Two Worlds: Epic Edition

Two Worlds: Epic Edition

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Gem Stacking Guide
By Mandragorin
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Introduction
To begin, I had drafted this guide a very long time ago and only recently came across it. My intention was, originally, to include more pictures but as I no longer play Two Worlds I thought I would just tidy up my draft and upload it as it is - for those of you still playing and who may find this useful... So let's get into it!

Gems, or power-ups, come in several varieties, differing both in strength of enchantment (10%,20%,50%) and type of damage added (poison, cold, fire, lightning, spirit).

Gems don't need any special skill to be inserted, and add only damage of one type per weapon. If the weapon already has some amount of magical damage, adding new gems to the weapon will add to this base damage. If the weapon has one type of elemental damage, no gems of any other type can be inserted into this weapon.

Gems - types and how to come across them?

Gems in the game roughly correspond to magic schools and damage protections. The available types are:

COLD - inflicts cold damage or provides cold protection
Connected minerals - Silver and Azurite

LIGHTNING - inflicts electrical damage or provides electrical protection
Connected minerals - lots, e.g. magnesite, garnet, quartz, etc.

FIRE - inflicts fire damage or provides fire protection
Connected minerals - lots, e.g. sulfur, amber, ruby, etc.

POISON - inflicts physical damage overtime or provides physical protection
Connected minerals - Opal, Diamond, Emerald, Salt

SPIRIT - inflicts spiritual damage NO protection
Connected minerals: NONE.

So the most useful damage gems are:
  • SPIRITUAL (no resistance or immunity at all)
  • POISON (no immunity, except for the player).

The rarest possible gems to make are
  • COLD gems, because there are only 2 ingredients that allow you to brew them.

The least useful damage type is:
  • FIRE - a lot of creatures in game are resistant or immune to it.

The most common damage is:
  • LIGHTNING - due to abundance of materials and gems.

Fire and lightning gems can be made really easily, because most required ingredients are available straight from the ground - sulfur and magnesite minerals are lying on the ground in Drak'ar and Komorin maps/regions respectively.

The technical babble!
Gems - how to use them?

Simply drag and drop any gem (or, using controlled drag, pack of gems) onto a highlighted weapon. Weapon will be highlighted if it has either same elemental damage already enchanted into it, or has no elemental damage added yet. All weapons except magical staves can be enchanted with gems.

From here on, in this guide, I will refer to enchanting with gems as 'inserting', 'enchanting' or 'gemming'

Gem strength - why no absolute numbers, but percentages?

Percentage stated on the gems possibly applies only when first gem of a type is inserted onto a weapon - it most probably is 10,20 or 50 percent of mean physical damage POSSIBLE in a given weapon; there are fixed numbers here to draw upon at first insertion, but any NEW gem insertions are ruled over in a percentile manner.
By stating 'possible', I mean that one weapon can come in several randomised damages in game - e.g. weapon X can be sold at vendors at damage 100-200, but also at 102-205 or 98-190, etc.. This should mean that best copy of the weapon available at a given time should be inserted with gems, while other - lower damage copy - should be discarded. However, extensive tests prove, that even 'copies' wildly differing in damage always enchant to the same amounts of elemental damage produced by same amounts of gems. Therefore, the percentage in gems must only take into consideration the IDEAL, or rarely available maximum, possible mean of a given weapon (even if the copy you have at the moment has a lower than maximum base damage).

What happens when more than one gem is inserted?

I think (although it's very hard to actually tell) that new insertions apply percentages to already existing elemental damage's growth. I.e. If I put a first gem to reach, say, 100 damage, and next insertion gives me, say, total of 150 damage, it means that the gem i used has added half of previous damage. Adding a new gem will only add half of this half, so, a third insertion may give only a total of 175 damage - and so on, with diminishing returns. That's why it's very hard to keep elemental damage of the weapon sufficiently high to actually damage later monsters.

Are gem slots limited, like in other gem-crafting games? What's Critical Gem Point?

Gem slots are limited, but it's not indicated in any way. You don't even see how many gems you have already inserted in a weapon. However, if you have done a lot of gem insertions, you may be able to tell how many gems were inserted judging by the elemental damage on the weapon. On reaching a certain saturation level, smaller percentage gems won't add any more damage - they will be consumed by a weapon, but damage won't increase. We usually refer to this point in gem-insertions as the Critical Gem Point (CGP), and state of the weapon when it no longer accepts ANY gems at all is referred to as Gem-Jammed. With most high-end weapons your CGP will be starting at 4-5k damage points if you haphazardly insert gems into a weapon, and around 12000 damage if you enchant weapons carefully.

So how do I increase the gem damage in a weapon?

Here are my golden rules for gem insertions, which should allow you to make the most of your gems:

-Insert gems in order of progression, restart after inserting 50 percent gem. Ideal gem progression should be 10, then 20, then 50, then 10, then 20, then 50, etc.. This is very tedious way, when you have enough time to maximize a single copy of a weapon. Otherwise, you should use gempacks - packs of 10's, packs of 20's, packs of 50's, applied onto a weapon simultaneously. This will ultimately yield less damage then one-by-one approach, but will save you tons of time. Take a look at what a gempack is:



-Never exceed more than 35-40 gems of one type inserted into a single weapon at once. Actually, always try to lessen the number of one-type gem insertions, no matter what. This is crucial; if you just drop gems onto a weapon ad nauseam, you'll quickly render the weapon gem-jammed, and waste precious gems.

-All gems - i.e. 10's, 20's, 50's should be used only on lowest damage and level weapons. For highest weapons you'll likely only use 50's.

-Use many copies of a weapon in enchanting. Instead of packing all gems into a single class 10 weapon, try using same gems on 10 class 1 weapons - then merge those weapons! You'll quickly see that this is a much more feasible approach. Scroll down to see examples and procedures to get your weapon to AWESOME damage within 50 copies of a weapon (i.e. reaching maximum class of a weapon in the process).

-If you only insert a single type of gems at one go, you DON'T have to do it one by one. I.e. dropping 10 ten percent gems can be done in a gempack of 10 gems or by throwing 10 single ten percent gems one by one onto a weapon. However, if you plan to rotate through your gems, like I've stated above, i.e. 10-20-50 progression, the gempack way will obviously not work.
[By gempack here and later on I mean a stack in inventory of several gems of one type. Prepare your gempacks beforehand to maximise your gem-insertion procedures]

-Saving your game a lot is the only way to avoid wasting gems, there is no undo for gem insertions. YOU CANNOT UN-ENCHANT WEAPONS IN TW so be very careful when enchanting.

The Golden Rules of Weapon Stacking
Just out of curiosity, how do i stack weapons, what are the basics here?

All weapons stack only 50 times since patch 1.6. This makes your gem-dabbling a lot harder, but allows you to be more organised (even tedious) in your gemming.

  • Try using only class 1 weapons when preparing for gemming. Plan your bonuses accordingly
  • Only 5 bonuses may be placed in a weapon, so any bonuses exceeding this number will DISALLOW stacking it with similar weapon.
  • Maximum class of the weapon is 50. Adding classes is same as merging copies of weapon together.
  • Damage statistics of weaponry DOES NOT MATTER past class 10 (i.e. 10 class one copies merged), because roughly at that time class type of the weapon prevails, and you'll get same result with any damage weapon of one kind. So, at class 11 any exotic hatchets will have the same total physical damage (provided they have been spawned at same level, of course!)
  • The LEVEL at which a weapon was first spawned. The same Sinew seeker spawning at level 38 and 40 will yield different maximum damage in maximum stack of 50. This doesn't affect gems and insertions, though, so don't worry; and low physical damage can always be boosted by upping your strength.
Creating Gems
How do I create gems on my own - it seems that their numbers are rather low by default!?

If you're really into gem-making, you should only use the most efficient recipes, like the ones below:


Recipe one, 'secret' recipe with rattlesnake rattle:
-Place 1 permanent effect mineral of any DESIRED type of damage into cauldron (be it +10 or +15 to protection).
-Place 1 temporary effect mineral of any type or value into cauldron (any).
-Place 1 rattlesnake rattle into cauldron.
-Place 1 plant with 10 or more temporary stats increase (any plant or ingredient with yellow "+ to something" is feasible).
-Brew to receive 50 percent gem of same type as permanent mineral used. Remember, that physical damage protection turns into poison gems, and multi-protection minerals turn into first protection stated, i.e. diamond into poison and silver into cold damage gem.

This is what the recipe looks like:




Recipe one(a), 'any-plant' recipe:
-Place 1 permanent effect mineral of the desired type of damage
-Place 1 temporary effect mineral of any kind
-Place 1 or 2 plants with 150 or more +stats total. Some lower numbers can do, but are risky. E.g. Screama Badilla has enough yellow +stats to function alone in this recipe, but 2 hemlocks have to be used, etc..
-Brew to get 50 percent gem of same type as permanent mineral used.

Here's what the recipe looks like:



Recipe two, wildcard recipe:
-Place 1 diamond or silver
-Place 1 permanent effect mineral of the desired outcome (for diamonds, it can be anything, for silver it has to be cold, lightning or fire)
-Place any healing ingredient (NOT potion; see provisos below)
-Brew to get 50 percent gem of same type as mineral used in step 2.
Note that healing ingredient - or two healing ingredients - have to have 165 or more healing power (i.e. HPs restored) when using +10 permanent minerals. When using +15 permanent minerals, most healing ingredients work.


Recipe three, wolf hearts begone!:
Place 1 permanent mineral of your choice
Place 1 temporary mineral giving +100 to protection
Place 2 wolf hearts (or any other TWO ingredients with 12 or more value total - e.g. two zombie thyroids(12), or a skeletal bone marrow and boar tusk(13), or two bear claws etc..)
Brew to get 50 percent gem of your choice.

This recipe looks like:



Due to the above recipes' economical nature, you NEEDN'T USE +15 minerals in them (except for wildcard recipe, which may use up those).
SAVE minerals like Ruby or Quartz for brewing into protective potions - they yield +120 to single resistance when properly brewed. Thus, using them in the above mentioned recipes would be a waste of very efficient protection minerals.
Note that the third recipe is bound to finally help you get rid of wolf hearts, boar tusks, bear claws, zombie thyroids, skeletal bone marrows etc..; these organs will clog up your inventory at any given time and have really no other use. Well, up till now!
'Values' stated above are counted simply by adding all +Stats printed in yellow on an ingredient.

Finding Gems
Aside from brewing gems, where can I find them?

- Each successful theft from an NPC gives 50 percent chance of getting a gem or permanent mineral, or both.
- Not carrying around gems you need most will force vendors to offer you more of those gems in trade.
- Even exploded chests may still contain loot like gems.
- Grand Zombies almost always leave behind minerals and gems.
- Shaman have 25 percent chance of leaving behind minerals or gems.

->TIP: Stealing in MP doesn't usually aggro all the villagers. You can de-aggro single NPCs as usual, by e.g. talking to some NPC while the aggroed one(s) try to bash you. They will cease during the dialogue.

->TIP: Stealing DOES NOT require you to stay behind victims back. You also DON'T NEED to crouch/sneak when stealing. Success rate WILL NOT be affected by standing behind your target or being in sneak mode.


Which weapons are best to insert gems into? Which are not?

Ok, for this we need to introduce a concept of class-type of a weapon. After you have seen 1000's of weapon copies of any possible type or kind in TW, you start noticing that they may differ in their reach or speed, but mostly weapons which come at certain levels are very similar in their maximum damages. This suggests, that some other type of organising weapons can be done, outside of traditional 'short sword' 'long sword' etc. categorisation. In fact, gems are the best way to see this; try inserting single 20 percent gem into such dissimilar weapons as Sinew Seeker and Blood Legion Battle Axe and you will see that they yield exactly same amount of elemental damage. That's why class-type is so important. For the purpose of gem insertions, we may try to distinguish three class-types:

-Lowest (Minimum), where flails, morgensterns etc, reside. This class-type contains Skull Biter or Thorned Mace, and a lot of other 30ish level weapons. This is the hardest class-type to enchant, because single insertion of gems results in rather low damage - and the damage increases slower and slower the more gems you insert. However, lowest class-type offers unique damage capabilities - such as combining piercing and slashing damage into a one-handed weapon, which may in turn allow using an off-hand weapon like an axe to inflict a total of all 3 damages in one (two actually) swings.
See detailed stacking and inserting procedures below, regarding this class-type.
In the lowest class-type (it's not actually lowest, but it's lowest FEASIBLE for very high gem insertions) TEN 20 percent gems inserted as initial gems always yield 736 points of elemental damage. Most of those weapons are available before reaching level 40, and you need to collect as many copies as possible of single weapon from this class-type, before you go on gemming. Lowest class-type will require ALL types of gems inserted to reach highest possible elemental damage with least gems used.

->TIP: In MP and SP serpents have a HUGE chance of carrying one or even two maces/flails at a time. Some bandits around level 30-40 also carry one-handed morgensterns. At vendors, only brotherhood vendors consistently offer true maces and other weapons of this class-type, and only within level 30-40.

-Medium, where weapons like short one-hand axes are. Those are very useful in MP, where 'short' doesn't mean 'inadequate' :D. Axes combine slashing and bludgeoning damage, thus dealing two damages at once. Add the above maces into the mix, and you can inflict all 3 physical damages at once in a skilfully landed critical hit. Weapons from medium class type are usually seen in Varns, Trachidis etc., but those are rarely one-handers (and due to new damage restrictions in 1.6 you will definitely want one handers). Axes are the best medium class type weapons - The Necro Axe, Sinew Seeker, Black Legion Battle Axe and The Bold One are such weapons. In this class type, TEN 20 percent gems inserted as initial gems yield always 856 points of elemental damage. Medium class type will require you to use 20 and 50 percent gems in order to have maximum damage outcome with as little gems used as possible. Start to stock up on those weapons the moment you start seeing them, which should be around level 40, and stop at level 50. A medium class type weapon will be enchanted to 856 damage points with ten 20 percent gems.

->TIP: Game stops generating most lower class types past level 50, and will only let vendors offer very narrow choice of weaponry past level 61.

-Maximum, where all the highest damage weapons are in the game. Those weapons aren't the most USEFUL arms though, because they mostly inflict one damage type in a one hander, and swords are best right here. Almost all "huge" onehanded swords with KR graphics are of this class type - Sword of Fate, Valermos, Avaquar, Exotic Hatchet, etc.. Incidentally, this is also the only class type which may come with pre-existing elemental damage, such as in the case of Valermos (fire) and Avaquar (cold). Those two weapons allow inserting fewer gems by sheer nature of each copy - which comes as though it already had some insertion done, but this DOES NOT use up any gem slots - so critical gem point can be reached a few gems earlier. Maximum class type weapons appear consistently at any level past 45, BUT Valermos and Avaquar tend to disappear at around level 50, so you REALLY need to stock up on those without progressing in level too much. Last Class type yields astonishing 985 damage points per first 10 twenty percent gems.


OK, I understand about class types, and that gems' efficiency depends on these types rather than individual weapons or actual damage. What else does efficiency depend on?

Most often, it depends on how you insert numerous gems into a weapon. There are basically two ways of doing this - you either try inserting as much gems as possible into a single weapon, or try spreading gems over a lot of weapons and then merge those weapons together. In both cases, you'll reach SOME damage (in former - maximum 5k damage and hundreds of gems wasted, in latter - maximum 12000 or so damage, and also a lot of gems will be wasted along with a lot of weapon classes). Neither option is really feasible, a MIXED approach has to be used so as to maximize damage and reduce gems, but use up small amounts of gems. This can be done in a plenty of ways, but most notable ones are presented below.


Ok, so what IS maximum damage I can reach with gems? And not the one I see in my stats, the REAL damage I inflict?
It's possible to reach 32000 (and more but only displayed, not inflicted) elemental damage in a single weapon via proper gem insertions and weapon stacking, but it's much harder in SP due to gem limitation (can be overcome with gem-creation recipes above, though!). This is done in steps described below.

What else should I know before I go on gemming using your weapon enchantment examples?

The process is rather tedious and hard to explain. You will need to familiarize yourself with some new concepts, used when describing the process.
Preparing for Gemming
Before you start gemming prepare the following:

-50(may be a little less) class 1 mergeable weapons (copies of same weapon). Their innate level doesn't matter, but they should be clean of any elemental damage to make gem insertions more predictable. It's exactly the opposite with Valermos and Avaquar, which should be collected with AS HIGH damage as possible, i.e. 660 elemental damage or more per weapon. This is doable, especially in MP.
-Several hundred gems OF EACH percentage. In our examples, I used 300 gems of each kind for each class type.
-A lot of inventory space, with easy access to backup space such as horse or chest.

Your goal: Create a 32000 elemental damage weapon of class 50 or near 50 and use up as little gems as possible in the process.

Concepts used in examples below:

1.Whenever referring to 'enchanting' 'imbuing' 'inserting' etc., I refer to dropping one or more gems onto a weapon. Whenever referring to 'stacking' 'merging' 'gluing' weapons, I refer to dropping weapons onto one another, to produce a single weapon of higher class. Whenever referring to weapon copies, Items, etc, I refer to class X weapons of the same type(as described in the section) mergeable with each other, with total number of copies never exceeding 50 - hence, always inter-stackable.

2.To do so, we will need 300x50 perc gems, 300x20 perc gems and 300x10 perc gems. These values have been derived from SP experience, as numbers of gems you'll definitely come across, but they can be higher of course. You can't expect to reach heavy damage with much lower number of gems, though - no matter how you insert this smaller number of gems, weapons just won't go as high in damage. Golden rule is to never exceed 35 direct gem insertions (i.e. dropping gems simply onto a weapon) into a single weapon copy, no matter what. Use indirect methods instead, like merging one gem-inserted weapon with another gem-inserted weapon.

3.Whenever referring to gempacks, hereinafter, I mean stacks of gems created by you in your inventory, to allow more accurate and predictable insertions. Gempacks that we will need for all our purposes are stacks of:
12 fifty percent gems (total of 25 packs in case of 300 gems),
20 twenty percent gems (a total of 15 packs in case of 300 gems) and
33 ten percent gems (9 packs with several gems unused).
That's what you should initially prepare in your backpack - gempacks will be changed in the gemming process, like amount of gems in all gempacks for given gem type switched e.g. from 12 fifty percent gems to 9 fifty percent gems. It's much easier to make gempacks a bit larger initially and balance them out so to speak - hence, i proposed the highest gempacks used. Obviously, making gempacks smaller will increase their total number - you should thus take all the surplus and organize it into additional gempacks.

REMEMBER:
Gempacks are only created for gemming convenience - you can still enchant weapons the old fashioned way, dropping single gems over and over onto a weapon. Damage outcome in case of gempack vs same amount of separate gems does not differ. In case of gempack insertions you will violate one of the rules of efficient inserting, i.e. rotating gems inserted one-by-one like 10 then 20 then 50 then 10 then 20 then 50 and so on. At amounts of gems we will want to use in our gemming, this approach will take forever hence instead we will follow another rule, stating that no more than 35-40 direct gem insertions into one weapon can be made. This does not exclude indirect gem insertion via merging our weapon with another already gem-inserted weapon.

4.General design of high-damage stacking and inserting is as follows:
- you insert gems into several copies, using not gems one-by-one, but gem packs, then merge resulting weapon copies (each inserted to some elemental damage) together, to reach 10k or more damage. This is the most gem-intensive part, where you'll use roughly around 100-200 50 perc. gems.(class type independent - best results with any weapon)
- After that, you create a similar weapon in similar way, only stop at 8k damage. You can use different gem packs here, not only 50 percent gems.(depends on class type)
- Then you merge both of those together. Result will be base weapon, onto which next insertions will be made. This base weapon will usually have 12000-17000 damage, and will be of roughly class 20-30. Goal is class near 50 and as little used gems as possible.
- Remaining 20-30 weapon copies can be infused with gempacks again, and merged with the base weapon - always one-by-one. Result is the near-class 50 weapon with huge damage.
An Explanation of the Technical bits and bobs (A bit techy so skip if you're not interested!)
Skip this section if you're only interested in the recipes

The technical blurb

This is how the numbers behind stacking and gemming are discovered, and why I used the ones I did and not other quantities of gems, weapons and damages.

Through trial and error I have settled on two ways of stacking with gems:
  • Gem conservative approach
    Where each class 1 item is not maximized (jammed) but instead decreasing elemental damages are infused into each class 1 item; then, those class 1 items are merged together. This allows us to reach 32000 damage points, but at a cost of high resulting class, even near maximum 50 (which then would disallow any merging with e.g. bonus items).
    - This approach can be used when available gems are limited (e.g. 900 or less), which is especially vital in a Single Player campaign.

  • Class conservative approach
    Where each class 1 item is maximized (jammed). Few such items are made, and then merged together. Each weapon class type has its own jam amount, later referred to as CGP (critical gem point), i.e. amount of gems inserted into single class 1 weapon until no more damage is added, or damage returns from inserting new 50 percent gems are very low (1-5 damage points), and no damage results from inserting 20 or 10 percent gems at all.
    - This approach is only feasible when more than 1000 gems are available, however this approach wasn't properly tested due to the limited availability of gems.

Inserting gems using the Gem Conservative approach
- Several gems (referred to later as gem packs) are inserted into a copy of a weapon, this process is repeated several times for each class 1 uninfused copy, then all copies of a weapon are merged together until around 10k damage is reached. This item is then referred to as Item A, and used further on.
- After that, another bunch of copies of a weapon (all inter-mergeable, class 1 items are best) are also infused in a similar manner, until 8k damage is reached. This item is then referred to as Item B, and used further on.
- Both resulting weapons (Items A and B) are merged together to reach between 12000 and 18000 damage. The resulting item is called a Base Item, and used a lot further on.
- The end item (Base Item) is also infused, but NOT DIRECTLY WITH GEM INSERTIONS. Instead, remaining copies are enchanted with packs of gems (one pack to a weapon), and then merged with the big weapon (the one with 12k to 18k damage) one by one.
- At this point, the main weapon should be around class 20-30. Inserting gems via gem packs, and via class 1 enchanted weapons is the only way to bump the big weapons damage. The goal is to reach class 45-50 weapon enchanted to 30k or similar damage, with as little gems as possible.


Finding the best gem-packs
- For 10 percent gems, such a pack that one enchanted weapon is imbued with around 1k damage points in a single insertion (at class 1, first insertion). Obviously, real amount of gems used depends on the class type of the weapon, since to reach 1k damage points in, for example, a minimal class type, one would need more than 30 ten percent gems.
- For 20 percent gems, such a pack, that one enchanted weapon is imbued with around 1200 damage points in a single insertion (at class 1, first insertion).
- For 50 percent gems, such a pack, that one enchanted weapon is imbued with around 1500 damage points (at class 1, first insertion).

Gem packs may vary even in a single weapon-creation process. Some examples on what packs exactly are used are presented below.


The number of gems used to create maximum damage weapon were as follows:

Minimal Class type - 300 fifty percent gems + 300 twenty percent gems + 300 ten percent gems = 900 gems total.
Best gempacks are: 33x10 percent gems, 20x20 percent gems, 12x50 percent gems.

Medium Class type - 300 fifty percent gems + 300 twenty percent gems.
Best gempacks are: 19x20 percent gems, 9x50 percent gems.

Maximum Class type - 300 fifty percent gems + 160 twenty percent gems, varying gem packs used.
Best gempacks are: 20x20 percent gems, 9x50 percent, 8x50 percent gems.
Examples/Recipes for gemming and stacking
Examples of gemming and stacking, in tune with gempacks/gems stated above and in accord with most usable and desirable weaponry:
-------------------
Minimal Classtype = 10x20 percent gems yield 736 damage points.
Best weapons: Tender Bender, Thorned Mace, etc..
-------------------

Example: Thorned Mace.

Spawn level: 33
Max dmg at class 50: 197-593, 1384-1780

Best way to reach maximum damage (gem conservative approach):
Using 300x10 percent gems, 300x20 percent gems, 300x50 percent gems.
Using the following packs of gems per one weapon:
- 10 percent: 33 gems in a pack, yields 975 damage on one class 1 weapon. Number of packs used: 9. (3 gems left outside of a pack)
- 20 percent: 20 gems in a pack, yields 1085 damage on one class 1 weapon. Number of packs used: 15.
- 50 percent: 12 gems in a pack, yields 1435 damage on one class 1 weapon. Number of packs used: 25.

Merging at:
- 10046 dmg merged with 7893 dmg (class 14) or 8684 dmg (class 15, all packs), then basic item (now at class 40) merged one by one with packs left. At class 40 base item yields 23570 dmg. Merged with remaining packs (one pack per class 1 item), reaches 27958 at class 49 (all gems used).

Steps:
- Merge each 12x50 pack with class 1 weapon each, until total item is 10046 damage.
- Set aside item with 10046 damage (item A)
- Merge all 20x20 packs, each with class 1 weapon, until total item is 7893 (or 8684) damage (item B).
- Merge items A and B, to reach approx. total of 14000 damage (Base item).
- Use outcome (Base Item) from now on
- Merge each remaining pack of gems with 1 weapon each.
- Merge Base Item with each resulting item from previous step.
- At class 49 gems and items should be exhausted, leaving one item with 27958 dmg.

-----------------------
Medium Classtype = 10x20 percent gems yield 856 damage points.
Best weapons: Black Legion Battle Axe, Sinew Seeker, Necro axe.
-----------------------

Example: Black Legion Battle Axe.

Spawn level: 36
Max dmg at class 1: 48-561, 235-342
Max dmg at class 50: 230-2070, 1035-1265

Best way to reach maximum damage (gem conservative approach):
Using 300x20 percent gems and 300x50 percent gems.
Using the following gem packs per one weapon:
- 20 percent: 19 gems in pack, yields 1230 damage on one class 1 weapon. Number of packs used: 15 packs (15 gems left, used in last weapon).
- 50 percent: 9 gems in pack, yields 1412 damage on one class 1 weapon. Number of packs used: 33 packs (3 gems left, used in last weapon).

Merging at:
- 10593 dmg (class 14) merged with 8474 dmg(class 11); outcoming basic item at class 25, yields approx. 15000 damage. Merged with remaining weapons (after each has received a pack;
priority: first all 9x50% packs, then all 19x20% packs) to reach 30388 dmg at class 49. Last weapon has received remaining gems (15x20% and 3x50%).

Steps:
- Merge each 9x50 pack with class 1 weapon, until reaching total of 10593 damage. Result: Item A.
- Set Item A aside.
- Merge remaining 9x50 packs with class 1 weapon each, until reaching total of 8474 damage. Result: Item B.
- Merge Items A and B. Result: Base Item.
- Merge all remaining packs with weapons. Priority: first 9x50 packs, then 19x20 packs.
- Merge Base Item with weapons created in the step above.
- Use remaining scrap gems (15x20 and 3x50) on last class 1 item.
- Merge last item with Base Item. Resulting weapon should have 30388 damage at class 49.

-------------------
Maximum Classtype = 10x20 percent gems yield 985 damage.
Best weapons: Serpent Sword, Avaquar, Eye of God, Exotic Hatchet.
-------------------

Example: Exotic Hatchet.

Spawn level: 38
Max dmg at class 1: 486-874
Max dmg at class 50: 2118-3177

Best way to reach maximum damage (gem conservative approach):
Using 300x50 percent gems and 160x20 percent gems.
Using the following gem packs per one weapon:
- 20 percent: balancing use only, 20x20percent packs.
- 50 percent: varying size pack; for Item A, 7x50 packs. For Item B, 8x50 packs. Packs balanced as necessary (don't prepare packs in advance). For remaining weapons, 8x50 packs and one remaining 9x50 pack (used in last weapon).

Merging at:
- 10003 dmg (7x50 packs) at class 13, with 8402 dmg (8x50 packs) at class 11, with remaining 8x50 packs (with last weapon - one 9x50 pack), reaching 26475 at class 40, using all available 50 percent gems in process.

Steps:
- Merge each 7x50 pack 13 times to reach 10003 dmg weapon at class 13. Result: Item A.
- Set Item A aside
- Merge each 8x50 pack 11 times to reach 8402 dmg weapon at class 11. Result: Item B.
- Merge Items A and B, reaching 17k dmg in Base Item.
- Merge all remaining packs (each to one weapon only!). Create (from remaining pool) 8x50 packs only. 1 pack will remain as 9x50 (use in last weapon in 50 percent step).
- Merge weapons resulting from the step above (one by one) with Base Item, until all items are exhausted. Using all 50 percent gems should make a class 40, 26475 damage weapon (Base Item).
- Use up 160 x 20 percent gems, in 8 remaining weapons (hence, 20x20 packs only).
- Merge items resulting from the step above with Base Item. Base Item should now be at class 48 and deal 32290 damage points.











This concludes the basic gemming and stacking guide!