Baldurs Gate: Dark Alliance II Walkthrough :
This walkthrough for Baldurs Gate: Dark Alliance II [Playstation 2] has been posted at 01 Feb 2010 by someguy and is called "Item Creation/Equipment Guide". The Walkthrough have a rating 1 by 1 our users. If walkthrough is usable don't forgot thumbs up someguy and share this with your freinds. And most important we have 3 other walkthroughs for Baldurs Gate: Dark Alliance II, read them all!
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Walkthrough - Item Creation/Equipment GuideBaldurs Gate: Dark Alliance II Item Creation and the types of equipment Guide. Version 1.04 Make sure you hit REFRESH each time you check this faq, if you don't you may be reading an older version of it that is stored in your computer. Version 1.00 Created Jan 25/2004. To Do List: List the BEST possible Weapons, Armor, and Jewelery. But its 2:00 am here I have spent 6ish hours on this and I have to work tomorrow afternoon... Version 1.01 Added unique weapons, added the "ultimate" equipment, changed some of the weapon ones to reflect the unique powers, still have to check shield and helms for uniques but I doubt that they will have any. Version 1.02 Went through armor checking for bonuses to find uniques, for some odd reason my faq was down off the site without any explaination whatsoever. Hopefully you'll find this one in good stead (it was posted, updated, I get back from work and its just gone but still registers as posted there). Added a few other things. At this point this is FINAL. Unless there any mistakes or the discovery of some new unique is made. Version 1.03 Discovered an ERROR in the instruction's that I had to change for this. Version 1.04 Changed some stuff see if you can guess which? New guy added to the thanks section. E-Mail me at: lifeguard1234@hotmail.com I do not mind game questions, if you are reporting an error let me know I will double check my work there. If you are reporting a spelling error forget about it unless it seriously alters the meaning of the sentence. I will have the other secret abilities done in the next update and possibly Drizzit as well. If you have a bug to report and add to this send it along but I'll need 2 reports of the same bug or to have it confirmable by myself. If you e-mail me and its got something attached its going to be deleted without hesitation. Sorry but my virus scan/firewall is set to destroy e-mail attachments. If your sending me something to contribute to this in an e-mail make sure to title your e-mail contributions or something similar, and just put whatever it is in plain text. I have it set to block out stuff without acceptable subjects (to put faq in the subject) unless its someone I know. ******************************************************************************* Table of contents ******************************************************************************* 1.00 Stuff I have to say. 2.00 Quality of Items. 2.10 Types of Items. 2.11 Hand Weapons. 2.12 Great Weapons. 2.13 Long Weapons. 2.14 Ranged Weapons. 2.15 Armor. 2.16 Jewelery. 3.00 So you want to create an item. 3.10 Amount of runes that can be added to equipment. 3.20 Amount of gems that can be added to equipment. 4.00 Types and effects of gemstones in everything and appearance of the items. 4.10 Effects of a single gemstone in equipment. 5.00 Combinations of the three, runes and the two gems, names and appearance. 5.10 Double gemmed Jewelery. 5.20 Double gemmed Armor. 5.31 Unique Armors. 5.30 Double gemmed Weapons. 5.31 Unique Weapons. 5.40 Best Equipment Possible. 6.00 General Tips and Tricks. 6.10 Bugs. 6.20 Thanks. 7.00 Legal Stuff and Copyright. 8.00 Game Info and Thanks. ******************************************************************************* 1.00 Stuff I have to say. Remember that any item fine to flawless will reach its MAXIMUM potential provided that you are in the right difficulty for that. All items are restricted to +5 unless you are playing on EXTREME difficulty, if you are one extreme the jewelery items (Rings, Amulets and Boots) will be able to reach +15 for effect. Other peices of equipment on extreme are STILL restricted to +5. It costs a LOT to make +15 equipment... And I definatly mean A LOT... 176 runestones and 352 gems... at the cheapest that is 176,000 for the rune stones and 352,000 for the gems... at the most its 1,408,000 for the gems, this means you are going to NEED charisma boosting equipment to milk free money out of the game (obtaining this is ALSO expensive it will run you around 500,000 to get it to offset that staggering 528,000 - 1,584,000 total cost of making just one ONE +15 peice of equipment and you can have four. To do this you want to get enough charisma to break the 55% buy/sell rate, you then buy as much as possible unequip some charisma boosting stuff until your down to 40% or lower, then sell it again (bug with above 40% for selling makes it worth a LOT less than what you could be selling it for). Rumors that 110% is the cap on buy/sell going above has no real effect. Yet to be confirmed. ******************************************************************************* 2.00 Quality of Items. There are eight different kinds of items. These range from, Shoddy to Flawless. The list below shows the type of item, their effect if they are armor, their effect if they are a weapon, and their effect if they are amulets, rings, or boots. There are many different kinds of Weapons, Armor, and Jewelery. These will be listed later with more specific names, generally speaking they all fall into one of the groups below. Boots are an exception as they are both armor and jewelery. Gloves are also an exception being both Weapons and Armor. Gloves ONLY count as weapons if you are unarmed if you are holding a weapon any increase you could expect damage wise from them is nullified. Weapons include, One-Handed Blades One-Handed Axes One-Handed Bludgeons Great Swords Great Axes Great Bludgeons Staves Polearms Bows Crossbows Hurled Weapons Gloves Armor Includes Helms Body Armor Shields Boots Gloves Jewelery includes, Amulets Rings Boots Quality -------- Armor --------------- Weapon ---------- Jewelery Shoddy --------- Minus 15% to AC ----- x0.5 Damage ----- Decreased Value Normal --------- Base AC (0%) -------- X1.0 Damage ----- Normal Value Fine ----------- Plus 15% to AC ------ x1.5 Damage ----- Increased Value Remarkable ----- Plus 30% to AC ------ x2.0 Damage ----- Increased Value Superior ------- Plus 45% to AC ------ x2.5 Damage ----- Increased Value Grand ---------- Plus 60% to AC ------ X3.0 Damage ----- Increased Value Imperial ------- Plus 75% to AC ------ x3.5 Damage ----- Increased Value Flawless ------- Plus 90% to AC ------ X4.0 Damage ----- Increased Value So Ideally you want Flawless equipment... UNLESS they are jewelery in which case (aside from boots which also add ac) you are just after something fine or better (unless you like most of us are a perfectionist when it comes to outfitting your characters). Wow in the instructions (where I obtained the info for the above one it has increased value for shoddy and normal Jewelery, this makes absolutly no sense what so ever so I have changed them to reflect what common sense would dictate, shoddy is worth less than normal, and normal is base. For armor everything is capped at +5 no matter which difficulty you select; however, for jewelery type items in extreme they are all +15. Quality ----------- Jewelery ------ Armor ------- Weapons Flawless maxes at ------ +15 --------- +5 ------------ +5 Imperial maxes at ------ +15 --------- +5 ------------ +5 Grand maxes at --------- +15 --------- +5 ------------ +5 Superior maxes at ------ +15 --------- +5 ------------ +5 Remarkable maxes at----- +15 --------- +5 ------------ +5 Fine maxes at ---------- +15 --------- +5 ------------ +5 Normal maxes at --------- +0 --------- +5 ------------ +5 Shoddy maxes at --------- +0 --------- +5 ------------ +5 Notice that shoddy and normal CANNOT be upgraded. ******************************************************************************* 2.10 Types of Items. These are the various types of equipment that you can find in your adventure. Important note: Gloves double as both weapons and armor, Boots as armor and jewelery. In terms of the effect of gems on them. Gloves ONLY count as weapons when you are unarmed. ******************************************************************************* 2.11 Hand Weapons. These are weapons which can be wielded in only one hand. This allows for the use of a shield, which of course helps you to defend. These are limited to +5. -One-Handed Blades Swords and daggers are fast weapons and have a higher chance of critically hitting an opponent (inflicting them with twice the damage). You can learn up to a three hit combo, where each subsequent attack in that combo will increase the chance of a critical hit. These are limited to +5. -One-Handed Axes Axes are viciously effective weapons, they are not as deft a weapon as daggers or swords, but they inflict more damage when they do hit. You can learn up to a three hit combo. The second and third attacks of this combo will inflict extra damage on top of that already inflicted by the attack itself. On top of all of that the third hit will always inflict critical damage. These are limited to +5. -One-Handed Bludgeons These are the clubs and maces. They have a chance to stun your enemy on contact, which makes them unable to attack or defend themselves. You can learn up to a three hit combo, where each attack gets a signifantly higher chance of stunning your target. These are limited to +5. ******************************************************************************* 2.12 Great Weapons These are the large and heavy weapons which require the use of both hands. They will deal much more damage than their smaller varients, but you are unable to use a shield with them unless you learn a particular fear. These are limited to +5. -Great Swords Like the smaller swords these weapons have a high chance of a critical hit when you strike your enemies. You can learn up to a three hit combo, with each subsequent hit increasing your chance for a critcal. Also the second and third hits in the combo can hit nearby enemies. These are limited to +5. -Great Axes Like axes these weapons are not as adept at critical hits, but they inflict more damage on the adverage blow. You can learn up to a three hit combo where the second and third hits will deal extra damage on top of the normal hit. The third attack also inflicts critical damage on your enemy and hits all enemys who are in striking distance in front of you. These are limited to +5. -Great Bludgeons Like the small bashing weapons these mauls have a chance to stun your enemy when you hit them. You can learn up to a three hit combo using these with each subsequent hit having a better chance to stun your enemy, the final blow will strike all foes in front of you. These are limited to +5. ******************************************************************************* 2.13 Long Weapons. These weapons were designed for defense, keep away from your enemies blades by using a weapon which you can hit them with from a safe distance. These weapons require the use of both hands. These are limited to +5. -Staves Like polearms, they have the best reach of any melee weapon. They are also able to stun enemies similar to the bludgeons. You can learn up to a three hit combo with each additional attack having a better chance to stun your enemy, also the second and third attack have a knock back feature to them. These are limited to +5. -Polearms Like staves, they have the best reach of any melee weapon. They also have a very high chance of inflicting a critical hit on your enemy. You can learn up to a three hit combo, with each additional hit dealing more damage on top of the regular damage, and the second and third attacks have a knock back feature to them. These are limited to +5. ******************************************************************************* 2.14 Ranged Weapons. These are any kind of weapon in which a projectile leaves your person to strike a distant enemy. You do not have to worry about ammunition in this game, all ranged weapons have unlimited ammo. These are limited to +5. -Bows These have a high firing rate and inflict signifant damage. They may require some training before you are effecive with them. These are limited to +5. -Crossbows They do not fire as rapidly as a bow but they will deal more damage with each shot fired. Anyone can use these weapons. These are limited to +5. -Hurled Weapons Like throwing axes and daggers are not as slow as crossbows but they do inflict less damage on your enemies than other weapons. You CAN; however, get a damage bonus to these as if they were melee weapons. These are limited to +5. ******************************************************************************* 2.15 Armor. -Helms Peices of equipment provided to protect that most essential part of your body for survival. Many a warrior has had his life saved by the cranial cover that is a helmet. These are limited to +5. -Body Armor Essential equipment has the highest defense of anything. These cover up the majority of your otherwise soft and easily damaged body. These are limited to +5. -Shields Designed to protect and deflect blows preventing them from ever reaching the armor, these were traditionally simple and cheap for people to make and use. They were intended to keep weapons from testing the strength of a suit of armor. These are limited to +5. -Boots Where would you be without proper footwear. Think about this, would you want to travel over rocky fields strewn with blades and arrowheads in your bare feet? Of course not. So go buy a pair for your poor avatar. These double as armor and jewelery as such they can obtain +15 to them. -Gloves These are of course for the protection of your hands. These will be one of the most exposed body parts you have, you are reaching out with a sword and opps the enemy chops your hand to ribbons. Good luck surviving now. These double as weaponary for effects and they are limited to +5. ******************************************************************************* 2.16 Jewelery. Aside from the various looks to these, they are all the same. Important to note that boots are also in this group. -Amulets Magically imbued necklaces designed to booster the wearer's powers in some form or another. These may reach up to +15. -Rings Magically imbued rings designed to booster the wearer's powers in some form or another. You may equip two rings at once; however, the tremendous powers contined within prevent you from wearing two on the same hand. These may reach up to +15. ******************************************************************************* 3.00 So you want to create an item. Well first things first, You will need at the VERY least one rune stone and a peice of equipment that is of the quality FINE or better. Talk to the Trader and select Workshop from the buy/sell list. Go over your item and press X to create it, pressing triangle will break the item into its basic parts. With the notable exception of the runes which are lost when the item is broken; nevertheless, this is a good method to obtain rare / expensive gems and also returns the base equipment back to you. If you just add runes it will give it a bonus to defense if it is armor or to damage if it is a weapon, gloves give armor. If it is a peice of jewelery it will give you a bonus to your armor class equal to the bonus indicated on that peice of equipment. Boots will ONLY give you the bonus once NOT twice, even though they fit into both armor and jewelery. If you wish to get a particular effect to the item you have to add gemstones to the work. These are precious gems which can be attached to items to greatly enhance the powers of that peice of equipment. There is a total of 13 different kinds of gems each with its own power in different peices of equipment. You MUST place a runestone to be able to place a gem, you CAN exceed the runestones you have placed in the item with gems that you place into it, and the bonus to the equipment will be lower if you do not match the gems to the number of runestones unless you exceed for some strange reason a breakpoint. This said their is NO advantage to putting in 17 runestones into an item that 16 would not have brought. If however you put in 32 runestones it will be better than had you put in just 16. Nor is their an advantage to putting in 16 runestones and 17 gems. For this reason you must strive to achieve an equal amount of runestones and gems... You may put in three different materials to create an item. One of them MUST be runestones and you can ONLY use runestones once. The other two MUST be gemstones and you CANNOT use the same gemstone in two different parts; however, you can place multiple gemstones into one single part. So if you put in 16 runestones and wish to add gems, make sure you have an equal amount of gemstones that you can add. If you want to put in the runestones and two gem types you must have an equal amount of all three. For instance if you put in 160 runestones, you would need to add 160 of each of the gems you were going to use... IF you did not add an equal amount of gems to the runestones they would drag the total power of the equipment down to the level they are at. ******************************************************************************* 3.10 Amount of runes that can be added to equipment. You can add various amounts of runes to equipment; however, if you are NOT playing extreme mode you are limited to +5 or 16 runes in any peice of equipment. Here is a list based off Extreme mode equipment, if you are NOT on extreme mode instead of +15 you can only get +5. Even in Extreme mode everything EXCEPT the jewelery is limited to +5. You can add at the maximum 176 runestones to any single peice of equipment. Once more I must stress the word EQUALITY... Do not waste runestones by putting in a whole lot of them then going cheap on the gemstones. Or by going cheap on the runestones and loading the item up with gems. Body Armor (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes Helmets (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes Shields (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes Gloves (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes Weapons (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes Boots (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes +6 -- requires 32 runes +7 -- requires 48 runes +8 -- requires 64 runes +9 -- requires 80 runes +10 - requires 96 runes +11 - requires 112 runes +12 - requires 128 runes +13 - requires 144 runes +14 - requires 160 runes +15 - requires 176 runes Rings (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes +6 -- requires 32 runes +7 -- requires 48 runes +8 -- requires 64 runes +9 -- requires 80 runes +10 - requires 96 runes +11 - requires 112 runes +12 - requires 128 runes +13 - requires 144 runes +14 - requires 160 runes +15 - requires 176 runes Amulets (all types), +1 -- requires 1 rune +2 -- requires 2 runes +3 -- requires 4 runes +4 -- requires 8 runes +5 -- requires 16 runes +6 -- requires 32 runes +7 -- requires 48 runes +8 -- requires 64 runes +9 -- requires 80 runes +10 - requires 96 runes +11 - requires 112 runes +12 - requires 128 runes +13 - requires 144 runes +14 - requires 160 runes +15 - requires 176 runes ******************************************************************************* 3.20 Amount of gems that can be added to equipment You are able to put two gemstone types into a peice of equipment. YOu can add up to 352 gemstones to any one peice of equipment; however, you can only put 176 of any one particular gemstone type. Once more I must stress the word EQUALITY... Do not waste runestones by putting in a whole lot of them then going cheap on the gemstones. Or by going cheap on the runestones and loading the item up with gems. Body Armor (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems Helmets (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems Shields (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems Gloves (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems Weapons (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems Boots (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems +6 -- requires 32 gems +7 -- requires 48 gems +8 -- requires 64 gems +9 -- requires 80 gems +10 - requires 96 gems +11 - requires 112 gems +12 - requires 128 gems +13 - requires 144 gems +14 - requires 160 gems +15 - requires 176 gems Rings (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems +6 -- requires 32 gems +7 -- requires 48 gems +8 -- requires 64 gems +9 -- requires 80 gems +10 - requires 96 gems +11 - requires 112 gems +12 - requires 128 gems +13 - requires 144 gems +14 - requires 160 gems +15 - requires 176 gems Amulets (all types), +1 -- requires 1 gem +2 -- requires 2 gems +3 -- requires 4 gems +4 -- requires 8 gems +5 -- requires 16 gems +6 -- requires 32 gems +7 -- requires 48 gems +8 -- requires 64 gems +9 -- requires 80 gems +10 - requires 96 gems +11 - requires 112 gems +12 - requires 128 gems +13 - requires 144 gems +14 - requires 160 gems +15 - requires 176 gems ******************************************************************************* 4.00 Types and effects of gemstones in everything and appearance of the items. Bear in mind that the effect is per plus (+) in the item. Icon = the symbol beside the peice of equipment. Under weapons is listed their appearance, this has NO additional affect aside from how it looks. Their are 13 different kinds of gemstones in total. And the runestone. These are, Amethyst Aquamarine Coral Diamond Emerald Jacinth Jade Jet Moonstone Pearl Ruby Rune Stone Sapphire Topaz ******************************************************************************* 4.10 Effects of a single gemstone in equipment. These are the effects of a single gemstone on equipment. Words go like this Quality of item / potential / item / of potential. For Example. Flawless Ring of Conquest or Flawless Warlord's Ring. The item only gets ONE potential name so if it has OF its at the end, if not it fits in the middle. -Amethyst Associated with sound and vibration. Effect in Jewelery (rings, amulets, boots). of Thunder -> +1 Charsima. No icon. Increases buy/sell rate. Effect in Armor (helms, body armor, shields). of Thunder -> +3% damage resistance. No icon. Reduces damage taken on physical blows. Effect in Weapons (all types and gloves). Thundering -> +1-8 extra critical hit damage. No icon. Raises damage done per critical hit. No weapon appearance change. -Aquamarine Associated with water or cold. Effect in Jewelery (rings, amulets, boots). of Frost -> +1 Intellegence. No icon. Adds energy and spell damage. Effect in Armor (helms, body armor, shields). of Frost -> +5% cold resistance. No icon. Reduces cold damage taken. Effect in Weapons (all types and gloves). Frost -> +1-4 cold damage. Cold icon. Slows enemy with cold damage. Glows blue, snow flakes come off when swung. Glows blue around the outside, snow flakes fall off when swung. -Coral Associated with battle and conflict. Effect in Jewelery (rings, amulets, boots). of Battle -> +10% ignore knock-back. No icon. Ignores being knocked back 10% of the time. Effect in Armor (helms, body armor, shields). of Battle -> +1 shield expert (Max. Rank 10). No icon. Raises defense of shield. Effect in Weapons (all types and gloves). of Battle -> +20% to minimum damage. No icon. Raises minimum damage at +5 weapon does fixed max damage. Glows blue around the outside. -Diamond Associated with purity or goodness. Effect in Jewelery (rings, amulets, boots). Sacred -> +1 Bless (Max. Rank 10). No icon. Makes you hit harder and miss less. Effect in Armor (helms, body armor, shields). Sacred -> +3% fire/cold/shock/acid/poison damage resistance. No icon Resist all the elements. Effect in Weapons (all types and gloves). of Disruption -> 15% Disintegrate undead on a critical hit. No Icon. on a critical hit it instantly kills undead 15% of the time. Glows white around the outside. -Emerald Associated with arcane magic and the unknown. Effect in Jewelery (rings, amulets, boots). Fey -> +1 iron will (Max. Rank 10). No icon. Mana regeneration rate dramatically increased. Effect in Armor (helms, body armor, shields). Fey -> +5 magic energy, -15% weight. No icon. Gives more energy and reduces items weight. Effect in Weapons (all types and gloves). Fey -> +5% damage inflicted added to magic energy. No icon. Refills energy from damage done. Glows green around the outside, green drops spray off when swung. -Jacinth Associated with fire. Effect in Jewelery (rings, amulets, boots). of Fire -> +1 strength. No icon. Adds damage, to hit, and allows you to carry more. Effect in Armor (helms, body armor, shields). of Fire -> +5% fire resistance. No icon. Resists flame. Effect in Weapons (all types and gloves). Flaming -> +1-6 fire damage. Fire icon. Can kill trolls. Sets enemys on fire. No weapon appearance change. -Jade Associated with entropy or corruption. Effect in Jewelery (rings, amulets, boots). of Corruption -> +1 Constitution. No icon. Adds 1 more health per 2 points per level. Effect in Armor (helms, body armor, shields). of Corruption -> +5% acid and poison resistance. No icon. Resists acid and poison. Effect in Weapons (all types and gloves). of Corruption -> +1-4 acid damage. No icon. Can kill trolls. Hurts enemys with acid. No weapon appearance change. -Jet Associated with protection or warding. Effect in Jewelery (rings, amulets, boots). of Warding -> +1 sanctuary (Max. Rank 10). No icon. Enemy will not fight you if you do not fight them. Effect in Armor (helms, body armor, shields). of Warding -> +5 hit points. No icon Increases your health. Effect in Weapons (all types and gloves). Defending -> +1 armor class for each peice of armor worn. No icon. You get more defense per + in this. Glows blue around the outside. -Moonstone Associated with speed or reflexes. Effect in Jewelery (rings, amulets, boots). of Speed -> +1 spring (Max. Rank 10). No icon. Gives a 1 second burst of speed. Effect in Armor (helms, body armor, shields). of Speed -> reduces duration of slow and stun by 20%. No icon. Makes you suffer less from being slowed or stunned. Effect in Weapons (all types and gloves). of Speed -> +1 Combat Reflexes (Max. Rank 10). No icon. You attack faster, max +10 in this, does stack with feat. Glows blue around the outside. -Pearl Associated with insight or precision. Effect in Jewelery (rings, amulets, boots). Keen -> +1 wisdom. No icon. For every 2 points in wisdom you get 5% more exp. Effect in Armor (helms, body armor, shields). Keen -> +1% increased treasure drops. No icon. Minimal increase in items dropped. Effect in Weapons (all types and gloves). Keen -> +1 improved critical (Max. Rank 10). No icon. More damage on critical hit, max +10 in this, does stack with feat. Glows blue around the outside, blade of weapon is more white than normal. -Ruby Associated with blood or vitality. Effect in Jewelery (rings, amulets, boots). of Blood -> +1 great fortitude (Max. Rank 10). No icon. Makes you heal more health per second. Effect in Armor (helms, body armor, shields). of Blood -> reflect 5% melee damage when struck. No icon. You get hurt your enemy takes 5% of it himself melee damage only. Effect in Weapons (all types and gloves). of Wounding -> target bleeds 1 damage per second for 1 second(s). No icon. Damage and time go up with each + added. No weapon appearance change. -Rune Stone Associated with quality and percision. All magical items begin with the use of a rune stone, as this will determine the object's maximum magical power. Effect in Jewelery (rings, amulets, boots). Adds one extra point of defense in that one peice of jewelery that it is in. Effect in Armor (helms, body armor, shields). Adds one extra point of defense in that one peice of armor that it is in. Effect in Weapons (all types and gloves). Adds damage based on the base weapon damage (flawless adds more). No icon. -Sapphire Associated with raw power and destruction. Effect in Jewelery (rings, amulets, boots). of Striking -> +1 sunder (Max. Rank 10). No icon. Gives the ability which strikes all enemys in melee range in front of you. Effect in Armor (helms, body armor, shields). of Striking -> +1 power attack (Max. Rank 10). No icon. Adds damage to your melee attack. Effect in Weapons (all types and gloves). of Mighty Cleaving -> +1 cleave (Max. Rank 10). No icon. Gives cleave the hit all enemy in front attack. Glows blue around the outside. -Topaz Associated with wind, the sky, and lighting. Effect in Jewelery (rings, amulets, boots). Shock -> +1 Dexterity. No icon. Gives more armor class. Effect in Armor (helms, body armor, shields). Shock -> +5% shock resistance. No icon. Resists lighting damage. Effect in Weapons (all types and gloves). Shock -> +1-8 shock damage. Lighting icon. potential to paralize enemy. Glows blue around the outside. ******************************************************************************* 5.00 Combinations of the three, runes and the two gems, names and appearance. Here I will list the names and appearances on weapons of various combinations, You the effect given is equal to the same effect as what both would individually give at the same time. WAY to many different combinations for me to make each of them and check for appearance changes to the weaponary. ******************************************************************************* 5.10 Double gemmed Jewelery. Effects of TWO gems interacting in one peice of Jewelery (Rings, Amulets, and Boots). If you want to know more detail on which each gem gives check the above section. Listed with base bonus 1st and whatever comes up after that is ADDED to the first one (so to follow this read the top one then add the one that you want to add to the weapon for the effect, the name is the one listed beside the combination). I have noticed NO unique Jewelery. Words go like this Quality of item / potential / item / of potential. For Example. Flawless Ring of Conquest or Flawless Warlord's Ring. The item only gets ONE potential name so if it has OF its at the end, if not it fits in the middle. Amethyst -----------------> of Thunder (+1 Charisma). Amethyst + Aquamarine ----> of Winter (+1 Intellegence). Amethyst + Coral ---------> of Conquest (+10% Ignore knock-back). Amethyst + Diamond -------> of the Hearld (+1 Bless [Max. Rank 10]). Amethyst + Emerald -------> of the Warp (+1 Iron Will [Max. Rank 10]). Amethyst + Jacinth -------> of Conflagration (+1 Strength). Amethyst + Jade ----------> of Corrosion (+1 Constitution). Amethyst + Jet -----------> of War (+1 Sanctuary [Max. Rank 10]). Amethyst + Moonstone -----> of the Sky (+1 Sprint [Max. Rank 10]). Amethyst + Pearl ---------> Resonating (+1 Wisdom). Amethyst + Ruby ----------> Warlord's (+1 Great Fortitude [Max. Rank 10]). Amethyst + Sapphire ------> of Power (+1 Sunder [Max. Rank 10]). Amethyst + Topaz ---------> of Lighting (+1 Dexterity). Aquamarine ---------------> of Frost (+1 Intellegence). Aquamarine + Amethyst ----> of Winter (+1 Charisma). Aquamarine + Coral -------> Ice Wyrm's (+10% Ignore knock-back). Aquamarine + Diamond -----> of Purity (+1 Bless [Max. Rank 10]). Aquamarine + Emerald -----> Ice Witch's (+1 Iron Will [Max. Rank 10]). Aquamarine + Jacinth -----> of Coldfire (+1 Strength). Aquamarine + Jade --------> of Sorrow (+1 Constitution). Aquamarine + Jet ---------> Glacial (+1 Sanctuary [Max. Rank 10]). Aquamarine + Moonstone ---> Silvery (+1 Sprint [Max. Rank 10]). Aquamarine + Pearl -------> of Crystal (+1 Wisdom). Aquamarine + Ruby --------> of the Wolf (+1 Great Fortitude [Max. Rank 10]). Aquamarine + Sapphire ----> of the North (+1 Sunder [Max. Rank 10]). Aquamarine + Topaz -------> Ice Storm (+1 Dexterity). Coral --------------------> of Battle (+10% Ignore knock-back). Coral + Amethyst ---------> of Conquest (+1 Charisma). Coral + Aquamarine -------> Ice Wyrm's (+1 Intellegence). Coral + Diamond ----------> Templar's (+1 Bless [Max. Rank 10]). Coral + Emerald ----------> War Wizard's (+1 Iron Will [Max. Rank 10]). Coral + Jacinth ----------> Salamander's (+1 Strength). Coral + Jade -------------> Murderous (+1 Constitution). Coral + Jet --------------> of Besieging (+1 Sanctuary [Max. Rank 10]). Coral + Moonstone --------> Dervish's (+1 Sprint [Max. Rank 10]). Coral + Pearl ------------> Noble (+1 Wisdom). Coral + Ruby -------------> of Rage (+1 Great Fortitude [Max. Rank 10]). Coral + Sapphire ---------> Myrmidon's (+1 Sunder [Max. Rank 10]). Coral + Topaz ------------> Charged (+1 Dexterity). Diamond ------------------> Sacred (+1 Bless [Max. Rank 10]). Diamond + Amethyst -------> of the Hearld (+1 Charisma). Diamond + Aquamarine -----> of Purity (+1 Intellegence). Diamond + Coral ----------> Templar's (+10% Ignore knock-back). Diamond + Emerald --------> Wyrd (+1 Iron Will [Max. Rank 10]). Diamond + Jacinth --------> of Holy Flame (+1 Strength). Diamond + Jade -----------> Necromancer's (+1 Constitution). Diamond + Jet ------------> Guardian's (+1 Sanctuary [Max. Rank 10]). Diamond + Moonstone ------> of Retribution (+1 Sprint [Max. Rank 10]). Diamond + Pearl ----------> Angelic (+1 Wisdom). Diamond + Ruby -----------> Inquisitor's (+1 Great Fortitude [Max. Rank 10]). Diamond + Sapphire -------> of Punishment (+1 Sunder [Max. Rank 10]). Diamond + Topaz ----------> of Justice (+1 Dexterity). Emerald ------------------> Fey (+1 Iron Will [Max. Rank 10]). Emerald + Amethyst -------> of the Warp (+1 Charisma). Emerald + Aquamarine -----> Ice Witch's (+1 Intellegence). Emerald + Coral ----------> War Wizard's (+10% Ignore knock-back). Emerald + Diamond --------> Wyrd (+1 Bless [Max. Rank 10]). Emerald + Jacinth --------> of Hellfire (+1 Strength). Emerald + Jade -----------> of the Hag (+1 Constitution). Emerald + Jet ------------> Watcher's (+1 Sanctuary [Max. Rank 10]). Emerald + Moonstone ------> of the Moon (+1 Sprint [Max. Rank 10]). Emerald + Pearl ----------> Sidhe (+1 Wisdom). Emerald + Ruby -----------> Vampiric (+1 Great Fortitude [Max. Rank 10]). Emerald + Sapphire -------> Bale (+1 Sunder [Max. Rank 10]). Emerald + Topaz ----------> of the Wisp (+1 Dexterity). Jacinth ------------------> of Fire (+1 Strength). Jacinth + Amethyst -------> of Conflagration (+1 Charisma). Jacinth + Aquamarine -----> of Coldfire (+1 Intellegence). Jacinth + Coral ----------> Salamander's (+10% Ignore knock-back). Jacinth + Diamond --------> of Holy Flame (+1 Bless [Max. Rank 10]). Jacinth + Emerald --------> of Hellfire (+1 Iron Will [Max. Rank 10]). Jacinth + Jade -----------> of Woe (+1 Constitution). Jacinth + Jet ------------> of Magma (+1 Sanctuary [Max. Rank 10]). Jacinth + Moonstone ------> Mercurial (+1 Sprint [Max. Rank 10]). Jacinth + Pearl ----------> Blazing (+1 Wisdom). Jacinth + Ruby -----------> Infernal (+1 Great Fortitude [Max. Rank 10]). Jacinth + Sapphire -------> of Wrath (+1 Sunder [Max. Rank 10]). Jacinth + Topaz ----------> Firestorm (+1 Dexterity). Jade ---------------------> of Corruption (+1 Constitution). Jade + Amethyst ----------> of Corrosion (+1 Charisma). Jade + Aquamarine --------> of Sorrow (+1 Intellegence). Jade + Coral -------------> Murderous (+10% Ignore knock-back). Jade + Diamond -----------> Necromancer's (+1 Bless [Max. Rank 10]). Jade + Emerald -----------> of the Hag (+1 Iron Will [Max. Rank 10]). Jade + Jacinth -----------> of Woe (+1 Strength). Jade + Jet ---------------> Executioner's (+1 Sanctuary [Max. Rank 10]). Jade + Moonstone ---------> Hissing (+1 Sprint [Max. Rank 10]). Jade + Pearl -------------> Assassin's (+1 Wisdom). Jade + Ruby --------------> Vile (+1 Great Fortitude [Max. Rank 10]). Jade + Sapphire ----------> Plague (+1 Sunder [Max. Rank 10]). Jade + Topaz -------------> Scarred (+1 Dexterity). Jet ----------------------> of Warding (+1 Sanctuary [Max. Rank 10]). Jet + Amethyst -----------> of War (+1 Charisma). Jet + Aquamarine ---------> Glacial (+1 Intellegence). Jet + Coral --------------> of Besieging (+10% Ignore knock-back). Jet + Diamond ------------> Guardian's (+1 Bless [Max. Rank 10]). Jet + Emerald ------------> Watcher's (+1 Iron Will [Max. Rank 10]). Jet + Jacinth ------------> of Magma (+1 Strength). Jet + Jade ---------------> Executioner's (+1 Constitution). Jet + Moonstone ----------> Unrelenting (+1 Sprint [Max. Rank 10]). Jet + Pearl --------------> Gilded (+1 Wisdom). Jet + Ruby ---------------> Crimson (+1 Great Fortitude [Max. Rank 10]). Jet + Sapphire -----------> of Might (+1 Sunder [Max. Rank 10]). Jet + Topaz --------------> Vibrant (+1 Dexterity). Moonstone ----------------> of Speed (+1 Sprint [Max. Rank 10]). Moonstone + Amethyst -----> of the Sky (+1 Charisma). Moonstone + Aquamarine ---> Silvery (+1 Intellegence). Moonstone + Coral --------> Dervish's (+10% Ignore knock-back). Moonstone + Diamond ------> of Retribution (+1 Bless [Max. Rank 10]). Moonstone + Emerald ------> of the Moon (+1 Iron Will [Max. Rank 10]). Moonstone + Jacinth ------> Mercurial (+1 Strength). Moonstone + Jade ---------> Hissing (+1 Constitution). Moonstone + Jet ----------> Unrelenting (+1 Sanctuary [Max. Rank 10]). Moonstone + Pearl --------> Flashing (+1 Wisdom). Moonstone + Ruby ---------> Stirge's (+1 Great Fortitude [Max. Rank 10]). Moonstone + Sapphire -----> Reaver's (+1 Sunder [Max. Rank 10]). Moonstone + Topaz --------> Crackling (+1 Dexterity). Pearl --------------------> Keen (+1 Wisdom). Pearl + Amethyst ---------> Resonating (+1 Charisma). Pearl + Aquamarine -------> of Crystal (+1 Intellegence). Pearl + Coral ------------> Noble (+10% Ignore knock-back). Pearl + Diamond ----------> Angelic (+1 Bless [Max. Rank 10]). Pearl + Emerald ----------> Sidhe (+1 Iron Will [Max. Rank 10]). Pearl + Jacinth ----------> Blazing (+1 Strength). Pearl + Jade -------------> Assassin's (+1 Constitution). Pearl + Jet --------------> Gilded (+1 Sanctuary [Max. Rank 10]). Pearl + Moonstone --------> Flashing (+1 Sprint [Max. Rank 10]). Pearl + Ruby -------------> Hunter's (+1 Great Fortitude [Max. Rank 10]). Pearl + Sapphire ---------> Mercernary's (+1 Sunder [Max. Rank 10]). Pearl + Topaz ------------> Ozonic (+1 Dexterity). Ruby ---------------------> of Blood (+1 Great Fortitude [Max. Rank 10]). Ruby + Amethyst ----------> Warlord's (+1 Charisma). Ruby + Aquamarine --------> of the Wolf (+1 Intellegence). Ruby + Coral -------------> of Rage (+10% Ignore knock-back). Ruby + Diamond -----------> Inquisitor's (+1 Bless [Max. Rank 10]). Ruby + Emerald -----------> Vampiric (+1 Iron Will [Max. Rank 10]). Ruby + Jacinth -----------> Infernal (+1 Strength). Ruby + Jade --------------> Vile (+1 Constitution). Ruby + Jet ---------------> Crimson (+1 Sanctuary [Max. Rank 10]). Ruby + Moonstone ---------> Stirge's (+1 Sprint [Max. Rank 10]). Ruby + Pearl -------------> Hunter's (+1 Wisdom). Ruby + Sapphire ----------> Savage (+1 Sunder [Max. Rank 10]). Ruby + Topaz -------------> of Terror (+1 Dexterity). Sapphire -----------------> of Striking (+1 Sunder [Max. Rank 10]). Sapphire + Amethyst ------> of Power (+1 Charisma). Sapphire + Aquamarine ----> of the North (+1 Intellegence). Sapphire + Coral ---------> Myrmidon's (+10% Ignore knock-back). Sapphire + Diamond -------> of Punishment (+1 Bless [Max. Rank 10]). Sapphire + Emerald -------> Bale (+1 Iron Will [Max. Rank 10]). Sapphire + Jacinth -------> of Wrath (+1 Strength). Sapphire + Jade ----------> Plague (+1 Constitution). Sapphire + Jet -----------> of Might (+1 Sanctuary [Max. Rank 10]). Sapphire + Moonstone -----> Reaver's (+1 Sprint [Max. Rank 10]). Sapphire + Pearl ---------> Mercenary's (+1 Wisdom). Sapphire + Ruby ----------> Savage (+1 Great Fortitude [Max. Rank 10]). Sapphire + Topaz ---------> Bolting (+1 Dexterity). Topaz --------------------> Shock (+1 Dexterity). Topaz + Amethyst ---------> of Lighting (+1 Charisma). Topaz + Aquamarine -------> Ice Storm (+1 Intellegence). Topaz + Coral ------------> Charged (+10% Ignore knock-back). Topaz + Diamond ----------> of Justice (+1 Bless [Max. Rank 10]). Topaz + Emerald ----------> of the Wisp (+1 Iron Will [Max. Rank 10]). Topaz + Jacinth ----------> Firestorm (+1 Strength). Topaz + Jade -------------> Scarred (+1 Constitution). Topaz + Jet --------------> Vibrant (+1 Sanctuary [Max. Rank 10]). Topaz + Moonstone --------> Crackling (+1 Sprint [Max. Rank 10]). Topaz + Pearl ------------> Ozonic (+1 Wisdom). Topaz + Ruby -------------> of Terror (+1 Great Fortitude [Max. Rank 10]). Topaz + Sapphire ---------> Bolting (+1 Sunder [Max. Rank 10]). ******************************************************************************* 5.20 Double gemmed Armor. The effects of TWO gems interacting in armor (Body armor, Helms, and Shields). If you want to know more detail on which each gem gives check the above section. Uniques are denoted by **, if you notice one and want to know more about it follow down to the next part of the section. Words go like this Quality of item / potential / item / of potential. For Example. Flawless Ring of Conquest or Flawless Warlord's Ring. The item only gets ONE potential name so if it has OF its at the end, if not it fits in the middle. Amethyst -----------------> of Thunder (+3% damage resistance). Amethyst + Aquamarine ----> of Winter (+5% cold resistance). Amethyst + Coral ---------> of Conquest (+1 Shield Expert [Max. Rank 10]). Amethyst + Diamond -------> of the Hearld (+3% resist all elements). Amethyst + Emerald -------> of the Warp (+5 energy, -15% weight). Amethyst + Jacinth -------> of Conflagration (+5% fire resistance). Amethyst + Jade ----------> of Corrosion (+5% Acid & Poison resistance). Amethyst + Jet -----------> of War (+5 hit points). Amethyst + Moonstone -----> of the Sky (Reduces stun/slow by 20%). Amethyst + Pearl ---------> Resonating (+1% increased treasure drops). Amethyst + Ruby ----------> Warlord's (reflect 5% melee damage when hit). Amethyst + Sapphire ------> of Power (+1 Power Attack [Max. Rank 10]). Amethyst + Topaz ---------> of Lighting (+5% shock resistance). Aquamarine ---------------> of Frost (+5% cold resistance). Aquamarine + Amethyst ----> of Winter (+3% damage resistance). Aquamarine + Coral -------> Ice Wyrm's (+1 Shield Expert [Max. Rank 10]). Aquamarine + Diamond -----> of Purity (+3% resist all elements). Aquamarine + Emerald -----> Ice Witch's (+5 energy, -15% weight). Aquamarine + Jacinth -----> of Coldfire (+5% fire resistance). Aquamarine + Jade --------> of Sorrow (+5% Acid & Poison resistance). Aquamarine + Jet ---------> Glacial (+5 hit points). Aquamarine + Moonstone ---> Silvery (Reduces stun/slow by 20%). Aquamarine + Pearl -------> of Crystal (+1% increased treasure drops). Aquamarine + Ruby --------> of the Wolf (reflect 5% melee damage when hit). Aquamarine + Sapphire ----> of the North (+1 Power Attack [Max. Rank 10]). Aquamarine + Topaz -------> Ice Storm (+5% shock resistance). Coral --------------------> of Battle (+1 Shield Expert [Max. Rank 10]). Coral + Amethyst ---------> of Conquest (+3% damage resistance). Coral + Aquamarine -------> Ice Wyrm's (+5% cold resistance). Coral + Diamond ----------> Templar's (+3% resist all elements). Coral + Emerald ----------> War Wizard's (+5 energy, -15% weight). Coral + Jacinth ----------> Salamander's (+1 Shield Expert [Max. Rank 10]). Coral + Jade -------------> Murderous (+5% Acid & Poison resistance). Coral + Jet --------------> of Besieging (+5 hit points). Coral + Moonstone --------> Dervish's (Reduces stun/slow by 20%). Coral + Pearl ------------> Noble (+1% increased treasure drops). Coral + Ruby -------------> of Rage (+1 Barbarian rage, no +1 shield). ** Coral + Sapphire ---------> Myrmidon's (+1 Power Attack [Max. Rank 10]). Coral + Topaz ------------> Charged (+5% shock resistance). Diamond ------------------> Sacred (+3% resist all elements). Diamond + Amethyst -------> of the Hearld (+3% damage resistance). Diamond + Aquamarine -----> of Purity (+5% cold resistance). Diamond + Coral ----------> Templar's (+1 Shield Expert [Max. Rank 10]). Diamond + Emerald --------> Wyrd (+5 energy, -15% weight). Diamond + Jacinth --------> of Holy Flame (+5% fire resistance). Diamond + Jade -----------> Necromancer's (+5% Acid & Poison resistance). Diamond + Jet ------------> Guardian's (+5 hit points). Diamond + Moonstone ------> of Retribution (Reduces stun/slow by 20%). Diamond + Pearl ----------> Angelic (+1% increased treasure drops). Diamond + Ruby -----------> Inquisitor's (reflect 5% melee damage when hit). Diamond + Sapphire -------> of Punishment (+1 Power Attack [Max. Rank 10]). Diamond + Topaz ----------> of Justice (+5% shock resistance). Emerald ------------------> Fey (+5 energy, -15% weight). Emerald + Amethyst -------> of the Warp (+3% damage resistance). Emerald + Aquamarine -----> Ice Witch's (+5% cold resistance). Emerald + Coral ----------> War Wizard's (+1 Shield Expert [Max. Rank 10]). Emerald + Diamond --------> Wyrd (+3% resist all elements). Emerald + Jacinth --------> of Hellfire (+5% fire resistance). Emerald + Jade -----------> of the Hag (+5% Acid & Poison resistance). Emerald + Jet ------------> Watcher's (+5 hit points). Emerald + Moonstone ------> of the Moon (Reduces stun/slow by 20%). Emerald + Pearl ----------> Sidhe (+1% increased treasure drops). Emerald + Ruby -----------> Vampiric (reflect 5% melee damage when hit). Emerald + Sapphire -------> Bale (+1 Power Attack [Max. Rank 10]). Emerald + Topaz ----------> of the Wisp (+5% shock resistance). Jacinth ------------------> of Fire (+5% fire resistance). Jacinth + Amethyst -------> of Conflagration (+3% damage resistance). Jacinth + Aquamarine -----> of Coldfire (+5% cold resistance). Jacinth + Coral ----------> Salamander's (+1 Shield Expert [Max. Rank 10]). Jacinth + Diamond --------> of Holy Flame (+3% resist all elements). Jacinth + Emerald --------> of Hellfire (+5 energy, -15% weight). Jacinth + Jade -----------> of Woe (+5% Acid & Poison resistance). Jacinth + Jet ------------> of Magma (+5 hit points). Jacinth + Moonstone ------> Mercurial (Reduces stun/slow by 20%). Jacinth + Pearl ----------> Blazing (+1% increased treasure drops). Jacinth + Ruby -----------> Infernal (reflect 5% melee damage when hit). Jacinth + Sapphire -------> of Wrath (+1 Power Attack [Max. Rank 10]). Jacinth + Topaz ----------> Firestorm (+5% shock resistance). Jade ---------------------> of Corruption (+5% Acid & Poison resistance). Jade + Amethyst ----------> of Corrosion (+3% damage resistance). Jade + Aquamarine --------> of Sorrow (+5% cold resistance). Jade + Coral -------------> Murderous (+1 Shield Expert [Max. Rank 10]). Jade + Diamond -----------> Necromancer's (+3% resist all elements). Jade + Emerald -----------> of the Hag (+5 energy, -15% weight). Jade + Jacinth -----------> of Woe (+5% fire resistance). Jade + Jet ---------------> Executioner's (+5 hit points). Jade + Moonstone ---------> Hissing (Reduces stun/slow by 20%). Jade + Pearl -------------> Assassin's (+1% increased treasure drops). Jade + Ruby --------------> Vile (reflect 5% melee damage when hit). Jade + Sapphire ----------> Plague (+1 Power Attack [Max. Rank 10]). Jade + Topaz -------------> Scarred (+5% shock resistance). Jet ----------------------> of Warding (+5 hit points). |
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Another Baldurs Gate: Dark Alliance II Walkthrough :
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