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Chainmail Forges.

J-Buzz

First Post
Well I attempted to use a Forge, and it didn't work. I assume from what I have been reading that these are a bit buggy. So I was wondering what have people been able to forge, and what receipes did you use?

I tried to make a +1 weapon a +2. It took the soul gem and 3 diamonds but returned a +1 weapon....:( Now the weapon I used was one I bought +1 already. Can you only forge items that you buy Masterwork and add from there?
 

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Yesterday's trip to the fiendish forge:
Locked gauntlets -> locked gauntlets with +5 deflection bonus to AC.
white wolf armor(forgot exact name)+3/+5 vs shapechangers -> +5/+5 vs shapechangers.
Drowcraft leather armor +4 -> drowcraft leather armor +5.
Also added haste to a drowcraft longbow.

Could have improved a northwind bow, but that would have raised the level requirement too much:(
For some reason a +5 heavy mace isn't magical enough to improve;)

I also carry around an older project. A MW composite longbow with haste and +2 strength bonus. I think I can finally use it next level:)
 


Very few weapons actually seem to get an attack bonus from it. I think some swords work. Most things get the deflection bonus. Some armors get armor bonus, others get deflection bonus.

And so far only weapons with enhancement/attack bonuses have been accepted for any of the other improvements.
 

I noticed that. I tried to add Haste to my Boots of Dex +4 and it said that it needed a +1 Enchantment.

Kind of sucks as Deflection bonuses are easy to find in the merchants shops. :)
 

Just now testing the forge.

Things that didn't work:
MW bastard sword
MW longsword
MW warhammer
MW heavy pick
Greatsword
MW blessed silver heavy mace(it didn't even try to enhance this one)
MW maul(or this)

Things that did work
Justice hammer became keen.
Nature's scythe gained haste.
Couldn't increase the enhancement bonus on either...

And at this point I ran out of stones:)

Another thing worth noting is that the forge can undo only the last enhancement made.
 

The forges dont work for the most part...

An idea I had was to add the smith from the underdark city in the 3rd NWN expansion. He was able to do a lot of things... Thing is he can do thigns to weapons that will make them above ILR for some characters. The solution to this is to limit him to only working for characters above a certain level, or make it so he gives the weapon back to you in your inventory... or better yet a trade window. That way if it is above the ILR at least it wont be automaticaly equipt.

I have exported this guy and added him to a basic test mod with only him in it. He mostly works... with only a small bug or two(i think i missed a needed resource or something). But I think it can be worked with and fixed. This smith would certainly solve the problems as far as upgrading goes. And I have a few chars that already are running into monsters that they cant even hit due to non-epic "to hit" weapons.

I will look at it some more and see if I can figure out how to get him right. If I can I think it wouldnt be to hard to add him to the MOD(i think).
But I think its important to add some code that makes him offer the item back in trade window or right into the inventory instead of in the equipment slot. That way we eliminate the ILR problems. And since ILR is on we really dont need to worry about this guy making things to uneven or anything since you cant use something TO powerfull for your level.

Maybe somebody who has worked with the code can figure it out before me. But I think this is a good easy solution.

Peace :)
 
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