Equipment Guide by heffroncm

FAQ Table of Contents:

Equipment Guide by heffroncm

Version: 0.3 | Updated: 07/19/10

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.

2HA weapon that takes up both hands
AccessoryNecklaces, Pendants, and Amulets. Passive Items without Defense.
Active ItemWeapons, Chemicals, and Shields. Anything with an AP cost.
AgilityOne of 5 Attributes. Effects Yellow mana, Ability Point gains, and Defense.
APAbility Points. Used to activate Weapons, Shields, and Chemicals. Gained by matching fist-shaped gems.
ArmorHelms, Shoes, and Body Armor. Passive Items with Defense.
Block ReductionBlocking 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.
ChemicalPoisons, Potions, and Tonics. Active items with varied effects which all follow the same pattern for prefixes and upgrades.
<Class> OnlyAn item that can only be used by <Class>. The best armor is Templar only, the best poisons Assassin only, and etc.
DefenseProvided by Armor, percent chance to Block any attack. Believed to be soft-capped at 75. More testing needed.
EitherA weapon that can be equipped in the Left or the Right hand. All Chemicals are Either hand.
IntelligenceEffects Blue mana, spell penetration, mini game turns, and maximum mana pools for all colors.
MainA Weapon that can only be equipped in the Left hand
MoraleEffects Purple mana, Spell Resist, and weapon damage.
Passive ItemArmor and Accessories. Items with no AP cost.
RangedA type of Weapon that gives bonus starting AP equal to the AP cost of the weapon.
ShieldActive Items which provide a Defense bonus for a set number of rounds per use. Can be equipped only in the Right hand.
Shield CriticalPercent chance for a Shield Critical. Doubles the Defense boost of the Shield.
Skull DamageThe bonus damage added to matching Skull gems.
Spell PenetrationAmount of Spell Resist you ignore.
Spell ResistPercent chance to Resist a spell, ending the caster's turn.
StaminaEffects Green mana, HP per level, and Shield Critical.
StrengthEffects Red mana, Weapon Critical, and Skull damage.
WeaponActive Items which do immediate damage.
Weapon CriticalPercent chance to do double damage with your weapon. Has no effect on Chemicals.

Quick Tips

  • 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
DaemonicNone+1 Skull Damage+2 Skull Damage

Prefix Effects on Base Item Stats

AncientYellow Mana / Agility+1 Def-1 AP-1 AP-1 AP
HellforgedRed Mana / Strength+2 DefNo Effect+4 Def+2 Damage
GlyphicBlue Mana / Intelligence+3 DefNo Effect+2 Def+1 Damage
RunicGreen Mana / Stamina+4 Def+1 AP+1 AP +6 Defense+1 AP +3 Damage
DraconicPurple Mana / Morale+5 Def+2 AP+2 AP +10 Defense+2 AP +5 Damage
DaemonicAll 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.

ItemEffect per Upgrade
Armor+1 Defense
Accessory+1 Multiplier
Chemical-1 AP, +1 Duration, +1 Effect
Shield+2 Duration
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.

Masterwork2x Base
Legendary5x Base
Epic10x Base
Total18x Base

To give an example, here is the full expanded upgrade cost chart for a Dagger.

Fine5 Metal, 1 Amber, 600 Gold
Masterwork10 Metal, 2 Amber, 1200 Gold
Legendary25 Metal, 5 Amber, 3000 Gold
Epic50 Metal, 10 Amber, 6000 Gold
Total90 Metal, 18 Amber, 10,800 Gold


NameAPDamageTypeBase Upgrade Cost
Axe64Main5 Metal 1 Amber 600 Gold
Broadsword85Main5 Metal 1 Amber 600 Gold
Falchion1818Main5 Wood 5 Leather 1 Sapphire 1100 Gold
Leafblade1210Main5 Wood 5 Metal 1 Emerald 1100 Gold
Longsword1613Main5 Metal 5 Leather 1 Emerald 1100 Gold
Mace64Main5 Metal 1 Amber 600 Gold
Morningstar1512Main5 Wood 5 Metal 1 Emerald 1100 Gold
Rapier86Main5 Metal 1 Emerald 600 Gold
Saber1210Main5 Wood 5 Leather 1 Emerald 1100 Gold
Shortsword53Main5 Metal 1 Amber 600 Gold
Witch Blade2424Main5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold
Clawed Glove85Either5 Metal 5 Leather 1 Emerald 1100 Gold
Dagger42Either5 Metal 1 Amber 600 Gold
Scimitar138Either5 Metal 5 Leather 1 Emerald 1100 Gold
Bastard Sword652H5 Metal 1 Amber 600 Gold
Battle Axe12122H5 Metal 1 Emerald 600 Gold
Halberd23282H5 Wood 5 Metal 1 Sapphire 1100 Gold
Reaver1082H5 Metal 1 Amber 600 Gold
Warhammer16162H5 Wood 5 Metal 1 Emerald 1100 Gold
Composite Bow168Ranged 2H5 Wood 5 Leather 1 Emerald 1100 Gold
Longbow126Ranged 2H5 Wood 5 Leather 1 Emerald 1100 Gold
Shortbow62Ranged 2H5 Wood 1 Amber 600 Gold
Flintlock Pistol126Ranged Either5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold
Throwing Knife41Ranged Either5 Metal 1 Amber 600 Gold
Dirk32Either Assassin Only5 Metal 1 Amber 600 Gold
Nightblade1814Either Assassin Only5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold
Great Axe18222H Barbarian Only5 Wood 5 Metal 1 Sapphire 1100 Gold
Great Club862H Barbarian Only5 Wood 1 Amber 600 Gold
Great Hammer30362H Barbarian Only5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold
Greatsword25302H Barbarian Only5 Metal 5 Leather 1 Sapphire 1100 Gold
Zaltir18222H Barbarian Only5 Metal 5 Leather 1 Emerald 1100 Gold
Spell Staff1214Main Sorceror Only5 Wood 1 Sapphire 600 Gold
Holy Sword3030Main Templar Only5 Wood 5 Metal 5 Leather 1 Sapphire 1600 Gold


NameAPDurationDefenseBase Upgrade Cost
Buckler35 Rounds105 Wood 1 Pearl 600 Gold
Round Shield46 Rounds155 Wood 5 Leather 1 Pearl 1100 Gold
Pearl Shield66 Rounds205 Wood 5 Metal 1 Pearl 1100 Gold
Kite Shield85 Rounds255 Wood 5 Metal 5 Leather 1 Pearl 1600 Gold
Tower Shield (Templar Only)105 Rounds605 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.

MaterialDefenseBase Upgrade Cost
Cloth15 Leather 1 Crystal 600 Gold
Leather25 Leather 1 Crystal 600 Gold
Studded Leather35 Metal 5 Leather 1 Crystal 1100 Gold
Chainmail45 Wood 5 Metal 1 Crystal 1100 Gold
Scalemail55 Wood 5 Metal 5 Leather 1 Crystal 1600 Gold
Plate (Templar Only)65 Wood 5 Metal 5 Leather 1 Crystal 1600 Gold

Torso Armor

TypeDefenseBase Upgrade Cost
Robes25 Leather 1 Ruby 600 Gold
Padded105 Leather 1 Ruby 600 Gold
Leather155 Metal 5 Leather 1 Ruby 1100 Gold
Hide155 Wood 5 Leather 1 Ruby 1100 Gold
Hardened Leather205 Metal 5 Leather 1 Ruby 1100 Gold
Chainmail205 Wood 5 Metal 1 Ruby 1100 Gold
Scalemail305 Wood 5 Metal 5 Leather 1 Ruby 1600 Gold
Plate (Templar Only)355 Wood 5 Metal 5 Leather 1 Ruby 1600 Gold


Base upgrade cost of all Chemicals: 1 Fang 100 Gold

Arachna Poison84 Rounds2 Damage per Round
Manticore Poison (Assassin Only)154 Rounds5 Damage per Round
Wyvern Poison (Assassin Only)244 Rounds10 Damage per Round
Minor Healing Potion6Instant+5 Hit Points
Regular Healing Potion10Instant+10 Hit Points
Major Healing Potion14Instant+15 Hit Points
(Color) Mana Potion5Instant+5 (Color) Mana
(Color) Mana Tonic610 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

NoneNo Bonus+2 Start APNo 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

Component Farming

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.


  • Basislisk
  • Cockatrice
  • Gelatinous Cube
  • Giant Skeleton
  • Goblin Witch
  • Minotaur
  • Ogre
  • Skeleton Warrior
  • Troll
  • Two-Headed Ogre
  • Yeti


  • Dark Spirit Wolf
  • Ghost
  • Ghoul
  • Imp
  • Zombie


  • Gelatinous Cube
  • Orc
  • Wraith


  • Goblin
  • Goblin Witch
  • Goblin Wizard


  • Bone Wraith
  • Ghost
  • Giant Skeleton
  • Lich
  • Mummy
  • Necromancer
  • Skeleton Warrior
  • Skeleton
  • Vampire
  • Wraith
  • Zombie


  • Lich
  • Skeleton Warrior

To-Do List

  • 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

Version History:

  • -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:

Copyright 2010 Christopher M. Heffron

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