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    Aurora Toolset Item Creation FAQ by DragonUser84

    Version: 1.4 | Updated: 04/07/04 | Printable Version | Search Guide | Bookmark Guide

    +-------------------+   Aurora Toolset Item Creation FAQ   +------------------+
    +-----------------------------+   Version 1.4   +-----------------------------+
    +-----------------------+   Written and Compiled by:   +----------------------+
    +-----------------------------+   David Zigler   +----------------------------+
    +----------------------------+   (DragonUser84)  +----------------------------+
    +----------+   Table of Contents   +----------+
    1. Version and Date Stuff
    2. Important!
    3. Purpose and Explanation of FAQ
    4. Commonly Used Terms
    5. Weapon and Armor Effects
    6. Weapon-Exclusive Effects
    7. Armor-Exclusive Effects
    8. Weapon/Armor/Item Notes
    9. Tips and Tricks
    10. Frequently Asked Questions
    11. Thanks and Legal Stuff
    +----------+   Verson and Date Stuff   +----------+
    April 7, 2004: Added Spell Resistance
    March 22, 2004: Clarified the Damage Bonus property.
    March 9, 2004: Corrected some issues with the Sequencer stuff and the On Hit
       Cast Spell property.
    March 6, 2004: Added the "Cast Spell: Sequencer", "Cast Spell: Clear
       Squencer", and "Bonus Spell Slot of Level" properties.
    March 4, 2004: The "On Hit: Cast Spell" properties were too many to list in
       this FAQ, so I removed that section.
    March 3, 2004: Started adding "On Hit: Cast Spell" properties.
    Feb. 10, 2004: Corrected major flaws with Damage Reduction, Improved Evasion,
       and Enhancement.  Also added Saving Throw Bonus and Saving Throw Bonus:
    Feb. 9, 2004: Submitted FAQ, fixed it, and sent it again.
    Feb. 6, 2004: Took up making the FAQ again.
    Sept. 25, 2003: Started on FAQ, wrote down some of the more confusing
    +----------+   Important!   +----------+
    I really don't mind if you download and distribute this FAQ in it's unaltered
    form, as long as you don't modify it to give yourself credit for writing it.
    I'm passing this information away freely, so feel free to pass it on freely.
    If you start making money off of it, give me half.  (See, I'm not
    +----------+   Commonly Used Terms   +----------+
    (Thanks to mastersam16 for the idea, and Noo Bee for mentioning that it's
    buffing, not bluffing.)
    Soak= Absorb
    Resist= Ignore
    Stack= Combine (Ex: "Will not stack" means "The highest number ONLY is
    ASF= Arcane Spell Failure (A major issue for Sorcerers without the
    Still Spell feat.)
    AC= Armor Class
    Nuker= One who uses lots of DD spells
    DD= Direct Damage.  Spells that are DD don't have any status-affliction
    properties, they just hurt the target.
    Buffer= One who uses lots of Buffing Spells
    Buffing Spells= These spells increase various values on your character.
    They reduce damage, increase strength, increase your AC, etc.
    +----------+   Purpose and Explanation of FAQ   +----------+
    The purpose of this FAQ is to explain what property does what when you're
    making items through the Aurora Toolset, because the manual is rather
    sketchy on the details of various enchantments.  Knowing this, you can
    create insanely powerful equipment with a small amount of effort and time.
    Also, a number of the more self-explanatory features have unwritten rules
    that come into play only when you're actually playing the game.
    Please bear in mind that I'm making this FAQ while looking at the Toolset
    with both Shadows of Undrentide (A.k.a. SoU) and Hordes of the Underdark
    (A.k.a. HotU) installled and with the 1.61 patch installed.  So, some of this
    might be different that what you're looking at.  (If you don't have the HotU
    installed, then you WILL see some differences because HotU allows you to take
    your character up to level 40 and has added more powerful enchantments to the
    weapons and armor.)
    I'll have a setup that looks like this: (Note: This will make more sense if
    you've been tried to make your own items before.)
    ===== Item Property
    Sub-Property: (If applicable, some Item Properties don't have a Sub-Property.
    Will be referred to as Sub-Prop in explanations.)
    Item Cost Parameter: (If applicable, some Item Properties don't have an Item
    Cost Parameter either.  Will be referred to as ICP in explanations.)
    In game, looks like... (If it's different than what it looks like while
    playing in the game than what the Toolset Shows.)
    Really boring explanation. (This gets technical, so it helps if you've looked
    over some of what you can do in the toolset.)
    Really boring explation of catches. (A lot of things have ways around them, so
    consider yourself forewarned when you've made your "perfect" setup and your
    health is draining rapidly in the game.)
    Well, I suppose that I should get started...
    +----------+   Weapon and Armor Effects   +----------+
    ===== Bonus Spell Slot of Level
    Sub-Property: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Item Cost Parameter: Level 0 (Cantrips) to Level 9
    What this property does is allow you to prepare/cast one extra spell per day
    according to the Level in the ICP.  However, I suggest that before you set
    about making them, you take a careful look at your favorite spells and
    whatever Metamagic feats you like to cast them with.  And now for the best
    part, these can be assigned to an item multiple times and they WILL stack!
    Also, you can go past the usual 8-per-day spell limit.  (For sorcerers, I don't
    know about other spell-casting characters.)  HOWEVER, if you can't even cast ONE
    spell from a certain level, don't bother with Bonus Spell Slots.  Also, the
    changes may come into effect immediately, but you'll need to prepare your
    spells/rest before you notice any changes.  (If you unequip the item that grants
    bonus spell slots after resting, it immediately removes those bonus spells that
    you can cast, down to zero.  Apparently, your character uses those bonus spells
    ===== Cast Spell: Clear Sequencer
    Item Cost Parameter: (Standard spell ICP.)
    This clears out the stored spells on your item's Sequencer property.
    ===== Cast Spell: Sequencer (1 Spell), (2 Spells), and (3 Spells)
    Item Cost Parameter: (Standard spell ICP.)
    This allows you to cast a number of buffing spells upon the item, depending on
    what Sub-Prop you picked.  The ICP determines how many times the object can
    cast those spells.  When activated with the stored spells, the item casts them
    for you, all at once, saving your spell uses for more important ones. (Like,
    using offensive spells to kill that ogre in your face.) NOTE: You CAN use
    items that cast spells with this, as long as the buffing spell requires a
    ===== Damage Reduction
    Sub-Property: +1 to +20
    Item Cost Parameter: Soak 5 Damage to Soak 50 Damage
    The Sub-Prop merely determines what Enhancement value is needed in order
    to cut through it.  (Say, the Sub-Prop is +5, so you or your opponent will
    need a weapon with a +5 Enhancement bonus to get past it without any
    damage.)  Meanwhile, the second value (Which will be displayed on the
    right-hand list as Soak # Damage.) determines how much damage you'll take.
    If you have an item Damage Reduction with Soak 5 Damage and you're attacked
    by a weapon that normally would've dealt 10 damage, you instead take 5
    damage.  (However, if your attacker's weapon has a +1 Enhancement value,
    you'll take the full 10.)
    The Sub-Property determines what Enhancement value a weapon has to have in
    Unlike Damage Resistance, Damage Reduction can be bypassed with weapon damage
    bonuses and spells. (Natural damage from weapons and traps still applies
    though.) (NOTE: I don't know if this is still true.)  Also, any weapon with a
    matching Enhancement of +whatever or greater can get through without
    reduction.  Huge amounts of damage can also get through.  For example, say you
    have Damage Reduction +20[Soak 10 Damage].  Now, if you get hit with a total
    60 damage, then you'll take 50 points of damage.
    (IMPORTANT NOTE: I'm not sure about this, so if anyone knows different,
    please let me know.)
    ===== Damage Resistance
    Sub-Property: Acid, Bludgeoning, Cold, Divine, Electrical, Fire, Magical,
    Negative Energy, Piercing, Positive Energy, Slashing, and Sonic.
    Item Cost Parameter: 5, 10, 15, 20... 50/-
    What this does is void the first amount of points from the ICP's numerical
    value from the Sub-Prop.  Say, you have an item equipped that has Damage
    Resistance: Acid[Resist 10/-] and you get hit by an Acid trap for 15 points of
    damage.  The first 10 points of damage will be ignored and you'll only be hit
    with 5 points of Acid damage.  Unlike Damage Reduction, this CANNOT be
    bypassed.  Damage from spells, traps, damage bounses, everything, has to go
    through this.  Although it's more expensive overall to protect yourself from
    everything this way, it's actually the better way to go rather than Damage
    Reduction.  (In my opinion, anyway.)
    ===== Immunity: Damage Type
    Sub-Property: Acid, Bludgeoning, Cold, Divine, Electrical, Fire, Magical,
    Negative Energy, Piercing, Positive Energy, Slashing, and Sonic.
    Item Cost Parameter: 5%, 10%, 25%, 50%, 75%, 90%, or 100% Immunity Bonus.
    While a 100% Immunity Bonus is great, if you're not playing the HotU
    expansion, you can't use it unless you enable your character to equip items
    that their level can't support.  (All 100% Immunity bonuses take the level
    requirement up to level 21, impossible to achieve without the HotU Expansion,
    unless you hack into the game's code.  Of course, that's ILLEGAL and something
    I'm highly discouraging.)
    Now, I'm not going to tell you how to enable your characters to equip items
    when they don't have a high enough level, because with HotU, you can use
    these legally now.  (Besides, you can find that info in the Codes and Cheats
    section on GameFAQs.)
    (NOTE: Red Dragon Disciples naturally get 100% Damage Immunity to Fire when
    they get their tenth level as a Red Dragon Disciple.)
    ===== On Hit Cast Spell
    Sub-Property: Every spell in the game except the Epic-Level spells and some
    Item Cost Parameter: Level 1 to 40
    The On Hit Cast Spell property actually varies slighty between Armor and
    Weapons.  Weapons automatically cast the spell when they hit something, and
    Armor automatically casts the spell when the wearer is hit.  NOTE: Multiple
    On Hit Cast Spell properties WILL NOT stack, the one closest to the top of
    the list of properties will be the ONLY one that has an effect.
    ===== Improved Evasion
    (Thanks to Noo Bee for the correction.)
    In times where a failed reflex would give you damage, this property/feat
    allows you to walk away after taking half damage.
    ===== Saving Throw Bonus
    Sub-Property: Acid, Cold, Death, Disease, Divine, Electrical, Fear, Fire,
    Mind Affecting, Negative Energy, Poison, Positive Energy, Sonic, and Universal
    Item Cost Paramater: +1 to +20
    While most of these are nice, I'd go for Universal more than the others
    because it increases your chances of avoiding damage from EVERYTHING.
    The ironic thing is that Saving Throw Bonus (With the exception of Universal.)
    applies to LESS than what Saving Throw Bonus: Specific usually does.
    ===== Saving Throw Bonus: Specific
    Sub-Property: Fortitude, Reflex, and Will.
    Item Cost Paramater: +1 to +20
    While there's not a whole lot that's really special about these, high Saving
    Throw Bonuses can come in handy because you actually use them all the time.
    You're attacked, Fortitude steps in.  You spring a trap or certain spells get
    cast on you, Reflex comes in.  Something uses certain spells, (Notably
    Illusion spells.) and you make a Will save to keep from falling for it.
    The interesting thing is, if your Saving Throws are high enough, you can
    actually negate the damage done from high-powered spells, deadly traps, and
    that axe-wielding beserker that wants your head.
    ===== Spell Resistance
    (Thanks to Shione and TigerClawDude.)
    Sub-Property: 10, 12, 14... 32, 34, 36
    This increases your natural Spell Resistance from regular spells, weapons and
    armor with the On Hit Cast Spell property, and (probably) spell-like abilities
    thrown at you by creatures. Now, higher is always better, but suppose that
    you're facing a lvl 20 Sorcerer and you have a Spell Resistance of 30.
    Depending on the die roll, there's a good chance that spell won't affect you,
    because Caster Level + d20 + (any of the Spell Penetration feats) has to be
    greater than your Spell Resistance.  (I don't know if you get a die roll or
    A note though, Spell Resistance DOES NOT STACK, the game just uses the highest
    value you have and ignores the rest.
    +----------+   Weapon-Exclusive Effects   +----------+
    ===== Damage Bonus
    Sub-Property: Acid, Bludgeoning, Cold, Divine, Electrical, Fire, Magical,
    Negative Energy, Piercing, Positive Energy, Slashing, and Sonic.
    Item Cost Parameter: 1 to 2d4, 1 to 2d8, 1 to 2d10, 1 to 2d12, and 1 to 20
    In game, looks like... Damage Bonus: (Type)[(2nd Type) Damage]
    Now, this can be slightly confusing, as you can put multiple Sup-Props of
    the same element on the weapon.  However, THESE WILL NOT STACK!  (The game
    will use whichever property is the most expensive.)  You can't slap on 20
    points of a Fire damage bonus and the 2d12 to get only 20 to 24 points of
    damage.  Instead, you'll just do 20 points of damage all the time.
    HOWEVER, you can add DIFFERENT Sub-Props (For example, Cold and Fire.) to the
    same weapon and BOTH will have an effect.  (For example, a weapon with Damage
    Bonus: Cold[10 Damage] and Damage Bonus: Fire[10 Damage] will do ten points
    of Cold and ten points of fire.)
    ===== Enhancement
    (Thanks to Noo Bee for the correction.)
    Item Cost Parameter: +1 to +20
    The higher the number, the higher the level of Damage Reduction you can cut
    through without penalty.  Not only does it bypass Damage Reduction, +(ICP)
    Enhancement gives +(ICP) to attack rolls and +(ICP) to damage rolls.
    ===== Extra Melee/Ranged Damage Type
    Sub-Property: Bludgeoning, Piercing, and Slashing.
    While putting a damage type on a weapon that already has it does nothing,
    putting a different type grants the weapon extra damage with a particular
    attack type.  Say you put Extra Melee Damage Type: Slashing on a dagger.  Now,
    the weapon will deal out slashing damage like it was naturally a slashing
    Normally, weapons with two damage types just have different animations and if
    an enemy is immune or resistant to one type, you'll still do full damage with
    a different type of attack.  Most of the time, you won't even know it unless
    you know that a monster has an Immunity or Resistance to a certain type of
    physical damage and your weapon has an Extra Melee/Ranged Damage Type property
    that they don't have any protection against.
    ===== Holy Avenger
    (Taken directly from the HotU manual.)
    This is among the most powerful weapons that a paladin can find.  It has a +5
    Enhancement Bonus, does 1d6 additional points of Holy Damage and every time it
    hits an opponent it attempts to dispel their magical protections.  Non-paladins
    who wield a Holy Avenger, find that it only acts as a +2 weapon for them.
    ===== Keen
    Doubles your chances of a critical hit. (When you have the Feat: "Improved
    Critical", this effect is tripled.)
    ===== Massive Criticals
    Item Cost Parameter: 1 to 2d4, 1 to 2d8, 1 to 2d10, 1 to 2d12, and 1 to 20
    When you make a successful Critical Hit, this property adds that much more
    damage to your attack as a bonus.  (Works best with the Improved Critical
    feat and the Keen property.)
    ===== Mighty
    (NOTE: Ranged weapons only!)
    Item Cost Parameter: +1 to +20
    The Mighty property allows you to add your strength to your damage when
    attacking with ranged weapons.  I don't know the ratios, but I'm assuming that
    more is always better.
    ===== No Combat Damage
    Whatever weapon has this, deals out absolutely NO damage or VERY little.
    ===== On Hit
    Sub-Property: Ability Drain, Blindness, Confusion, Daze, Deafness, Disease,
    Dispel Magic, Doom, Fear, Greater Dispelling, Hold, Knock, Lesser Dispelling,
    Level Drain, Mordenkainen's Disjunction (Really powerful version of Dispel
    Magic.), Poison, Silence, Slay Alignment, Slay Alignment Group, Slay Racial
    Group, Sleep, Slow, Stun, Vorpal, and Wounding.
    Item Cost Parameter: DC=14, 16, 18... to 26
    All of the Sub-Props are pretty much self-explanatory except for Vorpal and
    Wounding.  When something is hit by a weapon with the Wounding Sub-Prop, then
    the target continues to take damage, as if they were poisoned in a different
    "As for Vorpal, on a critical hit, the target makes a Fortitude save against
    death.  If failed, the target dies.  Both immunity to death and immunity to
    critical hits can prevent this."
    (NOTE: Somebody told me about the Vorpal property sometime last year, and I
    forgot their name.  So, if you remember who you are, please step forward so I
    can give you credit.)
    ===== Visual Effect
    Sub-Property: Acid, Cold, Electrical, Evil, Fire, Holy, and Sonic
    While the Visual Effect property doesn't really DO anything and costs nothing
    to put on a weapon, it overrides all other visual effects from Damage Bonuses
    and other Properties.  So, if you put Damage Bonus: Acid[2d12 Damage] and
    Damage Bonus: Fire[2d12 Damage] and you want the Fire visual effect, then you
    put a Visual Effect: Fire on the weapon and the weapon won't show the Acid
    visual effect, but will show the Fire visual effect.  However, if you put in
    two or more Visual Effects, then the one on the top of the list takes effect.
    (Personally, I was hoping that they'd put this in a patch or the HotU
    expansion becasue I was so disappointed when they didn't include it in SoU
    and I said so on their message boards.  Apparently, Bioware listened to my
    request.  So Bioware, thank you.)
    (NOTE: This even overrides the Holy Avenger's visual effect.)
    ===== Unlimited Ammunition
    (NOTE: Ranged weapons only!)
    Sub-Property: Arrow/Bolt/Bullet
    Item Cost Parameter: Ammo: Basic, 1d6 Fire, 1d6 Cold, 1d6 Lightning,
    +1 to +5 Enhancement to Damage
    While having an unlimited amount of Ammunition is a GOOD thing, be forewarned
    that you can't use ANY other type of ammunition with whatever ranged weapon
    has this property.  So, if you pack along some uber-powerful arrows that
    you're created with a weapon that has this property, they're not going to see
    much use.
    +----------+   Armor-Exclusive Effects  +----------+
    NOTE: Only the appearance of the torso (Which this will be hidden if you
    pick a robe.) determines what class the armor will be, as can be seen in a
    nifty little box to the left of the Appearance box.
    ===== Arcane Spell Failure
    Item Cost Parameter: -50%, -45%... -10%, -5%, +5%, +10%... +45%, +50%
    To melee players and those who don't deal with Arcane Spell Failure, no big
    deal.  To those that have to deal with Arcane Spell Failure and like to melee
    as well, VERY big deal.
    While the negative values decrease the percentage of Arcane Spell Failure,
    the positive values increase it.
    NOTE: Shields can have this property as well.
    +----------+   Weapon/Armor/Item Notes  +----------+
    These will be straight out of the game so you can compare them side-by-side
    instead of having to root through each item's properties one-by-one. Some
    pieces of armor (For example Helmets, Cloaks, Bracers, Rings, etc.) have
    different Armor Types.  When it come to AC bonuses, items with the same Armor
    Type (For example, Deflection.) won't stack and the game will go with just the
    highest AC bonus.  The only way you'll know, is when you equip the item in the
    NOTE: All weapons except those under Throwing have the Armor Type:
    Deflection.  (The Weapons under throwing can't have an AC Bonus, Damage
    Resistance, or Damage Immunity property.)
    ===== Armor/Clothing
    Armor Type: Armor
    ===== Helmets
    Armor Type: Deflection
    ===== Shield
    Armor Type: Shield
    ===== Belts
    Armor Type: Deflection
    ===== Boots
    Armor Type: Dodge
    ===== Bracers
    Armor Type: Armor
    ===== Cloaks
    Armor Type: Deflection
    ===== Gauntlets
    Armor Type: Deflection
    Damage Type: Bludgeoning
    Gauntlets can be given damage bonuses and enhance the wearer's Unarmed
    ===== Amulets
    Armor Type: Natural
    ===== Rings
    Armor Type: Deflection
    Rings are the only item where you can equip two at the same time.  (Not
    including weapons.)
    ===== Ammunition
    (Arrows, Bolts, and Bullets.)
    These items can't have any Stat-Boosting Properties other than Damage-Dealing
    bonuses and On Hit Cast Spell properties.
    +----------+   Tips and Tricks  +----------+
    ===== Cast Spell
    Cast spell allows you to cast a spell, up to an unlimited number of times a
    day, without worrying about interruption and ASF.  This is useful for nukers
    that like to throw out Fireball after Fireball or those that want to set up a
    path full of Delayed Blast Fireballs between them and their enemy.  Mind you,
    that you can't use items that cast spells with the Scribe Scroll, Craft Wand,
    or Brew Potion feats.  And, you can't use Metamagic feats like Empower and
    Maximize while casting the spell.
    +----------+   Frequently Asked Questions   +----------+
    NOTE: I'm taking a wild stab at what people are going to ask, so (Dire)
    Bear with me.
    ===== Question: Don't you know that by telling eveyone how to make their own
    super-powerful weapons that the game will be cheapened for everyone?
    ===== Answer: (Starts laughing evilly.) Yeah, the game MIGHT get cheaper, but
    what would happen if someone made a mod where all of the enemies had their
    own uber-powerful items?  Think about it for a while.  (Attn: Mod-Makers!
    ===== Question: Why do you put two spaces between your sentences?
    ===== Answer: Because I do, it's a habit.
    ===== Question: Hey!  You stole my ASCII artwork!
    ===== Answer: I made that lousy stuff myself, are you SURE that you want to
    claim it as yours?
    ===== Question: Hey, why can't I equip my items?
    ===== Answer: Your game may not be set to allow you to wield items
    illegally.  (You know, use stuff that your level isn't high enough to allow
    you to use.)  Be aware of the cost of your items, it takes a LOT of
    properties to surpass level 40, and MUCH less to exceed level 20. Also, be
    aware that if you do modify your game to allow you to wield illegal items
    that you may be barred from certain servers.  Also, other players may despise
    you for your uber-powerful weapons of death and armor of invincibility.
    ===== Question: Can you teach me scripting?
    ===== Answer: Ha ha ha!  Me, teach someone scripting!  Ha ha ha!  That's a
    good one!
    ===== Question: gimme sum kewl uber g00dz so i cun pwnz yur azz!11!!1!!11!11!
    ===== Answer: (Pulls out Katana that does insane amounts of damage per hit.)
    MAKE ME!
    +----------+   Thanks and Other Stuff   +----------+
    Obviously, special thanks to the Bioware staff for making such a great game.
    Also, extra thanks to CJayC for running and maintaining GameFAQs as well as
    hosting this FAQ.
    (Without them, there wouldn't any reason for me to write this FAQ in the first
    Secondly, Thanks to those that helped with this FAQ.  If you feel that you've
    been left out, please contact me through the method below.
    If you see a mistake, please contact me through the Neverwinter Nights: Hordes
    of the Underdark message board on www.GameFAQs.com by creating a topic with
    something like "ATTN: DragonUser84! You need to correct this!"  Please do not
    use l33tsp34k, as such posts MAY be read, but MAY NOT be understood.  I'm not
    to apt to give out my e-mail address, and I never check it anyway.
    Copyright 2003-2004 by David Zigler