Baldur's Gate: Dark Alliance 2 - Strategy Guide (Page 03)
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Quality ------- An item's quality refers to how well made it is. Higher quality armor protects better, higher quality weapons inflict more damage, and higher quality rings and amulets are worth more. Note that many damage bonuses (such as those from Strength and the Power Attack feat) also scale up with higher quality weapons. Quality Armor Weapon Amulet/Ring ------- ---------- ----------- --------------- Shoddy -15% to AC x0.5 damage Decreased Value Normal - - - Fine +15% to AC x1.5 damage Increased Value Remarkable +30% to AC x2.0 damage Increased Value Superior +45% to AC x2.5 damage Increased Value Grand +60% to AC x3.0 damage Increased Value Imperial +75% to AC x3.5 damage Increased Value Flawless +90% to AC x4.0 damage Increased Value Magical Effects --------------- An item's magical effects, such as "of Blood" (e.g. a Long Sword of Blood) are the result of between 1 and 3 components: Rune Stones and Gems, used in the creation of that item. The number of Rune Stones and Gems determine how powerful a particular effect is. Various Gems create different effects based on what sort of item they are placed in. For example, a Jacinth in a shield does something different than a Jacinth in a ring. You can also combine various gems to create interesting effects. Creating Items -------------- The first thing you'll need if you want to customize an item to your own choosing is to find a Fine or greater quality item and at least one Rune Stone. Rune Stones can sometimes be found in dungeons but they are also sold by Bartley. Once you're ready to customize your item, choose "Workshop" from Bartley's menu. Here are the basics on item customization: - There are 3 separate "slots" in which you can put Rune Stones and Gems. The first "slot" is for inserting Rune Stones and you can insert up to 16 Rune Stones in this slot for Body Armor, Helmets, Shields, Gloves and Weapons. You can insert up to 176 Rune Stones (!) in Rings, Amulets and Boots in Extreme mode only though. The amount of Rune Stones inserted determine the item's bonus or the item's level, if you prefer. Body Armor, Helmets, Shields, Gloves, Weapons, Rings, Amulets, Boots: 1 Rune Stone = +1 (Level 1) 2 Rune Stones = +2 (Level 2) 4 Rune Stones = +3 (Level 3) 8 Rune Stones = +4 (Level 4) 16 Rune Stones = +5 (Level 5) Rings, Amulets, Boots ONLY (Extreme Mode only): 32 Rune Stones = +6 (Level 6) 48 Rune Stones = +7 (Level 7) 64 Rune Stones = +8 (Level 8) 80 Rune Stones = +9 (Level 9) 96 Rune Stones = +10 (Level 10) 112 Rune Stones = +11 (Level 11) 128 Rune Stones = +12 (Level 12) 144 Rune Stones = +13 (Level 13) 160 Rune Stones = +14 (Level 14) 176 Rune Stones = +15 (Level 15) - If you insert only Rune Stones in your item, it will have the following effects, depending on the item's type: Body Armor, Helmets, Shields, Rings, Amulets and Boots grant the character a bonus in defense while Weapons and Gloves grant the character a bonus in damage (the amount of the bonus depends on how many Rune Stones are used). - The second and third slots in an item are used for Gems. There are 13 types of gems in the game (excluding Rune Stones): Amethyst, Aquamarine, Coral, Diamond, Emerald, Jacinth, Jade, Jet, Moonstone, Pearl, Ruby, Sapphire and Topaz. Each Gem has a different effect depending on the item's type and you can combine two types of Gems in the 2nd and 3rd slot of an item to produce enhanced effects. You cannot put more than one type of gem in any particular slot. See "Gem Effects" below for more details. - Try not to insert 3 Rune Stones in an item, since it's a waste of a Rune Stone, really. You are better to wait to get another Rune Stone or buy another one so that your bonus actually increases. Check the above chart to know how many Rune Stones you'll need to get to the next bonus "level". - You can "extract" Gems from items you find in your travels, if you deem the item to be too weak. It costs money to break down an item though and you CANNOT break down an item to extract Rune Stones. You can also break down an item if you want to try another Gem combination. - The most important thing to remember when customizing items is BALANCE. For example, there's no sense in putting 16 Rune Stones in an item's first slot and then putting only 1 Gem in the second slot. If you do that, the item will remain at the +1 bonus level since the 1 Gem you put cancels out the 16 Rune Stones you put in the first slot. Same goes if you put 16 Gems in slot #2 and only 1 Rune Stone in slot #1. So, for example, if you want a +5 Ring of Strength, put 16 Rune Stones in slot #1 and 16 Jacinths in slot #2. - Finally, the aspect that most people forget is that item creation costs a lot of gold, depending on the power of the item you are creating. Make sure you have enough gold to start making an item because if you need to purchase several Rune Stones and Gems to make an item and that you end up without enough money to actually MAKE the item, you'll have wasted your gold on "useless" Rune Stones and Gems. Always SAVE your game before attempting to create an item, just to be on the safe side. Gem Effects ----------- Each piece of equipment you find can be put in 3 main categories: Type Items in Category -------- ------------------------------------------------------------------ Armor Helms, Body Armor and Shields Weapons Weapons and Gloves Trinkets Rings, Amulets and Boots Here are the effects of each Gem type depending on the item type: --------------------------------- Rune Stones --------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +1 to Armor Class per level Weapons +1 to hit and damage per level Trinkets No effect (increases the effects of other gems though) ----------------------------------- Amethyst ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +3% damage resistance per level Weapons Inflicts 1-8 extra damage per level when you critically hit Trinkets +1 Charisma per level ---------------------------------- Aquamarine --------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5% cold resistance per level Weapons Inflicts 1-4 cold damage per level; may freeze enemies Trinkets +1 Intelligence per level ------------------------------------ Coral ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +1 rank of Shield Expertise feat per level Weapons +20% to minimum damage Trinkets +10% chance per level of ignoring Knock Back ----------------------------------- Diamond ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +3% Fire/Cold/Shock/Acid/Poison damage resistance per level Weapons +15% chance per level of disintegrating undead on critical hit Trinkets +1 rank of Bless per level ----------------------------------- Emerald ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5 to magic energy; -15% weight of item Weapons Absorbs 5% per level of damage received as magic energy Trinkets +1 rank of Iron Will per level ----------------------------------- Jacinth ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5% fire resistance per level Weapons Inflicts 1-6 fire damage per level; effective against trolls Trinkets +1 Strength per level ------------------------------------- Jade ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +5% acid and poison resistance per level Weapons Inflicts 1-4 acid damage per level Trinkets +1 Constitution per level ------------------------------------- Jet ------------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5 hit points per level Weapons +1 Armor Class for each Armor Piece worn Trinkets +1 rank of Sanctuary per level ---------------------------------- Moonstone ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor Reduces duration of Slow/Stun by 20% per level Weapons +1 rank of Combat Reflexes per level Trinkets +1 rank of Sprint per level ------------------------------------ Pearl ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +1% chance per level of getting additional treasure from monsters Weapons +1 rank of Improved Critical per level Trinkets +1 Wisdom per level ------------------------------------- Ruby ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor Reflects 5% melee damage when struck Weapons Enemy bleeds 1 damage per level per second for 1 second per level Trinkets +1 rank of Greater Fortitude per level ----------------------------------- Sapphire ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +1 rank of Power Attack per level Weapons +1 rank of Cleave per level Trinkets +1 rank of Sunder per level ------------------------------------ Topaz ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +5% shock resistance per level Weapons Inflicts 1-8 electrical damage per level Trinkets +1 Dexterity per level ------------------------------------------------------------------------------- NOTE: See the section below, Combined Gem Effects, to see the names attributed to the items once you've inserted gems into them. ------------------------------------------------------------------------------- -------------------- Combined Gem Effects -------------------- Since there are two slots in every item, you can put two different types of gems in every item. Again, I must stress the importance of balance. If you plan to put two types of gems inside of an item, try and put the same amount of gems in each slot, else the item will be unbalanced and thus, less potent. Here are the combination effects by item type. All the effects are for level 1 items only. The effects go up as the item's level goes up (by adding more gems into the item, see above for details). ---------------------- Armor Gem Combinations ---------------------- Amethyst Combinations of Thunder (+3% damage resistance) ------------------------------------------------------------------------------- Amethyst + Aquamarine = of Winter (+5% cold resistance) Amethyst + Coral = of Conquest (+1 Shield Expertise) Amethyst + Diamond = of the Herald (+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 (reflects 5% melee damage when hit) Amethyst + Sapphire = of Power (+1 Power Attack) Amethyst + Topaz = of Lighting (+5% shock resistance) Aquamarine Combinations of Frost (+5% cold resistance) ------------------------------------------------------------------------------- Aquamarine + Amethyst = of Winter (+3% damage resistance) Aquamarine + Coral = Ice Wyrm's (+1 Shield Expertise) 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 (reflects 5% melee damage when hit) Aquamarine + Sapphire = of the North (+1 Power Attack) Aquamarine + Topaz = Ice Storm (+5% shock resistance) Coral Combinations of Battle (+1 Shield Expertise) ------------------------------------------------------------------------------- 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 Expertise) 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) Coral + Sapphire = Myrmidon's (+1 Power Attack) Coral + Topaz = Charged (+5% shock resistance) Diamond Combinations Sacred (+3% resist all elements) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Herald (+3% damage resistance) Diamond + Aquamarine = of Purity (+5% cold resistance) Diamond + Coral = Templar's (+1 Shield Expertise) 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 (reflects 5% melee damage when hit) Diamond + Sapphire = of Punishment (+1 Power Attack) Diamond + Topaz = of Justice (+5% shock resistance) Emerald Combinations 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 Expertise) 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 (reflects 5% melee damage when hit) Emerald + Sapphire = Bale (+1 Power Attack) Emerald + Topaz = of the Wisp (+5% shock resistance) Jacinth Combinations 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 Expertise) 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 (reflects 5% melee damage when hit) Jacinth + Sapphire = of Wrath (+1 Power Attack) Jacinth + Topaz = Firestorm (+5% shock resistance) Jade Combinations 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 Expertise) 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 (reflects 5% melee damage when hit) Jade + Sapphire = Plague (+1 Power Attack) Jade + Topaz = Scarred (+5% shock resistance) Jet Combinations of Warding (+5 hit points) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+3% damage resistance) Jet + Aquamarine = Glacial (+5% cold resistance) Jet + Coral = of Besieging (+1 Shield Expertise) Jet + Diamond = Guardian's (+3% resist all elements) Jet + Emerald = Watcher's (+5 energy, -15% weight) Jet + Jacinth = of Magma (+5% fire resistance) Jet + Jade = Executioner's (+5% acid & poison resistance) Jet + Moonstone = Unrelenting (Reduces stun/slow by 20%) Jet + Pearl = Gilded (+1% increased treasure drops) Jet + Ruby = Crimson (reflects 5% melee damage when hit) Jet + Sapphire = of Might (+1 Power Attack) Jet + Topaz = Vibrant (+5% shock resistance) Moonstone Combinations of Speed (Reduces stun/slow by 20%) ------------------------------------------------------------------------------- Moonstone + Amethyst = of the Sky (+3% damage resistance) Moonstone + Aquamarine = Silvery (+5% cold resistance) Moonstone + Coral = Dervish's (+1 Shield Expertise) Moonstone + Diamond = of Retribution (+3% resist all elements) Moonstone + Emerald = of the Moon (+5 energy, -15% weight) Moonstone + Jacinth = Mercurial (+5% fire resistance) Moonstone + Jade = Hissing (+5% acid & poison resistance) Moonstone + Jet = Unrelenting (+5 hit points) Moonstone + Pearl = Flashing (+1% increased treasure drops) Moonstone + Ruby = Stirge's (reflects 5% melee damage when hit) Moonstone + Sapphire = Reaver's (+1 Power Attack). Moonstone + Topaz = Crackling (+5% shock resistance) Pearl Combinations Keen (+1% increased treasure drops) ------------------------------------------------------------------------------- Pearl + Amethyst = Resonating (+3% damage resistance) Pearl + Aquamarine = of Crystal (+5% cold resistance) Pearl + Coral = Noble (+1 Shield Expertise) Pearl + Diamond = Angelic (+3% resist all elements) Pearl + Emerald = Sidhe (+5 energy, -15% weight) Pearl + Jacinth = Blazing (+5% fire resistance) Pearl + Jade = Assassin's (+5% acid & poison resistance) Pearl + Jet = Gilded (+5 hit points) Pearl + Moonstone = Flashing (Reduces stun/slow by 20%) Pearl + Ruby = Hunter's (reflects 5% melee damage when hit) Pearl + Sapphire = Mercernary's (+1 Power Attack) Pearl + Topaz = Ozonic (+5% shock resistance) Ruby Combinations of Blood (reflects 5% melee damage when hit) ------------------------------------------------------------------------------- Ruby + Amethyst = Warlord's (+3% damage resistance) Ruby + Aquamarine = of the Wolf (+5% cold resistance) Ruby + Coral = of Rage (+1 Barbarian Rage) Ruby + Diamond = Inquisitor's (+3% resist all elements) Ruby + Emerald = Vampiric (+5 energy, -15% weight) Ruby + Jacinth = Infernal (+5% fire resistance) Ruby + Jade = Vile (+5% acid & poison resistance) Ruby + Jet = Crimson (+5 hit points) Ruby + Moonstone = Stirge's (Reduces stun/slow by 20%) Ruby + Pearl = Hunter's (+1% increased treasure drops) Ruby + Sapphire = Savage (+1 Power Attack) Ruby + Topaz = of Terror (+5% shock resistance) Sapphire Combinations of Striking (+1 Power Attack) ------------------------------------------------------------------------------- Sapphire + Amethyst = of Power (+3% damage resistance) Sapphire + Aquamarine = of the North (+5% cold resistance) Sapphire + Coral = Myrmidon's (+1 Shield Expertise) Sapphire + Diamond = of Punishment (+3% resist all elements) Sapphire + Emerald = Bale (+5 energy, -15% weight) Sapphire + Jacinth = of Wrath (+5% fire resistance) Sapphire + Jade = Plague (+5% acid & poison resistance) Sapphire + Jet = of Might (+5 hit points) Sapphire + Moonstone = Reaver's (Reduces stun/slow by 20%) Sapphire + Pearl = Mercenary's (+1% increased treasure drops) Sapphire + Ruby = Savage (reflects 5% melee damage when hit) Sapphire + Topaz = Bolting (+5% shock resistance) Topaz Combinations Shock (+5% shock resistance) ------------------------------------------------------------------------------- Topaz + Amethyst = of Lighting (+3% damage resistance) Topaz + Aquamarine = Ice Storm (+5% cold resistance) Topaz + Coral = Charged (+1 Shield Expertise) Topaz + Diamond = of Justice (+3% resist all elements) Topaz + Emerald= = of the Wisp (+5 energy, -15% weight) Topaz + Jacinth = Firestorm (+5% fire resistance) Topaz + Jade = Scarred (+5% acid & poison resistance) Topaz + Jet = Vibrant (+5 hit points). Topaz + Moonstone = Crackling (Reduces stun/slow by 20%) Topaz + Pearl = Ozonic (+1% increased treasure drops) Topaz + Ruby = of Terror (reflects 5% melee damage when hit) Topaz + Sapphire = Bolting (+1 Power Attack) ------------------------ Weapons Gem Combinations ------------------------ Amethyst Combinations Thundering (+1-8 extra critical hit damage) ------------------------------------------------------------------------------- Amethyst + Aquamarine = Icy Burst (+1-4 cold damage) Amethyst + Coral = of Conquest (+20% minimum damage) Amethyst + Diamond = of the Herald (+15% disintegrate undead) Amethyst + Emerald = of the Warp (+5% damage dealt added to energy) Amethyst + Jacinth = Flaming Burst (+1-10 crit, +1-6 fire damage) Amethyst + Jade = Corrosive Burst (+1-4 acid damage) Amethyst + Jet = of War (+1 AC for every piece of armor) Amethyst + Moonstone = of the Sky (+1 Combat Reflexes) Amethyst + Pearl = Resonating (+1 Improved Critical) Amethyst + Ruby = Warlord's (Target bleeds 1 damage for 1 second) Amethyst + Sapphire = of Power (+1 Cleave) Amethyst + Topaz = Shocking Burst (+1-12 crit, +1-8 Shock damage) Aquamarine Combinations Frost (+1-4 cold damage) ------------------------------------------------------------------------------- Aquamarine + Amethyst = Icy Burst (+1-8 extra critical hit damage) Aquamarine + Coral = Ice Wyrm (+20% minimum damage) Aquamarine + Diamond = of Purity (+15% disintegrate undead) Aquamarine + Emerald = Ice Witch's (+5% damage dealt added to energy) Aquamarine + Jacinth = of Coldfire (+1-6 fire damage) Aquamarine + Jade = of Sorrow (+1-4 acid damage) Aquamarine + Jet = Glacial (+1 AC for every piece of armor) Aquamarine + Moonstone = Silvery (+1 Combat Reflexes) Aquamarine + Pearl = of Crystal (+1 Improved Critical) Aquamarine + Ruby = of the Wolf (Target bleeds 1 damage for 1 second) Aquamarine + Sapphire = of the North (+1 Cleave) Aquamarine + Topaz = Ice Storm (+1-8 Shock damage) Coral Combinations of Battle (+20% minimum damage) ------------------------------------------------------------------------------- Coral + Amethyst = of Conquest (+1-8 extra critical hit damage) Coral + Aquamarine = Ice Wyrm's (+1-4 cold damage) Coral + Diamond = Templar's (+15% disintegrate undead) Coral + Emerald = War Wizard's (+5% damage dealt added to energy) Coral + Jacinth = Salamander's (+1-6 fire damage) Coral + Jade = Murderous (+1-4 acid damage) Coral + Jet = of Besieging (+1 AC for every piece of armor) Coral + Moonstone = Dervish's (+1 Combat Reflexes) Coral + Pearl = Noble (+1 Improved Critical) Coral + Ruby = of Rage (Target bleeds 1 damage for 1 second) Coral + Sapphire = Myrmidon's (+1 Cleave) Coral + Topaz = Charged (+1-8 Shock damage) Diamond Combinations of Disruption (+15% disintegrate undead) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Herald (+1-8 extra critical hit damage) Diamond + Aquamarine = of Purity (+1-4 cold damage) Diamond + Coral = Templar's (+20% minimum damage) Diamond + Emerald = Wyrd (+5% damage dealt added to energy) Diamond + Jacinth = of Holy Flame (+1-6 fire damage) Diamond + Jade = Necromancer's (+1-4 acid damage) Diamond + Jet = Guardian's (+1 AC for every piece of armor) Diamond + Moonstone = of Retribution (+1 Combat Reflexes) Diamond + Pearl = Angelic (+1 Improved Critical) Diamond + Ruby = Inquisitor's (Target bleeds 1 damage for 1 second) Diamond + Sapphire = of Punishment (+1 Cleave) Diamond + Topaz = of Justice (+1-8 Shock damage) Emerald Combinations Fey (+5% damage dealt added to energy) ------------------------------------------------------------------------------- Emerald + Amethyst = of the Warp (+1-8 extra critical hit damage) Emerald + Aquamarine = Ice Witch's (+1-4 cold damage) Emerald + Coral = War Wizard's (+20% minimum damage) Emerald + Diamond = Wyrd (+15% disintegrate undead) Emerald + Jacinth = of Hellfire (+1-6 fire damage) Emerald + Jade = of the Hag (+1-4 acid damage) Emerald + Jet = Watcher's (+1 AC for every piece of armor) Emerald + Moonstone = of the Moon (+1 Combat Reflexes) Emerald + Pearl = Sidhe (+1 Improved Critical) Emerald + Ruby = Vampiric (+5% damage dealt added to health) Emerald + Sapphire = Bale (+1 Cleave) Emerald + Topaz = of the Wisp (+1-8 Shock damage) Jacinth Combinations Flaming (+1-6 fire damage) ------------------------------------------------------------------------------- Jacinth + Amethyst = Flaming Burst (+1-10 extra critical hit damage) Jacinth + Aquamarine = of Coldfire (+1-4 cold damage) Jacinth + Coral = Salamander's (+20% minimum damage) Jacinth + Diamond = of Holy Flame (+15% disintegrate undead) Jacinth + Emerald = of Hellfire (+5% damage dealt added to energy) Jacinth + Jade = of Woe (+1-4 acid damage) Jacinth + Jet = of Magma (+1 AC for every piece of armor) Jacinth + Moonstone = Mercurial (+1 Combat Reflexes) Jacinth + Pearl = Blazing (+1 Improved Critical) Jacinth + Ruby = Infernal (Target bleeds 1 damage for 1 second) Jacinth + Sapphire = of Wrath (+1 Cleave) Jacinth + Topaz = Firestorm (+1-8 Shock damage) Jade Combinations of Corruption (+1-4 acid damage) ------------------------------------------------------------------------------- Jade + Amethyst = Corrosive Burst (+1-8 extra critical hit damage) Jade + Aquamarine = of Sorrow (+1-4 cold damage) Jade + Coral = Murderous (+20% minimum damage) Jade + Diamond = Necromancer's (+15% disintegrate undead) Jade + Emerald = of the Hag (+5% damage dealt added to energy) Jade + Jacinth = of Woe (+1-6 fire damage) Jade + Jet = Executioner's (+1 AC for every piece of armor) Jade + Moonstone = Hissing (+1 Combat Reflexes) Jade + Pearl = Assassin's (+1 Improved Critical) Jade + Ruby = Vile (Target bleeds 1 damage for 1 second) Jade + Sapphire = Plague (+1 Cleave) Jade + Topaz = Scarred (+1-8 Shock damage) Jet Combinations Defending (+1 AC for every piece of armor) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+1-8 extra critical hit damage) Jet + Aquamarine = Glacial (+1-4 cold damage) Jet + Coral = of Besieging (+20% minimum damage) Jet + Diamond = Guardian's (+15% disintegrate undead) Jet + Emerald = Watcher's (+5% damage dealt added to energy) Jet + Jacinth = of Magma (+1-6 fire damage) Jet + Jade = Executioner's (+1-4 acid damage) Jet + Moonstone = Unrelenting (+1 Combat Reflexes) Jet + Pearl = Gilded (+1 Improved Critical) Jet + Ruby = Crimson (Target bleeds 1 damage for 1 second) Jet + Sapphire = of Might (+1 Cleave) Jet + Topaz = Vibrant (+1-8 Shock damage) Moonstone Combinations of Speed (+1 Combat Reflexes) ------------------------------------------------------------------------------- Moonstone + Amethyst = of the Sky (+1-8 extra critical hit damage) Moonstone + Aquamarine = Silvery (+1-4 cold damage) Moonstone + Coral = Dervish's (+20% minimum damage) Moonstone + Diamond = of Retribution (+15% disintegrate undead) Moonstone + Emerald = of the Moon (+5% damage dealt added to energy) Moonstone + Jacinth = Mercurial (+1-6 fire damage) Moonstone + Jade = Hissing (+1-4 acid damage) Moonstone + Jet = Unrelenting (+1 AC for every piece of armor) Moonstone + Pearl = Flashing (+1 Combat Reflexes) Moonstone + Ruby = Stirge's (Target bleeds 1 damage for 1 second) Moonstone + Sapphire = Reaver's (+1 Cleave) Moonstone + Topaz = Crackling (+1-8 Shock damage) Pearl Combinations Keen (+1 Improved Critical) ------------------------------------------------------------------------------- Pearl + Amethyst = Resonating (+1-8 extra critical hit damage) Pearl + Aquamarine = of Crystal (+1-4 cold damage) Pearl + Coral = Noble (+20% minimum damage) Pearl + Diamond = Angelic (+15% disintegrate undead) Pearl + Emerald = Sidhe (+5% damage dealt added to energy) Pearl + Jacinth = Blazing (+1-6 fire damage) Pearl + Jade = Assassin's (+1-4 acid damage) Pearl + Jet = Gilded (+1 AC for every piece of armor) Pearl + Moonstone = Flashing (+1 Combat Reflexes) Pearl + Ruby = Hunter's (Target bleeds 1 damage for 1 second) Pearl + Sapphire = Mercenary's (+1 Cleave) Pearl + Topaz = Ozonic (+1-8 Shock damage) Ruby Combinations of Wounding (Target bleeds 1 damage for 1 second) ------------------------------------------------------------------------------- Ruby + Amethyst = Warlord's (+1-8 extra critical hit damage) Ruby + Aquamarine = of the Wolf (+1-4 cold damage) Ruby + Coral = of Rage (+20% minimum damage) Ruby + Diamond = Inquisitor's (+15% disintegrate undead) Ruby + Emerald = Vampiric (+5% damage dealt added to bar) Ruby + Jacinth = Infernal (+1-6 fire damage) Ruby + Jade = Vile (+1-4 acid damage) Ruby + Jet = Crimson (+1 AC for every piece of armor) Ruby + Moonstone = Stirge's (+1 Combat Reflexes) Ruby + Pearl = Hunter's (+1 Improved Critical) Ruby + Sapphire = Savage (+1 Cleave) Ruby + Topaz = of Terror (+1-8 Shock damage) Sapphire Combinations of Mighty Cleaving (+1 Cleave) ------------------------------------------------------------------------------- Sapphire + Amethyst = of Power (+1-8 extra critical hit damage) Sapphire + Aquamarine = of the North (+1-4 cold damage) Sapphire + Coral = Myrmidon's (+20% minimum damage) Sapphire + Diamond = of Punishment (+15% disintegrate undead) Sapphire + Emerald = Bale (+5% damage dealt added to energy) Sapphire + Jacinth = of Wrath (+1-6 fire damage) Sapphire + Jade = Plague (+1-4 acid damage) Sapphire + Jet = of Might (+1 AC for every piece of armor) Sapphire + Moonstone = Reaver's (+1 Combat Reflexes) Sapphire + Pearl = Mercenary's (+1 Improved Critical) Sapphire + Ruby = Savage (Target bleeds 1 damage for 1 second) Sapphire + Topaz = Bolting (+1-8 Shock damage) Topaz Combinations Shock (+1-8 Shock damage) ------------------------------------------------------------------------------- Topaz + Amethyst = Shocking Burst (+1-12 extra critical shock damage) Topaz + Aquamarine = Ice Storm (+1-4 cold damage) Topaz + Coral = Charged (+20% minimum damage) Topaz + Diamond = of Justice (+15% disintegrate undead) Topaz + Emerald = of the Wisp (+5% damage dealt added to energy) Topaz + Jacinth = Firestorm (+1-6 fire damage) Topaz + Jade = Scarred (+1-4 acid damage) Topaz + Jet = Vibrant (+1 AC for every piece of armor) Topaz + Moonstone = Crackling (+1 Combat Reflexes) Topaz + Pearl = Ozonic (+1 Improved Critical) Topaz + Ruby = of Terror (Target bleeds 1 damage for 1 second) Topaz + Sapphire = Bolting (+1 Cleave) ------------------------- Trinkets Gem Combinations ------------------------- Amethyst Combinations of Thunder (+1 Charisma) ------------------------------------------------------------------------------- Amethyst + Aquamarine = of Winter (+1 Intelligence) Amethyst + Coral = of Conquest (+10% Ignore knock-back) Amethyst + Diamond = of the Hearld (+1 Bless) Amethyst + Emerald = of the Warp (+1 Iron Will) Amethyst + Jacinth = of Conflagration (+1 Strength) Amethyst + Jade = of Corrosion (+1 Constitution) Amethyst + Jet = of War (+1 Sanctuary) Amethyst + Moonstone = of the Sky (+1 Sprint) Amethyst + Pearl = Resonating (+1 Wisdom) Amethyst + Ruby = Warlord's (+1 Great Fortitude) Amethyst + Sapphire = of Power (+1 Sunder) Amethyst + Topaz = of Lighting (+1 Dexterity) Aquamarine Combinations of Frost (+1 Intelligence) ------------------------------------------------------------------------------- Aquamarine + Amethyst = of Winter (+1 Charisma) Aquamarine + Coral = Ice Wyrm's (+10% Ignore knock-back) Aquamarine + Diamond = of Purity (+1 Bless) Aquamarine + Emerald = Ice Witch's (+1 Iron Will) Aquamarine + Jacinth = of Coldfire (+1 Strength) Aquamarine + Jade = of Sorrow (+1 Constitution) Aquamarine + Jet = Glacial (+1 Sanctuary) Aquamarine + Moonstone = Silvery (+1 Sprint) Aquamarine + Pearl = of Crystal (+1 Wisdom) Aquamarine + Ruby = of the Wolf (+1 Great Fortitude) Aquamarine + Sapphire = of the North (+1 Sunder) Aquamarine + Topaz = Ice Storm (+1 Dexterity) Coral Combinations of Battle (+10% Ignore knock-back) ------------------------------------------------------------------------------- Coral + Amethyst = of Conquest (+1 Charisma) Coral + Aquamarine = Ice Wyrm's (+1 Intelligence) Coral + Diamond = Templar's (+1 Bless) Coral + Emerald = War Wizard's (+1 Iron Will) Coral + Jacinth = Salamander's (+1 Strength) Coral + Jade = Murderous (+1 Constitution) Coral + Jet = of Besieging (+1 Sanctuary) Coral + Moonstone = Dervish's (+1 Sprint) Coral + Pearl = Noble (+1 Wisdom) Coral + Ruby = of Rage (+1 Great Fortitude) Coral + Sapphire = Myrmidon's (+1 Sunder) Coral + Topaz = Charged (+1 Dexterity) Diamond Combinations Sacred (+1 Bless) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Hearld (+1 Charisma) Diamond + Aquamarine = of Purity (+1 Intelligence) Diamond + Coral = Templar's (+10% Ignore knock-back) Diamond + Emerald = Wyrd (+1 Iron Will) Diamond + Jacinth = of Holy Flame (+1 Strength) Diamond + Jade = Necromancer's (+1 Constitution) Diamond + Jet = Guardian's (+1 Sanctuary) Diamond + Moonstone = of Retribution (+1 Sprint) Diamond + Pearl = Angelic (+1 Wisdom) Diamond + Ruby = Inquisitor's (+1 Great Fortitude) Diamond + Sapphire = of Punishment (+1 Sunder) Diamond + Topaz = of Justice (+1 Dexterity) Emerald Combinations Fey (+1 Iron Will) ------------------------------------------------------------------------------- Emerald + Amethyst = of the Warp (+1 Charisma) Emerald + Aquamarine = Ice Witch's (+1 Intelligence) Emerald + Coral = War Wizard's (+10% Ignore knock-back) Emerald + Diamond = Wyrd (+1 Bless) Emerald + Jacinth = of Hellfire (+1 Strength) Emerald + Jade = of the Hag (+1 Constitution) Emerald + Jet = Watcher's (+1 Sanctuary) Emerald + Moonstone = of the Moon (+1 Sprint) Emerald + Pearl = Sidhe (+1 Wisdom) Emerald + Ruby = Vampiric (+1 Great Fortitude) Emerald + Sapphire = Bale (+1 Sunder) Emerald + Topaz = of the Wisp (+1 Dexterity) Jacinth Combinations of Fire (+1 Strength) ------------------------------------------------------------------------------- Jacinth + Amethyst = of Conflagration (+1 Charisma) Jacinth + Aquamarine = of Coldfire (+1 Intelligence) Jacinth + Coral = Salamander's (+10% Ignore knock-back) Jacinth + Diamond = of Holy Flame (+1 Bless) Jacinth + Emerald = of Hellfire (+1 Iron Will) Jacinth + Jade = of Woe (+1 Constitution) Jacinth + Jet = of Magma (+1 Sanctuary) Jacinth + Moonstone = Mercurial (+1 Sprint) Jacinth + Pearl = Blazing (+1 Wisdom) Jacinth + Ruby = Infernal (+1 Great Fortitude) Jacinth + Sapphire = of Wrath (+1 Sunder) Jacinth + Topaz = Firestorm (+1 Dexterity) Jade Combinations of Corruption (+1 Constitution) ------------------------------------------------------------------------------- Jade + Amethyst = of Corrosion (+1 Charisma) Jade + Aquamarine = of Sorrow (+1 Intelligence) Jade + Coral = Murderous (+10% Ignore knock-back) Jade + Diamond = Necromancer's (+1 Bless) Jade + Emerald = of the Hag (+1 Iron Will) Jade + Jacinth = of Woe (+1 Strength) Jade + Jet = Executioner's (+1 Sanctuary) Jade + Moonstone = Hissing (+1 Sprint) Jade + Pearl = Assassin's (+1 Wisdom) Jade + Ruby = Vile (+1 Great Fortitude) Jade + Sapphire = Plague (+1 Sunder) Jade + Topaz = Scarred (+1 Dexterity) Jet Combinations of Warding (+1 Sanctuary) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+1 Charisma) Jet + Aquamarine = Glacial (+1 Intelligence) Jet + Coral = of Besieging (+10% Ignore knock-back) Jet + Diamond = Guardian's (+1 Bless) Jet + Emerald = Watcher's (+1 Iron Will) Jet + Jacinth = of Magma (+1 Strength) Jet + Jade = Executioner's (+1 Constitution) Jet + Moonstone = Unrelenting (+1 Sprint) Jet + Pearl = Gilded (+1 Wisdom) Jet + Ruby = Crimson (+1 Great Fortitude) Jet + Sapphire = of Might (+1 Sunder) Jet + Topaz = Vibrant (+1 Dexterity)
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