Craft Magic Arms and Armor ToEE


Craft Magic Arms & Armor ToEE



Craft Magic Arms and Armor is an item creation ToEE Feat in Troika's cRPG of 2003, Temple of Elemental Evil. Selectable at caster level 5, Craft Magic Arms and Armor allows us to craft weapons and armor with enchantment levels and special abilities.

The enchantment levels (enchancements) range from +1 to +3 in ToEE patch2. In the Co8 mod and Temple+, the max enchantment level is +5.

Crafting magical arms (weapons), armor and shields has an item cost and an experience point cost as well as spell and character level prerequisites. If crafters lack gold, XP, spell or level prereqs, they cannot craft the item.

Only masterwork or magical items can be crafted. In ToEE patch2, it is possible to craft from non-masterwork and non-magical weapons and armors if we first temp-buff the item with spells such as Magic Weapon. cf. Cleric ToEE.

Craft Magic Arms and Armor is usually taken by Cleric, Wizard ToEE or Druid ToEE builds.

How to bring up the crafting interface: Select the crafter character, right-click the playing field, mouse over the hand icon and select Craft Magic Arms and Armor. You must be in a non-hostile environment (a town).

List of Weapon Special Abilities



Since most ToEE enemies are Evil and Chaotic in nature, the best weapon special abilities are Holy and Axiomatic. However, elemental enchantments are recommended vs. Neutral enemies such as Galeb Duhr.
 
  • Berserker (non-core, +1d8 damage when raging while wielding 2-handers)
  • Anarchic  (2d6 vs. Lawful, CL 7, Chaos Hammer)
  • Axiomatic (2d6 vs. Chaotic, CL 7, Order's Wrath)
  • Defending (activated stackable AC, CL 8, Shield, Shield of Faith)
  • Flaming (1d6 fire, CL 8, Fireball, Flame Strike)
  • Flaming Burst (1d6 fire + 1d10 fire on crit, CL 10, Fireball, Flame Strike)
  • Frost (1d6 cold, CL 8, Chill Metal, Ice Storm)
  • Holy (2d6 vs. Evil, CL 7, Holy Smite)
  • Hunting (non-core, +4 damage vs. Favored Enemy, CL 6, Greater Magic Fang)
  • Icy Burst (1d6 cold + 1d10 cold on crit, CL 10, Chill Metal, Ice Storm)
  • Keen (doubles crit threat range, CL 10, Keen Edge)
  • Mighty Cleaving (+1 Cleave attempt, CL 8, Divine Power)
  • Precise (non-core, Precise Shot feat, CL 5, Precise Shot)
  • Shock (1d6 electrical, CL 8, Call Lightning, Lightning Bolt)
  • Shocking Burst (1d6 electrical + 1d10 electrical on crit, CL 10, Call Lightning, Lightning Bolt)
  • Unholy (2d6 vs. Good, CL 7, Unholy Blight)
  • Warning (non-core, +5 Initiative, CL 7, Cat's Grace)

List of Armor Special Abilities



  • Agility (non-core, +1 to +5 Reflex saves, Resistance, Cat's Grace, CL 5-15)
  • Acid Resistance (10-30 Acid Resistance, Resist Energy, CL 3-11)
  • Axeblock (non-core, 5/- damage reduction vs. bludgeoning or piercing, Stoneskin, CL 7)
  • Cold Resistance (10-30 Cold Resistance, Resist Energy, CL 3-11)
  • Electrical Resistance (10-30 Electrical Resistance, Resist Energy, CL 3-11)
  • Fire Resistance (10-30 Fire Resistance, Resist Energy, CL 3-11)
  • Freedom (Freedom of Movement, FoM spell, CL 7)
  • Hammerblock (non-core, 5/- damage reduction vs. piercing or slashing, Stoneskin, CL 7)
  • Mobility  (non-core, Grants Mobility feat in Light Armor, Cat's Grace, CL 5)
  • Nimbleness (non-core, +1 to Max Dex Bonus, -2 Armor Check Penalty, Cat's Grace CL 5)
  • Quickness (non-core, +5 feet to Movement Speed, Longstrider, CL 5)
  • Sonic Resistance (10-30 Sonic Resistance, Resist Energy, CL 3-11)
  • Shadow (+5 to +15 Move Silently, Invisibility, CL 5-15) 
  • Silent Moves (+5 to +15 Move Silently, CL 5-15) 
  • Spearblock (non-core, 5/- damage reduction vs. bludgeoning or slashing, Stoneskin, CL 7)
  • Spell Resistance (SR 13/15/17/19, CL 15, Spell Resistance)
  • Stamina (non-core, +1 to +5 Reflex saves, Resistance, Bear's Endurance, CL 5-15)
  • Twilight (Arcane Spell Failure -10%, CL 5)

Craft Magic Arms and Armor Examples (ToEE Patch2)




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