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Reagents (DSII)
For other uses, see Enchanting (Dungeon Siege II) and Recipes (Dungeon Siege II).

Reagents, also ingredients are special magic items that are needed for enchantments in the game Dungeon Siege II.

This page 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.

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, the items have a limited capacity for reagents, and it also depends on their quality, 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 (its quality should be written under the name of the item).
  • They can also be combined in a special way using enchant recipes (only in Broken World).
  • The reagents are available as monster/treasure drops or can be bought from a special merchant or obtained after killing monsters, but in addition, some of them are tied to various locations and can be found there only once.
  • Reagents are tied to the levels of heroes, monsters and locations. The higher the character's level, the more rare reagents he can find.
  • 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, also the are a total 100 different reagents in the game.

Reagent Merchant Bernard

Reagent Merchant in Eirulan

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.

List[]

The Level 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.

Armor[]

AA=All Armor
S=Shields
MA=Mage Armor
RA=Ranged Armor
FA=Fighter Armor

Weapons[]

AW=All Weapons
RW=Ranged Weapons
FW=Fighter Weapons
MW=Mage Weapons

Miscellaneous[]

R=Rings
A=Amulets
SB=Spell Books

     +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
Image Reagent name Effect Can enchant Level Size Effectiveness (# per space)
Pine Splinter Pine Splinter +3 Strength AW,AA,S,R,A 5 1x1 3.00
Oak Branch Oak Branch +7 Strength AW,AA,S,R,A 38 2x1 3.50
Ironwood Timber Ironwood Timber +18 Strength AW,AA,S,R,A 65 3x1 6.00
Dryad Bead Dryad Bead +3 Dexterity AW,AA,S,R,A 7 1x1 3.00
Elven Oil Elven Oil +7 Dexterity AW,AA,S,R,A 34 2x1 3.50
Quicksilver Oil Quicksilver Oil +18 Dexterity AW,AA,S,R,A 58 3x1 6.00
Gral Eye Gral Eye +2 Intelligence AW,AA,S,R,A,SB 6 1x1 2.00
Malachite Powder Malachite Powder +5 Intelligence AW,AA,S,R,A,SB 30 1x2 2.50
Spectral Dust Spectral Dust +12 Intelligence AW,AA,S,R,A,SB 50 1x3 4.00
Nettle Cluster Nettle Cluster +6 Health AA,S,R,A,SB 5 1x1 6.00
Mandrake Root Mandrake Root +14 Health AA,S,R,A,SB 21 1x2 7.00
Ash Leaves Ash Leaves +34 Health AA,S,R,A,SB 36 1x3 11.33
Rowan Leaves Rowan Leaves +70 Health AA,S,R,A,SB 54 2x2 17.50
Angelica Root Angelica Root +130 Health AA,S,R,A,SB 76 2x3 26.67
Henbane Leaves Henbane Leaves +8 Mana MW,MA,R,A,SB 6 1x1 8.00
Gardenia Leaves Gardenia Leaves +22 Mana MW,MA,R,A,SB 16 2x1 11.00
Valerian Root Valerian Root +50 Mana MW,MA,R,A,SB 31 3x1 16.67
Wormwood Essence Wormwood Essence +85 Mana MW,MA,R,A,SB 46 2x2 21.25
Verbena Flowers Verbena Flowers +150 Mana MW,MA,R,A,SB 70 3x2 25.00
Raptor Tooth Raptor Tooth +2 Max Damage FW 4 1x1 2.00
Rhinock Horn Rhinock Horn +8 Max Damage FW 26 2x1 4.00
Trilisk Fang Trilisk Fang +50 Max Damage FW 77 3x2 8.33
Jagged Arrowheads Jagged Arrowheads +2 Max Damage RW 5 1x1 2.00
Serrated Arrowheads Serrated Arrowheads +7 Max Damage RW 32 1x2 3.50
Keen Arrowheads Keen Arrowheads +50 Max Damage RW 80 2x3 8.33
Whetstone Whetstone +2 Damage FW 10 1x1 2.00
Mythril Alloy Mythril Alloy +5 Damage FW 35 1x2 2.50
Meteoric Alloy Meteoric Alloy +25 Damage FW 71 1x4 6.25
Hawk Feather Hawk Feather +1 Damage RW 8 1x1 1.00
Griffon Feather Griffon Feather +3 Damage RW 23 2x1 1.50
Phoenix Feather Phoenix Feather +22 Damage RW 58 4x1 5.50
Sapphire Splinter Sapphire Splinter Adds 2 to 3 Ice Damage FW 20 1x1 2.00 to 3.00
Sapphire Pommelstone Sapphire Pommelstone Adds 4 to 6 Ice Damage FW 35 1x2 2.00 to 3.00
Sapphire Ornament Sapphire Ornament Adds 19 to 31 Ice Damage FW 75 2x2 4.75 to 7.75
Coral Fragment Coral Fragment Adds 2 to 3 Ice Damage RW 18 1x1 2.00 to 3.00
Coral Spangle Coral Spangle Adds 5 to 8 Ice Damage RW 38 1x2 2.50 to 4.00
Coral Filament Coral Filament Adds 15 to 25 Ice Damage RW 73 2x2 3.75 to 6.25
Ruby Splinter Ruby Splinter Adds 2 to 3 Fire Damage FW 12 1x1 2.00 to 3.00
Ruby Pommelstone Ruby Pommelstone Adds 3 to 5 Fire Damage FW 30 1x2 1.50 to 2.50
Ruby Ornament Ruby Ornament Adds 18 to 22 Fire Damage FW 60 2x2 4.50 to 5.50
Amber Fragment Amber Fragment Adds 2 to 3 Fire Damage RW 14 1x1 2.00 to 3.00
Amber Spangle Amber Spangle Adds 2 to 6 Fire Damage RW 27 1x2 1.00 to 3.00
Amber Filament Amber Filament Adds 16 to 20 Fire Damage RW 63 2x2 4.00 to 5.00
Crystal Splinter Crystal Splinter Adds 1 to 3 Lightning Damage FW 16 1x1 1.00 to 3.00
Crystal Pommelstone Crystal Pommelstone Adds 3 to 8 Lightning Damage FW 33 2x1 1.50 to 4.00
Crystal Ornament Crystal Ornament Adds 11 to 33 Lightning Damage FW 66 2x2 2.75 to 8.25
Diamond Fragment Diamond Fragment Adds 1 to 2 Lightning Damage RW 11 1x1 1.00 to 2.00
Diamond Spangle Diamond Spangle Adds 2 to 6 Lightning Damage RW 32 2x1 1.00 to 3.00
Diamond Filament Diamond Filament Adds 8 to 23 Lightning Damage RW 69 2x2 2.00 to 5.75
Jet Splinter Jet Splinter Adds 3 to 5 Death Damage FW 25 2x1 1.50 to 2.50
Jet Pommelstone Jet Pommelstone Adds 5 to 8 Death Damage FW 36 2x1 2.50 to 4.00
Jet Ornament Jet Ornament Adds 23 to 38 Death Damage FW 80 2x2 5.75 to 9.50
Onyx Fragment Onyx Fragment Adds 3 to 5 Death Damage RW 29 2x1 1.50 to 2.50
Onyx Spangle Onyx Spangle Adds 5 to 8 Death Damage RW 39 2x1 2.50 to 4.00
Onyx Filament Onyx Filament Adds 18 to 30 Death Damage RW 80 2x2 4.50 to 7.50
Ivory Thorns Ivory Thorns 8% Phys Dmg Reflec to Enemy AA,S 9 2x1 4.00
Diamond Thorns Diamond Thorns 15% Phys Dmg Reflec to Enemy AA,S 19 3x1 5.00
Ensorcelled Thorns Ensorcelled Thorns 35% Phys Dmg Reflec to Enemy AA,S 38 3x2 5.83
Wolf Jaw Wolf Jaw 3% Health Steal AW 11 2x1 1.50
Vampire Jaw Vampire Jaw 4% Health Steal AW 28 3x1 1.33
Demon Jaw Demon Jaw 6% Health Steal AW 51 2x2 1.50
Eagle Talon Eagle Talon 3% Mana Steal AW 8 2x1 1.50
Raven Talon Raven Talon 4% Mana Steal AW 22 3x1 1.33
Owl Talon Owl Talon 6% Mana Steal AW 44 2x2 1.50
Betony Salve Betony Salve +5% Health Regeneration FA,RA,S,R,A 6 2x1 2.50
Sandalvine Tincture Sandalvine Tincture +12% Health Regeneration FA,RA,S,R,A 25 2x2 3.00
Yarrow Balm Yarrow Balm +5% Mana Regeneration MA,R,A,SB 9 1x2 2.50
Sage Liniment Sage Liniment +12% Mana Regeneration MA,R,A,SB 33 2x2 3.00
Hide Fragment Hide Fragment +3 Armor AA,S 4 1x1 3.00
Tanned Skin Tanned Skin +4 Armor AA,S 12 1x1 4.00
Patterned Shell Patterned Shell +10 Armor AA,S 21 1x2 5.00
Carved Carapace Carved Carapace +12 Armor AA,S 30 1x2 6.00
Etched Chrysalis Etched Chrysalis +18 Armor AA,S 39 1x3 6.00
Scarab Husk Scarab Husk +24 Armor AA,S 52 1x4 6.00
Engraved Plating Engraved Plating +32 Armor AA,S 65 1x4 8.00
Dragon Scale Dragon Scale +40 Armor AA,S 80 2x2 10.00
Cobalt Bead Cobalt Bead +4% Ice Resistance AA,S,R,A,SB 8 1x1 4.00
Frost Charm Frost Charm +7% Ice Resistance AA,S,R,A,SB 25 2x1 3.50
Icicle Talisman Icicle Talisman +15% Ice Resistance AA,S,R,A,SB 46 3x2 2.50
Branded Rune Branded Rune +4% Fire Resistance AA,S,R,A,SB 12 1x1 4.00
Smoldering Rune Smoldering Rune +7% Fire Resistance AA,S,R,A,SB 30 1x2 3.50
Igneous Rune Igneous Rune +15% Fire Resistance AA,S,R,A,SB 44 2x3 2.50
Yellow Strand Yellow Strand +4% Lightning Resistance AA,S,R,A,SB 4 1x1 4.00
Amber Thread Amber Thread +7% Lightning Resistance AA,S,R,A,SB 36 2x1 3.50
Gold Ribbon Gold Ribbon +15% Lightning Resistance AA,S,R,A,SB 48 3x2 2.50
Skull Fragment Skull Fragment +4% Death Resistance AA,S,R,A,SB 18 1x1 4.00
Vai'kesh Figurine Vai'kesh Figurine** +7% Death Resistance AA,S,R,A,SB 3 1x2 3.50
Korven Fetish Korven Fetish +15% Death Resistance AA,S,R,A,SB 50 2x3 2.50
Aegis Symbol Aegis Symbol +3% Melee Resistance AA,S 25 2x2 0.75
Azunite Insignia Azunite Insignia +4% Melee Resistance AA,S 34 2x3 0.67
Half-Giant Pennant Half-Giant Pennant +4% Ranged Resistance AA,S 15 3x1 1.33
Agallan Standard Agallan Standard +6% Ranged Resistance AA,S 29 2x2 1.50
Stag Crest Stag Crest +6% Block Melee Attack S 26 2x2 1.50
Lion Crest Lion Crest +10% Block Melee Attack S 38 2x2 2.50
Griffon Crest Griffon Crest +8% Block Ranged Attack S 22 2x2 2.00
Phoenix Crest Phoenix Crest +12% Block Ranged Attack S 36 2x2 3.00
Rainbow Trinket Rainbow Trinket +5% Find Magic Items R,A,SB 20 1x1 5.00
Prismatic Bauble Prismatic Bauble +15% Find Magic Items R,A,SB 41 2x1 7.50
Betony Salve Lumilla's Salve* +10 Health
+4%/5% Health Regeneration***
FA,RA,S,R,A 12 2x1 *
Viperclaw Viperclaw* +15 Min Damage
+15 Max Damage
Adds 8 to 12 Death Damage
RW 32 3x2 *


  • 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.
  • 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.
  • The 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.

  • 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)]

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.
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