This post is about ideas how to improve Craft Magic Arms and Armors in the game. While testing and improving ZMOD's SGoS module I started to think how Craft MAaM could be used, improved and what nice things to add. The post is about Level 6 PCs, who have 10k gold. Barbarian half-orc, two-weapon human fighter, cleric, and wizard. I have not found any information what exact list of weapon / armor enchantments Temple Plus has. So, I had to open craft_maa_specs.tab in Excel, open DMG and MIC to understand all requirements, access, and price. Weapons Weapon-wise there are no good enchantments at all up to Holy at level 7, which costs 8k gold to enchant +1 weapon (8k = (18000-2000)/2). There are some interesting options from MIC (Magic Item Compendium) like Precise (for bows), Brash or Blessed, etc. But essentially the best option is additional damage. +2 or more weapon enchantment simply is not worth. Interestingly, Knights of the Chalice redesigned Craft. So, they have Holy at caster level 5, not 7. Additional damage weapon properties become accessible from level 10. With exceptions of Holy or some niche properties from MIC like Deadly Precision additional 1d6 with sneak attack available at level 5. I will write about these properties in later posts. PC building wise – it is reasonable to take CMAaM feat for Cleric on level 6 aiming on Holy weapon enchantment. Armors Current implementation of Temple Plus (83) does not have good options for Armor Crafting aside of simple Armor enchantment like. An +3 armor enchantment would cost 4k to upgrade from +1. Which is nice option IMHO. But it requires caster level 9. Elemental Resistance property like Cold or Fire Resistance is missing from the T+. And I suspect it is due to current implementation of Cost only works with enchantment price calculation. I would say we improve it. So, Fire Resistance would cost pure 9k which is very nice. Contrary to Weapons though, Armor properties in Magic Item Compendium are exceptionally good. Notable properties on caster level 5 are: Healing. 1 /day healed of 2d8+5 damage. +8,000 gp Mobility. Gain benefit of Mobility feat, light armor only. +1 bonus Blurring. 3/day blur for 5 rounds. +1 bonus Displacement. 1 /day displacement for 5 rounds. +1 bonus Stamina. +1 on Fortitude saves. +500 gp Speed. 3/day haste for 1 round. +6,000 gp Agility. +1 on Reflex saves. +500 gp Quickness. +5 ft. to land speed. +5,000 gp Commander. +2 on Diplomacy, allies within 30 ft. gain +1 on Will saves and -5 on Hide. +2,000 gp I have already implemented Blurring and Displacement properties. Activation of these spells is swift action, which is free action in ToEE. Blur's 20% miss chance is like -4 to opponent attack, so 1500 gp investment is incredibly potent. If we would to add so many additional Armor properties, especially cheap ones, like 500 gp cost, I propose to expand T+ with new Dispatcher Type like OnBuildDescription (bonlist) which would allow dynamic creation of Extended Description. Overall having these additional Armor properties empowers necessity of Craft Magic Arms and Armor feat for Wizard as well as Cleric.