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Documente Profesional
Documente Cultură
1st level
True strike
2nd level
Gentle repose
3rd level
Haste
4th level
Freedom of movement
5th level
Permanency
6th level
Contingency
7th level
Mass haste
8th level
Foresight
9th level
Time stop
Dominio del Tiempo hechizos Editar
1er nivel
La verdadera huelga
2º nivel
apacible descanso
3er nivel
Prisa
4º nivel
Libertad de movimiento
5º nivel
Permanencia
6º nivel
Contingencia
7º nivel
la prisa de masas
8º nivel
Previsión
9º nivel
tiempo de parada
Sun Domain SpellsEdit
1st level
Endure elements - Cold or fire only.
2nd level
Heat metal
3rd level
Searing light
4th level
Fire shield
5th level
Flame strike
6th level
Fire seeds
7th level
Sunbeam
8th level
Sunburst
9th level
Prismatic sphere
Sun Conjuros de dominio Editar
1er nivel
Soportar los elementos - el resfriado o sólo se dispare.
2º nivel
térmico de metales
3er nivel
la luz abrasadora
4º nivel
escudo de fuego
5º nivel
llama la huelga
6º nivel
semillas de fuego
7º nivel
Rayo de sol
8º nivel
Sunburst
9º nivel
esfera prismática
Character Level Progression TableEdit
Class
Non-EC Cross-class
Character ECL +1 ECL +2 ECL +3 skill Ability
L skill Feats
level XP XP XP max increases
XP max ranks
ranks
1 0 0 0 0 4 2 1st
2 1,000 3,000 6,000 10,000 5 2
3 3,000 6,000 10,000 15,000 6 3 2nd
4 6,000 10,000 15,000 21,000 7 3 1st
5 10,000 15,000 21,000 28,000 8 4
6 15,000 21,000 28,000 36,000 9 4 3rd
7 21,000 28,000 36,000 45,000 10 5
8 28,000 36,000 45,000 55,000 11 5 2nd
9 36,000 45,000 55,000 66,000 12 6 4th
10 45,000 55,000 66,000 78,000 13 6
11 55,000 66,000 78,000 91,000 14 7
12 66,000 78,000 91,000 105,000 15 7 5th 3rd
13 78,000 91,000 105,000 120,000 16 8
14 91,000 105,000 120,000 136,000 17 8
15 105,000 120,000 136,000 153,000 18 9 6th
16 120,000 136,000 153,000 171,000 19 9 4th
17 136,000 153,000 171,000 190,000 20 10
18 153,000 171,000 190,000 210,000 21 10 7th
19 171,000 190,000 210,000 231,000 22 11
20 190,000 210,000 231,000 253,000* 23 11 5th
For example, consider a Human Cleric, an Aasimar Paladin, a Drow Wizard, and a Deep
gnome Rogue. When the Human Cleric reaches 5th level, the Aasimar Paladin will be 4th
level, the Drow Wizard will be 3rd level, and the Deep gnome Rogue will just be obtaining
level 2, each with exactly 10,000 experience points.
* This is the maximum possible experience points that a character may have in NWN2
without the Mask of the Betrayer expansion. Even non-ECL (effective character level)
characters may obtain this amount of experience points. However, the level cap of 20 still
remains in place.
Computation for the Table :
▪ Class Skill Max Ranks CAP = CharacterLevel + 3.
▪ Cross-Class Skill Max Ranks CAP = ([CharacterLevel / 2] Rounded up) + 1
▪ Feat gain for levels 1-20 = (CharacterLevel / 3) + 1
▪ Feat gain for levels 20-30 = ((CharacterLevel - 20) / 2) Rounded Up
▪ Ability point gain = CharacterLevel / 4
▪ Required Experience = CharacterLevel * (CharacterLevel – 1) * 500
▪ Each level requires an added CharacterLevel * 1000
Epic Character Level Progression TableEdit
Class
Non-EC Cross-class
Character ECL +1 ECL +2 ECL +3 skill Ability
L skill Feats
level XP XP XP max increases
XP max ranks
ranks
21 210,000 231,000 253,000 276,000 24 12 8th
22 231,000 253,000 276,000 300,000 25 12
23 253,000 276,000 300,000 325,000 26 13 9th
24 276,000 300,000 325,000 351,000 27 13 6th
25 300,000 325,000 351,000 378,000 28 14 10th
26 325,000 351,000 378,000 406,000 29 14
27 351,000 378,000 406,000 435,000 30 15 11th
28 378,000 406,000 435,000 465,000 31 15 7th
29 406,000 435,000 465,000 496,000 32 16 12th
30 435,000 465,000 496,000 528,000** 33 16
** This is the maximum possible experience points that a character may have in NWN2
with the Mask of the Betrayer expansion installed. Even non-ECL characters may obtain
this amount of experience points. However, the level cap of 30 still remains in place.
Gauntlets of Ogre Strength , +2 to wearer's Strength Edit
Requires caster level 8, Craft wondrous item feat
▪ 2 Iron Ingots
▪ Faint fire essense
▪ Ruby
Cast Bulls' Strength at a Magicians' workbench containing the above.
Bracers of Armor +1: +1 bonus to AC Edit
Requires: Caster level 7, Craft Wondrous Item feat
▪ 2 iron ingots
▪ Faint Earth Essence
▪ Obsidian
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Faint Earth Essence
▪ Diamond
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Weak Earth Essence
▪ Jacinth
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Glowing Earth Essence
▪ Blue diamond
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Glowing Earth Essence
▪ Rogue stone
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Radiant Earth Essence
▪ Beljuril
Cast mage armor on a magic workbench containing the above
▪ 2 iron ingots
▪ Radiant Earth Essence
▪ King's tear
Cast mage armor on a magic workbench containing the above
▪ 2 lingotes de hierro
▪ esencia de fuego débil
▪ Rubí
Fundido 'Fuerza Bulls en un banco de trabajo de los magos' que contiene los anteriores.
Brazales de armadura 1: 1 de bono a la CA Editar
Requiere: Nivel de lanzador 7, Fabricar objeto maravilloso hazaña de artículos
▪ 2 lingotes de hierro
▪ Esencia de la Tierra débil
▪ Obsidiana
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Esencia de la Tierra débil
▪ Diamante
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Débil Esencia Tierra
▪ jacinto
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Esencia de la Tierra que brilla intensamente
▪ Diamante azul
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Esencia de la Tierra que brilla intensamente
▪ Rogue piedra
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Radiante Esencia Tierra
▪ Beljuril
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
▪ 2 lingotes de hierro
▪ Radiante Esencia Tierra
▪ lágrima del Rey
Reparto de armadura de mago en un banco de trabajo por encima de la magia que
contiene el
WizardEdit
Levels Spell per day
class spell 0 1 2 3 4 5 6 7 8
1 3 1 - - - - - - -
2 4 2 - - - - - - -
3 4 2 1 - - - - - -
4 4 3 2 - - - - - -
5 4 3 2 1 - - - - -
6 4 3 3 2 - - - - -
7 4 4 3 2 1 - - - -
8 4 4 3 3 2 - - - -
9 4 4 4 3 2 1 - - -
10 4 4 4 3 3 2 - - -
11 4 4 4 4 3 2 1 - -
12 4 4 4 4 3 3 2 - -
13 4 4 4 4 4 3 2 1 -
14 4 4 4 4 4 3 3 2 -
15 4 4 4 4 4 4 3 2 1
16 4 4 4 4 4 4 3 3 2
17 4 4 4 4 4 4 4 3 2
18 4 4 4 4 4 4 4 3 3
19 4 4 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4 4 4
Eldricht Knight
1 Maximize Spell
2 Spell Knowledge + 1
4 -
5 Quicken Spell
6 -
7 Improved Maximize Spell
8 Spell Knowledge + 2
9 -
Weapon recipes
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Notes
The enchantments can be performed on either a blank weapon or an already
enchanted weapon.
A maximum of three enchantments may be placed on a weapon that is being crafted.
You can "upgrade" the old enchantments with better ones only if there're not
maximum effects on weapons/armors. Once there are three(four in MOTB) you can
not change it. This means you can upgrade certain unique weapons. The new ones still
retain the old item's description, though you can change the name.
In MotB, Epic level casters can add a fourth enchantment to a weapon.
Certain item base properties are considered enchantments. For example, Mithral and
Adamantine both place +1 and +2 effects, respectively on the base weapon that take
up an enchantment "slot". Cold Iron and Alchemical silver, however, do not place any
enchantments and do not take up a slot.
This page does not note whether any enchantments are exclusive (e.g., holy/unholy).
Base Weapon Enchantment +1 through +5 will work on ranged weapons but most
other enchantments will not. (Note: actually, other than keen, all effects can be put on
bow, for example, Acid weapon on bow make sure it show the dmg, and the visual
effects).
Weapons
The following recipes may be crafted using the NWN2 crafting system. The MotB crafting
system adds additional recipes that are not listed here.
Weapon of Life Stealing: Vampiric regeneration 1 Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Weak Power Essence
Weak Fire Essence
Ruby
Cast enervation on a magic workbench containing the above
Weapon of Improved Life Stealing: Vampiric regeneration 3 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any weapon
Glowing Power Essence
Glowing Fire Essence
Canary diamond
Cast enervation on a magic workbench containing the above.
Can replace the above effect IF there's not maximum effect on weapon.
Weapon of Greater Life Stealing: Vampiric regeneration 5 Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any weapon
Radiant Power Essence
Radiant Fire Essence
Beljuril
Cast enervation on a magic workbench containing the above
Can replace the two above effects IF there's not maximum effect on weapon.
Base Weapon Enchantment +1 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any weapon
Faint Air Essence
Obsidian
Cast light on a magic workbench containing the above
Base Weapon Enchantment +2 Edit
Requires: Caster level 6, Craft Magic Arms and Armor feat
Any weapon
Faint Air Essence
Diamond
Cast light on a magic workbench containing the above
Can replace the above effect IF there's not maximum effect on weapon.
Base Weapon Enchantment +3 Edit
Requires: Caster level 9, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Weak Air Essence
Emerald
Cast light on a magic workbench containing the above
Can replace the two above effects IF there's not maximum effect on weapon.
Base Weapon Enchantment +4 Edit
Requires: Caster level 12, Craft Magic Arms and Armor feat
Any weapon
Weak Power Essence
Glowing Air Essence
Star sapphire
Cast light on a magic workbench containing the above
Can replace the 3 above effects IF there's not maximum effect on weapon.
Base Weapon Enchantment +5 Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any weapon
Glowing Power Essence
Glowing Air Essence
Blue diamond
Cast light on a magic workbench containing the above
Can replace the 4 above effects IF there's not maximum effect on weapon.
Flaming Weapon: +1d6 fire damage Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Fire Essence
Ruby
Cast fireball or flame strike on a magic workbench containing the above
Frost Weapon: +1d6 cold damage Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Water Essence
Star sapphire
Cast ice storm on a magic workbench containing the above
Shock Weapon: +1d6 electricity damage Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Air Essence
Canary diamond
Cast call lightning or lightning bolt on a magic workbench containing the above
Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Earth Essence
Emerald
Cast poison on a magic workbench containing the above
Acid Weapon: +1d6 acid damage Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Earth Essence
Emerald
Cast Melf's acid arrow on a magic workbench containing the above
Anarchic Weapon: +2d6 damage against lawful creatures Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Faint Air Essence
Canary diamond
Cast inflict critical wounds on a magic workbench containing the above
Axiomatic Weapon: +2d6 damage against chaotic creatures Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Faint Earth Essence
Jacinth
Cast inflict critical wounds on a magic workbench containing the above
Holy Weapon: +2d6 damage against evil creatures Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Faint Water Essence
Diamond
Cast cure critical wounds on a magic workbench containing the above
Unholy Weapon: +2d6 damage against good creatures Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Faint Fire Essence
Star sapphire
Cast inflict critical wounds on a magic workbench containing the above
Hunting Weapon: +2d6 damage against beasts Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Faint Water Essence
Star sapphire
Cast light on a magic workbench containing the above
Weapon of Disruption: Undead must make a DC 14 Will save or be
destroyed Edit
Requires: Caster level 14, Craft Magic Arms and Armor feat
Any weapon
Glowing Power Essence
Glowing Water Essence
Jacinth
Cast undeath to death on a magic workbench containing the above
Bug notes: is actually a fortitude save and also works on more than just undead.
Massive Criticals: Adds +1d10 fire damage on a critical hit Edit
Requires: Caster level 10 (possibly lower), Craft Magic Arms and Armor feat
Any weapon
Faint Power Essence
Glowing Fire Essence
Fire Opal
Cast fireball on a magic workbench containing the above
NOTE: Even in the final game release available on Steam, this enhancement does not
get applied in combat.
Keen: Double critical hit range Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any weapon
Weak Earth Essence
Ruby
Cast lightning bolt on a magic workbench containing the above
Armor recipes
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Notes
All recipes below may be applied to standard or already enchanted pieces of torso
armor. That is, a full plate +5 can be further enchanted with the recipes below.
Tests on the latest version show that these recipes work on shields as well.
Armor
Fortified Armor: Immunity to critical hits and sneak attack Edit
Requires: Caster level 13, Craft Magic Arms and Armor feat
Any armor
Glowing Power Essence
Radiant Earth Essence
Blue diamond
Cast banishment on a magic workbench containing the above
Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat
Edit
Requires: Caster level 5, Craft Magic Arms and Armor feat
Any armor
Faint Power Essence
Weak Air Essence
Jacinth
Cast mage armor on a magic workbench containing the above
Invulnerable Armor: Damage reduction 10/magic Edit
Requires: Caster level 18, Craft Magic Arms and Armor feat
Any armor
Radiant Power Essence (The book "Deflections and Dispellings" states Radiant Fire
Essence, but that recipe will be invalid.)
Blue diamond
Cast stoneskin on a magic workbench containing the above
In D&D 3.5, damage reduction is written as <Reduction Amount>/<What kind of attack
overcomes it>. So DR 10/magic means a damage reduction of 10 unless the attack is
magical in nature. So physical, and non-magical elemental damage should be reduced,
while even a +1 magic weapon will overcome it. (See D&D 3.5 PH, Page 307.)
Note that this recipe will NEVER work. There are two problems here: The in-game
recipe is wrong, as stated above. However, this is not problematic, as the proper recipe
is listed above. The real problem is that the hard-coded
ItemPropertyDamageReduction function used to add the Damage Reduction property
is bugged and does not add any item property to the enchanted item. There is
absolutely no way to add the damage reduction property through scripting, until the
hard-coded function is fixed, and since this game is very old, it will probably never be
fixed. The game tries to use the following code to add the damage reduction property:
IPSafeAddItemProperty(oTarget, ItemPropertyDamageReduction(10,
8, 0, 1), 0.0f,
X2_IP_ADDPROP_POLICY_IGNORE_EXISTING,TRUE,TRUE);//oTarget=oItem
; check ginc_crafting.NSS
There is absolutely nothing wrong with this scripting command, the problem lies on the engine
side, not in the script. So unofficial modding is not possible, as the community does not have
access to the game source code. Only Atari and Obsidian can fix this bug.
Note that the Robes of the Old Order and Vestments of Faith sold by various merchants in the
OC are broken in exactly the same way - these items are lacking the DamageReduction
property as well.
The only way to add damage reduction to items is by altering items DIRECTLY through the
toolset. Modders should be aware that there are two damage reduction properties that can be
applied to items, either through scripting or through the toolset, one of which is deprecated
and will never appear in the game (see Vestments of Faith above). The newer
ItemPropertyDamageReduction works if applied directly to items in the toolset, but not
through scripts. Modders who wish to simulate the DamageReduction property by applying the
DamageResistance property to items through scripting should be aware that
DamageResistance:Physical is broken as well and can only be realized as
DamageResistance:Bludgeoning/Piercing/Slashing.
Armor of Acid Resistance: Acid resistance 10 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Earth Essence
Jacinth
Cast resist energy on a magic workbench containing the above
Armor of Cold Resistance: Cold resistance 10 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Water Essence
Jacinth
Cast resist energy on a magic workbench containing the above
Armor of Electricity Resistance: Electricity resistance 10 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Air Essence
Jacinth
Cast resist energy on a magic workbench containing the above
Armor of Fire Resistance: Fire resistance 10 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Fire Essence
Jacinth
Cast resist energy on a magic workbench containing the above
Armor of Sonic Resistance: Sonic resistance 10 Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Power Essence
Jacinth
Cast resist energy on a magic workbench containing the above
Improved Armor of Acid Resistance: Acid resistance 20 Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Earth Essence
Rogue stone
Cast resist energy on a magic workbench containing the above
Improved Armor of Cold Resistance: Cold resistance 20 Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Water Essence
Rogue stone
Cast resist energy on a magic workbench containing the above
Improved Armor of Electricity Resistance: Electricity resistance 20
Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Air Essence
Rogue stone
Cast resist energy on a magic workbench containing the above
Improved Armor of Fire Resistance: Fire resistance 20 Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Fire Essence
Rogue stone
Cast resist energy on a magic workbench containing the above
Improved Armor of Sonic Resistance: Sonic Resistance 20 Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Power Essence
Rogue stone
Cast resist energy on a magic workbench containing the above
Greater Armor of Acid Resistance: Acid resistance 30 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any armor
Glowing Earth Essence
King's tear
Cast resist energy on a magic workbench containing the above
Greater Armor of Cold Resistance: Cold resistance 30 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any armor
Glowing Water Essence
King's tear
Cast resist energy on a magic workbench containing the above
Greater Armor of Electricity Resistance: Electricity resistance 30 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any armor
Glowing Air Essence
King's tear
Cast resist energy on a magic workbench containing the above
Greater Armor of Fire Resistance: Fire resistance 30 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any armor
Glowing Fire Essence
King's tear
Cast resist energy on a magic workbench containing the above
Greater Armor of Sonic Resistance: Sonic resistance 30 Edit
Requires: Caster level 11, Craft Magic Arms and Armor feat
Any armor
Glowing Power Essence
King's tear
Cast resist energy on a magic workbench containing the above
Base Armor Enchantment +1: Armor gains +1 enhancement bonus
Edit
Requires: Caster level 3, Craft Magic Arms and Armor feat
Any armor
Faint Earth Essence
obsidian
Cast light on a magic workbench containing the above
Base Armor Enchantment +2: Armor gains +2 enhancement bonus
Edit
Requires: Caster level 6, Craft Magic Arms and Armor feat
Any armor
Faint Earth Essence
Diamond
Cast light on a magic workbench containing the above
Base Armor Enchantment +3: Armor gains a +3 enhancement bonus
Edit
Requires: Caster level 9, Craft Magic Arms and Armor feat
Any armor
Faint Power Essence
Weak Earth Essence
Emerald
Cast light on a magic workbench containing the above
Base Armor Enchantment +4: Armor gains a +4 enhancement bonus
Edit
Requires: Caster level 12, Craft Magic Arms and Armor feat
Any armor
Weak Power Essence
Glowing Earth Essence
Star sapphire
Cast light on a magic workbench containing the above
Base Armor Enchantment +5: Armor gains a +5 enhancement bonus
Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Glowing Power Essence
Glowing Earth Essence
Blue diamond
Cast light on a magic workbench containing the above
Shadowy Armor: +5 competence bonus on Hide checks Edit
Requires: Caster level 5, Craft Magic Arms and Armor feat
Any armor
Faint Water Essence
Fire opal
Cast invisibility on a magic workbench containing the above
Improved Shadowy Armor: +10 competence bonus on Hide checks
Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any armor
Weak Water Essence
Star sapphire
Cast invisibility on a magic workbench containing the above
Greater Shadowy Armor: +15 competence bonus on Hide checks Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Glowing Water Essence
Blue diamond
Cast invisibility on a magic workbench containing the above
Silent Armor: +5 competence bonus on Move Silently checks Edit
Requires: Caster level 5, Craft Magic Arms and Armor feat
Any armor
Faint Water Essence
Fire opal
Cast silence on a magic workbench containing the above
Improved Silent Armor: +10 competence bonus on Move Silently
checks Edit
Requires: Caster level 10, Craft Magic Arms and Armor feat
Any armor
Weak Water Essence
Star sapphire
Cast silence on a magic workbench containing the above
Greater Silent Armor: +15 competence bonus on Move Silently checks
Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Glowing Water Essence
Blue diamond
Cast silence on a magic workbench containing the above
Quick Armor: Haste (10) effect Edit
Requires: Caster level 7, Craft Magic Arms and Armor feat
Any armor
Weak Power Essence
Weak Air Essence
Blue diamond
Cast haste on a magic workbench containing the above
Results not in permanent haste but 3 uses per day.
Armor of Speed
Armor of Spell Resistance: Spell resistance 14 Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Weak Power Essence
Glowing Fire Essence
Star sapphire
Cast spell resistance on a magic workbench containing the above
Improved Armor of Spell Resistance: Spell resistance 18 Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Glowing Power Essence
Radiant Fire Essence
Blue diamond
Cast spell resistance on a magic workbench containing the above
Greater Armor of Spell Resistance: Spell Resistance 22 Edit
Requires: Caster level 15, Craft Magic Arms and Armor feat
Any armor
Radiant Power Essence
Radiant Fire Essence
Beljuril
Cast spell resistance on a magic workbench containing the above
Robe of the Archmagi , Arcane magic user armor Edit
AC Bonus +5, Spell Penetration feat, extra spell slot for Wizard/Sorcerer Spells in 5th, 6th and
7th levels, +3 Universal saving roll bonus, Spell resistance 20.
Only Usable by the Wizard or Sorcerer classes.
Requires: Caster level 14, Craft Wondrous Item feat
Iron ingot
Leather hide
Glowing Power essence
Radiant Fire essence
Radiant Earth essence
Radiant Air essence
Radiant Water essence
King's tear
Cast Mage Armor or Shield of Faith upon a Magicians' Workbench containing the above