Dweomercraft PGCC
Contents
Introduction
A new Dweomercraft system is being developed, changing the enchants from a probability outcome towards a buy point system. Removing the option to 5% Hard enchant items from the previous system.
This page contains all the information available so far. The previous system information can be found at: Dweomercraft
Dweomercraft, formerly called Enchantment, is a way to customize existing items. Various properties can be added ranging from skill or attribute bonuses to weight reductions.
Dweomercraft is done using an Dweomercraft Pool (a fixture created with Smithing or Art Crafting). There are also several basins around the server in typical locations for crafts, magic or religion. Place the item you want to enhance into the basin and close the container. You will be presented with a NUI window with a few scrolldowns a button.
Dweomercrafting costs gold per point that is based on the power of the property being added and the remaining capacity determined by the character level, Dweomercraft Tier and if it the item is runed. This gold starts out low but can get very high as the power of items increase.
The UI
Once interacting with the Dweomercraft Pool the following NUI interface will appear:
To start enchanting an item:
1) Choose a property from the drop down menu. 2) Check the Point cost from the property and how many points the item allows. 3) Press the button "Add properties to the preparation list. 4) Repeats the above steps until all the properties to add are selected. 5) Press the button "Apply properties"
The section in the middle will show all the properties the item has before the enchant and the points they are taking.
The section in the right will show all the properties that where added in the preparation stage and their gold / point cost.
Dweomercraft Tiers
Dweomercraft skill is measured in three Tiers which are gained by taking certain classes and feats. Maximum Dweomercraft Tier is level dependent and can go up to 3.
The bonuses for each Tier and the level requirements are the following:
Tier | Total Bonus capacity | Required Level |
---|---|---|
1 | +2 | 0 |
2 | +4 | 12 |
3 | +6 | 21 |
Dweomercrafting Tiers are classified as either Magic or Mundane, depending on how they were attained. Magic and Mundane Tiers are separate and do not stack.
Magic Dweomercrafting
One Magic Tier is gained for each of the following:
- 12 levels of Cleric/Healer, Druid, Elementalist, Favored Soul, Hemomancer, Shaman, Shadow Mage, Warlock, Sorcerer and Wizard (not Spellsword).
- Having 24 levels of these classes adds a second Tier.
- 21 levels of Bard, Harbinger, Paladin, Ranger and Spellsword.
- Having 28 levels of these classes adds a second Tier.
- Dirgesinger is treated as Bard for the purpose of dweomercraft tiers.
- Scribe Scroll, Brew Potion or Craft Wand feats.
- Skill Focus or Epic Skill Focus feats in Craft Mastery.
- Improved DweomercraftIng feat.
- Forge Domain (Cleric)
Palemaster, Harper and Zhentarim levels are added to their primary class. For example, Bard PMs get tiers from bard levels not Wizard levels.
Mundane Dweomercrafting
One Mundane Tier is gained for each of the following:
- Skill Focus or Epic Skill Focus feats in Craft Mastery.
- +1 Tier each time the total skill ranks invested in Craft Mastery reach 10, 20, and 30. Hard skill only, this means it excludes Craft Mastery added through equipment
- Improved Dweomercrafting feat.
- Forge Domain (Cleric)
You can see which tier your character is by using the -date console command in the chat box.
Examples:
- A Druid at level 24 has 24 primary caster levels, so qualifies for Dweomercrafting Tier II (magic). If the Druid also took Brew Potion that would qualify them for Tier III (magic).
- A Wizard at level 24 has 24 primary caster levels, and also got Scribe Scroll automatically at level 1, so qualifies for Dweomercrafting Tier III (magic).
- A Fighter (or other mundane character) with three feats (Skill Focus: Craft Mastery, Epic Skill Focus: Craft Mastery and Improved Dweomercraft) qualifies for Dweomercrafting Tier III (magic & mundane).
- A Cleric 10/Druid 14 has 24 total primary caster levels, so qualifies for Dweomercrafting Tier II (magic).
- A Ranger 20/Bard 8 has 28 total hybrid caster levels, so qualifies for Dweomercrafting Tier II (magic). Picking up one Crafting Feat (say, Craft Wand or Skill Focus: Craft Mastery) would grant that character Tier III (magic).
- A character with Skill Focus: Craft Mastery and Epic Skill Focus: Craft Mastery qualifies for Dweomercrafting Tier II (magic & mundane).
- A Druid 10/Bard 20 has 10 primary caster levels and 20 hybrid caster levels, so does not qualify for any Dweomercrafting Tiers.
Runic Items
Items with Runes attached allow Dweomercrafters to increase the item point capacity.
Thorass runes can be worked with by any crafter. This includes crafted runes that can be manually applied to items. Some runes, though, are in specific languages and only apply their bonus capacity points to Dweomercrafters who are fluent in that language.
When placing a rune on an item to create a Crafted Runic item the placer can choose the rune language by having the language active when the rune is applied.
Items that are found already Runed, called "Naturally Runic" item have an increased chance of being in specific languages instead of Thorass. These languages from common to rare are: Elven, Dwarven, Draconic, Infernal, Abyssal, Celestial.
- Crafted Runic Items: Items that have had a Crafted Rune added to the item.
- Naturally Runic Items: Items that have the runic property when dropped or as a crafted property when the item is created.
The amount of points a rune increases the item capacity depends on the Rune Tier and if the item is Naturally Runic.
Rune Tier | Crafted Runic | Naturally Runic |
---|---|---|
1 - Inscribed | 2 | 4 |
2 - Flickering | 4 | 6 |
3 - Glowing | 6 | 8 |
Runic Scripts
Runes on items are described by their script rather than the language used when making them.
- Inscribing with Dwarven, Gnome, Giant, etc -> results in Dethek rune.
- Inscribing with Abyssal or Infernal -> results in Infernal rune.
Full list:
THORASS: Common, Undercommon FIENDISH: Abyssal, Infernal, Gnoll CELESTIAL: Celestial IOKHARIC: Draconic, Auran, Ignan DETHEK: Dwarven, Gnome, Goblin, Orcish, Giant, Terran ESPRUAR: Elven, Halfling, Xanalress, Sylvan, Aquan IMASKARI: Roushoum DRUIDIC: Druidic
Potential Enhancements
A full and specific list of enhancements is found by placing the item in a basin. The option are the following alongside their point cost and their Gold Cost Base.
The Gold Cost Base gets multiplied by a modifier based on the total points the item is already using, the list can be found in the Gold Coin per Point section bellow.
Group | Enchant: | Cost | Gold Value | Applicable to: | Notes |
---|---|---|---|---|---|
Ability | +1 | 8 | 479 | Any equipable item | Adds +1 to Str, Dex, Con, Int, Wis or Cha. Note: multiple bonuses of the same ability on the same item do not stack. |
Armor | +1 | 6 | 479 | Any equipable Item | Adds +1 to Armor Class. The type depends on the item: Boots give Dodge, Amulets give Natural, Armor/clothes gives Armor, Shield gives Shield, and all other items give Deflection. |
Enhancement | +1 | 10 | 759 | Any Weapon | Adds +1 to weapons only. |
Weight Reduction | 20% | 1 | 50 | Any item | 10% or 20% reduction. 100 pound items with 20% reduction weigh 20 pounds, and with 10% reduction they weigh 10 pounds. |
10% | 2 | 100 | |||
Bonus spell slots | 1 | 1 | 50 | Any equipable item | Can only add 1 spell slot per class. If an item already has spell slots, this will remove them and will not refund the points. Level 4 slots are only available to Cleric, Druid, Favored Soul, Shaman, Sorcerer, Wizard, Warlock and Spellsword |
2 | 2 | 100 | |||
3 | 3 | 150 | |||
4 | 6 | 316 | |||
Damage | 1d4 | 8 | 440 | Melee Weapons | Adds +2 or +1d4 Damage Bonus in Acid, Cold, Divine, Electric, Fire, Negative, Positive or Sonic types. Can't have +2 AND 1d4 of the same type. |
2 | 8 | 440 | |||
Damage Immunity | 5% | 5 | 252 | Any equipable Item | 5% Damage Immunity to Acid, Cold, Divine, Electric, Fire, Negative, Positive, Sonic, Poison, Entropy and Psychic types. |
Darkvision | Darkvision | 2 | 100 | Any equipable Item | |
Spell Resistance | 10 | 2 | 100 | Any equipable Item | |
Specific Saving Throws | Universal | 6 | 316 | Any equipable Item | Other saves include: vs Acid, Cold, Disease, Divine, Electrical, Fear, Fire, Negative, Poison, Positive, Sonic, Law, Chaos, Good, Evil |
Death, Mind | 2 | 100 | |||
Others | 1 | 50 | |||
General Saving Throws | F/R/W | 2 | 100 | Any equipable Item | Fortitude, Reflex, Will saves. |
Keen | Keen | 4~8 | 316 | Melee Weapons | 20 x2 Weapons: 4 points 19-20 x2 Weapons: 6 points 18-20 x2 OR 20 x3 Weapons: 8 points |
Light | All Colors | 0 | 0 | Any equipable item | Light colors are Blue, Yellow, Purple, Red, Green, Orange, White. |
Skills | Skill +1 | 1 | 50 | Any equipable item | Skill Bonus: +1 or +2 to all skills except Appraise, Climb, Craft Mastery and Heal. Same skill type does not stack. |
Skill +2 | 2 | 100 | Any equipable item | ||
Attack Bonus | 1 | 4 | 201 | Any Weapon | |
Vampiric Regeneration | 1 | 4 | 200 | Melee Weapons | |
Massive Critical | 4 | 8 | 201 | Any Weapon | |
1d8 | 8 | 440 |
Properties Point Cost
Non Bonus Feat Point Costs
Bellow a table containing the points cost for all properties items can have.
The Point cost Column is per +1 the item has. For example an item with +2 Strength would be 16 points. An Item with +4 Lore and +4 Search would have a total of 8 points.
If a property is not included in the list bellow, it has a cost of 0 points.
Common properties that cost 0 are: Item can Cast spell, Decreased Ability/AC/Saves/Skills, Immunity against a spell, Item Material/Quality and Class/Race limitations.
Feats have a different point cost, and they are included in the Bonus Feat Point Cost section bellow.
Property | Point Cost | Notes |
---|---|---|
Ability | 8 | |
Armor | 6 | |
Armor vs Damage type/Race/Alignment | 3 | |
Enhancement | 6 | |
Enhancement vs Alignment/Race | 4 | |
Weight Reduction | * | 90%-30%: 0 points 20%: 1 point 10%: 2 points |
Bonus Spell Slots | * | Level 1: 1 Point, Level 2: 2 Points, Level 3: 3 Points Level 4: 6 Points, Level 5: 8 Points, Level 6: 10 Points Level 7: 14 Points, Level 8: 16 Points, Level 9: 18 Points |
Damage | * | 4 * (Average damage) |
Damage vs Alignment/Race/Alignment | * | 2 * (Average damage) |
Damage Immunity | * | Physical: 2 points per 5% All others: 5 points per 5% |
Damage Reduction | * | Soak (Damage Reduction (#/+#)) cost 1 point per 5 * Pierce *5/+1: 1 point *5/+3: 3 points *5/+5: 5 points *10/+1: 2 points *10/+5: 10 points |
Damage Resist | 2 | 2 point per 5/- Resistance Note: Damage resistance added by essences does not cost points. |
Darkvision | 2 | |
Specific Saving Throws | * | Universal Save: 6 points Death or Mind saves: 2 points All others: 1 point |
General Saving Throws | 2 | 2 Points per Fortitude OR Reflex or Will Save |
Keen | * | 20 x2 Weapons: 4 points 19-20 x2 Weapons: 6 points 18-20 x2 OR 20 x3 Weapons: 8 points |
Light | 0 | |
Mighty | 2 | |
Regeneration | 4 | |
Skill | 1 | |
Attack Bonus | 4 | |
Attack Bonus vs Alignment/Race/Alignment | 2 | |
Vampiric Regeneration | 4 | |
Massive Criticals | * | 2 * (Average damage) |
Bonus Feat Point Cost
Feats contributes towards the points an item can be enchanted.
Even if the feat is in the table bellow, it does not necessarily mean it exist in game, but they are present in case they get added in the future.
Feat | Cost | Notes |
---|---|---|
Combat Casting | 4 | |
Spell Penetration | 2 | |
Epic Spell Penetration | 8 | |
Arcane Defense: Abjuration | 2 | |
Any Spell Focus | 2 | |
Alertness | 4 | |
Knockdown | 12 | |
Point Blank | 6 | |
Rapid Reload | 6 | |
Rapid Shot | 6 | |
Ambidextrous | 6 | |
Cleave | 6 | |
Extra Turning | 6 | |
Power Attack | 6 | |
Weapon Finesse | 0 | |
Two Weapon Fighting | 6 | |
Improved Crititical: Unarmed | 6 | |
Weapon specialization: Unarmed | 8 | |
Any Weapon Proficiency | 4 | |
Any Armor Proficiency | 4 | |
Shield Proficiency | 4 | |
Dodge | 6 | |
Mobility | 6 | |
Disarm | 0 | |
Whirlwind | 12 | |
Use Poison Feat | 2 | |
Mounted Combat | 6 | |
Mounted Archery | 4 | |
Sneak Attack | 2 | |
Improved Unarmed Strike | 2 | 2 Points per 1d6 |
Improved Sneak Attack | 2 | 2 Points per 1d6 |
Blackguard Sneak Attack | 2 | 2 Points per 1d6 |
Gold Coin per Point
Points | Multiplier per point to add | In gold (Per point) | In gold (summed) |
---|---|---|---|
1 | 1 | 50 | 50 |
2 | 1.001070329 | 50 | 100 |
3 | 1.008588183 | 50 | 150 |
4 | 1.034250524 | 51 | 201 |
5 | 1.097079167 | 54 | 255 |
6 | 1.22410756 | 61 | 316 |
7 | 1.450906754 | 72 | 388 |
8 | 1.822012575 | 91 | 479 |
9 | 2.391285579 | 119 | 598 |
10 | 3.222222222 | 161 | 759 |
11 | 4.388228956 | 219 | 978 |
12 | 5.972867182 | 298 | 1276 |
13 | 8.070074686 | 403 | 1679 |
14 | 10.78436769 | 539 | 2218 |
15 | 14.23102666 | 711 | 2929 |
16 | 18.53626826 | 926 | 3855 |
17 | 23.83740541 | 1191 | 5046 |
18 | 30.282997 | 1514 | 6560 |
19 | 38.03298845 | 1901 | 8461 |
20 | 47.25884429 | 2362 | 10823 |
21 | 58.14367348 | 2907 | 13730 |
22 | 70.88234834 | 3544 | 17274 |
23 | 85.68161764 | 4284 | 21558 |
24 | 102.7602144 | 5138 | 26696 |
25 | 122.3489591 | 6117 | 32813 |
26 | 144.6908579 | 7234 | 40047 |
27 | 170.0411978 | 8502 | 48549 |
28 | 198.6676371 | 9933 | 58482 |
29 | 230.850293 | 11542 | 70024 |
30 | 266.8818258 | 13344 | 83368 |
31 | 307.0675206 | 15353 | 98721 |
32 | 351.7253653 | 17586 | 116307 |
33 | 401.1861267 | 20000 | 136307 |
34 | 455.7934245 | 20000 | 156307 |
Point Cap
All items have limit point capacity that varies by the Character level (Which caps at level 20), Dweomercrafter Tier (Table bellow assumes max tier at each level) , and the Tier Rune if the item has one.
The points are calculated as:
- 4 points per 4 character levels, up to level 20.
- 2 points per tier of Dweomercraft (magic or mundane), up to 6 at Tier 3.
- 2 points per Tier of Crafted Runic on them, with a bonus of +2 if the Rune was Naturally Runic.
This gives a maximum of 32 points for items with a player placed rune or 34 for Naturally Runic items.
Character Level | Base | Only Dweomercraft* | With Dweomercraft * | With Rune T1 | With Rune T2 | With Rune T3 | With Dweomer & Rune T1 * | With Dweomer & Rune T2 * | With Dweomer & Rune T3 * |
---|---|---|---|---|---|---|---|---|---|
1 | 0 | 2 | 2 | 2 | 4 | 6 | 4 | 6 | 8 |
2 | 0 | 2 | 2 | 2 | 4 | 6 | 4 | 6 | 8 |
3 | 0 | 2 | 2 | 2 | 4 | 6 | 4 | 6 | 8 |
4 | 4 | 2 | 6 | 6 | 8 | 10 | 8 | 10 | 12 |
5 | 4 | 2 | 6 | 6 | 8 | 10 | 8 | 10 | 12 |
6 | 4 | 2 | 6 | 6 | 8 | 10 | 8 | 10 | 12 |
7 | 4 | 2 | 6 | 6 | 8 | 10 | 8 | 10 | 12 |
8 | 8 | 2 | 10 | 10 | 12 | 14 | 12 | 14 | 16 |
9 | 8 | 2 | 10 | 10 | 12 | 14 | 12 | 14 | 16 |
10 | 8 | 2 | 10 | 10 | 12 | 14 | 12 | 14 | 16 |
11 | 8 | 2 | 10 | 10 | 12 | 14 | 12 | 14 | 16 |
12 | 12 | 4 | 16 | 14 | 16 | 18 | 18 | 20 | 22 |
13 | 12 | 4 | 16 | 14 | 16 | 18 | 18 | 20 | 22 |
14 | 12 | 4 | 16 | 14 | 16 | 18 | 18 | 20 | 22 |
15 | 12 | 4 | 16 | 14 | 16 | 18 | 18 | 20 | 22 |
16 | 16 | 4 | 20 | 18 | 20 | 22 | 22 | 24 | 26 |
17 | 16 | 4 | 20 | 18 | 20 | 22 | 22 | 24 | 26 |
18 | 16 | 4 | 20 | 18 | 20 | 22 | 22 | 24 | 26 |
19 | 16 | 4 | 20 | 18 | 20 | 22 | 22 | 24 | 26 |
20 | 20 | 4 | 24 | 22 | 24 | 26 | 26 | 28 | 30 |
21 | 20 | 6 | 26 | 22 | 24 | 26 | 28 | 30 | 32 |
Names and Ownership
Items are considered "owned" by their creator or the last character to add a property with Dweomercrafting. "Owned" items can be renamed and have their description changed at no cost or chance of failure by using the basin or appropriate crafting workstation. To take ownership of an item in this way, it is common to add a low-cost enhancement such as 20% weight reduction or Light. Most found items will need to be enhanced in this way for their name to be changed.
Items may also be edited in this way by having the owner add a name in [] brackets. Factions can be set to own items using the faction name in {} brackets. Partial names work, too. Adding [all] to the name will allow anyone to edit it in this way.