Equipment Guide by heffroncm
Version 0.3, Last Updated 2010-07-19
Table of Contents
Puzzle Quest 2 Equipment Guide
Introduction and Definitions
In this guide, I will be detailing all of the equipment in Puzzle Quest 2. Detailed stats for each weapon, armor, potion, and accessory will be given, including the exact effects of prefixes and upgrades.
Equipment in Puzzle Quest 2 seems complicated at first, but is actually very simple. Everything follows a pattern. Following are a few terms to know when reading this guide.
|2H||A weapon that takes up both hands|
|Accessory||Necklaces, Pendants, and Amulets. Passive Items without Defense.|
|Active Item||Weapons, Chemicals, and Shields. Anything with an AP cost.|
|Agility||One of 5 Attributes. Effects Yellow mana, Ability Point gains, and Defense.|
|AP||Ability Points. Used to activate Weapons, Shields, and Chemicals. Gained by matching fist-shaped gems.|
|Armor||Helms, Shoes, and Body Armor. Passive Items with Defense.|
|Block Reduction||Blocking Damage Reduction. Base is 50%, i.e. if you Block 100 damage without any Block Reduction equipment, you take 50 damage. If you Block 100 damage with +12 Block Reduction, you take 38 damage.|
|Chemical||Poisons, Potions, and Tonics. Active items with varied effects which all follow the same pattern for prefixes and upgrades.|
|<Class> Only||An item that can only be used by <Class>. The best armor is Templar only, the best poisons Assassin only, and etc.|
|Defense||Provided by Armor, percent chance to Block any attack. Believed to be soft-capped at 75. More testing needed.|
|Either||A weapon that can be equipped in the Left or the Right hand. All Chemicals are Either hand.|
|Intelligence||Effects Blue mana, spell penetration, mini game turns, and maximum mana pools for all colors.|
|Main||A Weapon that can only be equipped in the Left hand|
|Morale||Effects Purple mana, Spell Resist, and weapon damage.|
|Passive Item||Armor and Accessories. Items with no AP cost.|
|Ranged||A type of Weapon that gives bonus starting AP equal to the AP cost of the weapon.|
|Shield||Active Items which provide a Defense bonus for a set number of rounds per use. Can be equipped only in the Right hand.|
|Shield Critical||Percent chance for a Shield Critical. Doubles the Defense boost of the Shield.|
|Skull Damage||The bonus damage added to matching Skull gems.|
|Spell Penetration||Amount of Spell Resist you ignore.|
|Spell Resist||Percent chance to Resist a spell, ending the caster's turn.|
|Stamina||Effects Green mana, HP per level, and Shield Critical.|
|Strength||Effects Red mana, Weapon Critical, and Skull damage.|
|Weapon||Active Items which do immediate damage.|
|Weapon Critical||Percent chance to do double damage with your weapon. Has no effect on Chemicals.|
- The highest base Defense armor for anyone but a Templar is Scalemail. Don't waste money and materials on lesser armor types that will be replaced. The benefits are minimal and the costs significant.
- Class-specific items are extremely beneficial. They generally have better stats than equipment that is available to everyone, and in some cases provide unique effects that no other class has access to. For example, the most efficient Main Hand weapon in the game, on a Damage per AP ratio, is only available to Sorcerors.
- The highest damage per swing is not always the best weapon. Take into account how much damage per AP, and how quickly you can earn AP, when choosing your beatstick.
- There is no "best" prefix for all items. If you want the highest damage weapon, you want Draconic. If you want the highest defense armor, you want Ancient. For potions, tonics, and poisons you want to avoid Runic, Draconic and Daemonic because they increase the AP cost.
- Generally speaking, the prefix bonus is more important than the effect on the base stats. A Barbarian likely wants a Hellforged weapon for the Weapon Critical bonus, even though a Draconic weapon provides higher base damage. A Templar is more likely to seek out Runic or Draconic armor for the special qualities even though Ancient armor provides higher base Defense.
- The highest tier weapons use Sapphires for upgrades. Torso armor uses Rubies. Shoes, Helms, and Accessories use Crystals. Chemicals use Fangs. Shields use Pearls. Ambers and Emeralds are used for lower tier weaponry. Now you know what you can safely sell.
- A high Morale can make a simple Dagger many times more efficient than any other weapon available. The effects are additive, not multiplicative!
- It is believed that Defense has a "soft-cap" of 75. What this means is that no matter how high your Defense gets, you will still take full damage from attacks roughly 1/4 of the time. This recquires further testing to prove, but you may want to rethink that set of Epic Ancient Plate!
- With a Daemonic Pendant (+5 all stats), a balanced and efficient stat build is 10, 10, 21, 28, 36. The 10s cannot be your class primary stat, but otherwise you can place any number in any of the 5 abilities. Thank The Flood from the GameFAQs Puzzle Quest 2 XBox 360 forum for this build.
Any equipment worth upgrading and keeping in Puzzle Quest 2 has a prefix on it. There are 6 Prefixes available. In order from earliest to latest availability, they are: Ancient, Hellforged, Runic, Glyphic, Draconic, Daemonic. Being that Daemonic equipment recquires the highest level to find, and is therefor most rare, it is easy to assume that Deamonic equipment is always the best. This is not neccessarily true, as each prefix provides it's own unique bonus, and each prefix has it's own effect on the base stats of an item.
Prefix Bonuses by Upgrade Level
|Ancient||+2 Defense||+5 Defense||+10 Defense|
|Hellforged||+2 Weapon Critical||+5 Weapon Critical||+10 Weapon Critical|
|Glyphic||+1 Spell Resist||+2 Spell Resist||+4 Spell Resist|
|Runic||+1 Shield Critical||+2 Shield Critical||+4 Shield Critical|
|Draconic||+1 Block Reduction||+2 Block Reduction||+4 Block Reduction|
|Daemonic||None||+1 Skull Damage||+2 Skull Damage|
Prefix Effects on Base Item Stats
|Ancient||Yellow Mana / Agility||+1 Def||-1 AP||-1 AP||-1 AP|
|Hellforged||Red Mana / Strength||+2 Def||No Effect||+4 Def||+2 Damage|
|Glyphic||Blue Mana / Intelligence||+3 Def||No Effect||+2 Def||+1 Damage|
|Runic||Green Mana / Stamina||+4 Def||+1 AP||+1 AP +6 Defense||+1 AP +3 Damage|
|Draconic||Purple Mana / Morale||+5 Def||+2 AP||+2 AP +10 Defense||+2 AP +5 Damage|
|Daemonic||All Mana / All Attributes||+6 Def||+1 AP||+1 AP +4 Defense||+1 AP +2 Damage|
Upgrading equipment in Puzzle Quest 2 is very simple. Simply bring your gear to Chappi in the Eastern Market in Valeron, and he will tell you what materials and how much gold is recquired to upgrade to the next level. Items start with no upgrade, and go through Fine, Masterwork, Legendary, and Epic qualities.
|Item||Effect per Upgrade|
|Chemical||-1 AP, +1 Duration, +1 Effect|
|Weapon||+1 Damage for Fine and Masterwork|
An example for each category:
- Cloth Boots have 1 Defense. If you were to upgrade them to Fine, this would become 2 Defense. Masterwork is 3 Defense, Legendary 4 Defense, and Epic 5.
- A Dagger does 3 Damage. A Fine Dagger does 4 Damage. A Masterwork Dagger does 5 Damage. Legendary and Epic upgrades do not increase and base stats on Weapons.
- A Round Shield's effect lasts 6 Rounds. A Masterwork Round Shield, having 2 upgrades, lasts 10 rounds.
- A base Mana Tonic costs 6 AP, lasts 10 Rounds, and gives 3 extra mana/match, regardless of color. Upgrade to change to cost 5, last 11, and 4 per match.
- Poisons act the same as Tonics, lowering cost and boosting duration and damage
- Potions have no duration, but otherwise follow the same pattern as Poisons and Mana Tonics, lowering cost and increasing effect by 1 each level.
- Accessories start with a multiplier of 1 at Base, and increase by 1 each upgrade to 5 at Epic. A Daemonic Pendant gives 1 to all Attributes at Base and 5 at Epic. An Ancient Necklace gives 2 Starting Yellow Mana at base and ends giving 10 at Epic.
Cost of Upgrading
Like everything else about equipment in Puzzle Quest 2, the cost of upgrading your equipment follows a set pattern. Each item has a Base Upgrade Cost, which is the cost to bring it to Fine. This cost is then multiplied to find the cost for later upgrade levels. The Base Upgrade Cost for each item is listed in the next chapter.
To give an example, here is the full expanded upgrade cost chart for a Dagger.
|Fine||5 Metal, 1 Amber, 600 Gold|
|Masterwork||10 Metal, 2 Amber, 1200 Gold|
|Legendary||25 Metal, 5 Amber, 3000 Gold|
|Epic||50 Metal, 10 Amber, 6000 Gold|
|Total||90 Metal, 18 Amber, 10,800 Gold|
|Name||AP||Damage||Type||Base Upgrade Cost|
|Axe||6||4||Main||5 Metal 1 Amber 600 Gold|
|Broadsword||8||5||Main||5 Metal 1 Amber 600 Gold|
|Falchion||18||18||Main||5 Wood 5 Leather 1 Sapphire 1100 Gold|
|Leafblade||12||10||Main||5 Wood 5 Metal 1 Emerald 1100 Gold|
|Longsword||16||13||Main||5 Metal 5 Leather 1 Emerald 1100 Gold|
|Mace||6||4||Main||5 Metal 1 Amber 600 Gold|
|Morningstar||15||12||Main||5 Wood 5 Metal 1 Emerald 1100 Gold|
|Rapier||8||6||Main||5 Metal 1 Emerald 600 Gold|
|Saber||12||10||Main||5 Wood 5 Leather 1 Emerald 1100 Gold|
|Shortsword||5||3||Main||5 Metal 1 Amber 600 Gold|
|Witch Blade||24||24||Main||5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold|
|Clawed Glove||8||5||Either||5 Metal 5 Leather 1 Emerald 1100 Gold|
|Dagger||4||2||Either||5 Metal 1 Amber 600 Gold|
|Scimitar||13||8||Either||5 Metal 5 Leather 1 Emerald 1100 Gold|
|Bastard Sword||6||5||2H||5 Metal 1 Amber 600 Gold|
|Battle Axe||12||12||2H||5 Metal 1 Emerald 600 Gold|
|Halberd||23||28||2H||5 Wood 5 Metal 1 Sapphire 1100 Gold|
|Reaver||10||8||2H||5 Metal 1 Amber 600 Gold|
|Warhammer||16||16||2H||5 Wood 5 Metal 1 Emerald 1100 Gold|
|Composite Bow||16||8||Ranged 2H||5 Wood 5 Leather 1 Emerald 1100 Gold|
|Longbow||12||6||Ranged 2H||5 Wood 5 Leather 1 Emerald 1100 Gold|
|Shortbow||6||2||Ranged 2H||5 Wood 1 Amber 600 Gold|
|Flintlock Pistol||12||6||Ranged Either||5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold|
|Throwing Knife||4||1||Ranged Either||5 Metal 1 Amber 600 Gold|
|Dirk||3||2||Either Assassin Only||5 Metal 1 Amber 600 Gold|
|Nightblade||18||14||Either Assassin Only||5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold|
|Great Axe||18||22||2H Barbarian Only||5 Wood 5 Metal 1 Sapphire 1100 Gold|
|Great Club||8||6||2H Barbarian Only||5 Wood 1 Amber 600 Gold|
|Great Hammer||30||36||2H Barbarian Only||5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold|
|Greatsword||25||30||2H Barbarian Only||5 Metal 5 Leather 1 Sapphire 1100 Gold|
|Zaltir||18||22||2H Barbarian Only||5 Metal 5 Leather 1 Emerald 1100 Gold|
|Spell Staff||12||14||Main Sorceror Only||5 Wood 1 Sapphire 600 Gold|
|Holy Sword||30||30||Main Templar Only||5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold|
|Name||AP||Duration||Defense||Base Upgrade Cost|
|Buckler||3||5 Rounds||10||5 Wood 1 Pearl 600 Gold|
|Round Shield||4||6 Rounds||15||5 Wood 5 Leather 1 Pearl 1100 Gold|
|Pearl Shield||6||6 Rounds||20||5 Wood 5 Metal 1 Pearl 1100 Gold|
|Kite Shield||8||5 Rounds||25||5 Wood 5 Metal 5 Leather 1 Pearl 1600 Gold|
|Tower Shield (Templar Only)||10||5 Rounds||60||5 Wood 5 Metal 5 Leather 1 Pearl 1600 Gold|
Helms and Shoes
All Helms and Shoes of the same material have the same statistics and upgrade costs.
|Material||Defense||Base Upgrade Cost|
|Cloth||1||5 Leather 1 Crystal 600 Gold|
|Leather||2||5 Leather 1 Crystal 600 Gold|
|Studded Leather||3||5 Metal 5 Leather 1 Crystal 1100 Gold|
|Chainmail||4||5 Wood 5 Metal 1 Crystal 1100 Gold|
|Scalemail||5||5 Wood 5 Metal 5 Leather 1 Crystal 1600 Gold|
|Plate (Templar Only)||6||5 Wood 5 Metal 5 Leather 1 Crystal 1600 Gold|
|Type||Defense||Base Upgrade Cost|
|Robes||2||5 Leather 1 Ruby 600 Gold|
|Padded||10||5 Leather 1 Ruby 600 Gold|
|Leather||15||5 Metal 5 Leather 1 Ruby 1100 Gold|
|Hide||15||5 Wood 5 Leather 1 Ruby 1100 Gold|
|Hardened Leather||20||5 Metal 5 Leather 1 Ruby 1100 Gold|
|Chainmail||20||5 Wood 5 Metal 1 Ruby 1100 Gold|
|Scalemail||30||5 Wood 5 Metal 5 Leather 1 Ruby 1600 Gold|
|Plate (Templar Only)||35||5 Wood 5 Metal 5 Leather 1 Ruby 1600 Gold|
Base upgrade cost of all Chemicals: 1 Fang 100 Gold
|Arachna Poison||8||4 Rounds||2 Damage per Round|
|Manticore Poison (Assassin Only)||15||4 Rounds||5 Damage per Round|
|Wyvern Poison (Assassin Only)||24||4 Rounds||10 Damage per Round|
|Minor Healing Potion||6||Instant||+5 Hit Points|
|Regular Healing Potion||10||Instant||+10 Hit Points|
|Major Healing Potion||14||Instant||+15 Hit Points|
|(Color) Mana Potion||5||Instant||+5 (Color) Mana|
|(Color) Mana Tonic||6||10 Rounds||+3 (Color) Mana per (Color) Mana gain|
Tonics are tricky, because they don't work exactly as the game describes. No matter how much mana you gain, if it matches the Tonic color you get the Tonic bonus. This is most relevant for Dark Channels. While normally the skill would destroy every gem of a color and give 1 mana per gem, with a Tonic active you get the Tonic bonus for each gem. That is to say, with an unupgraded Red Mana Tonic giving you 3 extra Red per Red mana gain, using Dark Channels on a Red gem with 5 Red gems on the board would give you a total of 20 Red mana instead of the 5 you would have gained without the tonic.
Base upgrade cost of all Accessories: 5 Metal 1 Crystal 600 Gold
|None||No Bonus||+2 Start AP||No Bonus|
|Ancient||+4 Max Yellow Mana||+2 Start Yellow Mana||+2 Agility|
|Hellforged||+4 Max Red Mana||+2 Start Red Mana||+2 Strength|
|Glyphic||+4 Max Blue Mana||+2 Start Blue Mana||+2 Intelligence|
|Runic||+4 Max Green Mana||+2 Start Green Mana||+2 Stamina|
|Draconic||+4 Max Purple Mana||+2 Start Purple Mana||+2 Morale|
|Daemonic||+2 Max All Mana||+1 Start All Mana||+1 All Attributes|
To upgrade, you'll need to find a number of components. Every item uses some combination of Wood, Metal, and/or Leather along with a rare component for upgrading. Any creature can drop Wood, Metal, and Leather, but each creature only drops certain rare components. This section lists which creatures drop which components.
- Gelatinous Cube
- Giant Skeleton
- Goblin Witch
- Skeleton Warrior
- Two-Headed Ogre
- Dark Spirit Wolf
- Gelatinous Cube
- Goblin Witch
- Goblin Wizard
- Bone Wraith
- Giant Skeleton
- Skeleton Warrior
- Skeleton Warrior
- Continue to explore better ways to format and present the guide
- Add anything not yet included in the guide (Data collected on a 50 Assassin, 39 Sorceror, 6 Barb)
- Collect and enter data on component farming
- Expand FAQ to include all data for the Xbox 360 version, including spell effects, Attribute effects at various levels, class builds, monster stats, etc
- Update FAQ in the future as new data becomes available from patching and/or expansions
- -0.1- 7/10/2010
- Initial release.
- -0.2- 7/12/2010
- Formatted using GameFAQs Mark-up. Added some missing data, corrected some mistaken data.
- -0.3- 7/10/2010
- Cleaned up some formatting. Added missing data.
Please send corrections, submissions, comments, and questions to: email@example.com
Copyright 2010 Christopher M. Heffron
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