Hammer & Anvil: Swordflight Crafting, PART XVI

Part XVI of the Swordflight Walkthrough. Continuing from Part XV: Mithral & Adamantine: Steelshaper Smithy. Swordflight (2008-2022) is a NWN Module for Neverwinter Nights 1 (2002).


Overview of cRPG Crafting


Crafting is a mechanic of cRPG Itemization which is itself a category of cRPG Design. I think crafting is an interesting aspect of cRPGs. By virtue of the D&D 3rd Edition ruleset, it's notable how NWN1 pushed crafting far beyond "BG1 Thunderhammer" and "BG2 Cromwell & Cespenar."

Allowing the player character or companions to craft items for the party -- subject to cRPG Stats -- is a big step up from having an NPC automatically do it.

Troika's Temple of Elemental Evil features great crafting mechanics, as does Obsidian's Storm of Zehir. In fact, without foreknowledge of campaign design and itemization, it is probable that we will find both ToEE and SoZ extremely difficult, or even impossible, if we fail to employ crafting (emphasis on ToEE). On the other hand, if we know exactly what we're doing then it's easy to become OP as a result of crafting as well (emphasis on SoZ).

Hordes of the Underdark was the campaign that added serious crafting mechanics to NWN; both those subject to PC skills and also Infinity Engine-style crafting which is not subject to skills, only cash-flow and itemization (Rizolvir in HotU).

Swordflight Crafting


This post is given over to one aspect of crafting in Swordflight NWN, which is sort of a hybrid of the abovementioned, in that it's subject to PC skills but also involves an NPC. It's also pretty balanced.

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As per the previous post which covered Smithy Materials, the Amateur Smithing quest is acquired through the Dwarven blacksmith, Thorik Steelshaper, whose smithy is located in the Market Disctrict of Chapter II's Calimport.

First, we must have at least one hardpoint in either the Craft Armor or Craft Weapon skills. If not, the quest and its associated crafting are locked out:


This is a forced check, and we might think that we are locked out forever. However, as progress through the campaign is made, it's possible to receive the quest and its associated crafting opportunities (providing that we have since gained hardpoints as well). 

Anyway, in the case of having hardpoints Thorik will check either our Craft Armor or Craft Weapon skill. It doesn't matter if we succeed or fail; we'll still be able to use his anvil in order to craft. Success just gives us bonus GP and XP:


Failure yields 75 GP and 62 XP. I could be wrong, but I believe the flat GP and XP rewards for success/failure were simply chosen by Rogueknight; they do not seem to be governed by our skillranks.

At any rate, Thorik's anvil can now be utilized for crafting purposes.


The main crafting menu is called up:


As well as the submenus for weapons:


(Not mentioned in the above screencap is that bows can be made Mighty. Not sure about crossbows and other ranged weapons; experiment!)

Armors:


Shields:


And ammunition:


I think it's clear from those screencaps that we can do quite a lot with crafting; not just for our conventional tanks and physical-based damage dealers, but also for our arcane spellcasters, divine spellcasters, and rogues.

Let's give an example. I'm not sure what the limit on mods/properties is (in HotU it's 3 for ranged weapons and 8 for melee ones), but let's take the Shimmering Blade which already has four...


... and add two more properties to it: Keen and Silver:


This craft was successfully completed with 10 ranks in Craft Weapon.

You will note that, in the description, it does not look like the Keen property has been applied. But on our character sheet the crit range has indeed increased to 15-20:


And, with Improved Critical: Scimitar, it is further increased to 12-20:


Which is exactly what the doctor ordered. We will now be delighted with our steady stream of crits. Of course, the Lawgiver scimitar already flaunts the Keen property, and I can Keen my scimitar by virtue of UMD (Keen scroll) or the Scabbard of Enchancement, but this was just an example.

The Silver property is also useful in that Calimport's sewers are teeming with wererats.

Note that preexisting mods/properties will not stack with crafted ones. For example, the Mithral Tower Shield +2 already flaunts the weight reduction property. Want to make it even lighter? Well, you can't. Wield the Masterwork Tower Shield instead (-80% weight). :P

There is also an interesting rune found in Chapter II. It's found on the third level of the Hidden Fortress, in the sanctum of the Cult Mage:


With such a rune, Thorik, or PCs who pass a Craft Weapon check, can enhance a weapon to +3 enchantment:


Incremental enhancements are always useful but +3 enchantment also allows us to bypass Nalfeshnee DR (though there are only two such enemies in Chapter II, as far as I know).

[cf. Paladin's Holy Rune]
As I've said (and will keep saying until I find something to the contrary), in all of its facets, Swordflight is pretty balanced but yet still interesting, and crafting does not seem to be an exception to that rule: it's not going to make us or break us; it's just there to give us a bit of a boost, as far as I can tell.

Swordflight Crafting in Chapters 4 & 5


Note that, in Swordflight Chapters 4 & 5 (whose crafting scripts appears to be the same but for enchantment level), we need very high scores in Crafting skills. To craft a melee weapon in C5, we need a Craft Weapon score in excess of 30 in order to upgrade a weapon to +5, Mass Crits 1d8, vs. undead 1d4 divine and vs. Outsider 1d4 magic. We can also craft armor, shield and ammo. Ranged weapons can be crafted with +7 Mighty mod in C5.

Take me to the next part: Bloody Blades.

Neverwinter Nights Swordflight Chapter 3 Buried Ruins 2 Thieves' Guild Mazar's Golems
Swordflight Swordflight Alignment Buried Ruins 3 Goblinoid Army Precious Metals
Rogueknight Interview Swordflight Walkthrough Buried Ruins 4 Orc Army Hammer & Anvil
Swordflight Chapter 1 Shifting Sands Inn Calimport Dragon Cult Bloody Blades
Swordflight Chapter 2 Buried Ruins 1 Zataroth Aranea Base Zagash the Terrible

2 comments:

  1. I thought it pretty impressive how well the crafting bits fit into the module. It's not a strict powerup yet it remains useful throughout.

    The enchantment increase could be seen as a temporary bonus - you find a number of +2 weapons later, but not at the start. A number of shapechangers to be found, too. Silver is very usefull for a few areas and lightly for the rest of the game.
    The elemental resistances are good to have for the entire module. 5 might not seem like much, but it's very common in Swordflight to take continous small ammounts of elemental damage, be it from weapon enchantments, wealking on acid or having two dozen firebeetles drowning you in their fiery spit. You won't be totally immune, but it drops the damage into curable/ignorable range. Again, very useful for a few areas and somewhat for the rest.
    It's also partly for convenience. Maybe you don't really have to spend that money and lower your AC to have a fire resistance necklace equipped. The weapons you get oftentimes "miss" something on them (you probably want high enchantment+keen+dmg bonus), which is also somewhat remedied if you have ranks in crafting.
    Armor fitting part I'd guess is more geared towards non-martial classes? However it can still be useful even with just the weight reduction part. A plate and shield alone is enough to max out a 12-13 STR char. I had weight issues even with a 14 base. Potion wasn't enough, had to also equip that +3 STR shield to lug stuff around.

    And all of this is achieved with just those few options and it's likely you won't even see it (who in their right mind takes crafting skills?). But that's also fine as you don't really get some exclusive large advantages and you can just use scrolls and consumables.

    I'm not sure it counts as crafting but since you've mentioned runes...
    You find various "Valeran's" weapons which start as +1 keen but can be upgraded with special gemstones to +2 and with extra elemental damage.

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    Replies
    1. Thanks for sharing those insights, Sabotin. There are quite a few different skills calling out for ranks so it can be difficult to commit to two crafting skills unless one is a skillmonkey. Still, for my build (which likes to consider Discipline, Lore, Persuade, Tumble, UMD and even Spellcraft), I think this sort of crafting offers enough to be a viable investment. I would have liked to see a bit more exclusivity and power, but then, I'm no expert on campaign balance.

      I didn't test out what Swordflight offers in regard to conventional crafting (as introduced by HotU). For example, with HotU installed, I believe one can craft a Mithral Shield that grants Freedom of Movement status, which could be useful in certain situations (and the ward can't be dispelled).

      And yes, maybe only a minority of players will ever see the crafting mechanic in Swordflight. It's impressive when builders put in content that may not even be seen by most. Swordflight's got several examples of that.

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