 1e xp-------5550gold

    Also, the calculations for success/failure are based on total character levels, like so:

    Failure Chance
    The Failure chance is 3(point total) - Character Level.

    Failure chance can be reduced by 25% for a particularly well-written and thought out submission. This means going above and beyond. This bonus will also apply to the critical bonus chance.

    Failure chance can be reduced an additional 25% for using appropriate components. What precisely these might be are open to interpretation and depend upon the item being created. This bonus will also apply to the critical bonus chance.

    Note that reductions in failure chance are applied BEFORE caster level reduction. 0% failure chance is possible. Critical bonuses will result in half exp and gold cost for the item.

    The formula for determining critical bonus chance is:
    Character level - Item Level.

    Bonuses are applied to the item points, not the end result, fractions are rounded down.

    examples:

    Level 13 (Fighter 10/Rogue 3) character - 3 point item
    failure chance: 3(3) - 13 = -4 0% failure chance
    critical success: 13 - 3 = 10 10% critical success
    25% bonus: 13 - 3(.75) = 10.75 10% critical success
    50% bonus: 13 - 3(.5) = 11.5 11% critical success

    Level 6 (Monk 6) character - 6 point item
    failure chance: 3(6) - 6 = 12 12% failure chance
    25% bonus: (3(6)).75 - 6 = 7.5 7% failure chance
    50% bonus: (3(6)).5 - 6 = 3 3% failure chance
    critical success: 6 - 6 = 0 0% critical success
    25% bonus: 6 - 6(.75) = 1.5 1% critical success
    50% bonus: 6 - 6(.5) = 3 3% critical success



  • The next two enchanting dates are as follows:

    • 24th of March, 2013
    • 14th of April, 2013

    Please email your enchanting submissions to NarfellStaff@gmail.com



  • A reminder about enchanting facilities:

    As per the rules, enchanting facilities ARE required for enchanting. These are accessible through certain guilds and organisations in game. If you're not sure about this, please contact me for clarification.

    Facilities for enchanting are present in:

    **- The Order of the Divine Shield

    • The Bardic College
    • Maria's Tower (for Spellweaver members and those she lets us it)
    • The Royal Troff Legion
    • The Church of Bane
    • The Wolves
    • The Order of the Shining Phoenix
    • The Druid Circle of Quercatha Terr
    • Peltarch Defenders (through the Cerulean Lab)
    • The Dwarven Hold**

    If you are in an organisation or guild and believe that they should have enchanting facilities, and they do not appear on this list, please contact me.

    Whilst in the past I have allowed a little flexibility in how enchanting is done (regarding facilities) I'm going to require DM approval for any non-standard enchanting facility requests. This can be as simple as speaking with me about it.

    I promise not to bite.



  • Following a review of how enchantments are processed and handled, the Narfell Staff (including PGs/PLs) have agreed to trial the following system, to streamline things and make it easier for both players and DMs.

    This system is on trial from September until the end of the year. If we find it is not working, we may change submissions to monthly instead of fortnightly, or revert to the old system.

    Any questions, please feel free to approach a PG/PL, or myself. I'll be unofficially handling enchantments and the enchantment process, but any member of the DM team can issue enchanted items.

    @358c9e38f8:

    (1) Enchantments are submitted regularly, but they are only processed by a DM after the 2nd and 4th Sundays of a month (based in GMT). If a submission is received after that time, it goes into the next lot of submissions.

    (2) Enchantments may only be submitted by email, to narfellstaff@gmail.com. This is to centralise the process and remove the risk of submissions going missing if a DM becomes unavailable.

    (3) Thus, a DM need only check for enchantment submissions on the day AFTER the 2nd and 4th Sundays. This saves on constant checking, and it makes toolsetting the items much quicker.

    (4) Once the submission date has passed, the DM team will review all enchantment requests, and email the player to confirm that it has been received, if it has been approved, and what reductions it has received in failure chance (if any). The items will then be made, and placed in the DM storage chest.

    (5) Once the item is in the DM chest any DM can handle the request. The DM who DOES handle the request will post in the DM forums to let other DMs know that it has been done.

    (6) If, within 1 week of the submission date ending, the player has not received the item, DM Skippy will email them to confirm a time and day when they (and the player receiving the item if they are sharing XP) will be available. If they cannot organise a time, then the enchantment will still be issued on a "first DM to see them" basis. If they CAN confirm a time, DM Skippy will attempt to meet with them himself or organise another DM to do so.

    (7) If by the end of the 2 week period for getting the item to the player, it has not been issued to them, the player will not be able to submit another enchantment until such time as the current enchantment is completed.



  • Free properties have been causing some confusion. Here are some examples/clarifications.

    @3925e8f162=Enchanting:

    Using higher quality crafted items will now offer bonuses for the enchanting process. These bonuses will vary depending upon the base material used, and will be FREE properties that do NOT count against the point total of the item. Note that properties cannot exceed their maximum limits.

    Silver Armour
    The basic enchantment rules state that armour can have a bonus vs. one racial group only. You must pick undead OR shapechangers.@3925e8f162=Enchanting:

    AC vs racial - 3 point cost
    Kobold, Outsider, Undead, etc.
    Max per item: +3
    Limit: one racial type

    The extra AC from the base item does stack with enchanted AC. So if you enchant your MW Silver Shield to be +2, the stats it'll have after enchanting are +2 AC, +3 AC vs. Undead (or +2, +3 AC vs. Shapechanger).

    Note that you can still only have one +3 vs. Racial from enchanted items, regardless of whether that +3 originates from base item property on top of +2 enchantment or from a +3 vs. enchantment.

    Silver Weapons
    The basic enchantment rules state that a weapon can have damage bonus vs. one racial group only. You must pick undead OR shapechangers.@3925e8f162=Enchanting:

    damage vs racial - 2 point cost
    Outsider, Undead, Orc, Abberation
    Max per item: +3
    Limit: one type

    Base Items with Skill Boni
    eg Gnomish Steel Fingerwires (+1 Disable Trap, +1 Open Lock, +1 Set Trap)
    If you were enchanting those gloves with +2AC you could take all the three skill bonuses. If you want to enchant the item with a skill bonus to a fourth skill you would have to drop one of them. This because the enchanting rules state that an item can only have skill bonus to 3 different skills. You could enchant +5 to two of those skills for a 5 point item but not +6 to them since that would give a total of +7 to the skills and no skill may be increased by more than 6 points. @3925e8f162=Enchanting:

    skill bonus - 1 point cost
    Max per item: +6 per skill
    Special: For each point spent, you gain 2 skillpoints. These can be divided between separate skills. Each skill may be increased to +6, but no item may increase more than 3 separate skills.
    Mithril armor and shield are an exception to this rule, and can retain all of the skill bonuses of the base item, plus up to three spearate skill bonuses that are enchanted.
    Restricion: No UMD

    Alternatives
    If the base item you are using doesn't offer inherent boni or you choose not to take them, you may then pick one of the optional free properties.
    @3925e8f162=Enchanting:

    Free Properties
    An item is allowed to have precisely one free property, these are properties I've deemed too unimportant to cost experience from someone high enough level to enchant.

    Light
    Bonus 0 level spell slot

    You couldn't have both the item properties and light, you have to pick one or the other.

    Weight Reduction
    Weight reduction comes as standard. If the base item you use offers this you are always entitled to recieve it. This is in addition to the free property you pick.



  • Example Enchantment Request

    PM subject: Item Enchantment - Harry Arse for Bear Arse

    Character Name: Harry Arse
    Character Receiving Item: Bear Arse (Harry's Brother)
    50-50 XP Hit: Yes (Bear Arse)
    Character Level: wizard 6
    Caster Level: 6
    Enchanting Facility: Spellweaver
    Spells Used: magic weapon, keen edge, flame weapon
    materials used: Masterwork brass longsword
    Item Level: 4
    Next enchantment: 11/01/09

    Steadfast: +1 enhancement longsword
    +1 enhancement (4)
    –----------------------------------------------------------------------------------

    Soon after Harry's induction into Spellweaver, he finds his way into the enchanting lab with a used, but well made brass longsword he and his brother managed to scrounge together the gold to purchase. Laying the sword on the table, Harry begins setting aside the various common components found in the lab to aid his work, all the while muttering to himself.

    "Don't you worry, brother. I'm proud you got into the militia, even if da doesn't...but that's how he earned the nickname we're cursed with...because he can't be arsed to do a damn thing!"

    Muttering more to himself, Harry wets a rag with an odd oil, flecks of silver mixed in with it. He slowly oils the blade entirely with this rag, until flecks of silver and oil shine from every angle.

    Nodding to himself, Harry begins to run a whetstone over the edge of the blade, incanting a spell of keen edge, the whetstone seemingly working the brass like butter, only delicate motions now stopping the sword from being ruined.

    When the edge is razor sharp, Harry applies a spell of magic weapon to transmute the sword back into a more durable form. Finally, he incants a spell of flame weapon, igniting the oil upon the sword as it bursts into searing flames. Giving it only a moment to burn, Harry quickly plunges the sword tip first into the waterbarrel nearby, steam rising as the enchanted water rapidly cools and alters the metal of the sword, locking in the enchantments.

    Raising the sword out slowly, Harry smiles broadly seeing the the newly enchanted sword.

    description: This copper colored sword bears scorch marks upon the surface of the blade, as if spending too long in a fire. Nonetheless, the blade seems excellently balanced with an extra sharp edge to it, sure to cleave through all but the toughest of hides.


    End example:

    Ultimately, this is the low end of the spectrum. Hopefully, this should show you roughly what I expect out of the narrative portion, and what will be required to receive the bonus. Note that this example did not use any material components (jasmal would have worked well), so it does not receive that bonus.



  • All enchanting submissions should use the following format.

    Email subject: Item Enchantment - EnchanterName for RecipientName

    Character Name:
    Character Receiving Item:
    50-50 XP Hit: (Yes/No)
    Character Level:
    Caster Level:
    Enchanting Facility:
    Spells Used:
    materials used:
    Item Level:
    Next enchantment:

    Item Name: full properties of the item
    (enchanted properties and point costs) (crafted bonuses)
    –---------------------------------------------------------------------------------

    Explanation of the enchanting process. You should include how the spells are used, how the materials are used, how the caster approaches the task, how the item is intended to function once created, as well as any other narrative information.

    The item should be unique in both design and function, meaning the item should reflect the maker, rather than being a +1 sword because you cast Greater Magic Weapon on it. This narrative should be between half a page to a page long.

    Description: place the description of the item that will appear when you examine it. This saves me quite a lot of time and trouble.



  • Restrictions and Clarifications

    Ability Bonus
    You may not exceed a +5 bonus from items to any one physical ability score (STR/DEX/CON) or +3 to any non-physical ability score (INT/WIS/CHA). This includes guild items, enchanted items, store bought items, and event loot. Physical ability scores are: strength, dexterity and constitution (STR/DEX/CON). Non-physical ability scores are: intelligence, wisdom, and charisma (INT/WIS/CHA).

    You may not exceed a +8 bonus from items to any combination of stats. This includes guild items, enchanted items, store bought items, and event loot.

    Enchanting an item that exceeds +5 physical, or +3 non-physical, or above to any one ability bonus, or +8 or above to any combination of ability bonuses is not allowed.

    Attack Bonus:
    Enchanting a base component that has +1AB bonus with a +1 physical damage bonus (2 points) will be represented by +1 enhancement bonus. This can then be incremented to +2 enhancement bonus with the standard +1 enhancement bonus (4 points).

    +3 items
    It is now possible to enchant +3 items vs a specific alignment or a specific race. Doing so will not be easy and will require a unique material component.

    Skills
    There is no current cap on what the total skill bonus a character may possess from items. Use discretion and it will stay this way.

    Use Magic Device is not an enchantable property due to the ease of exploitation. They are not permitted under either enchantment or guild items, though there are no restrictions for DM drops or existing items.

    Ammunition
    Ranged weapons such as darts and throwing axes, as well as ammunition such as bolts, arrows, and bullets, all receive a discount of 1/2 from any property given to them. This is to account for their finite nature.

    Magic Damage/DR
    DR 5/- Magic is not an enchantable property, as it interferes with our rest system. Since the DR is banned, so too is the magic damage property on weapons.

    Weight Reduction
    This is no longer an enchantable property, though it is available through using higher quality base items.

    Base Items
    A base item is what is receiving the enchantment, there are various qualities that can be used, higher qualities receiving bonuses, while lower qualities might not be viable at all.

    Keep in mind that jewelry has no intrinsic bonuses, which necessitates any statistics coming from magic, and an already magic item cannot be further enchanted.

    Minimum Quality Base Items
    Feb 10/12 Edit by DM Mimic: Masterwork crafted items are required.
    metal: brass
    wood: oak
    tanning: anything
    ring: gold
    amulet: gold

    Free Properties
    An item is allowed to have precisely one free property, these are properties I've deemed too unimportant to cost experience from someone high enough level to enchant.

    Light
    Bonus 0 level spell slot

    Bonus Spell Slots
    No character may have more than 3 total bonus spell slots PER spell level.
    These may come from any combination of items. Enchanter needs to be able to cast spells of the spellslot they are enchanting. (So, a cleric level 9 cannot enchant druid slots, only cleric)

    +vs race/alignment

    These properties now only need to be purchased for what exceeds overlapping bonuses. If you have a longsword +1, +2 vs goblins, you will only be paying for +1 enhancement and +1 vs goblins. Base items that grant bonuses to AC or ehancement will automatically be 1 higher than overlapping bonuses. These will still never be able to exceed the maximum limits in place.



  • Using higher quality crafted items will now offer bonuses for the enchanting process. These bonuses will vary depending upon the base material used, and will be FREE properties that do NOT count against the point total of the item. Note that properties cannot exceed their maximum limits.

    Please thank Clandra for putting all this together.

    Armor
    Metal (AC 4 - 8 )
    Brass - minimum quality, no bonus
    Iron (+1 AC vs. Fey) -80% weight
    Silver (+1 AC vs. Undead OR +1 AC vs. Shapechanger) -80% weight
    Steel -60% weight
    Platinum (+1 AC vs. Magical Beast) -60% weight
    Mithril (-5% Arcane Spell Failure, +1 to hide, move silently, open lock, parry, pick pocket, ride, set trap and tumble) -40% weight
    Adamantine (+1 AC) -80% weight
    Leather
    AC 0
    Barbarian's Outfit -80% weight
    Gladiator's Outfit -80% weight
    Winter Wolf Tunic (+1 saves vs. Cold) -80% weight
    AC 2
    Dark Leather (+1 Hide) -80% weight
    Great Stag Leather (Animal Empathy +1, Persuade +1) -80% weight
    Grotesque Leather (Intimidate +1, Taunt +1) -80% weight
    Winter Wolf Leather (+1 saves vs. Cold) -80% weight
    Dyed Winter Wolf Leather (+1 Saves vs. Cold) -80% weight
    Displacer Leather (+2 Hide) -80% weight
    Red Dragon Leather (+1 AC, 10/- Fire Resist) -80% weight
    Leaf Armor (5% Fire Vulnerability, Hide +2, Move Silently +1) -40% weight
    AC 3
    Bone Studded Leather (+1 Intimidate, -1 Persuade) -80% weight
    Dark Studded Leather (+1 Hide) -80% weight
    Great Stag Studded Leather (Animal Empathy +1, Persuade +1) -80% weight
    Grotesque Studded Leather (Intimidate +1, Taunt +1) -80% weight
    Winter Wolf Studded Leather (+1 saves vs. Cold) -80% weight
    Dyed Winter Studded Wolf Leather (+1 Saves vs. Cold) -80% weight
    Displacer Studded Leather (+3 Hide) -80% weight
    Adamantine Studded Leather (+1 AC) -80% weight
    Red Dragon Studded Leather (+1 AC, 10/- Fire Resist) -80% weight
    AC 4
    Red Dragon Scale (+1 AC, 10/- Fire Resist) -80% weight
    Stink Beetle (+1 saves vs. Acid) -60% weight
    Fire Beetle (+1 Saves vs. Fire) -60% weight
    Umber Hulk (+1 AC vs. Aberration) -60% weight
    Bullette (+1 AC vs. Magical Beast) -60% weight
    Stegadon (+2 Saves vs. Fire) -60% weight
    AC 6
    Stink Beetle (+1 Saves vs. Acid) -60% weight
    Fire Beetle (+1 Saves vs. Fire) -60% weight
    Umber Hulk (+1 AC vs. Aberration) -60% weight
    Bullette (+1 AC vs. Magical Beast) -60% weight
    Stegadon (+2 Saves vs. Fire) -60% weight

    Clothing ((All Clothing -80% weight))
    Belt
    Grotesque (+1 Intimidate, +1 Taunt)
    Medicineman's (+1 Heal)
    Sash of Tales (+1 Perform, +1 Persuade)
    Boots
    Dwarven Flat Bottomed (+1 Discipline)
    Halfling Creepers (+1 Move Silently)
    Tricky Toes (+1 Tumble)
    Boots of Elvenkind (+2 Move Silently)
    Winter Wolf (+1 Saves vs. Cold)
    Cloak
    Winterwolf (+1 Saves vs. Cold)
    Bear Skin (+1 Concentration)
    Dwarven Winter (+1 Saves vs. Cold)
    Norseman's (+1 Saves vs. Cold)
    Elvenkind (+2 Hide)
    Gloves
    Banded (+1 Discipline)
    Doe's Scent (+1 Animal Empathy)
    Sticky (+1 Pick Pocket)
    Tricky Fingers (+1 Disable Traps, +1 Pickpocket)
    Double Banded (+2 Discipline)
    Gnomish Brass Fingerwires (+1 Disable Traps, +1 Pick Pocket)
    Advanced Sticky (+2 Pick Pocket)
    Gnomish Steel Fingerwires (+1 Disable Trap, +1 Open Lock, +1 Set Trap)
    Weighted (+1 Bludgeoning Damage)
    Spiked (+1 Piercing Damage)
    Orcish Fighting Gauntlets (+1 Piercing Damage)
    Talon (+1 Slashing Damage)
    Heavy (+2 Bludgeoning Damage)

    Helmets
    Metal
    Brass - minimum quality, no bonus
    Iron (+1 AC vs. Fey) -80% weight
    Silver (+1 AC vs. Shapechanger OR +1 AC vs. Undead) -80% weight
    Steel (+1 Concentration) -60% weight
    Platinum (+1 AC vs. Magical Beasts, +1 Concentration) -60% weight
    Mithril (+3 Concentration) -40% weight
    Adamantine (+1 AC, +2 concentration) -80% weight
    Leather
    Gnomish Searchagoggles (+1 Search) -80% weight
    Gnomish Stereophoniclistenators (+2 Listen) -80% weight
    Orcish War Mask (+1 Intimidate) -80% weight
    Veil of Antovar (+1 Saves vs. Poison) -80% weight
    Dread Cariboo (+1 Saves vs. Fear) -80% weight

    Melee Weapons
    Metal
    Brass - minimum quality, no bonus
    Iron (+1 Damage vs. Fey) -80% weight
    Silver (+1 Damage vs. Undead OR +1 Damage vs. Shapechanger) -80% weight
    Steel (+1 Discipline) -60% weight
    Platinum (+1 Discipline, +1 Damage vs. Magical Beast)-60% weight
    Mithril (+1 AB) -40% weight
    Adamantine (+1 enhancement bonus) -80% weight
    Wood (club, heavy flail, staff)
    Oak - minimum quality, no bonus
    Cherry (+1 Damage vs. Outsider) -80% weight
    Ash (+1 Damage vs. Beast OR +1 Damage vs. Construct) -80% weight
    Elm (+1 discipline)
    Redwood (+1 Damage vs. Reptilian) -60% weight
    Yew (+1 Reflex, +1 Discipline) -60% weight
    Darkwood (+1AB, +1 Reflex)
    Leather (whip)
    Scourge (+2 Damage) -80% weight

    Ranged Weapons
    Wood (bow, crossbow)
    Oak - minimum quality, no bonus
    Cherry -80% weight
    Elm (+1 Mighty) -80% weight
    Ash (+1 Mighty) -80% weight
    Yew (+2 Mighty) -80% weight
    Redwood (+1 Mighty) -60% weight
    Darkwood (+1 AB, +2 Mighty) -40% weight
    Leather (sling)
    Sling -80% weight
    Stone Zipper (+1 Mighty) -80% weight
    Metal (throwing axe, shuriken, dart)
    Brass - minimum quality, no bonus
    Iron (+1 Damage vs. Fey) -80% weight
    Silver (+1 Damage vs. Shapechanger, +1 damage vs. Undead) -80% weight
    Steel (+1 Discipline) -60% weight
    Platinum (+1 Discipline, +1 Damage vs. Magical Beasts) -60% weight

    Shields
    Wood
    AC 1 - 2
    Oak - minimum quality, no bonus
    Cherry (+1 AC vs. Outsider) -80% weight
    Ash (+1 AC vs. Beast OR +1 AC vs. Construct) -80% weight
    Redwood (+1 AC vs. Reptilian, +1 bluff) -80% weight
    Elm (+1 bluff) -60% weight
    Yew (+1 Reflex Saves) -60% weight
    Darkwood (+1AC, +1 Reflex) -40% weight
    Leather
    AC 2
    Dark (+1 Hide) -80% weight
    Orc Blood (+2 Taunt) -80% weight
    Grotesque (-2 Persuade, +1 Intimidate, +1 Taunt) -80% weight
    Fire Beetle (+1 Saves vs. fire) -80% weight
    Stink Beetle (+1 Saves vs. acid) -80% weight
    Winter Wolf (+1 Saves vs. cold) -80% weight
    Red Dragon (+1 AC, 5/- Fire) -80% weight
    Metal
    AC 3
    Brass - minimum quality, no bonus
    Iron (+1 AC vs. Fey) -80% weight
    Silver (+1 AC vs. Undead OR +1 AC vs. Shapechanger) -80% weight
    Steel -60% weight
    Platinum (+1 AC vs. Magical Beast) -60% weight
    Mithril (-5% Arcane Spell Failure, +1 to hide, move silently, open lock, parry, pick pocket, ride, set trap, and tumble) -40% weight
    Adamantine (+1 AC) -80% weight



  • Below are listed all the properties enchantable to an item. If you don't see it, it is not allowed. I will have a post below this detailing the restrictions and banned properties more fully.

    Property Costs
    Ability bonus

    ability bonus - 5 point cost
    Max per item: +1
    Limit: +3 to any one ability, +5 to any combination per character.

    AC bonus

    AC bonus - 4 point cost
    Max per item: +2

    AC vs alignment group - 3 point cost
    Lawful, Chaotic, Evil, Good
    Max per item: +2
    Limit: One alignment group per item

    AC vs damage type - 3 point cost
    Slashing, Piercing, Bludgeoning
    Max per item: +2
    Limit: one damage type

    AC vs racial - 3 point cost
    Kobold, Outsider, Undead, etc.
    Max per item: +3
    Special: +3 requires a focus component.

    AC vs specific alignment -2 point cost
    Lawful Evil, Chaotic Neutral, Neutral Good, etc
    Max per item: +3
    Limit: one alignment per item
    Special: +3 requires a focus component

    Damage Resistance

    DR, magic - 3 point cost
    fire/electricity/cold/acid/sonic/divine/negative energy
    Max per item: 15/-

    DR, physical - 6 point cost
    slashing, piercing, bludgeoning
    Max per item: 5/-
    Limit: one per item

    Saving Throws

    Disclaimer: Enchanting an item with more than one type of saving throw won't be stacked in NWN's engine. This is, mechanically only the highest save will be reflected during a saving throw.

    universal save - 4 point cost
    Max per item: +2
    Limit: +3 total per character

    will/ref/fort - 2 point cost
    Max per item: +2
    Limit: +5 each per character, does not apply to other save bonuses.

    specific save - 1 point cost
    fear,acid,fire,disease, etc.
    Max per item: +3
    Limit: one per item

    Skills

    skill bonus - 1 point cost
    tumble, spot, hide, discipline, etc.
    Max per item: +6 per skill
    Max Total Equippable: +40 pts (this means you cant have more than +40 of a skill total across all equipped items)
    Special: For each point spent, you gain 2 skillpoints. These can be divided between separate skills. Each skill may be increased to +6, but no item may increase more than 3 separate skills.
    Mithril armor and shield are an exception to this rule, and can retain all of the skill bonuses of the base item, plus up to three separate skill bonuses that are enchanted.
    Restricion: No UMD

    Attack Bonus

    attack bonus - 3 point cost
    Max per item: +2

    attack vs alignment group - 2 point cost
    lawful, chaotic, good, evil
    Max per item: +2
    Limit: one alignment

    attack vs racial - 2 point cost
    Reptilian, Orc, Outsider, etc.
    Max per item: +3
    special: +3 requires focus component

    specific alignment ab- 2 point cost
    Lawful Good, Chaotic Evil, True Neutral
    Max per item: +3
    Limit: one alignment
    special: +3 requires focus component

    Damage Bonus

    physical damage - 2 point cost
    Piercing, Slashing, Bludgeoning
    Max per item: +2
    Limit: one type

    elemental damage- 3 point cost
    Fire/electricity/acid/sonic/cold
    Max per item: +2
    Limit: one type

    holy/unholy damage - 4 point cost
    Divine, Negative Energy
    Max per item: +2
    Limit: one type

    damage vs alignment group - 2 point cost
    Lawful, Chaotic, Good, Evil
    Max per item: +2
    Limit: one type
    Special: divine damage

    damage vs racial - 2 point cost
    Outsider, Undead, Orc, Aberration
    Max per item: +3
    Limit: one type
    Special: Divine Damage

    specific alignment damage- 2 point cost
    Lawful Evil, Chaotic Good, etc.
    Max per item: +3
    Limit: one type
    Special: Divine Damage

    Massive Criticals - 1 point cost
    Max per item: +6
    Special: +2 massive crit PER 1 point spent

    Mighty - 1 point cost
    Max per item: +4

    Enhancement

    enhancement - 4 point cost
    Max per item: +2
    Special: gauntlets/gloves receive +1 ab and +1 bludgeoning damage

    enhancement vs alignment group - 3 points cost
    Lawful, Chaotic, Good, Neutral
    Max per item: +2

    enhancement vs racial - 3 point cost
    Orc, Outsider, Goblins, Undead, etc.
    Max per item: +3
    Special: focus component required for +3

    specific alignment enhancement - 2 point cost
    Lawful Neutral, Chaotic Good, Neutral Evil
    Max per item: +3
    Special: focus component required for +3

    Caster Properties

    bonus spell slot - 2 point cost
    Max slot: 3rd circle
    Special: 2(X) = point cost, where X is the spell level.
    1st circle = 2 points
    2nd circle = 4 points
    3rd circle = 6 points

    arcane spell failure reduction - 2 point cost
    Max per item: 20%
    Special: 5% per 2 points spent.

    SR - 4 point cost
    Max per item: 16
    Special:
    4 points = SR 10.
    6 points = SR 12
    7 points = SR 14
    8 points = SR 16.

    Holy Symbol

    Holy Symbol - 1 point cos
    Max per item: 1
    Special: Always visible (description must be added in !description flavor or !description lore)