Tier 2 upgrades make 21 combos: 6 pure, 12 para/quasi, and 3 special.
Pure = Fire, Water, Air, Earth, Pos, Neg
Para/Quasi = Smoke, Ash, Magma, etc.
Special = BoLaS, Tempered, Existential Stalemate
Using those descriptions, here is a basic formulae for Tier 3: (Tier 2 Combo) + ? = (Tier 3).
So, draw this table:
Pure
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* Use a simple shard with the same element from first two upgrades.
Fire I + Fire = Fire II
Water I +Water = Water II
Earth I + Earth = Earth II
Air I + Air = Air II
Pos I + Pos = Pos II
Neg I + Neg = Neg II
Para/Quasi Upgrades:
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* Create a Tier 3 supershard with the same two elements from first two upgrades. Focii order doesn't matter. Gem/Essence doesn't matter.
Smoke I + Smoke = Smoke II
Ice I + Ice = Ice II
Magma I + Magma = Magma II
Ooze I + Ooze = Ooze II
Lightning I + Lightning = Lightning II
Vacuum I + Vacuum = Vacuum II
Mineral I + Mineral = Mineral II
Dust I + Dust = Dust II
Radiance I + Radiance = Radiance II
Ash I + Ash = Ash II
Steam I + Steam = Steam II
Salt I + Salt = Salt II
Special Upgrades: (Special means OPPOSITE - don't normally exist in D&D)
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* Create a Tier 3 supershard with the OPPOSITE two elements from first two upgrades. Focii order doesn't matter. Gem/Essence doesn't matter.
Balance of Land and Sky + Tempered = (?)
Tempered + Balance of Land and Sky = (?)
Existential Stalemate + Existential Stalemate = Concordant Opposition