Reagents (Dungeon Siege II)

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