hide results

    Crafting Guide by Offkorn

    Version: 1.751 | Updated: 07/16/08 | Printable Version | Search This Guide

    Neverwinter Nights 2 Crafting Recipes
    Game Version: 1.12.1295 + MotB
    Guide Version: 1.751
    By: Jake Zahn
    Date: 07/16/2008
    
    
    --------------------------------------------------------------------------------
    				Table of Contents
    --------------------------------------------------------------------------------
    
    
    INTRO
    LEGAL
    CREDITS
    HISTORY
    CURRENT BUGS
    RECIPES
     X0000 Universal Ingredients
     X0001 Alchemical Creations
     X0002 Amulets
     X0003 Armor
    	Basic
    	Elemental
    	Other
     X0004 Belts
     X0005 Boots
     X0006 Cloaks
     X0007 Gloves
     X0008 Head
     X0009 Items
     X0010 Poisons
     X0011 Quest Items
     X0012 Rings
     X0013 Robes
     X0014 Traps
     X0015 Weapons
    	Basic
    	Elemental
    	Other
    APPENDIX
     X1. Armor/Weapon Special Material Properties
     X2. Basic Crafting Ranks Required
     X3. Crafting Gem List
     X4. Crafting Spell List
     X5. Trap Properties
     X6. Misc Crafting Information 
     X7. Ultimate Crafter Builds
    	Warlock
    	Mystic Theurge (Wizard Dominant)
    	Mystic Theurge (Cleric Dominant)
    	Wizard
    	Cleric
    
    
    --------------------------------------------------------------------------------
    				INTRO
    --------------------------------------------------------------------------------
    
    
    This is simply a list of all the Crafting recipes contained in the Standard 
    Campaign. This does not include MotB-specific recipes, for those there is a
    great guide by szajin that can be found over here:
    
    http://www.gamefaqs.com/computer/doswin/game/939027.html
    
    If you see any errors, or find any recipes not listed, you can E-Mail them to
    me at "Offkorn_69@yahoo.com", with 'Crafting' in the Subject line. Please make
    sure to check the 'Universal Ingredients' section first, before E-mailing about
    an incorrect recipe.
    
    This guide assumes you already know how to Craft. If you do not, I suggest 
    consulting the User Manual or talking to the Craft Master at Fort Locke. I
    have, however, added some of the more esoteric information that the Manual
    doesn't cover in detail into the Appendix section of this document.
    
    
    --------------------------------------------------------------------------------
    				LEGAL
    --------------------------------------------------------------------------------
    
    
    Any websites wishing to post this guide may do so as long as credit is given 
    and no content is altered in any way.
    
    
    --------------------------------------------------------------------------------
    				CREDITS
    --------------------------------------------------------------------------------
    
    
    immortalpob - For the uploaded text versions of the Crafting Books over at 
                  http://nwvault.ign.com
    
    Dominus_Cruor - For the bunch of undocumented recipes
    
    Vordan - For the Character Builder Module, which is essential for easy testing.
    
    J.E. Sawyer - For the information on Combining/Diluting Essences, and the info
                  about customized code for naming Items.
    
    Nabeel Ali - For the information about using the Spells 'Heroism' and 'Greater
                 Heroism' to boost Crafting scores, as well as a few recipe
                 corrections.
    
    Alavatar - For bringing Dominus_Cruor's recipes to my attention
    
    Adam Sundermeyer - Noticing that Adamantine gives different Damage Resistance
    	           depending on the Shield size.
    
    Gemini - Noticing that the Zalantar H.Shields don't get the +2 AC bonus.
    
    ErikPeter Walker - Noticing the 'Flaming Burst' recipe bug.
    
    John Canton & Nicholas Hoffman - Noticing the Bard Song 'Inspire Competence'.
    
    kgambit - Notifing me that the enchantment limit was still in effect.
    
    
    --------------------------------------------------------------------------------
    				HISTORY
    --------------------------------------------------------------------------------
    
    
    Version 1.0 - 11/06/06
    	First version
    
    Version 1.1 - 11/08/06
    	Tested all recipes
    	Fixed various minor errors
    	Added a few undocumented recipes
    	Added some new Misc Info
    
    Version 1.11 - 11/09/06
    	Updated with new information about Crafting using Scroll/Wand spells
    
    Version 1.12 - 11/11/06
    	Fixed minor error with information about Crafting from a Scroll/Wand
    	Gave 'CURRENT BUGS' and 'Universal Ingredients' their own sections
    
    Version 1.2 - 11/13/06
    	100% correct information about Crafting from a Scroll/Wand
    	Added missing Nymph Cloak +2 recipe
    	Fixed Caster Level error on the 5th Level Spell Rings
    	Added Crafting Chart into the Appendix
    
    Version 1.5 - 11/14/06
    	Updated Ultimate Crafter section with new information
    	Added Venom bug to 'CURRENT BUGS'
    	Added new Misc Information about naming Crafted Items
    	Added a bunch of undocumented recipes
    
    Version 1.51 - 11/17/06
    	Couple of Material Property fixes
    
    Version 1.61 - 12/05/06
    	Updated for Patch 1.03
    	Removed Crafting Chart, as it's now obsolete
    	Overhauled the 'Special Material Properties' section
    
    Version 1.62 - 01/20/07
    	Added 'Flaming Burst' recipe bug information
    
    Version 1.63 - 01/30/07
    	Added Bard's 'Inspire Competence' Song information
    
    Version 1.70 - 11/19/07
    	Updated Buglist for newest Game Version
    	Various spelling fixes
    
    Version 1.71 - 11/20/07
    	Fixed erronious claim about enchantment limit
    	Added craftable Trap Effects list
    
    Version 1.75 - 07/08/08
    	Updated 'Ultimate Crafter' section
    
    Version 1.751 - 07/16/08
    	Added Fairy Dust distilling information to Appendix
    
    
    --------------------------------------------------------------------------------
    			      CURRENT BUGS
    --------------------------------------------------------------------------------
    
    
       -Scrolls are cast at Level 10, regardless of what the scroll's description
        may say.
    
       -The Workbench doesn't recognize the Haste spell when it's cast on it. It
        works fine on the Enchanter's Satchel from MotB though.
    
       -The 'Invulnerable Armor' and 'Lucky' recipes don't actually do anything
        except steal your ingredients and allow you to rename your Armor/Weapon.
    
       -The 'Flaming Burst' recipe adds 1d10 Physical Damage to criticals, instead
        of 1d10 Fire Damage.
    
    
    --------------------------------------------------------------------------------
    				RECIPES
    --------------------------------------------------------------------------------
    
                        /////Universal Ingredients\\\\\                        X0000
    
    
    Armor: Any Armor, Shield, or Clothes/Robe (including one already enchanted)
    Belts: 1 Leather Hide
    Boots: 1 Leather Hide
    Cloaks: 2 Leather Hides
    Rings: 1 Iron Ingot
    Traps: Trap Mold
    Weapons: Any Weapon (including one already enchanted)
    
    
    --------------------------------------------------------------------------------
                        /////Alchemical Creations\\\\\                         X0001
    
    
    Acid Flask: Thrown Weapon inflicts 1d6 Acid Damage
      Requires: Craft Alchemy 4
      Ingredients: Venom Gland + Quicksilver
    
    Acid Flask (Improved): Thrown Weapon inflicts 1d8 Acid Damage
      Requires: Craft Alchemy 8
      Ingredients: 2 Venom Gland + 2 Quicksilver
    
    Acid Flask (Greater): Thrown Weapon inflicts 1d10 Acid Damage
      Requires: Craft Alchemy 12
      Ingredients: 3 Venom Gland + 3 Quicksilver
    
    Acid Flask (Perfected): Thrown Weapon inflicts 2d6 Acid Damage
      Requires: Craft Alchemy 16
      Ingredients: 4 Venom Gland + 4 Quicksilver
    
    Alchemist's Fire: Thrown Weapon inflicts 1d6 Fire Damage or
                      coats a Weapon with Fire to add 1d4 Fire Damage to attacks
      Requires: Craft Alchemy 4
      Ingredients: Fairy Dust + Distilled Alcohol
    
    Alchemist's Fire (Improved): Thrown Weapon inflicts 1d8 Fire Damage or
                                 coats a Weapon to add 1d6 Fire Damage to attacks
      Requires: Craft Alchemy 8
      Ingredients: 2 Fairy Dust + 2 Distilled Alcohol
    
    Alchemist's Fire (Greater): Thrown Weapon inflicts 1d10 Fire Damage or
                                coats a Weapon to add 1d6 Fire Damage to attacks
      Requires: Craft Alchemy 12
      Ingredients: 3 Fairy Dust + 3 Distilled Alcohol
    
    Alchemist's Fire (Perfected): Thrown Weapon inflicts 2d6 Fire Damage or
                                  coats a Weapon to add 1d10 Fire Damage to attacks
      Requires: Craft Alchemy 16
      Ingredients: 4 Fairy Dust + 4 Distilled Alcohol
    
    Choking Powder: Creates a Stinking Cloud effect that lasts 5 rounds
      Requires: Craft Alchemy 4
      Ingredients: Garlic + Belladonna
    
    Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds
      Requires: Craft Alchemy 8
      Ingredients: 2 Garlic + 2 Belladonna
    
    Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds
      Requires: Craft Alchemy 12
      Ingredients: 3 Garlic + 3 Belladonna
    
    Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds
      Requires: Craft Alchemy 16
      Ingredients: 4 Garlic + 4 Belladonna
    
    Holy Water: Thrown Weapon inflicts 2d4 Holy Damage to Undead
      Requires: Craft Alchemy 4
      Ingredients: Amethyst + Powdered Silver
    
    Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead
      Requires: Craft Alchemy 8
      Ingredients: 2 Amethyst + 2 Powdered Silver
    
    Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead
      Requires: Craft Alchemy 12
      Ingredients: 3 Amethyst + 3 Powdered Silver
    
    Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead
      Requires: Craft Alchemy 16
      Ingredients: 4 Amethyst + 4 Powdered Silver
    
    Tanglefoot Bag: Creates Entangle effect that lasts for 2 rounds
      Requires: Craft Alchemy 4
      Ingredients: Quicksilver + Belladonna
    
    Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds
      Requires: Craft Alchemy 8
      Ingredients: 2 Quicksilver + 2 Belladonna
    
    Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds
      Requires: Craft Alchemy 12
      Ingredients: 3 Quicksilver + 3 Belladonna
    
    Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds
      Requires: Craft Alchemy 16
      Ingredients: 4 Quicksilver + 4 Belladonna
    
    Thunderstone: Deafens target for 5 rounds
      Requires: Craft Alchemy 4
      Ingredients: Diamond Dust + Amethyst
    
    Thunderstone (Improved): Deafens target for 5 rounds
      Requires: Craft Alchemy 8
      Ingredients: 2 Diamond Dust + 2 Amethyst
    
    Thunderstone (Greater): Deafens target for 5 rounds
      Requires: Craft Alchemy 12
      Ingredients: 3 Diamond Dust + 3 Amethyst
    
    Thunderstone (Perfected): Deafens target for 5 rounds
      Requires: Craft Alchemy 16
      Ingredients: 4 Diamond Dust + 4 Amethyst
    
    
    --------------------------------------------------------------------------------
                            /////Amulets\\\\\                                  X0002
    
    
    Amulet of Health (Lesser): Immunity to Disease and Poison
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Weak Water Essence + Obsidian + Iron Ingot
      Spell: Remove Disease or Neutralize Poison
    
    Amulet of Health: Immunity to Ability/Level Drain, Disease, and Poison
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Glowing Power Essence + Glowing Water Essence + Canary Diamond
                   + Iron Ingot
      Spell: Remove Disease or Neutralize Poison
    
    Amulet of Health (Greater): Immunity to Ability/Level Drain, Disease, and Poison
                                Regeneration +1
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Radiant Power Essence + Radiant Water Essence + Blue Diamond
                   + Iron Ingot
      Spell: Remove Disease or Neutralize Poison
    
    Amulet of Natural Armor +1: +1 Natural bonus to AC
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Faint Earth Essence + Sapphire + Iron Ingot
      Spell: Barkskin
    
    Amulet of Natural Armor +2: +2 Natural bonus to AC
      Requires: Caster Level 6, Craft Wondrous Item feat
      Ingredients: Weak Earth Essence + Emerald + Iron Ingot
      Spell: Barkskin
    
    Amulet of Natural Armor +3: +3 Natural bonus to AC
      Requires: Caster Level 9, Craft Wondrous Item feat
      Ingredients: Faint Power Essence + Glowing Earth Essence + Jacinth
                   + Iron Ingot
      Spell: Barkskin
    
    Amulet of Natural Armor +4: +4 Natural bonus to AC
      Requires: Caster Level 12, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Glowing Earth Essence + Blue Diamond
                   + Iron Ingot
      Spell: Barkskin
    
    Amulet of Natural Armor +5: +5 Natural bonus to AC
      Requires: Caster Level 15, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Radiant Earth Essence + Beljuril
                   + Iron Ingot
      Spell: Barkskin
    
    Brooch of Shielding: Shield (5) 3/day
      Requires: Caster Level 1, Craft Wondrous Item feat
      Ingredients: Faint Power Essence + Sapphire + 2 Iron Ingots
      Spell: Mage Armor
    
    Medallion of Thought: Immunity to Mind Affecting Spells, +5 Bluff, +5 Diplomacy 
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Weak Water Essence + Canary Diamond
                   + Iron Ingot
      Spell: Owl's Wisdom
    
    Periapt of Wisdom +2: +2 bonus to Wisdom
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Water Essence + Diamond + Iron Ingot
      Spell: Owl's Wisdom
    
    Periapt of Wisdom +4: +4 bonus to Wisdom
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Water Essence + Star Sapphire + Iron Ingot
      Spell: Owl's Wisdom
    
    Periapt of Wisdom +6: +6 bonus to Wisdom
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Glowing Water Essence + Rogue Stone + Iron Ingot
      Spell: Owl's Wisdom
    
    Periapt of Wisdom +8: +8 bonus to Wisdom
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Radiant Water Essence + Beljuril + Iron Ingot
      Spell: Owl's Wisdom
    
    Scarab of Greater Protection: Spell Resistance 20, Immunity to Death Effects,
                                  and Immunity to Energy Drain
      Requires: Caster Level 18, Craft Wondrous Item feat
      Ingredients: Iron Ingot + Radiant Power Essence + Radiant Fire Essence
                   + Radiant Water Essence + Blue Diamond
      Spell: Death Ward
    
    
    --------------------------------------------------------------------------------
                             /////Armor\\\\\                                   X0003
    
    
    **Basic**
    
    
    Base Armor Enchantment +1: Armor gains +1 Enhancement bonus
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Earth Essence + Obsidian
      Spell: Light
    
    Base Armor Enchantment +2: Armor gains +2 Enhancement bonus
      Requires: Caster Level 6, Craft Magic Arms and Armor feat
      Ingredients: Faint Earth Essence + Diamond
      Spell: Light
    
    Base Armor Enchantment +3: Armor gains a +3 Enhancement bonus
      Requires: Caster Level 9, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Weak Earth Essence + Emerald
      Spell: Light
    
    Base Armor Enchantment +4: Armor gains a +4 Enhancement bonus
      Requires: Caster Level 12, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Glowing Earth Essence + Star Sapphire
      Spell: Light
    
    Base Armor Enchantment +5: Armor gains a +5 Enhancement bonus
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Glowing Earth Essence + Blue Diamond
      Spell: Light
    
    
    **Elemental**
    
    
    Armor of Acid Resistance: Acid Resistance 10
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Earth Essence + Jacinth
      Spell: Resist Energy/Elements
    
    Armor of Acid Resistance (Improved): Acid Resistance 20
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Earth Essence + Rogue Stone
      Spell: Resist Energy/Elements
    
    Armor of Acid Resistance (Greater): Acid Resistance 30
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Earth Essence + King's Tear
      Spell: Resist Energy/Elements
    
    Armor of Cold Resistance: Cold Resistance 10
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Water Essence + Jacinth
      Spell: Resist Energy/Elements
    
    Armor of Cold Resistance (Improved): Cold Resistance 20
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Water Essence + Rogue Stone
      Spell: Resist Energy/Elements
    
    Armor of Cold Resistance (Greater): Cold Resistance 30
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Water Essence + King's Tear
      Spell: Resist Energy/Elements
    
    Armor of Electricity Resistance: Electricity Resistance 10
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Air Essence + Jacinth
      Spell: Resist Energy/Elements
    
    Armor of Electricity Resistance (Improved): Electricity Resistance 20
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Air Essence + Rogue Stone
      Spell: Resist Energy/Elements
    
    Armor of Electricity Resistance (Greater): Electricity Resistance 30
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Air Essence + King's Tear
      Spell: Resist Energy/Elements
    
    Armor of Fire Resistance: Fire Resistance 10
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Fire Essence + Jacinth
      Spell: Resist Energy/Elements
    
    Armor of Fire Resistance (Improved): Fire Resistance 20
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Fire Essence + Rogue Stone
      Spell: Resist Energy/Elements
    
    Armor of Fire Resistance (Greater): Fire Resistance 30
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Fire Essence + King's Tear
      Spell: Resist Energy/Elements
    
    Armor of Sonic Resistance: Sonic Resistance 10
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Jacinth
      Spell: Resist Energy/Elements
    
    Armor of Sonic Resistance (Improved): Sonic Resistance 20
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Rogue Stone
      Spell: Resist Energy/Elements
    
    Armor of Sonic Resistance (Greater): Sonic Resistance 30
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + King's Tear
      Spell: Resist Energy/Elements
    
    
    **Other**
    
    
    Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Weak Air Essence + Jacinth
      Spell: Mage Armor
    
    Armor of Spell Resistance: Spell Resistance 14
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
      Spell: Spell Resistance
    
    Armor of Spell Resistance (Improved): Spell Resistance 18
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
      Spell: Spell Resistance
    
    Armor of Spell Resistance (Greater): Spell Resistance 22
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
      Spell: Spell Resistance
    
    Fortified Armor: Immunity to Critical Hits and Sneak Attack
      Requires: Caster Level 13, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Radiant Earth Essence + Blue Diamond
      Spell: Banishment
    
    *BUGGED* Invulnerable Armor: Damage Reduction 10/Magic
      Requires: Caster Level 18, Craft Magic Arms and Armor feat
      Ingredients: Radiant Power Essence + Blue Diamond
      Spell: Stoneskin
    
    Quick Armor: Haste (10) 3/day
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Weak Air Essence + Blue Diamond
      Spell: Haste
    
    Shadowy Armor: +5 competence bonus on Hide checks
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Faint Water Essence + Fire Opal
      Spell: Invisibility
    
    Shadowy Armor (Improved): +10 competence bonus on Hide checks
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Water Essence + Star Sapphire
      Spell: Invisibility
    
    Shadowy Armor (Greater): +15 competence bonus on Hide checks
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Glowing Water Essence + Blue Diamond
      Spell: Invisibility
    
    Silent Armor: +5 competence bonus on Move Silently checks
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Faint Water Essence + Fire Opal
      Spell: Silence
    
    Silent Armor (Improved): +10 competence bonus on Move Silently checks
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Water Essence + Star Sapphire
      Spell: Silence
    
    Silent Armor (Greater): +15 competence bonus on Move Silently checks
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Glowing Water Essence + Blue Diamond
      Spell: Silence
    
    
    --------------------------------------------------------------------------------
                             /////Belts\\\\\                                   X0004
    
    
    Belt of Agility +2: +2 bonus to Dexterity, Freedom of Movement
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Faint Air Essence + Diamond
      Spell: Cat's Grace
    
    Belt of Agility +4: +4 bonus to Dexterity, Freedom of Movement
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Weak Air Essence + Star Sapphire
      Spell: Cat's Grace
    
    Belt of Agility +6: +6 bonus to Dexterity, Freedom of Movement
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Glowing Air Essence + Rogue Stone
      Spell: Cat's Grace
    
    Belt of Agility +8: +8 bonus to Dexterity, Freedom of Movement
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Radiant Air Essence + Beljuril
      Spell: Cat's Grace
    
    Belt of Frost Giant Strength: +4 bonus to Strength
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Weak Fire Essence + Blue Diamond
      Spell: Bull's Strength
    
    Belt of Stone Giant Strength: +6 bonus to Strength
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Glowing Fire Essence + Beljuril
      Spell: Bull's Strength
    
    Belt of Cloud Giant Strength: +8 bonus to Strength
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Radiant Fire Essence + King's Tear
      Spell: Bull's Strength
    
    
    --------------------------------------------------------------------------------
                             /////Boots\\\\\                                   X0005
    
    
    Boots of Elvenkind: +5 bonus on Move Silently checks
      Requires: Caster Level 3, Craft Wondrous Items feat
      Ingredients: Leather Hide + Faint Water Essence + Fire Opal
      Spell: Silence
    
    Boots of Speed: Haste (10) 3/day
      Requires: Caster Level 7, Craft Wondrous Item feat
      Ingredients: Weak Air Essence + Weak Power Essence + Star Sapphire
      Spell: Haste
    
    Boots of Striding +4: +4 bonus to Constitution
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Weak Earth Essence + Jacinth
      Spell: Bear's Endurance
    
    Boots of Striding +6: +6 bonus to Constitution
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Glowing Earth Essence + Rogue Stone
      Spell: Bear's Endurance
    
    Boots of Striding +8: +8 bonus to Constitution
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Radiant Earth Essence + Beljuril
      Spell: Bear's Endurance
    
    
    --------------------------------------------------------------------------------
                             /////Cloaks\\\\\                                  X0006
    
    
    Cloak of Displacement: Cast Displacement three times per day
      Requires: Caster Level 3, Craft Wondrous Item feat
      Ingredients: Weak Air Essence + Blue Diamond
      Spell: Displacement
    
    Cloak of Elvenkind: +5 bonus on Hide checks
      Requires: Caster Level 3, Craft Wondrous Item feat
      Ingredients: Faint Water Essence + Fire Opal
      Spell: Invisibility
    
    Cloak of Resistance +1: +1 bonus on Saving Throws
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Faint Earth Essence + Obsidian
      Spell: Resistance
    
    Cloak of Resistance +2: +2 bonus on Saving Throws
      Requires: Caster Level 6, Craft Wondrous Item feat
      Ingredients: Faint Earth Essence + Diamond
      Spell: Resistance
    
    Cloak of Resistance +3: +3 bonus on Saving Throws
      Requires: Caster Level 9, Craft Wondrous Item feat
      Ingredients: Weak Earth Essence + Canary Diamond
      Spell: Resistance
    
    Cloak of Resistance +4: +4 bonus on Saving Throws
      Requires: Caster Level 12, Craft Wondrous Item feat
      Ingredients: Glowing Earth Essence + Jacinth
      Spell: Resistance
    
    Cloak of Resistance +5: +5 bonus on Saving Throws
      Requires: Caster Level 15, Craft Wondrous Item feat
      Ingredients: Radiant Earth Essence + Blue Diamond
      Spell: Resistance
    
    Greater Mantle of Spell Resistance: Spell Resistance 20
      Requires: Caster Level 9, Craft Wondrous Item feat
      Ingredients: Radiant Power Essence + Radiant Fire Essence + King's Tear
      Spell: Spell Resistance
    
    Nymph Cloak +2: +2 bonus to Charisma
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Water Essence + Diamond
      Spell: Eagle's Splendor
    
    Nymph Cloak +4: +4 bonus to Charisma
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Water Essence + Star Sapphire
      Spell: Eagle's Splendor
    
    Nymph Cloak +6: +6 bonus to Charisma
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Glowing Water Essence + Rogue Stone
      Spell: Eagle's Splendor
    
    Nymph Cloak +8: +8 bonus to Charisma
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Radiant Water Essence + Beljuril
      Spell: Eagle's Splendor
    
    
    --------------------------------------------------------------------------------
                             /////Gloves\\\\\                                  X0007
    
    
    Bracers of Armor +1: +1 bonus to AC
      Requires: Caster Level 7, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Faint Earth Essence + Obsidian
      Spell: Mage Armor
    
    Bracers of Armor +2: +2 bonus to AC
      Requires: Caster Level 7, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Faint Earth Essence + Diamond
      Spell: Mage Armor
    
    Bracers of Armor +3: +3 bonus to AC
      Requires: Caster Level 7, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Weak Earth Essence + Canary Diamond
      Spell: Mage Armor
    
    Bracers of Armor +4: +4 bonus to AC
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Weak Earth Essence + Jacinth
      Spell: Mage Armor
    
    Bracers of Armor +5: +5 bonus to AC
      Requires: Caster Level 10, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Glowing Earth Essence + Blue Diamond
      Spell: Mage Armor
    
    Bracers of Armor +6: +6 bonus to AC
      Requires: Caster Level 12, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Glowing Earth Essence + Rogue Stone
      Spell: Mage Armor
    
    Bracers of Armor +7: +7 bonus to AC
      Requires: Caster Level 14, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Radiant Earth Essence + Beljuril
      Spell: Mage Armor
    
    Bracers of Armor +8: +8 bonus to AC
      Requires: Caster Level 16, Craft Wondrous Item feat
      Ingredients: 2 Iron Ingots + Radiant Earth Essence + King's Tear
      Spell: Mage Armor
    
    Gauntlets of Ogre Power: +2 Strength
      Requires: Caster Level 6, Craft Wondrous Item feat
      Ingredients: Faint Fire Essence, Ruby, 2 Iron Ingots
      Spell: Bull's Strength
    
    
    --------------------------------------------------------------------------------
                             /////Head\\\\\                                    X0008
    
    
    Headband of Intellect +2: +2 bonus to Intelligence
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Faint Fire Essence + Diamond
      Spell: Fox's Cunning
    
    Headband of Intellect +4: +4 bonus to Intelligence
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Weak Fire Essence + Star Sapphire
      Spell: Fox's Cunning
    
    Headband of Intellect +6: +6 bonus to Intelligence
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Glowing Fire Essence + Rogue Stone
      Spell: Fox's Cunning
    
    Headband of Intellect +8: +8 bonus to Intelligence
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Leather Hide + Radiant Fire Essence + Beljuril
      Spell: Fox's Cunning
    
    
    --------------------------------------------------------------------------------
                             /////Items\\\\\                                   X0009
    
    
    Gem of Seeing: Casts True Seeing once per day
      Requires: Caster Level 10, Craft Wondrous Item feat
      Ingredients: Weak Air Essence + King's Tear
      Spell: True Seeing
    
    Scabbard of Keen Edges: Casts Keen Edge once per day
      Requires: Caster Level 5, Craft Wondrous Item feat
      Ingredients: Wooden Plank + Faint Earth Essence + Jacinth
      Spell: Keen Edge
    
    
    --------------------------------------------------------------------------------
                             /////Poisons\\\\\                                 X0010
    
    
    Giant Bee Venom (Mild): Coats a weapon with Poison
                            (DC 18, 1d2 points of Constitution damage)
      Requires: Craft Alchemy 4
      Ingredients: Giant Bee Venom Gland
    
    Giant Bee Venom (Average): Coats a weapon with Poison
                               (DC 20, 1d2 points of Constitution damage)
      Requires: Craft Alchemy 8
      Ingredients: 2 Giant Bee Venom Glands
    
    Giant Bee Venom (Strong): Coats a weapon with Poison
                              (DC 22, 1d2 points of Constitution damage)
      Requires: Craft Alchemy 12
      Ingredients: 3 Giant Bee Venom Glands
    
    Giant Bee Venom (Deadly): Coats a weapon with Poison
                              (DC 26, 1d2 points of Constitution damage)
      Requires: Craft Alchemy 16
      Ingredients: 4 Giant Bee Venom Glands
    
    Giant Centipede Venom (Mild): Coats a weapon with Poison
                                  (DC 18, 1d2 points of Intelligence damage)
      Requires: Craft Alchemy 4
      Ingredients: Giant Centipede Venom Gland
    
    Giant Centipede Venom (Average): Coats a weapon with Poison
                                     (DC 20, 1d2 points of Intelligence damage)
      Requires: Craft Alchemy 8
      Ingredients: 2 Giant Centipede Venom Glands
    
    Giant Centipede Venom (Strong): Coats a weapon with Poison
                                    (DC 22, 1d2 points of Intelligence damage)
      Requires: Craft Alchemy 12
      Ingredients: 3 Giant Centipede Venom Glands
    
    Giant Centipede Venom (Deadly): Coats a weapon with Poison
                                    (DC 26, 1d2 points of Intelligence damage)
      Requires: Craft Alchemy 16
      Ingredients: 4 Giant Centipede Venom Glands
    
    Giant Scorpion Venom (Mild): Coats a weapon with Poison
                                 (DC 18, 1d2 points of Strength damage)
      Requires: Craft Alchemy 4
      Ingredients: Giant Scorpion Venom Gland
    
    Giant Scorpion Venom (Average): Coats a weapon with Poison
                                    (DC 20, 1d2 points of Strength damage)
      Requires: Craft Alchemy 8
      Ingredients: 2 Giant Scorpion Venom Glands
    
    Giant Scorpion Venom (Strong): Coats a weapon with Poison
                                   (DC 22, 1d2 points of Strength damage)
      Requires: Craft Alchemy 12
      Ingredients: 3 Giant Scorpion Venom Glands
    
    Giant Scorpion Venom (Deadly): Coats a weapon with Poison
                                   (DC 26, 1d2 points of Strength damage)
      Requires: Craft Alchemy 16
      Ingredients: 4 Giant Scorpion Venom Glands
    
    
    --------------------------------------------------------------------------------
                          /////Quest Items\\\\\                                X0011
    
    
    ***NOTE*** These only work in the Main Campaign.
    
    
    Gold Filigree Charm: Used for summoning Mephasm in Crossroad Keep
      Requires: Caster Level 1, Mephasm Quest
      Ingredients: Faint Power Essence + Glowing Fire Essence + Star Sapphire
                   + Gold Necklace
      Spell: Darkness
    
    Infernal Focus 1: Used for bargaining with Mephasm in Crossroad Keep
      Requires: Caster Level 1, Mephasm Quest
      Ingredients: Glowing Power Essence + Ruby + Darksteel Ingot
      Spell: Darkness
    
    Infernal Focus 2: Used for bargaining with Mephasm in Crossroad Keep
      Requires: Caster Level 1, Mephasm Quest
      Ingredients: Glowing Fire Essence + Sapphire + Mithril Ingot
      Spell: Darkness
    
    Infernal Focus 3: Used for bargaining with Mephasm in Crossroad Keep
      Requires: Caster Level 1, Mephasm Quest
      Ingredients: 1 Faint Power Essence + Faint Fire Essence + Blue Diamond
                   + Iron Ingot
      Spell: Darkness
    
    
    --------------------------------------------------------------------------------
                             /////Rings\\\\\                                   X0012
    
    
    Ring of Divine Power 1: Store one extra 1st-Level Divine spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Fire Essence + Obsidian
      Spell: Owl's Wisdom
    
    Ring of Divine Power 2: Store one extra 2nd-Level Divine spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Fire Essence + Obsidian
      Spell: Owl's Wisdom
    
    Ring of Divine Power 3: Store one extra 3rd-Level Divine spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Power Essence + Weak Fire Essence + Canary Diamond
      Spell: Owl's Wisdom
    
    Ring of Divine Power 4: Store one extra 4th-Level Divine spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
      Spell: Owl's Wisdom
    
    Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day
      Requires: Caster Level 12, Craft Wondrous Item feat
      Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
      Spell: Owl's Wisdom
    
    Ring of Wizardry 1: Store one extra 1st-Level Arcane spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Air Essence + Obsidian
      Spell: Fox's Cunning
    
    Ring of Wizardry 2: Store one extra 2nd-Level Arcane spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Air Essence + Obsidian
      Spell: Fox's Cunning
    
    Ring of Wizardry 3: Store one extra 3rd-Level Arcane spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Faint Power Essence + Weak Air Essence + Canary Diamond
      Spell: Fox's Cunning
    
    Ring of Wizardry 4: Store one extra 4th-Level Arcane spell per day
      Requires: Caster Level 8, Craft Wondrous Item feat
      Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
      Spell: Fox's Cunning
    
    Ring of Wizardry 5: Store one extra 5th-Level Arcane spell per day
      Requires: Caster Level 12, Craft Wondrous Item feat
      Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond
      Spell: Fox's Cunning
    
    
    --------------------------------------------------------------------------------
                             /////Robes\\\\\                                   X0013
    
    
    Robe of the Archmagi: Armor Bonus +5, Spell Penetration feat, Bonus Level 5, 6,
                          & 7 Wizard/Sorcerer Spells, Spell Resistance 20, +3
                          Universal Saves, Only Usable by Wizard or Sorcerer
      Requires: Caster Level 14, Craft Wondrous Item feat
      Ingredients: Glowing Power Essence + Radiant Air Essence + Radiant Earth
                   Essence + Radiant Fire Essence + Radiant Water Essence + King's
                   Tear + Iron Ingot + Leather Hide
      Spell: Mage Armor
    
    
    --------------------------------------------------------------------------------
                             /////Traps\\\\\                                   X0014
    
    
    ***Trap Information Located in Appendix***
    
    
    Acid Splash (Minor)
      Requires: Craft Trap 5
      Ingredients: Acid Flask
    
    Acid Splash (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Acid Flasks
    
    Acid Splash (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Acid Flasks
    
    Acid Splash (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Acid Flasks
    
    Acid Blob (Minor)
      Requires: Craft Trap 5
      Ingredients: Acid Flask, Tanglefoot Bag
    
    Acid Blob (Average)
      Requires: Craft Trap 10
      Ingredients: 2 Acid Flasks, 2 Tanglefoot Bags
    
    Acid Blob (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Acid Flasks, 5 Tanglefoot Bags
    
    Acid Blob (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Acid Flasks, 7 Tanglefoot Bags
    
    Electrical (Minor)
      Requires: Craft Trap 5
      Ingredients: Quartz Crystal
    
    Electrical (Average)
      Requires: Craft Trap 10
      Ingredients: 2 Quartz Crystals
    
    Electrical (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Quartz Crystals
    
    Electrical (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Quartz Crystals
    
    Fire (Minor)
      Requires: Craft Trap 5
      Ingredients: Alchemist's Fire
    
    Fire (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Alchemist's Fire
    
    Fire (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Alchemist's Fire
    
    Fire (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Alchemist's Fire
    
    Frost (Minor)
      Requires: Craft Trap 5
      Ingredients: Coldstone
    
    Frost (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Coldstones
    
    Frost (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Coldstones
    
    Frost (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Coldstones
    
    Gas (Minor)
      Requires: Craft Trap 5
      Ingredients: Choking Powder
    
    Gas (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Choking Powders
    
    Gas (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Choking Powders
    
    Gas (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Choking Powders
    
    Holy (Minor)
      Requires: Craft Trap 5
      Ingredients: Holy Water
    
    Holy (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Holy Waters
    
    Holy (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Holy Waters
    
    Holy (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Holy Waters
    
    Negative Energy (Minor)
      Requires: Craft Trap 5
      Ingredients: Obsidian
    
    Negative Energy (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Obsidian
    
    Negative Energy (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Obsidian
    
    Negative Energy (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Obsidian
    
    Sonic (Minor)
      Requires: Craft Trap 5
      Ingredients: Thunderstone
    
    Sonic (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Thunderstones
    
    Sonic (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Thunderstones
    
    Sonic (Deadly)
      Requires: Craft Trap 5
      Ingredients: 7 Thunderstones
    
    Spike (Minor)
      Requires: Craft Trap 5
      Ingredients: Dagger
    
    Spike (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Daggers
    
    Spike (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Daggers
    
    Spike (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Daggers
    
    Tangle (Minor)
      Requires: Craft Trap 5
      Ingredients: Tanglefoot Bag
    
    Tangle (Average)
      Requires: Craft Trap 10
      Ingredients: 3 Tanglefoot Bags
    
    Tangle (Major)
      Requires: Craft Trap 15
      Ingredients: 5 Tanglefoot Bags
    
    Tangle (Deadly)
      Requires: Craft Trap 20
      Ingredients: 7 Tanglefoot Bags
    
    
    --------------------------------------------------------------------------------
                             /////Weapons\\\\\                                 X0015
    
    
    **Basic**
    
    
    Base Weapon Enchantment +1
      Requires: Caster Level 3, Craft Magic Arms and Armor feat
      Ingredients: Faint Air Essence + Obsidian
      Spell: Light
    
    Base Weapon Enchantment +2
      Requires: Caster Level 6, Craft Magic Arms and Armor feat
      Ingredients: Faint Air Essence + Diamond
      Spell: Light
    
    Base Weapon Enchantment +3
      Requires: Caster Level 9, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Weak Air Essence + Emerald
      Spell: Light
    
    Base Weapon Enchantment +4
      Requires: Caster Level 12, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
      Spell: Light
    
    Base Weapon Enchantment +5
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Glowing Air Essence + Blue Diamond
      Spell: Light
    
    
    **Elemental**
    
    
    Acid Weapon: +1d6 Acid Damage
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Earth Essence + Emerald
      Spell: Melf's Acid Arrow
    
    *BUGGED* Flaming Burst: Adds 1d10 fire damage to criticals
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Glowing Fire Essence + Faint Power Essence + Fire Opal
      Spell: Fireball or Flame Strike
    
    Flaming Weapon: +1d6 Fire Damage
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Weak Fire Essence + Ruby
      Spell: Fireball or Flame Strike
    
    Frost Weapon: +1d6 Cold Damage
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Water Essence + Star Sapphire
      Spell: Ice storm
    
    Shock Weapon: +1d6 Electricity Damage
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Air Essence + Canary Diamond
      Spell: Call Lightning or Lightning Bolt
    
    
    **Other**
    
    
    Anarchic Weapon: +2d6 Damage against Lawful creatures
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Air Essence + Canary Diamond
      Spell: Inflict Critical Wounds
    
    Axiomatic Weapon: +2d6 Damage against Chaotic creatures
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Earth Essence + Jacinth
      Spell: Inflict Critical Wounds
    
    Defending: Adds +1 Deflection AC Bonus
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Weak Earth Essence + Diamond
      Spell: Mage Armor or Shield of Faith
    
    Defending (Improved): Adds +2 Deflection AC Bonus
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Glowing Earth Essence + Emerald
      Spell: Mage Armor or Shield of Faith
    
    Defending (Greater): Adds +3 Deflection AC Bonus
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Radiant Earth Essence + Blue Diamond
      Spell: Mage Armor or Shield of Faith
    
    Holy Weapon: +2d6 Damage against Evil creatures
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Water Essence + Diamond
      Spell: Cure Critical Wounds
    
    Hunting Weapon: +2d6 Damage against Beasts
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Water Essence + Star Sapphire
      Spell: Light
    
    Keen: Doubles Threat Range
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Earth Essence, Ruby
      Spell: Lightning Bolt
    
    *BUGGED* Lucky: Adds +1 to all saves
      Requires: Caster Level 5, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Earth Essence + Obsidian
      Spell: Resistance
    
    Poison Weapon: Poison (DC 14, 1d2 Con Damage) on hit
      Requires: Caster Level 10, Craft Magic Arms and Armor feat
      Ingredients: Weak Earth Essence + Emerald
      Spell: Poison
    
    Unholy Weapon: +2d6 Damage against Good creatures
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Faint Power Essence + Faint Fire Essence + Star Sapphire
      Spell: Inflict Critical Wounds
    
    Weapon of Disruption: Undead must make a DC 14 Will Save or be destroyed
      Requires: Caster Level 14, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Glowing Water Essence + Jacinth
      Spell: Undeath to Death
    
    Weapon of Life Stealing: Vampiric Regeneration 1
      Requires: Caster Level 7, Craft Magic Arms and Armor feat
      Ingredients: Weak Power Essence + Weak Fire Essence + Ruby
      Spell: Enervation
    
    Weapon of Life Stealing (Improved): Vampiric Regeneration 3
      Requires: Caster Level 11, Craft Magic Arms and Armor feat
      Ingredients: Glowing Power Essence + Glowing Fire Essence + Canary Diamond
      Spell: Enervation
    
    Weapon of Life Stealing (Greater): Vampiric Regeneration 5
      Requires: Caster Level 15, Craft Magic Arms and Armor feat
      Ingredients: Radiant Power Essence + Radiant Fire Essence + Beljuril
      Spell: Enervation
    
    
    --------------------------------------------------------------------------------
    				Appendix
    --------------------------------------------------------------------------------
    
    
    Here is where I'll provide various useful information.
    
    
    --------------------------------------------------------------------------------
    X1. Armor/Weapon Special Material Properties
    
    
    Weapon Categories
    	Metal
    	  Axes
    	  Bladed
    	  Blunt
    	  Halberd
    	  Scythe
    	Wooden
    	  Bow
    	  Club
    	  Crossbow
    	  Quarterstaff
    	  Spear
    
    Hides
     Red Dragon Hide
    	Breastplate, Half Plate, Scalemail
    	  +3 Armor Modifier
    	  Fire Resistance: 20/-
    	  Weight Reduction: 20%
    
     Salamander Hide
    	Hide, Leather, Studded Leather
    	  +1 Armor Modifier
    	  Fire Resistance: 10/-
    	  Weight Reduction: 40%
    
     Umber Hulk Hide
    	Half Plate, Shields
    	  +2 Armor Modifier
    	  Immunity: Mind Effecting Spells
    
     Wyvern Hide
    	Breastplate, Full Plate, Half Plate, Scalemail
    	  +2 Armor Modifier
    	  +4 Poison Save Bonus
    	  Weight Reduction: 20%
    
    Metal Ingots
     Adamantine
        Armor
    	Chainshirt, L.Shield
    	  Damage Reduction: 1/-
    	Breastplate, Chainmail, Scalemail, H.Shield
    	  Damage Reduction: 2/-
    	Heavy Armor, T.Shield
    	  Damage Reduction: 3/-
        Weapons
    	Metal
    	  Bypasses Iron Golem/Stoneskin Damage Resistances
    	  +2 Magic Damage
    
     Alchemical Silver
    	Metal Weapons
    	  Bypasses Devil and Lycanthrope Damage Resistances
    
     Cold Iron
    	Metal Weapons
    	  Bypasses Demon, Fae, and Warlock Damage Resistances
    
     Darksteel
        Armor
    	All Armor
    	  Acid Resistance: 5/-
        Weapons
    	Metal
    	  +1 Electrical Damage
    
     Mithril
        Armor
    	Chainshirt
    	  Armor Check Penalty: Reduced by 2
    	  Max Dex Bonus: +2
    	  Spell Failure: -10%
    	  Weight Reduction: 50%
    	Breastplate, Chainmail, Scalemail
    	  Armor Check Penalty: Reduced by 3
    	  Armor Class: Light
    	  Max Dex Bonus: +2
    	  Spell Failure: -10%
    	  Weight Reduction: 50%
    	Banded Mail, Full Plate
    	  Armor Check Penalty: Reduced by 3
    	  Armor Class: Medium
    	  Max Dex Bonus: +2
    	  Spell Failure: -10%
    	  Weight Reduction: 50%
    	Half Plate
    	  Armor Check Penalty: Reduced by 3
    	  Armor Class: Medium
    	  Max Dex Bonus: +1
    	  Spell Failure: -10%
    	  Weight Reduction: 50%
    	L.Shield
    	  Spell Failure: -05%
    	  Weight Reduction: 40%
    	H.Shield
    	  Spell Failure: -15%
    	  Weight Reduction: 40%
    	T.Shield
    	  Spell Failure: -20%
    	  Weight Reduction: 40%
        Weapons
    	Metal
    	  Weight Reduction: 40%
    
    Wooden Planks
     Duskwood
        Armor
    	Shields
    	  Weight Reduction: 60%
        Weapons
    	Bow
    	  Mighty +6
    	  Weight Reduction: 40%
    	Crossbow
    	  Attack Bonus +3
    	  Weight Reduction: 40%
    	Club, Spear
    	  Weight Reduction: 40%
    	Staff
    	  +1 Magic Damage
    
     Shederran
    	Bow
    	  Mighty +4
    	Crossbow
    	  Attack Bonus +2
    
     Zalantar
        Armor
    	L.Shield
    	  +2 Armor Modifier
    	  Spell Failure: -05%
    	H.Shield
    	  Spell Failure: -05%
    	T.Shield
    	  +2 Armor Modifier
    	  Spell Failure: -10%
        Weapons
    	Bow
    	  Mighty +2
    	Crossbow
    	  Attack Bonus +1
    	Club, Spear
    	  +1 Magic Damage
    	Staff
    	  +1 Electrical Damage
    
    
    --------------------------------------------------------------------------------
    X2. Basic Crafting Ranks Required
    
    
    Craft Armor
     Light Shield: 1
     Padded Armor: 1
     Heavy Shield: 2
     Leather Armor: 2
     Hide Armor: 3
     Studded Leather Armor: 3
     Chain Shirt: 4
     Tower Shield: 4
     Breastplate: 5
     Chain Mail: 5
     Banded Mail: 6
     Half-Plate Armor: 7
     Full-Plate Armor: 8
      Iron: +0
      Leather Hide: +0
      Duskwood: +5
      Darksteel: +10
      Mithril: +10
      Zalantar: +10
      Salamander Hide: +12
      Adamantine: +15
      Umber Hulk Hide: +17
      Wyvern Hide: +20
      Red Dragon Hide: +23
    
    Craft Weapon
     Bow: 2
     Simple: 2
     Crossbow: 5
     Martial: 5
     Exotic: 8
      Iron: +0
      Wood: +0
      Alchemical Silver: +5
      Cold Iron: +5
      Duskwood: +5
      Shederran: +5
      Darksteel: +10
      Mithril: +10
      Zalantar: +10
      Adamantine: +15
    
    
    --------------------------------------------------------------------------------
    X3. Crafting Gem List
    
    
    Amethyst
    Beljuril
    Blue Diamond
    Canary Diamond
    Diamond
    Emerald
    Fire Opal
    Jacinth
    King's Tear
    Obsidian
    Rogue Stone
    Ruby
    Sapphire 
    Star Sapphire
    
    
    --------------------------------------------------------------------------------
    X4. Crafting Spell List
    
    
    Banishment (Cleric 6, Wizard 7)
    Barkskin (Druid/Ranger 2)
    Bear's Endurance (Cleric/Druid/Ranger/Wizard 2)
    Bull's Strength (Bard/Cleric/Druid/Paladin/Wizard 2)
    Call Lightning (Druid 3)
    Cat's Grace (Bard/Druid/Ranger/Wizard 2)
    Cure Critical Wounds (Bard/Cleric 4, Druid 5)
    Darkness (Bard/Cleric/Wizard 2)
    Death Ward (Cleric/Paladin 4, Druid 5)
    Displacement (Bard/Wizard 3)
    Eagle's Splendor (Bard/Cleric/Paladin/Wizard 2)
    Enervation - (Wizard 4)
    Fireball - (Wizard 3)
    Flame Strike - (Druid 4, Cleric 5)
    Fox's Cunning - (Bard/Cleric/Wizard 2)
    Haste - (Bard/Wizard 3)
    Ice Storm (Druid/Wizard 4, Bard 6)
    Inflict Critical Wounds (Cleric 4)
    Invisibility (Bard/Wizard 2)
    Keen Edge (Wizard 3)
    Light (Bard/Cleric/Druid/Wizard 0)
    Lightning Bolt (Wizard 3)
    Mage Armor (Wizard 1)
    Melf's Acid Arrow (Wizard 2)
    Neutralize Poison (Druid/Ranger 3, Bard/Cleric/Paladin 4)
    Owl's Wisdom (Bard/Cleric/Druid/Paladin/Ranger/Wizard 2)
    Poison (Druid 3, Cleric 4)
    Remove Disease (Cleric/Druid/Ranger 3)
    Resist Energy/Elements (Ranger 1, Cleric/Druid/Paladin/Wizard 2)
    Resistance (Bard/Cleric/Druid/Wizard 0, Paladin 1)
    Silence (Bard/Cleric 2)
    Shield of Faith (Cleric 1)
    Spell Resistance (Cleric/Druid 5)
    Stoneskin (Druid/Wizard 4)
    True Seeing (Cleric 5, Wizard 6, Druid 7)
    Undeath to Death (Cleric/Wizard 6)
    
    
    --------------------------------------------------------------------------------
    X6. Trap Properties
    
    
    ***NOTE: All information here was taken from the Comment section of the Trap
    	 Trigger blueprints in the Toolset. No in-game testing was done.
    
    
    Acid Splash (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 2d8
      Effect: N/A
      Avg Damage: 9
      AoE: Single
    
    Acid Splash (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d8
      Effect: N/A
      Avg Damage: 13.5
      AoE: Single
    
    Acid Splash (Major)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 25
      Damage: 5d8
      Effect: N/A
      Avg Damage: 22.5
      AoE: Single
    
    Acid Splash (Deadly)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 30
      Damage: 8d8
      Effect: N/A
      Avg Damage: 36
      AoE: Single
    
    Acid Blob (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 3d6
      Effect: Paralyze for 2 Rounds
      Avg Damage: 10.5
      AoE: Single
    
    Acid Blob (Average)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 25
      Damage: 5d6
      Effect: Paralyze for 3 Rounds
      Avg Damage: 17.5
      AoE: Single
    
    Acid Blob (Major)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 30
      Damage: 12d6
      Effect: Paralyze for 4 Rounds
      Avg Damage: 42
      AoE: Single
    
    Acid Blob (Deadly)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 35
      Damage: 18d6
      Effect: Paralyze for 5 Rounds
      Avg Damage: 63
      AoE: Single
    
    Electrical (Minor)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 20
      Damage: 6d8
      Effect: N/A
      Avg Damage: 21
      AoE: Large Sphere
    
    Electrical (Average)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 25
      Damage: 15d6
      Effect: N/A
      Avg Damage: 52.5
      AoE: Large Sphere
    
    Electrical (Major)
      Detect DC: 22
      Disarm DC: 36
      Set DC: 30
      Damage: 20d6
      Effect: N/A
      Avg Damage: 70
      AoE: Large Sphere
    
    Electrical (Deadly)
      Detect DC: 22
      Disarm DC: 36
      Set DC: 35
      Damage: 30d6
      Effect: N/A
      Avg Damage: 105
      AoE: Large Sphere
    
    Fire (Minor)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 20
      Damage: 5d6
      Effect: N/A
      Avg Damage: 17.5
      AoE: Small Sphere
    
    Fire (Average)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 25
      Damage: 6d8
      Effect: N/A
      Avg Damage: 27
      AoE: Small Sphere
    
    Fire (Major)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 30
      Damage: 15d6
      Effect: N/A
      Avg Damage: 52.5
      AoE: Medium Sphere
    
    Fire (Deadly)
      Detect DC: 22
      Disarm DC: 36
      Set DC: 35
      Damage: 25d6
      Effect: N/A
      Avg Damage: 87.5
      AoE: Medium Sphere
    
    Frost (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 2d4
      Effect: N/A
      Avg Damage: 5
      AoE: Single
    
    Frost (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d4
      Effect: N/A
      Avg Damage: 7.5
      AoE: Single
    
    Frost (Major)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 25
      Damage: 5d4
      Effect: Paralyze for 3 Rounds
      Avg Damage: 12.5
      AoE: Single
    
    Frost (Deadly)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 30
      Damage: 8d4
      Effect: Paralyze for 4 Rounds
      Avg Damage: 20
      AoE: Single
    
    Gas (Minor)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 30
      Damage: N/A
      Effect: Giant Wasp Venom
      Avg Damage: N/A
      AoE: Medium Sphere
    
    Gas (Average)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 35
      Damage: N/A
      Effect: Death Blade Poison
      Avg Damage: N/A
      AoE: Medium Sphere
    
    Gas (Major)
      Detect DC: 22
      Disarm DC: 36
      Set DC: 45
      Damage: N/A
      Effect: Dark Reaver Powder
      Avg Damage: N/A
      AoE: Medium Sphere
    
    Gas (Deadly)
      Detect DC: 22
      Disarm DC: 36
      Set DC: 45
      Damage: N/A
      Effect: Black Lotus Extract
      Avg Damage: N/A
      AoE: Medium Sphere
    
    Holy (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 2d4
      Damage (Undead): 4d10
      Effect: N/A
      Avg Damage: 5
      Avg Damage (Undead): 20
      AoE: Single
    
    Holy (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d4
      Damage (Undead): 5d10
      Effect: N/A
      Avg Damage: 7.5
      Avg Damage (Undead): 27
      AoE: Single
    
    Holy (Major)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 25
      Damage: 6d4
      Damage (Undead): 8d10
      Effect: N/A
      Avg Damage: 12
      Avg Damage (Undead): 40
      AoE: Single
    
    Holy (Deadly)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 30
      Damage: 8d4
      Damage (Undead): 12d10
      Effect: N/A
      Avg Damage: 20
      Avg Damage (Undead): 60
      AoE: Single
    
    Negative Energy (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 2d6
      Effect: -1 Strength
      Avg Damage: 7
      AoE: Single
    
    Negative Energy (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d6
      Effect: -1 Strength
      Avg Damage: 10.5
      AoE: Single
    
    Negative Energy (Major)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 25
      Damage: 5d6
      Effect: -2 Strength
      Avg Damage: 17.5
      AoE: Single
    
    Negative Energy (Deadly)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 30
      Damage: 8d6
      Effect: -1 Level
      Avg Damage: 28
      AoE: Single
    
    Sonic (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: 2d4
      Effect: N/A
      Avg Damage: 5
      AoE: Medium Sphere
    
    Sonic (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d4
      Effect: N/A
      Avg Damage: 7.5
      AoE: Medium Sphere
    
    Sonic (Major)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 25
      Damage: 5d4
      Effect: Stunned for 4 Rounds
      Avg Damage: 12.5
      AoE: Single
    
    Sonic (Deadly)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 30
      Damage: 8d4
      Effect: Stunned for 4 Rounds
      Avg Damage: 20
      AoE: Medium Sphere
    
    Spike (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 5
      Damage: 2d6
      Effect: N/A
      Avg Damage: 7
      AoE: Single
    
    Spike (Average)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 20
      Damage: 3d6
      Effect: N/A
      Avg Damage: 10.5
      AoE: Single
    
    Spike (Major)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 25
      Damage: 5d6
      Effect: N/A
      Avg Damage: 17.5
      AoE: Single
    
    Spike (Deadly)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 35
      Damage: 8d10
      Effect: N/A
      Avg Damage: 36
      AoE: Single
    
    Tangle (Minor)
      Detect DC: 10
      Disarm DC: 22
      Set DC: 15
      Damage: N/A
      Effect: -50% Movement Speed for 3 Rounds
      Avg Damage: N/A
      AoE: Small Sphere
    
    Tangle (Average)
      Detect DC: 14
      Disarm DC: 16
      Set DC: 20
      Damage: N/A
      Effect: -50% Movement Speed for 4 Rounds
      Avg Damage: N/A
      AoE: Small Sphere
    
    Tangle (Major)
      Detect DC: 14
      Disarm DC: 26
      Set DC: 25
      Damage: N/A
      Effect: -50% Movement Speed for 4 Rounds
      Avg Damage: N/A
      AoE: Medium Sphere
    
    Tangle (Deadly)
      Detect DC: 18
      Disarm DC: 31
      Set DC: 30
      Damage: N/A
      Effect: -50% Movement Speed for 5 Rounds
      Avg Damage: N/A
      AoE: Medium Sphere
    
    
    --------------------------------------------------------------------------------
    X6. Misc Crafting Information
    
    
    -Using a Scroll/Wand casts the spell at a Caster Level of 10.
    
    -Caster Levels don't stack, a Cleric 11/Wizard 9 only has a Caster Level of 11.
    
    -Weapons and Armor can be enchanted with multiple effects.
     For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric
     recipe and will end up with an 'Vampiric Adamantine Longsword +5'.
    
    -Duplicate enchantments, on the other hand, will not stack.
     For Example: If you use a 'Longsword +2' in the Basic +3 recipe, you will end
     up with a 'Longsword +3', NOT a 'Longsword +5'.
    
    -All Weapons and Armor have a maximum of 3 Magical Properties, including Base
     Bonus, for normal characters and a limit of 4 for Epic characters. This
     includes ranged weapons such as Arrows/Darts/Bolts/etc, as well as Shields
     and Clothes. Be careful when enchanting items crafted from special materials
     as some of them have inherent abilities that will take up an Enchantment slot.
     Examples: Adamantine's +2 Magic Damage or Mithril Weapons' Weight Reduction.
    
    -Interestingly, Mithril Armor's special properties do not take up slots, making
     it perfect for enchanting.
    
    -Filling all the enchantment slots will prevent you from upgrading any earlier
     existing enchantments, so you should upgrade the existing enchantments before
     adding new ones.
    
    -Sadly, the Practiced Spellcaster feat does not count toward your crafting
     Caster Level.
    
    -If you use the Mortar/Pestle on the Fairy Dust item, you will recieve an
     essence completely at random. This can be any type of essence at any power
     level.
    
    -"PROTIP: Any Essence can be downgraded to an Essence of lesser power by using
     the mortar & pestle on it. Radiant > Glowing > Weak > Faint. Likewise, putting
     two identical Essences in an Alchemy Bench and then using the Mortar & Pestle
     on the bench will upgrade it to the next power level.
     2 Faint = 1 Weak
     2 Weak = 1 Glowing
     2 Glowing = 1 Radiant"
    
    -"PROTIP: Remember, you can use text formatting tags when naming your items. I
     did this all the time in the OC and made a garish list of weapons.
    
     <b>Text in here is bold.</b>
     <i>Text in here is italicized.</i>
     <c=red>Text in here is red</c>
    
     You can look up the color constants in Colors.2da (I think) or you can enter
     colors as hexadecimal values. http://www.december.com/html/spec/color.html"
    
    -Highest Ranks (including bonuses) needed:
     Caster Level: 18 (Invulnerable Armor, Scarab of Greater Protection)
     Craft Alchemy rank: 16 (Deadly Poisons, Perfected Potions)
     Craft Armor rank: 30 (Red Dragon Hide Half-Plate)
     Craft Trap rank: 20 (Deadly Traps)
     Craft Weapon rank: 23 (Exotic Adamantine Weapon)
    
    
    --------------------------------------------------------------------------------
    x7. Ultimate Crafter Character Builds
    
    
    --------------------
    INTRO
    --------------------
    
    
    You need several things:
      1. The Craft Magic Arms and Armor & Craft Wondrous Item feats
      2. The Imbue Item feat OR access to most of the spells required
      3. Access to High Levels of the Craft Armor/Alchemy/Weapons skills
      4. Moderate ranks in the Craft Trap and Appraise skills
      5. High Spellcraft Rank (if Wizard).
    
    What this boils down to is that you'll need a starting Intelligence of at
    least 18, as well as be either a Warlock, Mystic Theurge, Wizard, or Cleric.
    That starting +4 combined with an additional +2 from Leveling, and the Headband
    of Intellect +6, will allow you to reach all Crafting requirements by Level 18.
    The Appraise skill will be needed in order to get your basic supplies. Gems
    don't come cheap.
    
    The Spellcraft skill is listed because someone contacted me saying how they
    weren't able to scribe spells from scrolls into their spellbooks without ranks
    in Spellcraft. I, personally, haven't encountered this, but it is included as
    insurance. Clearly, if you're playing as a Cleric or Warlock, this is
    irrelevant.
    
    Choice of Race is rather limited; either Drow or Sun Elf. Drow is the optimal
    choice, but if you either don't have access (a Persistent World character) or
    don't want to deal with the XP penalty, Sun Elf will suffice. As for the Class;
    either M.Theurge 10/Cleric 8/Wizard 2, M.Theurge 10/Cleric 2/Wizard 8, Warlock,
    Wizard, or Cleric.
    
    But wait, Mystic Theurge isn't in the game! Not by default, no, but it's been
    added in nearly its full glory by Reeron and Trekari's Spell Fixes Mod. There
    are two versions; the basic one and the one that's been combined with Kaedrin's
    PRC Pack Mod. Personally, I consider the Combined Version to be an essential
    gameplay Mod.
    
    Basic: http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=99
    Combined: http://nwvault.ign.com/View.php?view=NWN2HakpaksCombined.Detail&id=14
    
    As for Equipment; you'll be wearing the Headband of Intellect +6, which
    should be the first thing you Craft once you hit Level 8. Anything else is
    optional.
    
    If you're making a character for the Single-Player Campaign, you can take
    advantage of Grobnar's 'Inspire Competence' to craft Weapons/Armor/Traps long
    before you normally could. This Inspiration, however, does NOT stack with the
    Heroism spells.
    
    With the preliminaries now out of the way... on to the Builds:
    
    
    --------------------
    WARLOCK
    --------------------
    
    Drow gives starting scores of:
    STR: 8  --------> 8
    DEX: 10 --------> 16
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 10
    CHA: 10 --------> 18
    
    Sun Elf gives starting scores:
    STR: 8  --------> 8
    DEX: 8  --------> 14
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 10
    CHA: 8  --------> 16
    
    
    Skills: Appraise and Craft Alchemy/Armor/Trap/Weapon.
    
    The starting INT of 18 covers these with room to spare. At 5th Level you'll stop
    raising Craft Alchemy, at 12th you'll stop raising Craft Weapon, and at 15th
    you'll stop raising Craft Trap.
    
    Following the above outline, you'll end up at 18th Level with:
    
    Appraise: 10
    Craft Alchemy: 7
    Craft Armor: 21
    Craft Trap: 8
    Craft Weapon: 14
    Skill A of Choice: 21
    Skill B of Choice: 21
    Skill C of Choice: 20
    
    Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor,
    Skill Focus (Craft Trap), and Skill Focus (Appraise).
    
    Overview:
    
    
    Race: Drow
    Class: Warlock
    Alignment: Any
    Deity: Any
    STR: 8
    DEX: 16
    CON: 10
    INT: 18
    WIS: 10
    CHA: 18
    Background: Any except Wild Child
    Appraise: 2
    Craft Alchemy: 4
    Craft Armor: 4
    Craft Trap: 2
    Craft Weapon: 4
    *Skill of Choice*: 4
    Silver Palm
    02: +1 Craft Alchemy/Armor/Weapon, +1 Skill of Choice A (Save 2)
    02: -
    03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 SoCA
    03: Craft Wondrous Items
    04: +1 Craft Alchemy/Armor/Weapon, +1 SoCA (Save 2)
    04: +1 INT
    05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA, +1 Skill of Choice B
    05: -
    06: +1 Craft Armor/Weapon, +1 SoCA, +2 SoCB (Save 1)
    06: Craft Magic Arms and Armor
    07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
    07: -
    08: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
    08: +1 INT
    09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
    09: Skill Focus (Craft Trap)
    10: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
    10: -
    11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
    11: -
    12: +1 Craft Armor, +1 SoCA, +4 SoCB, +1 Skill of Choice C
    12: +1 INT, Skill Focus (Appraise)
    13: +1 Craft Armor/Trap, +1 Appraise, +1 SoCA/SoCB
    13: -
    14: +1 Craft Armor, +1 SoCA/SoCB, +4 SoCC
    14: -
    15: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +2 SoCC
    15: *Feat of Choice*
    16: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
    16: +1 INT
    17: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +3 SoCC
    17: -
    18: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
    18: *Feat of Choice*
    
    
    Following the above, at 18th level while wearing the Headband of Intellect +6,
    your effective rank scores will be:
    
    Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16
    Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30
    Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20
    Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23
    
    If you have access to the Materials for a Headband of Intellect +8, the second
    two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
    Intelligence. I suggest Charisma.
    
    Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
    happens to be located in perpetual sunlight, you'll need to do a bit of skill
    rearranging.
    
    
    --------------------
    MYSTIC THEURGE (W)
    --------------------
    
    Drow gives starting scores of:
    STR: 8  --------> 8
    DEX: 10 --------> 12
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 10 --------> 13
    
    Sun Elf gives starting scores:
    STR: 8  --------> 8
    DEX: 8  --------> 10
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 8  --------> 11
    
    Levels: Wizard 8/Cleric 2/Mystic Theurge 10
    
    Needed Scrolls: Barkskin
    
    Useful Domains: Plant
    
    Using any Wizard Sub-Class, except Illusion, will cause you to miss out on
    spells needed for various recipes, but Illusion prevents you from casting the
    spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
    
    Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft.
    
    The starting INT of 18 covers these easily. You only need 2 points in Craft
    Alchemy, at 5th Level you'll stop raising Lore, at 8th you'll stop raising
    Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop
    raising Craft Armor.
    
    Following the above outline, you'll end up at 20th Level with:
    
    Appraise: 11
    Craft Alchemy: 2
    Craft Armor: 17
    Craft Trap: 7
    Craft Weapon: 10
    Lore: 23
    Spellcraft: 23
    Concentration: 23
    Off-Class Skill of Choice: 11
    
    Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor,
    and Skill Focus (Appraise).
    
    Overview:
    
    
    Race: Drow
    Class: Wizard (Generalist)
    Alignment: Any
    Deity: Any
    Familiar: Any
    STR: 8
    DEX: 16
    CON: 10
    INT: 18
    WIS: 10
    CHA: 18
    Background: Wizard's Apprentice
    Appraise: 2
    Craft Alchemy: 2
    Craft Armor: 4
    Craft Trap: 2
    Craft Weapon: 4
    Lore: 2
    Spellcraft: 4
    Silver Palm
    WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
    WZ02: -
    WZ03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    WZ03: Craft Wondrous Items feat
    CL01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
    CL01: +1 INT
    CL02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    CL02: -
    MT01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
    MT01: Craft Magic Arms and Armor feat
    MT02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    MT02: -
    MT03: +1 Craft Armor, +1 Spellcraft, +5 Concentration
    MT03: +1 INT
    MT04: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    MT04: Skill Focus (Appraise) feat
    MT05: +1 Craft Armor, +1 Spellcraft, +5 Concentration
    MT05: -
    MT06: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    MT06: -
    MT07: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
    MT07: +1 INT, *Feat of Choice*
    MT08: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
    MT08: -
    MT09: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
    MT09: -
    MT10: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
    MT10: *Feat of Choice*
    WZ04: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
    WZ04: +1 INT
    WZ05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
    WZ05: *Bonus Feat of Choice*
    WZ06: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
    WZ06: *Feat of Choice*
    WZ07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
    WZ07: -
    WZ08: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
    WZ08: +1 WIS
    
    
    Following the above, at 20th level while wearing the Headband of Intellect +6,
    your effective rank scores will be:
    
    Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16
    Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
    Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
    Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23
    
    If you have access to the Materials for a Headband of Intellect +8, the second
    two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
    Intelligence. Wisdom would be good.
    
    For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
    since there are A LOT of Level 2 Spells used in recipes.
    
    Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
    happens to be located in perpetual sunlight, you'll need to do a bit of skill
    rearranging.
    
    
    --------------------
    MYSTIC THEURGE (C)
    --------------------
    
    Drow gives starting scores of:
    STR: 8  --------> 8
    DEX: 10 --------> 12
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 10 --------> 13
    
    Sun Elf gives starting scores:
    STR: 8  --------> 8
    DEX: 8  --------> 10
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 8  --------> 11
    
    Levels: Wizard 2/Cleric 8/Mystic Theurge 10
    
    Needed Scrolls: Barkskin
    
    Useful Domains: Plant
    
    Using any Wizard Sub-Class, except Illusion, will cause you to miss out on
    spells needed for various recipes, but Illusion prevents you from casting the
    spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
    
    Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, Lore, and Spellcraft.
    
    The starting INT of 18 covers these easily. You only need 2 points in Craft
    Alchemy, at 5th Level you'll stop raising Lore, at 8th you'll stop raising
    Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop
    raising Craft Armor.
    
    Following the above outline, you'll end up at 20th Level with:
    
    Appraise: 11
    Craft Alchemy: 2
    Craft Armor: 17
    Craft Trap: 7
    Craft Weapon: 10
    Lore: 6
    Spellcraft: 23
    Concentration: 23
    Skill of Choice A: 23
    Skill of Choice B: 16
    
    Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor,
    and Skill Focus (Appraise).
    
    Overview:
    
    
    Race: Drow
    Class: Wizard (Generalist)
    Alignment: Any
    Deity: Any
    Familiar: Any
    STR: 8
    DEX: 16
    CON: 10
    INT: 18
    WIS: 10
    CHA: 18
    Background: Wizard's Apprentice
    Appraise: 2
    Craft Alchemy: 2
    Craft Armor: 4
    Craft Trap: 2
    Craft Weapon: 4
    Lore: 2
    Spellcraft: 4
    Silver Palm
    WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
    WZ02: -
    CL01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    CL01: Skill Focus (Appraise) feat
    CL02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
    CL02: +1 INT
    MT01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    MT01: -
    MT02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
    MT02: Craft Wondrous Items feat
    MT03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    MT03: -
    MT04: +1 Craft Armor, +1 Spellcraft, +5 Concentration
    MT04: +1 INT
    MT05: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    MT05: Craft Magic Arms and Armor feat
    MT06: +1 Craft Armor, +1 Spellcraft, +5 Concentration
    MT06: -
    MT07: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    MT07: -
    MT08: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Skill of Choice A
    MT08: +1 INT, *Feat of Choice*
    MT09: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 SoCA
    MT09: -
    MT10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 SoCA
    MT10: -
    CL03: +1 Appraise, +1 Spellcraft, +1 Concentration, +3 SoCA
    CL03: *Feat of Choice*
    CL04: +1 Spellcraft, +1 Concentration, +6 SoCA
    CL04: +1 INT
    CL05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 Skill of Choice
    CL05: -
    CL06: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
    CL06: *Feat of Choice*
    CL07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 SoCB
    CL07: -
    CL08: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
    CL08: +1 WIS
    
    
    Following the above, at 20th level while wearing the Headband of Intellect +6,
    your effective rank scores will be:
    
    Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16
    Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
    Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
    Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23
    
    If you have access to the Materials for a Headband of Intellect +8, the second
    two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
    Intelligence. Wisdom would be a very good choice.
    
    For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
    since there are A LOT of Level 2 Spells used in recipes.
    
    Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
    happens to be located in perpetual sunlight, you'll need to do a bit of skill
    rearranging.
    
    
    --------------------
    WIZARD
    --------------------
    
    Drow gives starting scores of:
    STR: 8  --------> 8
    DEX: 10 --------> 16
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 10
    CHA: 10 --------> 18
    
    Sun Elf gives starting scores:
    STR: 8  --------> 8
    DEX: 8  --------> 14
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 10
    CHA: 8  --------> 16
    
    Needed Scrolls: Barkskin, Cure Critical Wounds, Inflict Critical Wounds
    Neutralize Poison/Remove Disease, Poison, and Silence.
    
    Using any Wizard Sub-Class, except Illusion, will cause you to miss out on
    spells needed for various recipes, but Illusion prevents you from casting the
    spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
    
    Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Spellcraft.
    
    The starting INT of 18 covers these easily. You only need 2 points in Craft
    Alchemy, at 8th Level you'll stop raising Craft Weapon, at 13th you'll stop
    raising Craft Trap, and at 15th you'll stop raising Craft Armor.
    
    Following the above outline, you'll end up at 18th Level with:
    
    Appraise: 10
    Craft Alchemy: 2
    Craft Armor: 17
    Craft Trap: 7
    Craft Weapon: 10
    Spellcraft: 21
    Concentration: 21
    Lore: 21
    Off-Class Skill of Choice: 7
    
    Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor,
    and Skill Focus (Appraise).
    
    Overview:
    
    
    Race: Drow
    Class: Wizard (Generalist)
    Alignment: Any
    Deity: Any
    Familiar: Any
    STR: 8
    DEX: 16
    CON: 10
    INT: 18
    WIS: 10
    CHA: 18
    Background: Wizard's Apprentice
    Appraise: 2
    Concentration: 2
    Craft Alchemy: 2
    Craft Armor: 4
    Craft Trap: 2
    Craft Weapon: 4
    Spellcraft: 4
    Silver Palm
    02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
    02: -
    03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    03: Craft Wondrous Items feat
    04: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
    04: +1 INT
    05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    05: Craft Magic Arms and Armor feat
    06: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
    06: Skill Focus (Appraise) feat
    07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
    07: -
    08: +1 Craft Armor, +1 Spellcraft, +3 Concentration, +2 Lore
    08: +1 INT
    09: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    09: *Feat of Choice*
    10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
    10: *Bonus Feat of Choice*
    11: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
    11: -
    12: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
    12: +1 INT, *Feat of Choice*
    13: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
    13: -
    14: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
    14: -
    15: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
    15: *Bonus Feat of Choice*,  *Feat of Choice*
    16: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
    16: +1 INT
    17: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCS
    17: -
    18: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCS
    18: *Feat of Choice*
    
    
    Following the above, at 18th level while wearing the Headband of Intellect +6,
    your effective rank scores will be:
    
    Craft Alchemy: 2 (Base) + 6 (INT) + 1 (BG) + 3 (Headband) + 4 (G.Heroism) = 16
    Craft Armor: 17 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 30
    Craft Trap: 7 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 20
    Craft Weapon: 10 (Base) + 6 (INT) + 3 (Headband) + 4 (G.Heroism) = 23
    
    If you have access to the Materials for a Headband of Intellect +8, the second
    two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
    Intelligence.
    
    For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat,
    since there are A LOT of Level 2 Spells used in recipes.
    
    Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
    happens to be located in perpetual sunlight, you'll need to do a bit of skill
    rearranging.
    
    
    --------------------
    CLERIC
    --------------------
    
    Drow gives starting scores of:
    STR: 8  --------> 8
    DEX: 10 --------> 12
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 10 --------> 13
    
    Sun Elf gives starting scores:
    STR: 8  --------> 8
    DEX: 8  --------> 10
    CON: 6  --------> 10
    INT: 11 --------> 18
    WIS: 8  --------> 17
    CHA: 8  --------> 11
    
    Needed Scrolls: Barkskin, Displacement, Enervation, Haste, Ice Storm,
    Invisibility, Keen Edge, Call Lightning/Lightning Bolt, Mage Armor,
    Melf's Acid Arrow, and Stoneskin.
    
    Domain Choices: Air (Call Lightning), Earth (Stoneskin), Magic (Mage Armor &
    Acid Armow), Plant (Barkskin), Time/Travel (Haste), Trickery (Invisibility),
    and Water (Ice Storm).
    
    Skills: Appraise, Craft Alchemy/Armor/Trap/Weapon, and Use Magic Device.
    
    The starting INT of 18 covers these perfectly. At 5th Level you'll stop
    raising Craft Alchemy, at 12th you'll stop raising Craft Weapon, and at 15th
    you'll stop raising Craft Trap.
    
    Following the above outline, you'll end up at 18th Level with:
    
    Appraise: 10
    Craft Alchemy: 7
    Craft Armor: 21
    Craft Trap: 8
    Craft Weapon: 14
    Use Magic Device: 10
    Skill A of Choice: 21
    Skill B of Choice: 21
    
    Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor,
    Skill Focus (Craft Trap), and Skill Focus (Appraise).
    
    Overview:
    
    
    Race: Drow
    Class: Cleric
    Alignment: Any
    Deity: Any
    Domains: Magic & Plant
    STR: 8
    DEX: 12
    CON: 10
    INT: 18
    WIS: 17
    CHA: 13
    Background: Any except Wild Child
    Appraise: 2
    Craft Alchemy: 4
    Craft Armor: 4
    Craft Trap: 2
    Craft Weapon: 4
    Use Magic Device: 2
    Silver Palm
    02: +1 Craft Alchemy/Armor/Weapon (Save 3)
    02: -
    03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 UMD
    03: Craft Wondrous Items
    04: +1 Craft Alchemy/Armor/Weapon (Save 3)
    04: +1 INT
    05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD, +1 Skill of Choice A
    05: -
    06: +1 Craft Armor/Weapon, +2 SoCA (Save 2)
    06: Craft Magic Arms and Armor
    07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
    07: -
    08: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
    08: +1 INT
    09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
    09: Skill Focus (Craft Trap)
    10: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
    10: -
    11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
    11: -
    12: +1 Craft Armor, +4 SoCA, +1 Skill of Choice B (Save 1)
    12: +1 INT, Skill Focus (Appraise)
    13: +1 Craft Armor/Trap, +1 Appraise, +1 UMD, +1 SoCA
    13: -
    14: +1 Craft Armor, +1 SoCA, +5 SoCB
    14: -
    15: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +1 SoCB
    15: *Feat of Choice*
    16: +1 Craft Armor, +1 SoCA, +6 SoCB
    16: +1 INT
    17: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +2 SoCB
    17: -
    18: +1 Craft Armor, +1 SoCA, +6 SoCB
    18: *Feat of Choice*
    
    
    Following the above, at 18th level while wearing the Headband of Intellect +6,
    your effective rank scores will be:
    
    Craft Alchemy: 7 (Base) + 6 (INT) + 3 (Headband) = 16
    Craft Armor: 21 (Base) + 6 (INT) + 3 (Headband) = 30
    Craft Trap: 8 (Base) + 6 (INT) + 3 (Headband) + 3 (Feat) = 20
    Craft Weapon: 14 (Base) + 6 (INT) + 3 (Headband) = 23
    
    If you have access to the Materials for a Headband of Intellect +8, the second
    two Ability Score Bonuses (Levels 12 & 16) could be placed somewhere other than
    Intelligence. I strongly suggest Wisdom, as you really should get it up to 19.
    
    Be aware that Drow get -1 to all skills in daylight, so if your crafting bench
    happens to be located in perpetual sunlight, you'll need to do a bit of skill
    rearranging.
    
    --------------------------------------------------------------------------------