Enchanting v.II
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 Since today, Holy Symbol is now an enchantable property.The point cost is 1 and it can be enchanted in any slot. However, enchanting a Holy Symbol property comes with a disclaimer: Holy Symbol property will always be VISIBLE.The PC will wear proudly the symbol of their diety in order to turn undead (for example, without switching weapons). The player is expected to RP thier PCs accordingly, and also will be advised to add a line in regards of the diety's name in !description flavoror!description lore.Clandestine evil clerics: Your patron deity will always be visible if you enchant an item with this property. 
 
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 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 
 
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 Disclaimer added to Saving Throws section. Read carefully.
 
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 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. 
 
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 For your convenience (Narfell Enchantment Calculator): https://narfell.us/narf-files/enchantment.html
 Edit: Link updated. 
 
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 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% weightDarkwood: 
 Ranged Weapon: +1 AB, +2 Mighty, 40% weight
 Weapon: +1AB, +1 Reflex, 40% weight
 Shield: +1AC, +1 Reflex, 40% weightAdamantine: 
 Helmet: +1 AC, +2 vs. Concentration, 80% weight
 Weapon: +1 enhancement bonus, 80% weight
 Shield: +1 AC, 80% weight
 Armor: +1 AC, 80% weightAlso 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).
 
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 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-------5550goldAlso, 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 successLevel 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
 
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 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 
 
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 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. 
 
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 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. 
 
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 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 typeThe 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 typeBase 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 UMDAlternatives 
 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 slotYou 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.
 
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 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: 11/01/09Steadfast: +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. 
 
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 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. 
 
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 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: goldFree 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 slotBonus 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. 
 
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 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% weightClothing ((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% weightMelee 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% weightRanged 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% weightShields 
 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
 
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 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 CostsAbility bonusability bonus - 5 point cost 
 Max per item: +1
 Limit: +3 to any one ability, +5 to any combination per character.AC bonusAC bonus - 4 point cost 
 Max per item: +2AC vs alignment group - 3 point cost 
 Lawful, Chaotic, Evil, Good
 Max per item: +2
 Limit: One alignment group per itemAC vs damage type - 3 point cost 
 Slashing, Piercing, Bludgeoning
 Max per item: +2
 Limit: one damage typeAC 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 componentDamage ResistanceDR, 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 itemSaving ThrowsDisclaimer: 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 characterwill/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 itemSkillsskill 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 UMDAttack Bonusattack bonus - 3 point cost 
 Max per item: +2attack vs alignment group - 2 point cost 
 lawful, chaotic, good, evil
 Max per item: +2
 Limit: one alignmentattack vs racial - 2 point cost 
 Reptilian, Orc, Outsider, etc.
 Max per item: +3
 special: +3 requires focus componentspecific alignment ab- 2 point cost 
 Lawful Good, Chaotic Evil, True Neutral
 Max per item: +3
 Limit: one alignment
 special: +3 requires focus componentDamage Bonusphysical damage - 2 point cost 
 Piercing, Slashing, Bludgeoning
 Max per item: +2
 Limit: one typeelemental damage- 3 point cost 
 Fire/electricity/acid/sonic/cold
 Max per item: +2
 Limit: one typeholy/unholy damage - 4 point cost 
 Divine, Negative Energy
 Max per item: +2
 Limit: one typedamage vs alignment group - 2 point cost 
 Lawful, Chaotic, Good, Evil
 Max per item: +2
 Limit: one type
 Special: divine damagedamage vs racial - 2 point cost 
 Outsider, Undead, Orc, Aberration
 Max per item: +3
 Limit: one type
 Special: Divine Damagespecific alignment damage- 2 point cost 
 Lawful Evil, Chaotic Good, etc.
 Max per item: +3
 Limit: one type
 Special: Divine DamageMassive Criticals - 1 point cost 
 Max per item: +6
 Special: +2 massive crit PER 1 point spentMighty - 1 point cost 
 Max per item: +4Enhancementenhancement - 4 point cost 
 Max per item: +2
 Special: gauntlets/gloves receive +1 ab and +1 bludgeoning damageenhancement vs alignment group - 3 points cost 
 Lawful, Chaotic, Good, Neutral
 Max per item: +2enhancement vs racial - 3 point cost 
 Orc, Outsider, Goblins, Undead, etc.
 Max per item: +3
 Special: focus component required for +3specific alignment enhancement - 2 point cost 
 Lawful Neutral, Chaotic Good, Neutral Evil
 Max per item: +3
 Special: focus component required for +3Caster Propertiesbonus 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 pointsarcane 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 SymbolHoly Symbol - 1 point cos 
 Max per item: 1
 Special: Always visible (description must be added in!description flavoror!description lore)
 
 
			
			
		 
			
			
		 
			
			
		 
			
			
		 
			
			
		