=============================================================================== Dungeon Siege 2 The Enchantable Reagent FAQ by Devistater ds2erfaq.20.gamefaqs@xoxy.net Last updated September 23, 2005 Version 1.1 ============================================================================== 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! ============================================================================== -------------------------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. ds2erfaq.20.gamefaqs@xoxy.net Comments, suggestions, etc feel free to email me at: ds2erfaq.20.gamefaqs@xoxy.net 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