- 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.
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
- 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.
Items - Dungeon Siege II | ||
---|---|---|
PContent | Items • Enchanting • Reagents • Prefix List • Suffix List | |
Item Types | Normal • Magic • Rare • Unique • Quest • Item Sets | |
Books | ||
Chants | ||
Other Items | Gold • Rings • Amulets • Spell Books | |
Item Sets | ||
Melee | Frostheim's Trappings • Furious Tempest • Legend of the Fire King • Lorethal's Legacy • Luun's Deathblades • Night's Shadow • Treasures of the Lords • Undying Warlord • Vistira's Undoing | |
Ranged | Bloody Vengeance • Eternal Grace • Fallen Soldier's Gift • Olimarch's Bane • Plainswalker's Journey • Winds of Kel'drassil | |
Combat Magic | Chaos' Avatar • Circle of Four • Keh's Regalia • Lich's Carcass • Silks of the Master | |
Nature Magic | Circle of Four • Keh's Regalia • North Keeper's Vstmts • Silks of the Master • Thena's Serenity | |
Broken World | Battlemage Equipment • Beastmaster • Bloodsoaked Armor • Cinbri Vestments • Glitterdelve Heirlooms • Indomitable Faith • Ravager's Kit • Relentless • Teasha's Armament • Traveller's Trinkets | |
Miscellaneous | Ghostly Visions • Jewels of the Nexus • Mysterious Set • Nature's Vigilance • Secrets of the Forgotten |