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Dungeon Siege 2
The Enchantable Reagent FAQ
by Devistater
[email protected]
Last updated September 23, 2005
Version 1.1
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This FAQ may not be posted on any websites without my express permission.
Currently the websites that have my permission are:
www.gamefaqs.com
Any other websites than www.gamefaqs.com may or may not have the latest
version. I only personally update the FAQ on www.gamefaqs.com so other sites
in the allowed list take care of their updates.
This FAQ may not be used for commercial gain without my express permission.
If you plan to use the information herein for a general FAQ (or similar
informational document) of your own, it must be properly credited, and I'd
like for you to please ask me first before using the information here. Thanks!
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-------------------------Table of Contents------------------------------------
Table of Contents
Version History
Introduction
Enchanting
Reagent Ranting
Reagents
Effectiveness List
Reagent Pricing
Enchanting Cost
Submissions, credits, etc
---------------------------Version History------------------------------------
Version 1.0 First public release
Version 1.1 Corrected the level of enchantable rings thanks to TemjinRed
----------------------------Introduction--------------------------------------
This FAQ is intended to be your guide to enchanting and reagents (the
ingredients used for enchanting) and enchantable items and everything about
them. It includes a complete list of all reagents in the game along with all
the statistics including the size of each reagent. Some reagents are only
dropped from particular quests, that information is noted as well. If you see
any mistakes or corrections or additions, please let me know. Game effecting
typos in the game logic .gas files for reagents are also covered.
For the majority of the info in this FAQ, I used a program called Game
Extractor to extract the rgt_reagents.gas file and the reagents.gas file from
the Logic.ds2res file in the Resources folder. The rest of the info so far is
mostly from the game itself. Some info may be from submissions, the credits
section notes the particulars.
When a size is mentioned such as 3x2, this means three spaces across
(horizontal) and 2 spaces up/down (vertical).
Some basic information on enchanting is covered in game in Lesson 28 of the
handbook in your journal.
------------------------------------Enchanting--------------------------------
Enchanting is the act of taking various ingredients (reagents) and paying the
enchanter to put them into an enchantable item. Enchantable items have a
limited capacity for reagents, and it depends on their quality. As well, each
reagent has a certain size, the better ones are larger and take up more slots.
Good items have a 2x2 space reagent capacity.
Great items have a 3x2 space reagent capacity.
Exceptional items have a 3x3 space reagent capacity.
Legendary items have a 4x4 space reagent capacity.
To enchant, you need an enchantable item and reagent(s).
You can buy or find enchantable items. You find them on various
monster/treasure drops, or you can buy them at various merchants. You can buy
enchantable weapons at the weapons merchant, enchantable armor/shields at the
armor merchant, and enchantable rings/amulets/spellbooks at the Potion
merchant.
The reagents are available as monster/treasure drops or from the Reagent
merchant (he has the little green emerald icon above his head).
Click on an enchanter (any merchant with a HAND icon above them) and tell them
that you want to enchant an item. Put the enchantable item into the item slot
on the right. Depending on the quality of the item, spaces will open up for
you to put reagents into. Put whatever reagents you wish into the available
space, check the "cost to enchant" and click the "ENCHANT ITEM!" button.
Voila!
You now have a new item that has been enchanted to your specifications.
I've found that while enchantable items may not do as good of a multipurpose
job as some set/unique items, they do a great single purpose job. For
instance, you can get up to 70% damage reflect (plus a little room left over)
in a piece of armor. Or you can get up to +120% to Find Magic Items in a
single ring/amulet. So if you want to go on an item hunting expedition, load
up with those magic find rings and you will find tons of stuff.
--------------------------------Reagent Ranting-------------------------------
(or how to make the most of the space available)
Don't ask me why the reagent vendors carry such a small selection. I've tried
for an hour before to find a certain reagent that was well below my level and
could not find it. It sucks. So if you want to stock up on a certain type that
you plan on using in the future, make sure to buy it every time you see it.
If someone could make a mod to have reagent vendors carry 2 or 3 times as much
stock as normal that would encourage more people to do enchanting, because it
is a very underutilized feature of the game.
Also, don't ask me why there are 2 separate lines of reagents for adding
elemental damage to fighter or ranged weapons when they are exactly the same
size, exactly the same dimensions and have nearly the same damage. I could
understand if they were different sizes, like ranged was 1x2 and melee was
2x1, but they aren't! If you ask me, someone should make a mod that changes
the sapphire/ruby/crystal/jet to elemental damage for all weapons and use the
coral/amber items/diamond/onyx graphics to make up some new better
enchantments.
And while they are at it, it would be nice for a mod that allows the viperclaw
to be made more than ONCE from that arrow shooting person.
And also don't ask me why the low end Death damage reagents and mid range
reagents take up exactly the same amount of space. If they followed previous
patterns the low end reagents would be smaller physically than the mid range
reagents.
Also don't ask me why the high end thorns is such a low level requirement and
mid range thorns are so close in item level to the low end thorns.
AND AND AND don't ask me why the highest level of all reagents for elemental
damage resistance takes up so much space (3x2 or 2x3 for 6 spaces adding 15%
resistance) that you can fit three of the mid level ones into same space (1x2
or 2x1 for 2 spaces adding 7% resistance each) and get 1.4 times the total
resistance. This makes NO sense at all. It is similar between lowest level and
mid level.
Almost the exact same situations for the Aegis Symbol vs. the Azunai Insignia.
The lower level Aegis Symbol has about +0.75% of melee resistance for each
space it takes up, while the upper level one has only +0.66% of melee
resistance per space.
From all these issues, I think that the enchanting isn't very well balanced
currently. Many item level requirements are not spread out very well over the
various qualities of items. Many upper end ones in the groups with 3 reagents
should be moved to requirements later in the game so that you will find them
when playing the hardest difficulty (i.e. level 60ish). They probably ran out
of time while testing the game (remember for the 2.1 patch the devs mentioned
that the game was shipped while they were still working on that gamespy patch)
and figured that the enchanting was good enough.
Summary: Go primarily by effectiveness column in the price list section in
order to squeeze the maximum bonuses out of enchanting when choosing items of
different qualities that have the same type of bonus.
---------------------------------Reagents-------------------------------------
+xx to Damage increases both Max and Min damages by the amount stated
xx% Phys Dmg Reflec to Enemy = xx% of Physical Damage Reflected to Enemy
+xx% Block Melee/Ranged Attack = +xx% Chance to Block Melee/Ranged Attack
+xx% Find Magic Items = +xx% Chance to Find Magic Items
S=Shields
R=Rings
A=Amulets
SB=Spell Books
AW=All weapons, RW=Ranged weapons, FW=Fighter Weapons, MW=Mage Weapons,
AA=All Armor, MA=Mage Armor RA=Ranged Armor FA=Fighter Armor
The Lvl column shows the reagent item level. This affects when you can see it
in stores and what level of monsters it can drop from. Note that this is not
an absolute number of when you might see it, the store can show things far
below your level and I believe a bit above it too.
The size field refers to the size of the reagent, (horizontal) x (vertical)
size in number of spaces taken up by one reagent of its type.
Reagent name Effect Can enchant Lvl Size
Pine Splinter +3 Strength AW,AA,S,R,A 5 1x1
Oak Branch +7 Strength AW,AA,S,R,A 38 2x1
Ironwood Timber +18 Strength AW,AA,S,R,A 65 3x1
Dryad Bead +3 Dexterity AW,AA,S,R,A 7 1x1
Elven Oil +7 Dexterity AW,AA,S,R,A 34 2x1
Quicksilver Oil +18 Dexterity AW,AA,S,R,A 58 3x1
Gral Eye +2 Intelligence AW,AA,S,R,A,SB 6 1x1
Malachite Powder +5 Intelligence AW,AA,S,R,A,SB 30 1x2
Spectral Dust +12 Intelligence AW,AA,S,R,A,SB 50 1x3
Nettle Cluster +6 Health AA,S,R,A,SB 5 1x1
Mandrake Root +14 Health AA,S,R,A,SB 21 1x2
Ash Leaves +34 Health AA,S,R,A,SB 36 1x3
Rowan Leaves +70 Health AA,S,R,A,SB 54 2x2
Angelica Root +130 Health AA,S,R,A,SB 76 2x3
Henbane Leaves +8 Mana MW,MA,R,A,SB 6 1x1
Gardenia Leaves +22 Mana MW,MA,R,A,SB 16 2x1
Valerian Root +50 Mana MW,MA,R,A,SB 31 3x1
Wormwood Essence +85 Mana MW,MA,R,A,SB 46 2x2
Verbena Flowers +150 Mana MW,MA,R,A,SB 70 3x2
Raptor Tooth +2 Max Damage FW 4 1x1
Rhinock Horn +8 Max Damage FW 26 2x1
Trilisk Fang +50 Max Damage FW 77 3x2
Jagged Arrowheads +2 Max Damage RW 5 1x1
Serrated Arrowheads +7 Max Damage RW 32 1x2
Keen Arrowheads +50 Max Damage RW 80 2x3
Whetstone +2 Damage FW 10 1x1
Mythril Alloy +5 Damage FW 35 1x2
Meteoric Alloy +25 Damage FW 71 1x4
Hawk Feather +1 Damage RW 8 1x1
Griffon Feather +3 Damage RW 23 2x1
Phoenix Feather +22 Damage RW 58 4x1
Sapphire Splinter Adds 2 to 3 Ice Damage FW 20 1x1
Sapphire Pommelstone Adds 4 to 6 Ice Damage FW 35 1x2
Sapphire Ornament Adds 19 to 31 Ice Damage FW 75 2x2
Coral Fragment Adds 2 to 3 Ice Damage RW 18 1x1
Coral Spangle Adds 5 to 8 Ice Damage RW 38 1x2
Coral Filament Adds 15 to 25 Ice Damage RW 73 2x2
Ruby Splinter Adds 2 to 3 Fire Damage FW 12 1x1
Ruby Pommelstone Adds 3 to 5 Fire Damage FW 30 1x2
Ruby Ornament Adds 18 to 22 Fire Damage FW 60 2x2
Amber Fragment Adds 2 to 3 Fire Damage RW 14 1x1
Amber Spangle Adds 2 to 6 Fire Damage RW 27 1x2
Amber Filament Adds 16 to 20 Fire Damage RW 63 2x2
Crystal Splinter Adds 1 to 3 Lightning Damage FW 16 1x1
Crystal Pommelstone Adds 3 to 8 Lightning Damage FW 33 2x1
Crystal Ornament Adds 11 to 33 Lightning Damage FW 66 2x2
Diamond Fragment Adds 1 to 2 Lightning Damage RW 11 1x1
Diamond Spangle Adds 2 to 6 Lightning Damage RW 32 2x1
Diamond Filament Adds 8 to 23 Lightning Damage RW 69 2x2
Jet Splinter Adds 3 to 5 Death Damage FW 25 2x1
Jet Pommelstone Adds 5 to 8 Death Damage FW 36 2x1
Jet Ornament Adds 23 to 38 Death Damage FW 80 2x2
Onyx Fragment Adds 3 to 5 Death Damage RW 29 2x1
Onyx Spangle Adds 5 to 8 Death Damage RW 39 2x1
Onyx Filament Adds 18 to 30 Death Damage RW 80 2x2
Ivory Thorns 8% Phys Dmg Reflec to Enemy AA,S 9 2x1
Diamond Thorns 15% Phys Dmg Reflec to Enemy AA,S 19 3x1
Ensorcelled Thorns 35% Phys Dmg Reflec to Enemy AA,S 38 3x2
Wolf Jaw 3% Health Steal AW 11 2x1
Vampire Jaw 4% Health Steal AW 28 3x1
Demon Jaw 6% Health Steal AW 51 2x2
Eagle Talon 3% Mana Steal AW 8 2x1
Raven Talon 4% Mana Steal AW 22 3x1
Owl Talon 6% Mana Steal AW 44 2x2
Betony Salve +5% Health Regeneration FA,RA,S,R,A 6 2x1
Sandalvine Tincture +12% Health Regeneration FA,RA,S,R,A 25 2x2
Yarrow Balm +5% Mana Regeneration MA,R,A,SB 9 1x2
Sage Liniment +12% Mana Regeneration MA,R,A,SB 33 2x2
Hide Fragment +3 Armor AA,S 4 1x1
Tanned Skin +4 Armor AA,S 12 1x1
Patterned Shell +10 Armor AA,S 21 1x2
Carved Carapace +12 Armor AA,S 30 1x2
Etched Chrysalis +18 Armor AA,S 39 1x3
Scarab Husk +24 Armor AA,S 52 1x4
Engraved Plating +32 Armor AA,S 65 1x4
Dragon Scale +40 Armor AA,S 80 2x2
Cobalt Bead +4% Ice Resistance AA,S,R,A,SB 8 1x1
Frost Charm +7% Ice Resistance AA,S,R,A,SB 25 2x1
Icicle Talisman +15% Ice Resistance AA,S,R,A,SB 46 3x2
Branded Rune +4% Fire Resistance AA,S,R,A,SB 12 1x1
Smoldering Rune +7% Fire Resistance AA,S,R,A,SB 30 1x2
Igneous Rune +15% Fire Resistance AA,S,R,A,SB 44 2x3
Yellow Strand +4% Lightning Resistance AA,S,R,A,SB 4 1x1
Amber Thread +7% Lightning Resistance AA,S,R,A,SB 36 2x1
Gold Ribbon +15% Lightning Resistance AA,S,R,A,SB 48 3x2
Skull Fragment +4% Death Resistance AA,S,R,A,SB 18 1x1
Vai'kesh Figurine** +7% Death Resistance AA,S,R,A,SB 3 1x2
Korven Fetish +15% Death Resistance AA,S,R,A,SB 50 2x3
Aegis Symbol +3% Melee Resistance AA,S 25 2x2
Azunite Insignia +4% Melee Resistance AA,S 34 2x3
Half-Giant Pennant +4% Ranged Resistance AA,S 15 3x1
Agallan Standard +6% Ranged Resistance AA,S 29 2x2
Stag Crest +6% Block Melee Attack S 26 2x2
Lion Crest +10% Block Melee Attack S 38 2x2
Griffon Crest +8% Block Ranged Attack S 22 2x2
Phoenix Crest +12% Block Ranged Attack S 36 2x2
Rainbow Trinket +5% Find Magic Items R,A,SB 20 1x1
Prismatic Bauble +15% Find Magic Items R,A,SB 41 2x1
Lumilla's Salve* +10 Health FA,RA,S,R,A 12 2x1
+4%/5% Health Regeneration***
Viperclaw* +15 Min Damage RW 32 3x2
+15 Max Damage
Adds 8 to 12 Death Damage
**Note!! I believe this is a typo in the rgt_reagents.gas file. The level
requirement for the mid level death resistance reagent with 7% resistance, was
probably meant to have level of 30. Otherwise it's rather silly to have the
low level death resistance item (skull fragment) have a higher item level 18
and add only 4% death resistance.
***Note!! There is a typo in the reagents.gas file which makes this item only
give +4% health regeneration despite the description saying +5% health
regeneration.
*Note: that these last 2 reagents are quest rewards.
Lumilla's Salve can be obtained by collecting (or buying) 4 nettle clusters
and then letting the enchanting merchant in Act I make the salve. It is better
than the Betony Salve. This is part of the Lumilla's Salve secondary quest.
You can give her 4 nettle clusters any time you wish and repeat this as many
times as you wish.
The viperclaw can be obtained by giving Eumanidie in Act II the ingrediants
she requests as part of the Viperclaw secondary quest. She is south of the
shrine in the city of Aman'lu and northeast of the pet shop. You will hear her
doing archery practice. You can only do this ONCE per game unlike the Salve.
However you don't have to worry so much about saving this item up for an uber
bow, since the + max and +min are exactly what the +damage stat is, +damage
combines both min and max. So this item only adds +15 damage and some death
damage, both of which you could do better in the same amount of space by using
some higher level items. This is discussed in a little more detail at the end
of the effectiveness list.
-----------------------------Effectiveness List--------------------------------
These are the prices for buying the reagents from merchants, and the
effectiveness.
The effectiveness column lists the amount of reagent bonus per space that the
item takes up. For instance if the item takes up 3x2 spaces (total of 6) and
it has a +12% to a stat, that means that it's effectiveness is 12%/6 or 2% per
space. This stat will help in buying decisions in trying to pack the most
amount of stat boosting into an enchantable item. A higher effectiveness means
that you should be able to get a higher + to a stat in the amount of space you
have by using more of that item when enchanting (there are some exceptions if
some items wont fit into the available space). If the enchanting part of the
game had been properly play balanced (see rant section) this stat should have
been moot, since the higher level items should ALWAYS win out in effectiveness
over the lower end items. If effectiveness is the same between two qualities
of item, then you can use the lower one to be able to pack it in easier with
other things and to save money.
Reagent name Effectiveness
(# per space)
Pine Splinter 3.00
Oak Branch 3.50
Ironwood Timber 6.00
Dryad Bead 3.00
Elven Oil 3.50
Quicksilver Oil 6.00
Gral Eye 2.00
Malachite Powder 2.50
Spectral Dust 4.00
Nettle Cluster 6.00
Mandrake Root 7.00
Ash Leaves 11.33
Rowan Leaves 17.50
Angelica Root 26.67
Henbane Leaves 8.00
Gardenia Leaves 11.00
Valerian Root 16.67
Wormwood Essence 21.25
Verbena Flowers 25.00
Raptor Tooth 2.00
Rhinock Horn 4.00
Trilisk Fang 8.33
Jagged Arrowheads 2.00
Serrated Arrowheads 3.50
Keen Arrowheads 8.33
Whetstone 2.00
Mythril Alloy 2.50
Meteoric Alloy 6.25
Hawk Feather 1.00
Griffon Feather 1.50
Phoenix Feather 5.50
Sapphire Splinter 2.00 to 3.00
Sapphire Pommelstone 2.00 to 3.00
Sapphire Ornament 4.75 to 7.75
Coral Fragment 2.00 to 3.00
Coral Spangle 2.50 to 4.00
Coral Filament 3.75 to 6.25
Ruby Splinter 2.00 to 3.00
Ruby Pommelstone 1.50 to 2.50
Ruby Ornament 4.50 to 5.50
Amber Fragment 2.00 to 3.00
Amber Spangle 1.00 to 3.00
Amber Filament 4.00 to 5.00
Crystal Splinter 1.00 to 3.00
Crystal Pommelstone 1.50 to 4.00
Crystal Ornament 2.75 to 8.25
Diamond Fragment 1.00 to 2.00
Diamond Spangle 1.00 to 3.00
Diamond Filament 2.00 to 5.75
Jet Splinter 1.50 to 2.50
Jet Pommelstone 2.50 to 4.00
Jet Ornament 5.75 to 9.50
Onyx Fragment 1.50 to 2.50
Onyx Spangle 2.50 to 4.00
Onyx Filament 4.50 to 7.50
Ivory Thorns 4.00
Diamond Thorns 5.00
Ensorcelled Thorns 5.83
Wolf Jaw 1.50
Vampire Jaw 1.33
Demon Jaw 1.50
Eagle Talon 1.50
Raven Talon 1.33
Owl Talon 1.50
Betony Salve 2.50
Sandalvine Tincture 3.00
Yarrow Balm 2.50
Sage Liniment 3.00
Hide Fragment 3.00
Tanned Skin 4.00
Patterned Shell 5.00
Carved Carapace 6.00
Etched Chrysalis 6.00
Scarab Husk 6.00
Engraved Plating 8.00
Dragon Scale 10.00
Cobalt Bead 4.00
Frost Charm 3.50
Icicle Talisman 2.50
Branded Rune 4.00
Smoldering Rune 3.50
Igneous Rune 2.50
Yellow Strand 4.00
Amber Thread 3.50
Gold Ribbon 2.50
Skull Fragment 4.00
Vai'kesh Figurine 3.50
Korven Fetish 2.50
Aegis Symbol 0.75
Azunite Insignia 0.67
Half-Giant Pennant 1.33
Agallan Standard 1.50
Stag Crest 1.50
Lion Crest 2.50
Griffon Crest 2.00
Phoenix Crest 3.00
Rainbow Trinket 5.00
Prismatic Bauble 7.50
Lumilla's Salve *
Viperclaw *
*Note: These are special cases since they have multiple enhancements.
Lumillia's Salve has 5.00 health points per space effectiveness added to 2.00
health regeneration per space(supposed to be 2.50 see note on type in reagent
list). Combined this is probably a better deal at the lower levels than using
pure health and health regen reagents. But in the upper levels you can reach
as high as 26.67 health per space effectiveness so it probably makes more
sense to go with a pure health boost enchantment in the later levels.
The Viperclaw has 2.50 damage per space added to 1.33 to 2.00 death damage per
space effectiveness for a total combined damage effectiveness of 3.83 to 4.50.
Probably only "Keen Arrowheads" and the top level of elemental damage reagents
are more effective than this great reagent. Too bad there's only 1 of them per
game.
-----------------------------Reagent Pricing----------------------------------
The base value (the value you will get if you sell an item to vendor) of a
reagent item is calculated as follows (from the pcontent.skrit file):
[1 + 2.5 * (reagent level)] * [1 + 0.2 * (reagent level)]
Note that to find the price that reagent merchant sells an item for, just
multiply by 4. The reagent merchants have a factor 4 markup.
Example: The Prismatic Bauble with +15% Magic Find is level 41.
Prismatic Bauble base value = [ 1 + 102.5 ] * [ 1 + 8.2 ] = 952
The merchant sell price would be 4 times this, or 3808
------------------------------Enchanting Cost---------------------------------
The formula for enchanting price is in the pcontent.skrit file under the
int calc_enchanted_gold_price$()
section.
There are 2 formulas, one for 4 or less reagents, one for more than 4.
For 4 or less reagents:
Cost = 2 * [(enchantable item level) + 2.5 ] *
[ 0.6 * (sum of reagent item levels) + 1.0 ]
So for example, if I have 3 reagents levels 20, 25, 30, and a ring of level 40
to enchant the cost would be:
2 * [40 + 2.5] * [0.6 * (20+25+30) + 1] or 3910
For more than 4 reagents the following formula is multiplied by the total from
the formula for 4 reagents:
* [ 1.0 + .75 * ((number of reagents) - 4.0 ) ]
So for example, if you have a level 46 legendary enchantable silver ring, and
eight Prismatic Bauble (level 41 reagents that add +15% to magic find each, so
total of this enchantment would be +120$ magic find). The cost would be:
2 * [46 + 2.5] * [0.6 * (41*8) + 1] * [1 + .75 * (8 - 4) ]
= 2 * 48.5 * 197.8 * 4
= 76746 gold pieces for a +120% magic find ring.
-----------------------Submissions, credits, etc------------------------------
Submissions/corrections: If you want to submit some information for my guide,
send an email to the address below. If you find any incorrect information
please let me know so I can fix it.
[email protected]
Comments, suggestions, etc feel free to email me at:
[email protected]
Credits: All of this (except the items mentioned otherwise) is my own work
from playing with the game. I did not take any information in the current
version of the guide from any other person (except the items mentioned
otherwise).
Corrected the level of enchantable rings thanks to TemjinRed
Dungeon Siege 2 is copyright of its respective owners