View Full Version : Spoiler list - combined magic items
EZ_Thalish Bladespinner
07-05-02, 12:11 PM
Only found one so far in my slow meanderings through the game:
magic club + ironwood = Gladiator Club (+1 club w/75% chance daze for 1 round on successful hit)
Anyone care to add?
Thalish Bladespinner
"Thalish spins her blade sexily and disappears"
/who all Thalish
[60 Assassin] Thalish
EZ_Chemistrius
07-05-02, 12:13 PM
long time no see!
If you want a complete list of magic items in the game, just open up the editor and look at them...
It'll save you some time <u>Chemistrius Ul'Veldrin***</u>
60th Season Dark Elf Assassin (ret.)
4tth Season Kobold Shadowblade (ret.)It will be a hard life.
One without remorse, without reward, without regret.
A path will be placed before you, the choice is yours alone.
Do what you think you cannot do.
It will be a hard life, but you will find out who you are.
EZ_Keyno Nokey
07-05-02, 12:58 PM
There is a quest in chapter 2, need to gather 5 tomes for some lady (forgot her name) once complete you can go into the library and creat one of 5 magic items at anytime, if you have the reagents. I'll load a saved game I have in that chapter and give you the specifics.
Keyno
EZ_Dake
07-05-02, 01:04 PM
Are you referring to the smith in act 1? He can give you a book with all the recipes.
The Namarra Rapier is 1d6 with a 75% of daze for 2 rounds. Very handy. Later, you might run into a Kaga-to Katana. 1d10 w/ 50% chance of daze.
The Saint's Katana is 1d10 with 1d6 sonic damage vs. evil. I tend to offhand this one, daze is generally more useful.
Any enhancement bonus on the item you use to make it is carried over, I think.
The Whitebone Leather Armor is actually heavy. Don't waste your magic leathers on it.
Also, if you need an excellent source of weapons to enchant, go to the store in the Docks district. It's a higher-class shop than anything in the Core.
The second act is annoying as hell. I've got more reagents than I can possibly use, but the recipes are very magic-oriented and I'm not even sure if I could get a nice weapon out of it. Is there any place to get magic items besides that mage's place? I'm hoping once I get to Luskan there will be.
EZ_Acinonyx SW
07-05-02, 03:31 PM
Quote: The Whitebone Leather Armor is actually heavy. Don't waste your magic leathers on it.Spend the 500 gold and the regents to make it and sell it to a merchant. You make more cash that way.
But if cash isn't an issue sell it and save the gargoyle skull. I have read people ending the game with millions in gold, but I seem to be strapped for cash every which way I turn.
Also, I have found the werewolf hunter guy in Chapter Two to have a VERY nice buying percentage. Sell to him, I guess if you want to make cash.
He seems sort of too jovial to me... in a creepy way. Creepily jovial. Gives me the CREEEEEPS! Just strolling into town one day with all this werewolf gear? Makes you wonder if he'll be around much longer...
Here are some recipes.
ARMOR
Chromatic Breastplate: Diamond + Magic Armor (AC 5)
AC Bonus +1
Armor Type 5
Damage Resistance: Cold Resist 10/-
Damage Resistance: Electrical Resist 10/-
Damage Resistance: Fire Resist 10/-
Scales of Truth: Special Holy Water + Magic Armor (AC 4)
AC Bonus +1
Armor Type 6
Cast Spell: See Invisible (3) 1 Use/Day
Saving Throw Bonus: Specific: Fortitude +1
Leather Whitebone Armor: Gargoyle Skull + Magic Armor AC 2
AC Bonus +2
Armor Type 7
AXES
Sentinel: Adamantite + Magic Battle Axe
Enhancement Bonus +1
Light Low (10m) White
Skill Bonus: LISTEN +2
Skill Bonus: SPOT +2
Damage Type: Slashing
Weapon Type: Battleaxe
Damage: 1d8
Double Axe of the Tall Kin: Adamantite + Magic Double Axe
Enhancement Bonus +1
Light Low (10m) White
Damage Type: Slashing and Piercing
Weapon Type: Double Axe
Damage: 1d8
Stonefire Great Axe: Adamantite + Magic Great Axe
Enhancement Bonus +1
Damage Bonus: Fire 2 Damage
Damage Type: Slashing
Weapon Type: Great Axe
Damage: 1d8
Ice Reaver Hand Axe: Dragon Blood + Magic Hand Axe
Enhancement Bonus +1
Damage Bonus: Cold 1d4
Damage Resistance: Cold Resist 15 / -
Damage Type: Slashing
Weapon Type: Hand Axe
Damage: 1d6
(Look the rest of these up in your editor - ps: I'm tired of typing)
BLUNT WEAPONS
Gladiator Club: Ironwood + Magic Club
Ironwood Mace: Ironwood + Magic Dire Mace
Reaver Heavy Flail: Dragon Blood + Magic Heavy Flail
Storm Light Hammer: Diamond + Magic Light Hammmer
Foundation Light Flail: Ironwood + Magic Light Flail
Mace of Disruption: Special Holy Water + Magic Mace
Drone Morning Star: Fairy Dust + Magic Morning Star
Rune Hammer: Adamantite + Magic War Hammer
SWORDS
Harbinger Kin Greatsword: Adamantite + Magic Greatsword
Sword Saint: Adamantite + Magic Katana
Astral Blade Longsword: Diamond + Magic Longsword
Namarra Rapier: Dragon Blood + Magic Rapier
Desert Wind Scimitar: Adamantite + Magic Scimitar
Feyduster Short Sword: Fairy Dust + Magic Short Sword
OTHER ARMS
Uthgardt Ceremonial Two-Bladed Sword: Ironwood + Magic Two-Bladed Sword
Ravager Halberd: Dragon Blood + Magic Halberd
Sea Reaver Scythe: Adamantite + Magic Scythe
Fey Spear: Fairy Dust + Magic Spear
Golden Sickle: Special Holy Water + Magic Sickle
And there you have it. A list of recipes for magic armor/weapons. All courtesy of the Official Adventure Guide from Verses Books.
Speculation
I have seen +2 and +3 versions of these items, so I am thinking there is more than one armorer available to craft these things. I doubt very seriously you can find a +3 set of armor in the Core. The armorer will probably be located in another city so hold on to those regents!
I only came across ONE gargoyle skull in Chapter One. In Port Llast there is no smith to make magic armor/weapons (that I have come across). However, I have found a bazillion gargoyle skulls. This makes me think there is another person to make armor down the road.
There is a person to make magic items other than these in Port Llast though, and that is a whole other Llist (haha Llast Llist). Edited by: Acinonyx SW at: 7/5/02 4:43:01 pm
EZ_Zulian
07-05-02, 07:12 PM
If you haven't finished the game, DO NOT LOOK UP THE MAGIC ITEMS.
A LOT of them have a HUGE spoiler in them (The smithed magic items that is). "Age and wisdom don't always go together, I've found. ... Some people just become stupid with more authority." -- Terry Pratchett
EZ_MinionX
07-05-02, 07:57 PM
I got the ravager halberd +4 on my level 17 Barbarian
He's hits like a mofo
like 30 or so vs mobs
Level 52th Dorf Rogue of Cazic Thule, "for 20 levels all I smelt was goblin ass"RIP Sophie my cat, 1985-2001 :o( Love ya baby.
ShadowCross
07-06-02, 05:49 AM
1. Keep that stuff like Pixie Dust, Gargoyle Skulls, etc etc.. you might not get it again later, although you can make weapons later in the game...
2. There isn't a smith for magical weapons in Chapter 2 of the game, but in Chapter 1 and 3.
3. The enhancement bonus of the weapon used to create the new magical weapon is NOT relevant. Use the lowest one possible, which should usually be +1.
4. The weapons in Chapter 3 are basically exactly the same ones as in level 1, but with a +2 bonus instead of a +1 .. and they cost a LOT more.
My favorite combo is Namarra Rapier & Feyduster Short Sword - one weapon proc's Sleep, the other Daze... so usually I can expect my enemy to be helpless quite fast.. .which means that I can use my rogue sneak attack bonus on all attacks. ShadowCross Bladesong
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DarthEnder
07-06-02, 09:38 AM
Same with that combo SX, I love those two together. I hope I can get some more fairydust in chapter 3 though to make the +2, I'm in Luskan already and fresh out.
ShadowCross
07-06-02, 10:12 AM
After getting about 20 Fairy Dusts in Chapter 2, I noticed when I finally got into Chapter 3 that I had sold all of them..
And I certainly won't do all the stuff between again.... and so far I haven't been able to find any Fairy Dust in Chapter 3. Sorry...
EZ_Thalish Bladespinner
07-06-02, 11:56 AM
Suck. I have fairy dust, magic shortsword; dragon's blood, magic rapier etc...
Smith would only make the damn club for me. Any ideas how to get him to do the others? Is there a specific inventory spot you have to put the ingredients into?
EZ_Dramir
07-06-02, 02:42 PM
chapter 1*SPOILER WARNING*
In chpt 1 you get most of the reagents for the smithed items from the boss mobs. Such as for each part of the cure reagent you recover there should be a special smithing reagent with it. To get the diamond though i had to do the quest involving stealing the paintings for the chick in moonstone and persuade her to give me more loot.
ShadowCross
07-06-02, 06:51 PM
Thalish, usually it doesn't matter where those items are in... but what I know for sure is that you need regular magic weapons.. ones that just have a bonus without any other specials...
A rapier +1 will work, a rapier +1 with +1D6 Fire damage wouldn't...
DarthEnder
07-09-02, 11:42 PM
I finished the game and there wasn't ANY fairy dust in the 3rd chapter.
So I just used a +3 short sword instead.