I haven't had any trouble adding frost or schock to a weapon. It DOES have to be at least +1 or better before you can add another power. There also appears to a total limit to the effective plus of the weapon to +3 (although that may clear up when my mage hits L10). Also - some of the already enchanted weapons you get in the game act weirdly - they may only be +1 when you get them, but the game thinks that they have been enchanted to the max and won't let you add any further enchantments. Your best bet is to start off with a plain masterwork weapon (although you can exploit the 'magic weapon' spell bug - cast magic weapon on a weapon, then the game thinks it is already enchanted to +1 and will let you enchant it further). To craft a magic weaon, you first start out with a masterwork weapon. Then you have to enchant it to at least +1 ability in order to add any other powers (like frost/shock/flaming). It looks to me like the game has a max enhancement cap on each weapon of +3. The reason this is limiting is because the extra powers cost you part of that +3 enhancement - for example, the shocking ability is worth +1 out of the +3, so if you want a shcoking weapon you can't enchant it higher than +2. On the other hand, the 'holy' power is equal to a +2 enhancement, so you can't create a holy weapon that has higher than a +1 enhancement. This is not a PnP limit - it appears to be a limit specifically in the game. Some of the powers in the list are worth +1, some of them worth +2: +1 powers: Flaming Frost Shock Keen Mighty Cleaving +2 powers: Icy burst Shocking Burst Holy Unholy Axiomatic Anarchic Finally, your crafter has to be a certain level of spellcaster and have certain spells in order to add enchantments to a weapon. for simple pluses, its 3 times the plus on the weapon (i.e L3 for +1, L6 for +2 and L9 for +3). Each of the powers listed above requires a certain caster level as well - frost and shock require caster L9, most of the rest require L10 except for the alignment based enchantents (holy, unholy, etc) which require caster L7. Plus you have to be able to cast certain spells (fireball/flamestrike for flaming & flaming burst, call lightning/lightning bolt for shocking & shocking burst, holy smite for holy, etc). Final requirement on the alignment based enchantments is that you have to be the appropriate alignment (so only good clerics can create holy weapons, evil unholy, lawfull axiomatic and chaotic anarchic). Example weapons I have created: Longbow+2, Shocking; Bastard sword +1, Frost and shock, Quarterstaff+2 shocking. I haven't been able to test everything, because my cleric doesn't have create arms and armor which leaves out the alignment based enchantments, since mages can't cast the required spells. You can do the enchantments in steps if you are low on gold/xp - you can enchant a weapon to +1, then later add one of the powers. Some of the pre-created magic weapons in the game can be enchanted further, some can't. ------------------------------ -Flaming Caster lvl- 10th. prereq. - craft magic arms & amour, flame blade/flame strike/fireball bonus +1 +1D6 of fire damage. on missle weapos, arrow is enchanted -Frost Caster lvl- 8th prereq. - CMA & A, chill metal/ice storm bonus +1 +1D6 of cold damage on missle weapos, arrow is enchanted -Shock Caster lvl- 8th prereq. - call lightening, lightening bolt bonus +1 +1D6 electrical damage on missle weapos, arrow is enchanted -Keen only slashing weapons Caster lvl- 10th prereq - CMA & A, keen edge bonus +1 increase chance of crits i.e. changes longsword 19-20 to 17-20 -Mighty Cleaving Caster lvl- 8 prereq -CMA & A, divine power bonus +1 add one addtional cleave attempt in a round -Icy burst Caster lvl- 10th prereq - CMA & A, chill metal, icestorm bonus +2 +1D10 cold damage on crit if weapon crit multiplier is X3 add 3D10 on missle weapos, arrow is enchanted -Shocking Burst Caster lvl- 10th prereq - CMA & A, call lightening/ligthning bolt +1D10 elect. damage on crit if weapon crit multiplier is X3 add 3D10 on missle weapos, arrow is enchanted -Holy Caster lvl- 7th prereq - CMA & A, creator must be good, holdy smite bonus +1 +2D6 against evil on missle weapos, arrow is enchanted -Unholy Caster lvl- 7th prereq - CMA & A, creator must be evil, unholy blight +2D6 against good on missle weapos, arrow is enchanted Axiomatic - i dunno Anarchic - i dunno neither of these are in the manual, unless they are Lawful or Chaotic in the 3ed rules if so. ... Axiomatic (Lawful) Caster lvl- 7th prereq - creator must be lawful, orders wrath bonus +2 Anarchic (Chaotic) Caster lvl- 7th prereq - creator must be chaotic, chaos hammer bonus +2 -------------------------------------------- This may be how it works in PnP, but not in ToEE. My elven cleric of Corellon Larethian chose good and war as her domains and created both +2 shock and frost weapons. She of course does not know any ice or lightning related spell. --------------------------------------------- I've enchanted a few weapons and armors. Apparently only the first two enchantments work, anything past that is void. If you make a +3 (+1 +2 +3) weapon or armor, it's only actually +2. If you make a +2 weapon (+1 +2) with frost, flame, shock (3rd enchantment), it's only a +2 weapon with no spell effect. I can successfully make a +2 weapon or armor, and a +1 weapon with a spell effect. My guy is only a level 9 caster though, 1 level in fighter. Maybe you have to be 10th level caster to have 3 enchantments? ----------------------------------------------- Ok, I just wanted to put a few of these things to rest for some people. This is technical and I will not explain it in detail. // 6 - magic arms and armor (handled different, leave blank for now) {6}{} // 100 - 199 : prereqs for craft magic arms and armor {100}{}//WE_PLUS_1 {101}{}//WE_PLUS_2 {102}{}//WE_PLUS_3 {103}{"O'Sshield' 'Sshield of faith'" C8}//WE_DEFENDING, {104}{"O'Sflame blade' 'Sflame strike' 'Sfireball'" C10}//WE_FLAMING, {105}{"O'Schill metal' 'Sice storm'" C8}//WE_FROST, {106}{"O'Scall lightning' 'Slightning bolt'" C8}//WE_SHOCK, {107}{}//WE_GHOST_TOUCH, {108}{"Skeen edge" C10}//WE_KEEN, {109}{"Sdivine power" C8}//WE_MIGHTY_CLEAVING, {110}{}//WE_SPELL_STORING, {111}{}//WE_THROWING, {112}{}//WE_BANE, {113}{"Sheal" C14}//WE_DISRUPTION, {114}{"O'Sflame blade' 'Sflame strike' 'Sfireball'" C12}//WE_FLAMING_BURST, {115}{"O'Schill metal' 'Sice storm'" C10}//WE_ICY_BURST, {116}{"O'Scall lightning' 'Slightning bolt'" C10}//WE_SHOCKING_BURST, {117}{}//WE_THUNDERING, {118}{}//WE_WOUNDING, {119}{"Sholy smite" C7 Agood}//WE_HOLY, {120}{"Sunholy blight" C7 Aevil}//WE_UNHOLY, {121}{"Sorders wrath" C7 Alawful}//WE_LAWFUL, {122}{"Schaos hammer" C7 Achaotic}//WE_CHAOTIC, {123}{}//AE_PLUS_1, {124}{}//AE_PLUS_2, {125}{}//AE_PLUS_3, {126}{}//AE_LIGHT_FORTIFICATION, {127}{}//AE_GLAMERED, {128}{}//AE_SLICK, {129}{}//AE_SHADOW, {130}{}//AE_SILENT_MOVES, {131}{}//AE_SPELL_RESISTANCE_13, {132}{}//SE_PLUS_1, {133}{}//SE_PLUS_2, {134}{}//SE_PLUS_3, {135}{}//SE_BASHING, {136}{}//SE_BLINDING, {137}{}//SE_LIGHT_FORTIFICATION, {138}{}//SE_ARROW_DEFLECTION, {139}{}//SE_ANIMATED, {140}{}//SE_SPELL_RESISTANCE_13, // item creation prereqs: // C# - caster level minimum # (1-20) // S# - can cast spell # (# can be replaced with the enum as well) This is unaltered and straight out of the item_creation.mes file in the rules dir. As you can see in the actual code of the game, the flaming burst type items will never be able to be created as the requirement is to be level 12, and as far as I know you can never reach that. (correct me if I am wrong code gurus). From the rest of this you can see exactly what the requirements are, most are 10th level and some are C7 or 7th level. Again this is code from inside the game so I really don't care what your rule book says, this is what it is, and its editable if you really want it to reflect correct rules. BTW, I edited my file by changing all level requirements to C4, and i can now use all of the enchantments except for the ones my char/class will never be able to use. ----------------------------------------------------- My advice for arms and armor crafting: Weapons - buy the abilities one at a time. +1 then +2 then flaming/shock/etc. There is no cost penalty for doing it that way. As for armor/shields... just go for +1 - nothing else works. If you hit create (or whatever the button is) a second time the armor will go to +2 and the value will drop to negative. So you can get +2 armor or shield for the cost of +1, but nothing better. craft arms and armor can also by used on helms, but this is pointless as it gives the helm a plus +1 armor bonus to AC. (which does not stack with armor) ---------------------------------------------------------- After reading this thread, I've had some successes and failures with crafting and I just wanted to pass along the experience. This was all done AFTER installing the Atari patch as well as the Co8 patch 2.0. 1. Failure - I have edited the file item_creation.mes in the directory C:\Program Files\Atari\Temple of Elemental Evil\data\rules\ , in an attempt to change the requirements for crafting weapons. I changed all the requirements to {C4} and removed the spell requirements, as suggested by roadrunner777. But the requirements still hold. I still had to have both the lightning spell and be level 8 to enhance a weapon with Shock. 2. Success - I have been able to enhance a normal Longsword, Morning Star (note this is not edged), Greatsword, and a Longspear all as follows: - First my cleric cast Magic Weapon to make the weapon magic. - The weapon now shows up in the crafting window as having "+1" in the enhancement list. - Then my sorceror cast Shock on the weapon. He had to be level 8 and know the lightning spell. - Then my sorceror cast Keen on the weapon. He had to know the Keen Edge spell. 3. Success - These effects all seem to work. The +1 is permanently retained if you add another enhancement. The +1 goes away if you let the spell expire without adding any enhancements (I guess they fixed this bug I read about where the Magic Weapon spell never expires). The Shock effect works and does electrical damage. The Keen effect works... I say this because the Greatsword crit probability changes from 19-20 to 17-20, which is a change of +2. Strangely, the blunt Morning Star also changes from just 20 to 18-20, also +2. I certainly do Crit a lot now so I really think this works. I will comment that my L10 sorceror now only knows three Lvl 3 spells, Haste, Lightning, and Keen Edge. That kind of hurts because he'll never know Fireball. If I had it to do over I would probably get Fireball instead of Lightning and accept that my fire damage would not work in the Fire node, or just go with the cold damage instead, which requires 4th level Ice Storm. I'd be very interested to know if anyone has successfully changed the crafting requirements as recommended by roadrunner777. I can find the file and edit the file, but the requirements seem to stay exactly the same...? For those people who cannot get crafting to work although they think they are meeting the requirements, remember you need to have all the following: 1. A magic or masterwork item 2. The required spell, if any. 3. The required character level. 4. The required amount of gold. 5. The required amount of experience Note that my understanding is, the Experience requirement must be met by having experience above and beyond what is required to atttain your current level, because the game will not let you drop below the experience you needed to get your current level. This kind of sets you up to fail if you train right after making a level, which I assume most people do... The reason is because when you craft something, you will have XP deducted from your experience pool. In the crafting window, you will be shown how much experience you have to "spend" and it correctly shows how much you have beyond your current level requirement. For example, you need 45000 XP to attain level 10. If you just made level 10 and you have 45010 XP total, then you only have 10 XP to spend in crafting. If the effect you want to add to an item requires 100 XP, then you don't have enough and you will not be given the option to add that effect until you acquire 90 more XP. After re-reading the posts by "Problem User", I still can't theorize why you don't get an option for Frost.