Dungeon Siege 2 FAQ/Walkthrough (Updated). Dungeon siege 2 не работает мышка


Dungeon Siege III - Enable Console

posted by sacah on Jan 2, 2012howto, software, hack,

So just bought Dungeon Siege 3 and was horrified with the unchangeable camera angles. So I set about having a dig around the game to try and find a way to change the camera, while digging around I noticed a console file, and the Dungeon Siege III.exe had a number of console commands in it, so I replaced the Help Topics file with the Console, so now when I'm in game I can press Esc, click 'Help Topics' and the console will appear.

After playing around with all the console commands I could find in relation to camera none seemed to have any effect, though most other console commands works, such as adding money, items, XP, levels etc. So cheating is easy in Dungeon Siege III, but changing the camera angles isn't )-: Hopefully I'll have more time to play around with them and work something useful out.

The easiest way to activate the console on your version is by downloading the gui.zip file from http://www.mediafire.com/?sa7a3gepx3ea4f5, then extract the 'gui' folder from gui.zip into %steamapps%\common\dungeon siege iii\data\. Now start Dungeon Siege 3, and when in-game, click 'Help Topics' from the menu to access the console. You'll need to watch the video at 720 to read the names. If the above video instructions didn't work for you, here are the manual steps.

I grabbed the Dungeon Siege 3 OAF Files Extractor and unpacked the files to a temp directory, unpack data_archive.oaf first, then unpack data_archive_2.oaf into the same place, the files in data_archive_2.oaf overwrite some which is how the game works too.

After looking around my first step was to get console working, I copied gui\console.scn and gui\game.gui into %steamapps%\common\dungeon siege iii\data\gui

Rather than having to repack the archives after editing just drop the files you changed here and it will pick it up rather than using the archived copy.

Now rename console.scn to help_topics.scn and edit game.gui. Find the line

help_topics.scn   parsefunction GUI_command_parser_help_topics

Change to

help_topicx.scn   parsefunction GUI_command_parser_help_topics

Then find the line

console.scn   parserfunction GUI_command_parser_console   game_flags  1

Change to

help_topics.scn   parserfunction GUI_command_parser_console   game_flags  1

Orange signals what was changed for ease of reading.

Now run the game, while in game press Esc, in the menu click Help Topics and you'll have access to the console.

To get back to the game type modal_close_all and press enter. You can also type mod and press TAB to auto-complete. As we've hacked the console into an unusual place, things don't appear in it's history straight away, so if you press top_down_mp_ and press TAB, because there are multiple options it won't display anything. After you have pressed TAB, just delete the text and type modal_close_all, then enter the console again and you'll now be able to see the options for your previous commands, so we'll see all available options for top_down_mp_ console commands.

I'll add the console commands and explanation here slowly as I find them, though I can't test them all so some might not work, let me know if you find more, descriptions are wrong or they don't work and I'll update this list.

avoidance_scaleavoidance_rangeavoidance_countavoidance_collection_rangeavoidance_collection_intervalavoidance_sidewaysavoidance_activeai_attackaggro_decay_rateai_draw_perception_radiusavoidance_when_stoppedarea_notificationarea_notification_durationadd_money - Add money to your characteradd_xp - Add XP to your characterai_enabledadd_to_partyai_revive_debugai_loot_pickup_delayability_bindability_purchaseability_dump_allability_dumpauto_grant_empowered_attacksability_autoassignattract_enableallow_auto_level_upallow_skip_level_upattract_movie_nameattract_movie_delaybatched_lightingbrightnessbase_stats_printcombat_knockback_durationcombat_knockbackcombat_friendly_firecombat_damagecombat_printcontrastcon_queue_disablecompanion_perception_buffconnection_resetchangelevelcombat_hard_threshholdcompanion_alternate_cooldowncamera_remote_interpolate_distcamera_sharedcritical_overridecamera_center_on_objectcamera_mouse_sensitivityconsole_closeconsole_toggleconsole_opencamera_auto_rotate_deadzonecamera_auto_rotate_scalecamera_yaw_max_velocitycamera_yaw_dampcamera_yaw_speedcamera_recenter_delaycamera_multiplayer_controlcost_divider_for_enchantcreditsclear - Clears all previous console output

exec - Run console scripts, located in global\console_scripts\*.txt Eg: exec global\console_scripts\bad_assendgame_disconnectfade_drawfade_aggressivefindfloat_textfloat_text_exp_yfloat_text_exp_xfind_games_receive_invitesfind_games_partygui_delay_load_sleepgui_delay_load_namegui_mem_report_detailedgui_mem_reportget_global_variablegui_resource_dumpgui_tracegui_timescalegammagive_unlockablegui_warninggod - Toggle God mode on playergetposgame_mode_reset_on_exitgame_modegui_quest_filtergui_split_screengui_ingame_character_selectgui_showhuman_attack_biashealhide_spinnerhud_fade_durationhud_show_namesinfinite_resourceinterpolation_toleranceifitem_spawninv_dropitem_print_by_iditem_print_by_taginv_printinner_warmth_timeinner_warmth_dmginner_warmth_hpingame_scn_mpinv_mark_viewedinv_show_remote_companionsinv_show_remote_playersinv_show_defaultsingame_screen_fade_durationjournal_loadjournal_savejournal_playjournal_stopjournal_recordknockback_prediction_holdkickkillload_art_objects_onlyload_game_objectslevel_debugload_spinner_delayloot_spawn_from_templateloot_random_spawn_from_templateloot_print_templatelevel_up_delaylevel_scaling_dlclevel_scaling_difference_threshholdlevel_scaling_target_rangelevel_scaling_enabledloading_screen_fadeout_durationload_full_partyloot_points_per_enchantload_level_filterload_level_testmax_combat_channel_distmission_open_listmission_listmission_set_end_statemission_set_statusmax_auto_target_ui_distmultiplayer_remote_enabledmultiplayer_local_enabledmodal_close_allmultiplayer_stuck_warp_delaymultiplayer_tether_rangemax_playersmultiplayer_ai_idle_timemultiplayer_tether_othersmultiplayer_remote_warpmultiplayer_tether_screenminimap_enabled - Show/Hide minimap, top right.minimap_scale - Change level of zoom used in the minimap.minimap_rotateminimap_yawminimap_alphamain_menu_load_levelmain_menu_creditsmain_menu_dlcmain_menu_find_gamemain_menu_continuemessage_box_oknet_interpolate_max_stopped_timenet_extrapolatenet_interpolatenet_position_offset_znet_position_offset_ynet_position_offset_xnet_activation_delaynet_predict_knockbacknet_predict_reactionnet_ipnet_portnet_loopbacknew_game_dataobjective_set_statusobjective_listoverhealprojectile_impact_fxplatform_speedplatform_accel_distpath_blocker_disable_allplatform_predict_movementplay_animplayer_additive_speedplayer_min_healthplayer_damageplatform_delaypauseparty_add_xpparty_set_levelparty_restrict_classparty_single_player_limitparty_default_companionsplayer_aiplayer_name_from_classplayer_addplayer_levelprint_loyaltyplayer_classpopuppost_charselect_new_game_data

quit -Quit game completely, back to Windows.render_csareset_tutorialrender_hit_flashrumblerevertrevert_allrespawnretryreconnectrconrestart_serverrespawn_interval

script_listscript_run - Runs AMX files located global\scripts, followed by the function name and arguments. Eg: script_run global\scripts\00_intro\00_intro CamShake will result in the screen shaking once you modal_close_all. I haven't looked into AMX files yet, will do a follow up post once I find more out.set_light_setset_global_variablestats_printspeedyshow_all_damage_numberssubtitle_notificationseek_fullscreen_moviestop_fullscreen_moviestart_fullscreen_moviestatus_effect_apply_to_playerscaleset_levelset_resourceset_healthstatusstartcellstartlevelstartlevel_datastream_proximity_radiussurvival_creature_setsaystart_conversationscreen_shake_move_camerasession_typesave_load_enabledshow_spinnersavetimeline_reloadtoggle_tutorialtutorial_enabledtoggle_pausetarget_ui_neutral_player_indextarget_ui_hostile_player_indextarget_ui_neutraltarget_uitop_down_mp_fovtop_down_mp_distancetop_down_mp_pitchtop_down_yaw_offsettop_down_collision_mp_pitch_speedtop_down_collision_mp_decaytop_down_collision_mp_holdtop_down_collision_mptop_down_collision_sptop_down_zoom_allunpauseunlock_alluser_setup_delaywarning_notificationwrite_filewarp_to_playerwarp_to_position yaw_offset

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Не запускается Dungeon Siege II? Тормозит игра? Вылетает? Глючит?Решение самых распространенных проблем.

Если вы столкнулись с тем, что Dungeon Siege II тормозит, вылетает, Dungeon Siege II не запускается, Dungeon Siege II не устанавливается, в Dungeon Siege II не работает управление, нет звука, выскакивают ошибки, в Dungeon Siege II не работают сохранения – предлагаем вам самые распространенные способы решения данных проблем.

 

Первое – проверьте, соответствуют ли характеристики вашего ПК минимальным системным требованиям:

  • ОС: Windows XP SP1
  • Процессор: 1 ГГц
  • Память: 256 Мб
  • Видео: ATI Radeon 7000, NVIDIA GeForce или Intel Extreme Graphics 82845/ 82865/82915
  • Свободное место на жестком диске: 4 Гб

 

Перед тем, как вспоминать самые нехорошие слова и высказывать их в сторону разработчиков, не забудьте отправиться на официальный сайт производителя своей видеокарты и скачать самые свежие драйвера. Зачастую, к релизу игр готовятся специально оптимизированные для них драйвера. Также можно попробовать установить более позднюю версию драйверов, если проблема не решается установкой текущей версии.

Важно помнить, что следует загружать только окончательные версии видеокарт – старайтесь не использовать бета-версии, так как в них может быть большое количество не найденных и не исправленных ошибок.

Не забывайте, что для стабильной работы игр часто требуется установка последней версии DirectX, которую всегда можно скачать с официального сайта Microsoft.

Многие проблемы с запуском игр случаются по причине некорректной установки. Проверьте, не было ли ошибок во время установки, попробуйте удалить игру и запустить установщик снова, предварительно отключив антивирус – часто нужные для работы игры файлы по ошибке удаляются. Также важно помнить, что в пути до папки с установленной игрой не должно быть знаков кириллицы – используйте для названий каталогов только буквы латиницы и цифры.

Еще не помешает проверить, хватает ли места на HDD для установки. Можно попытаться запустить игру от имени Администратора в режиме совместимости с разными версиями Windows.

 

Первое – установите свежие драйвера на видеокарту, от этого FPS в игре может значительно подняться. Также проверьте загруженность компьютера в диспетчере задач (открывается нажатием CTRL+SHIFT+ESCAPE). Если перед запуском игры вы видите, что какой-то процесс потребляет слишком много ресурсов – выключите его программу или просто завершите этот процесс из диспетчера задач.

Далее переходите к настройкам графики в игре. Первым делом отключите сглаживание и попробуйте понизить настройки, отвечающие за пост-обработку. Многие из них потребляют много ресурсов и их отключение значительно повысит производительность, не сильно повлияв на качество картинки.

 

Если Dungeon Siege II у вас часто вылетает на рабочий слот, попробуйте начать решение проблемы со снижения качества графики. Вполне возможно, что вашему компьютеру просто не хватает производительности и игра не может работать корректно. Также стоит проверить обновления – большинство современных игр имеют систему автоматической установки новых патчей. Проверьте, не отключена ли эта опция в настройках.

 

Чаще всего проблема с черным экраном заключается в проблеме с графическим процессором. Проверьте, удовлетворяет ли ваша видеокарта минимальным требованиям и поставьте свежую версию драйверов. Иногда черный экран является следствием недостаточной производительности CPU.

Если с железом все нормально, и оно удовлетворяет минимальным требованиям – попробуйте переключиться на другое окно (ALT+TAB), а потом вернуться к окну игры.

 

Прежде всего проверьте, хватает ли у вас места на HDD для установки. Помните, что для корректной работы программы установки требуется заявленный объем места, плюс 1-2 гигабайта свободного пространства на системном диске. Вообще, запомните правило – на системном диске всегда должно быть хотя бы 2 гигабайта свободного места для временных файлов. Иначе как игры, так и программы, могут работать не корректно или вообще откажутся запуститься.

Проблемы с установкой также могут произойти из-за отсутствия подключения к интернету или его нестабильной работы. Также не забудьте приостановить работу антивируса на время установки игры – иногда он мешает корректному копированию файлов или удаляет их по ошибке, считая вирусами.

 

По аналогии с прошлым решением проверьте наличие свободного места на HDD – как на том, где установлена игра, так и на системном диске. Часто файлы сохранений хранятся в папке документов, которая расположена отдельно от самой игры.

 

Иногда управление в игре не работает из-за одновременного подключения нескольких устройств ввода. Попробуйте отключить геймпад или, если по какой-то причине у вас подключено две клавиатуры или мыши, оставьте только одну пару устройств. Если у вас не работает геймпад, то помните – официально игры поддерживают только контроллеры, определяющиеся как джойстики Xbox. Если ваш контроллер определяется иначе – попробуйте воспользоваться программами, эмулирующими джойстики Xbox (например, x360ce).

 

Проверьте, работает ли звук в других программах. После этого проверьте, не отключен ли звук в настройках самой игры и выбрано ли там устройство воспроизведения звука, к которому подключены ваши колонки или гарнитура. Далее следует во время работы игры открыть микшер и проверить, не отключен ли звук там.

Если используете внешнюю звуковую карту – проверьте наличие новых драйверов на сайте производителя.

Последние новости игр

gamer-info.com

Dungeon Siege II - Character Classes FAQ

=============================================================================== DUNGEON SIEGE II ^^-----------------------^^ CHARACTER CLASSES GUIDE ---=====================--- AUTHOR: PAUL MICHAEL (VHAYSTE) CONTACT: [email protected] 00AA -- [VERSION HISTORY] V1.0 -- Finished main guide (8:45 AM 1/22/2007) 00AB -- [COPYRIGHT] This document is copyrighted to me, Vhayste. It is intended for ~PRIVATE~ use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. ------------- 00AC -- [AUTHOR's NOTE] ------------- Welcome reader to my Character Classes Guide for Dungeon Siege II for the PC. Although I havent played the first one, this sequel is definitely one of the great titles ever to come for PC gamers. Everything on this guide is made entirely from my experience while playing the game. Another thing is that this is just a GUIDE. Its not a mandate or anything to dictate what you need to do. But rather, this is made to help you decide what you really want. [TABLE OF CONTENTS] 00AA -- [VERSION HISTORY] 00AB -- [COPYRIGHT] 00AC -- [AUTHOR's NOTE] 00AD -- [ABOUT THE GAME - SYPNOSIS] 00AE -- [ABOUT THE GAME - CHARACTER CLASSES] AE01 -- MANAGING A PARTY AE02 -- RECRUITING CHARACTERS AE03 -- RECRUITING CHARACTERS -- PETS AE04 -- CHANGING PARTY MEMBERS 00AF -- [CHARACTER CLASSES GUIDE] AF01 -- ChARACTER GROWTH AF02 -- CLASS SKILLS AF03 -- CLASS SPECIAL ATTACKS 00AG -- [CHARACTER SUB-CLASSES GUIDE] AG00 -- USING THE GUIDE: AG01 -- SUBCLASSES AG02 -- FIGHTER CLASS -- BERSERKER AG03 -- FIGHTER CLASS -- DEFENDER AG04 -- FIGHTER CLASS -- HEAVY WARRIOR AG05 -- COMBAT MAGE CLASS -- DEATH MAGE AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE AG07 -- COMBAT MAGE CLASS -- FLAME MAGE AG08 -- NATURE MAGE CLASS -- FROST MAGE AG09 -- NATURE MAGE CLASS -- SUMMONER AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE AG11 -- RANGER CLASS -- MASTER ARCHER AG12 -- RANGER CLASS -- BLADE MARKSMAN AG13 -- RANGER CLASS -- HUNTER 0000 -- CREDITS ------------------------- 00AD -- [ABOUT THE GAME - SYPNOSIS] ------------------------- A thousand years ago had passed since the crusaders of Azunai crossed swords with the legions of Zaramoth. It is the final battle for a century long rebellion. As Zaramoth, the tyrannical god struck the final blow through Azunai's trembling shield, a vast magic was released and both armies perish in a brilliant cataclysm that stretched across the plain of tears. Consumed by the dark forces and once human, Valdis took the Sword of Zaramoth and with his massive army of brutal Morden soldiers, he has started his invasion against the free world to search for the four Aegis. The broken pieces of Azunai's shield. ---------------------------------- 00AE -- [ABOUT THE GAME - CHARACTER CLASSES] ---------------------------------- AE01 -- MANAGING A PARTY ======================== In Dungeon Siege II, players can have up to 6 party members, but you have 2 characters by default. Increasing the party slot requires a certain fee. You need to talk to any inn keeper on any of the 3 towns in the game. (1 town per act.) 2nd slot - default 3rd slot - 500g 4th slot - 1500g 5th slot - 10000g 6th slot - 65000g AE02 -- RECRUITING CHARACTERS ============================= There are several characters to choose from. Some, you can acquire by completing certain quests (and sidequests) or just talking to them. Recruitable characters have a symbol above thier heads similar to a horn. Here are the list of all recruitable characters in DSII. NAME TYPE LOCATION REQUIREMENTS ---------------------------------------------------------- Drevin -- Fighter Greilyn Beach Default/Dies after ACT 1, Ch2. Deru --- Ranger/Nature Mage Eirulan Default/ Just talk to her Lothar -- Fighter Eirulan Default/ Just talk to him Taar -- Nature Mage Eirulan ACT 1, Ch4. After Elven Shrine quest Vix -- Ranger E. Greilyn Just talk to him Sartan -- Fighter Windstone Fort. Complete "Imprisone Half-Giant" sidequest Amren -- Fighter Amanlu Amanlu Inn, just talk to him Finala -- Combat Mage Amanlu Complete Act II, Ch4 quest Eva -- Fighter Azunite Burial Grounds Defeat the Dark Wizard boss AE03 -- RECRUITING CHARACTERS -- PETS ===================================== Pets however are monsters that can be recruited by "Buying" them from the pet store (it is the one with the Horse head icon in the map). They do occupy party slots but it is up to you to have them or not. One main advantage of pets is thier ability to enchant the whole party via aura, depending on the pet. And also, one thing to note is that they cant be equipped. They do level up but thier overall progress is determined by "feeding" them with items. Thier development is based on the items it has consumed. Consumed items also are lost forever. NAME TYPE COST LOCATION REQUIREMENTS ----------------------------------------------------------- Scorpion Queen Ranger 350g Any Default Ice Elemental N. Mage 500g Any Default Pack Mule Fighter 300G Any Default Dire Wolf Fighter 500G Any Complete "Dire Wolf" sidequest in ACT 1. Dark Naiad N. Mage 1375 Amanlu, ACT II Kalrathia Fire Elemental C. Mage 1000 Amanlu, ACT II Kalrathia Light Naiad N. Mage 1375 Daesthi, Amanlu Arena Finish the 10th round in the "Amanlu Arena" sidequest Mythrilhorn Fighter 1750 Amanlu, ACT III, Complete "Mythrilhorn" sidequest Kalrathia Lap Dragon N. Mage 2250 Kalrathia ACT III Necrolithid C. Mage 2250 Amanlu, ACT II Kalrathia AE04 -- CHANGING PARTY MEMBERS ============================== Just make sure that you have an available slot to recruit the character. If you want to change party members, you can "Disband" the pet/character and they will be sent to the inn. Although you cant see them, they will be selectable from the list. Just talk to the innkeeper and select option 1 "I want to see old comrades." Stored pets and characters dont gain experience points. Sending a pet or character to the inn retains thier equipments and items. Releasing a pet however, will lose all the items in its inventory forever. For best efficiency, make sure you'll feed items that are relevant to the pet's class. (Feed fighter weapons or armor to a Fighter Class pet, and so on) ======================= 00AF -- [CHARACTER CLASSES GUIDE] ======================= The game has four main character classes, namely FIGHTER, RANGER, COMBAT MAGE and NATURE MAGE. It is strongly recommended to stay focused on levelling a character in his/her appropriate class. Interchanging so often will affect the character' growth. Take note that when you equip your characters, make sure that you choose the equipments and accessories giving appropriate bonuses for the character's class. (Example: A fighter doesnt need + INT or Mana regeneration bonuses; nor a Mage with +Str) Fighter -- Battles in the frontlines and takes most of the damage. They are the hardiest class, and usually the hard hitters. They specialize in melee combat. Ranger -- Masters of ranged weapons. Accuracy and range is thier main advantage although they have fair armor rating. Rangers are best for eliminating enemies at long range before reaching the party Combat Mage -- Proficient in death magic, curses and other spells, combat mages are great for controlling crowds, weakening them with diffrent curses while blasting them away with offensive spells. Nature Mage -- One with nature, Nature mages' main role is to cast healing, and support buffs for the party. They can also cast offensive nature based skills, mainly ICE-based attacks. Your hero (the player) starts with a blank class. During your first tutorials, you will have the choice to choose which class would you like to follow. Also note that certain races are best for the specific character type. AF01 -- ChARACTER GROWTH ======================== Classes are determined by the skill level. Using ranged weapons consistently increases Ranger class level thus giving access to Ranger skills. Levelling up nets you 1 skill point, that can be used to buy skills. Some skills can only be accessed when you have LV5, 24 or 36 skill levels. Levelling up also increases certain attributes for the characters. STRENGTH -- Increases Melee weapon damage and HP DEXTERITY -- Increases Ranged Weapon Damage INTELLIGENCE -- Increases Spell damage and Mana Equipping equipments that raises character attributes according to their classes have the best results. (Example: +strength rating to fighters, + dexterity rating to Rangers) AF02 -- CLASS SKILLS ==================== Skills are unique to every class. Not to mention that SPECIAL ATTACKS are unique to every class as well. They do however, allow you to specialize a character to excel in his/her field. That is where this guide comes in. AF03 -- CLASS SPECIAL ATTACKS ============================= Special attacks can be executed after filling the gauge. They have diffrent effects and diffrent ranges. Take note that they do level up, by levelling up certain class skills to a point. They can be recharged by attacking. Some special attack have fast recharge rate, others, usually the most powerful ones are slow. ========================== 00AG -- [CHARACTER SUB-CLASSES GUIDE] =========================== AG00 -- USING THE GUIDE: ======================= <Code> -- <CHARACTER CLASS> -- <SUB-CLASS> ========================================== <Brief Description of the subclass' role> WEAPON: <preferred weapon> (Mages can equip any weapon and still cast spells although they wont get appropriate bonuses) ----------------- PREFERRED SKILLS: <Primary Skills to be focused on when levelling up> ------------------ Optional: <Secondary skills needed to level up SP level> SPECIAL ATTACKS: <Preferred Special Power/Attack for the subclass> ----------------- []<SP Name>[] DAMAGE: <% Damage, depends on SP level> RADIUS: <Measured by meters, depends on SP level> Effects: <Additional effects to enemies, the user or the party> (Addtitional effects may be available on higher SP level) Duration: <Duration of the actual SP per second> RECHARGE: <Recharge rate of the SP, speed of fillinf the SP gauge> [][] DAMAGE: RADIUS: Effects: Duration: RECHARGE: PROS: <Advantages of the subclass> CONS: <Disadvantages of the subclass> ADVISABLE RACE: <Most effective races for the subclass, arranged from the most effective to the least.> AG01 -- SUBCLASSES ================== As discussed above, there are 4 main classes in the game. However, focusing on specific weapons and skills, we encounter more efficient character SUB-CLASSES. They excel in thier normal class types and has both advantages and disadvantages. Weapons, skills and other details will be discussed in this portion of the guide. AG02 -- FIGHTER CLASS -- BERSERKER ================================== Berserkers are considered to be one of the most dangerous warriors to meet in the battlefield. They jump into battle without hesitation but with frenzy and bloodlust. Thier attacks are fast and deadly, which are their main assets. WEAPON: One-hand Swords, Daggers, Axes, Maces ----------------- PREFERRED SKILLS: ------------------ Critical Strike --- Increases chance to inflict critical damage Increases critical damage rating Dual Wield --- Increases Dual-Weapon Damage Alacrity --- Increases Melee Attack Speed Fierce Renewal --- Increases Melee Power Recovery rate SPECIAL ATTACKS: ----------------- []Waves of Force[] DAMAGE: *% damage per SP level/ number of waves RADIUS: Damages any enemy in a straight line Effects: None Duration: Instant RECHARGE: Normal []Elemental Rage[] DAMAGE: *% damage per SP level, elemental weakness of the enemy RADIUS: Single enemy, per hit Effects: + Ice damage + fire damage + lightning damage + % attack speed + % vulnerability to melee and ranged attacks Duration: Depends on SP level RECHARGE: Slow PROS: Levelling up the preferred skills greatly enhances the Berserker's attack speed and chances to deal critical damage. This sub-class' SP have very good crowd control potential. Not to mention that they have also the advantage to wear heavy equipments of fighters CONS: Thier defense and HP rating is sacrificed for thier speed. You need to address this descripancy by equipping them with solid, defense- boosting equipment. ADVISABLE RACE: Humans, Elves, Half-Giants AG03 -- FIGHTER CLASS -- DEFENDER ================================== Defenders have the highest life and defense rating in all the sub-classes. They have balanced offensive and defensive capabilities. Mainly referred to as a TANK, defenders draw the attention of the enemies towards himself, taking most punishment while his allies backs him up with healing spells and buffs. They also have the highest blocking rate, thanks to thier shields. Defenders also have good HP regeneration rates. WEAPON: One-hand Swords, Daggers, Axes, Maces + Shields ----------------- PREFERRED SKILLS: ------------------ Fortitude --- Increases max HP Barricade --- Increases chance to block Melee attacks --- Increases chance to block ranged attacks --- Increses shield armor Toughness --- Increases Physical damage resistance Reinforced Armor --- Increases armor rating Optional: Critical Strike --- Increases chance to inflict critical damage Increases critical damage rating Rebuke --- Counters enemy attack with shield --- stuns enemy (stun duration: depends on SP level) SPECIAL ATTACKS: ----------------- []Provoke[] DAMAGE: None RADIUS: Around self, depends on SP level Effects: + armor rating Draws enemies within range towards user Duration: Depends on skill level RECHARGE: Fast []Whirling Strike[] DAMAGE: *% damage per SP level, elemental weakness of the enemy RADIUS: Around self, depends on SP level Effects: +Stun effect, (stun duration: depends on SP level) Duration: Instant RECHARGE: Slow PROS: Levelling up the preferred skills greatly enhances the Defender's HP and DEF ratings. Also, levelling up the optional skills in later levels further balances thier offensive capability. Good for taking enemy attention to low defensed rangers and mages. CONS: Excelling in defense leaves offense and speed unattended. Defenders can fight back yet they strike less often and must rely on thier shields to parry ranged and mele attacks. ADVISABLE RACE: Half-Giants, Humans, Elves AG04 -- FIGHTER CLASS -- HEAVY WARRIOR ====================================== Heavy Warriors strike the hardest hitters and has the highest potential to stun enemies with thier heavy attacks. Utilizing heavy, two-handed weapons, they have excellent crowd control capabilities. WEAPON: Two handed Swords/ Axes ----------------- PREFERRED SKILLS: ------------------ Smite --- Increases chance to stun enemy (stun duration: depends on SP level) Overbear --- Increases Two-handed weapon damage Toughness --- Increases Physical damage resistance Optional: Critical Strike --- Increases chance to inflict critical damage Increases critical damage rating SPECIAL ATTACKS: ----------------- []Staggering Blow[] DAMAGE: % damage to enemies RADIUS: Around self, depends on SP level Effects: Stuns Enemies (stun duration: depends on SP level) Duration: Instant RECHARGE: Normal []War Cry[] DAMAGE: NONE RADIUS: Around self, depends on SP level Effects: - enemy armor % - enemies will flee in fear + next number of attacks are critical Duration: Depends on skill level RECHARGE: Normal PROS: A very good offensive semi-tank; a good levelled heavy warrior can hold off enemies like a defender although its most likely that he's gonna take the damages instead of minimizing/ deflecting them. CONS: Although heavy warriors hit hard, they do have normal attack speed. Thus, they will take more hits first before landing a heavy blow. You need to have a lot of potions stocked or a backup leader on standby if you see him getting mobbed. ADVISABLE RACE: Half-Giants, Human AG05 -- COMBAT MAGE CLASS -- DEATH MAGE ======================================= Death Mages make heavy use of death spells and curses. They are great for weakening enemy mobs for the fighters to eliminate them quickly and/ or blast them with deadly death magic. Also, death mages can absorb the life force of enemies and heal himself or his allies. It is advisable to equip curses thier spellbook's autocast menu. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ------------------ Devastation --- + % Combat Magic Debilization --- + Curse spell power --- + curse spell duration Grim Necromancy --- + death magic damage --- + death power damage Vampirism --- + % health recovered per death magic damage Optional: Brilliance --- + max mana Arcane Fury --- + % Combat and Nature magic damage SPECIAL ATTACKS: ----------------- []Harvest Soul[] DAMAGE: +% Death magic damage to enemies RADIUS: (depends on SP level) Effects: +% heal to the party Duration: INSTANT RECHARGE: NORMAL []CORROSIVE ERUPTION[] DAMAGE: +% of Monster's max HP RADIUS: + eruption radius (depends on SP level) Effects: + poison cloud radius (depends on SP level) Duration: (depends on SP level) RECHARGE: Normal PROS: Can inflict curses to weaken a large group of enemies. Death Magic is effective on most enemies. When coupled with the Nature mage's buffing ability, the party can deal with most crowds. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. ADVISABLE RACE: Elves, Dryads, Humans AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE =========================================== Lightning mages are great if you have full offense in mind. They can deal massive amount of damage to single or multiple enemies. They can also cast curses but they do excel in dealing damage to enemies. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ------------------ Amplified Lightning --- + Lightning Magic Damage + Lightning Power Damage Devastation --- + % Combat Magic Arcing --- + Chance to arc + Arc Damage (% * INT) Optional: Quickened Casting --- + cast speed Arcane Fury --- + % Combat and Nature magic damage Brilliance --- + max mana SPECIAL ATTACKS: ----------------- []Chain Lightning[] DAMAGE: % lightning damage to enemies RADIUS: Mid Effects: NONE Duration: INSTANT RECHARGE: FAST []Gathered Bolt[] DAMAGE: % lightning damage to enemies RADIUS: (depends on SP level) Effects: NONE Duration: INSTANT RECHARGE: SLOW PROS: Lightning mages' potential will not make much a difference than any typical mages not until they reach high levels. But once they levelled up the preferred skills and special attack, they can eliminate mobs before the fighters can land thier blows. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. ADVISABLE RACE: Elves, Dryads, Humans AG07 -- COMBAT MAGE CLASS -- FLAME MAGE ======================================= Flame mages specialize in dealing damage to enemies using fire damage. At higher levels they can cause the enemies to ignite, dealing continous fire damage. Flame mages are the easiest to maintain. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ------------------ Devastation --- + % Combat Magic Searing Flames --- + fire magic damage --- + fire power damage Ignite --- + % Chance to ignite --- + ignite damage per second --- + duration (depends on SP level) Optional: Brilliance --- + max mana SPECIAL ATTACKS: ----------------- []Flame Nexus[] DAMAGE: +% Fire Damage RADIUS: (depends on SP level) Effects: NONE Duration: INSTANT RECHARGE: NORMAL []Detonation[] DAMAGE: +% Fire Damage RADIUS: (depends on SP level) Effects: NONE Duration: INSTANT RECHARGE: SLOW PROS: Since Flame mages are easy to maintain, you have the option to double thier abilities by levellig up some other skills. But if focused on the preferred skills, thier offensive power can greatly surpass the lightning mage's, not to mention they can help eliminating mobs. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. ADVISABLE RACE: Elves, Dryads, Humans AG08 -- NATURE MAGE CLASS -- FROST MAGE ======================================= Frost mages are the offensive side of the nature mage and is the direct counterpart of the Lightning mage. They can deal good damage not to mention the potential single or multiple targets. They have good crowd control capabilities too. They can freeze enemies for a brief period of time. A frozen enemy cant do anything and is vulnerable to any attack. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ------------------ Aquatic affinity --- + healing magic % --- + nature magic damage % Arctic Mastery --- + % ice damage --- + % ice power damage Freezing --- + chance to freeze --- + duration (depends on SP level) Optional: Natural Bond --- - spell mana cost % --- can harvest mana potions from bushes SPECIAL ATTACKS: ----------------- []Icicle Blast[] DAMAGE: + % Ice damage RADIUS: every enemy in front of the caster Effects: NONE Duration: INSTANT RECHARGE: NORMAL []Circle of Frost[] DAMAGE: + % Ice damage RADIUS: (depends on SP level) Effects: + freeze Duration: (duration depends on SP level) RECHARGE: SLOW PROS: Frost mages can freeze enemies, making them vulnerable to your party's attacks. Although they dont make much difference at lower levels, they are unstoppable once the preferred skills are levelled up. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. ADVISABLE RACE: Dryads, Elves, Human AG09 -- NATURE MAGE CLASS -- SUMMONER ===================================== Summoners link thier powers to thier summoned creatures, powering it up to fight for them. Summoned creatures will defend thier casters all thier might. Summoned creatures are oftentimes powerful and further enhances the party's offensive and defensive capabilities. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ----------------- Summon Fortitude --- + % creature's HP Summon Might --- + % creature's damage Summon Bond --- + % damage dealt to caster transferred to summoned creature Optional: Natural Bond --- - spell mana cost % --- can harvest mana potions from bushes SPECIAL ATTACKS: ----------------- []Summon Provoke[] DAMAGE: NONE RADIUS: Around creature (depends on SP level) Effects: Provokes enemies; draws attention to the creature Duration: (depends on SP level) RECHARGE: FAST []AETHER BLAST[] DAMAGE: *% of summoned creature's max HP RADIUS: Around creature (depends on SP level) Effects: Stuns enemies Duration: (duration depends on SP level) RECHARGE: NORMAL PROS: Since summoned creatures does not count to the party's limit, they are a good addition to further increase the party's offensive or defensive capabilities. The summoner can even help by either casting curses or spells. A summoner can only control 1 creature at a time. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. ADVISABLE RACE: Dryads, Elves, Human AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE ========================================= Support mages' main role is to buff the party and take care of the healing. A party will not survive without a healer. With exceptional buffing spells and skills that concentrate of enhancing the party's offensive and defensive capabilities, a support mage is an invaluable ally. WEAPON: Rods, Cestus, Staves ----------------- PREFERRED SKILLS: ------------------ Aquatic affinity --- + healing magic % --- + nature magic damage % Enveloping Embrace --- + embrace spell power % --- + embrace spell duration Feral Wrath --- + wrath spell power % --- + wrath spell duration Nurturing Gift --- + healing magic % Optional: Natural Bond --- - spell mana cost % --- can harvest mana potions from bushes Absorption --- + % chance to absorb magic damage --- + % added to mana SPECIAL ATTACKS: ----------------- []Invulnerability[] DAMAGE: NONE RADIUS: ALL ALLIES Effects: Makes all allies invulnerable Duration: (depends on SP level) RECHARGE: NORMAL []Glacial Aura[] DAMAGE: + % ice damage per wave RADIUS: around self Effects: + % chance to freeze nearby enemies Duration: (depends on SP level) RECHARGE: SLOW PROS: Support mages are invaluable to any party. They keep the party healthy with healing magic and support spells. CONS: Like any other mages, thier defense is not that good so it is a good idea to keep them away from the heat of battle. They are also most likely the target of most enemies. ADVISABLE RACE: Dryads, Elves, Human AG11 -- RANGER CLASS -- MASTER ARCHER ====================================== Master archers are exceptional users of bow and crossbows. They can hit enemies at a great distance, with outstanding accuracy. Their projectiles are as deadly as thier sights. Having an archer in the party is a good option, if you want some long range artillery fire. WEAPON: BOWS, CROSSBOWS, GUNS ----------------- PREFERRED SKILLS: ------------------ Critical Shot --- +chance to inflict critical damage % --- + critical hit damage % Biting arrow --- + Bow/Crossbow damage % Far Shot --- + Bow/Crossbow range % Optional: Shockwave --- + shockwave damage = % projectile damage --- + shockwave distance --- + shockwave radius (depends on SP level) Mortal Wound --- + Bow/Crossbow critical hit damage % Penetrate --- + chance projectile wil pass through the victim Cunning renewal --- + % ranged power recovery rate SPECIAL ATTACKS: ----------------- []Thunderous Shot[] DAMAGE: + % damage to enemies RADIUS: all enemies in front of the archer (passes through enemies) Effects: + stun effect (stun duration: depends on SP level) Duration: INSTANT RECHARGE: NORMAL []Charged Shot[] DAMAGE: + % lightning damage to enemies RADIUS: self Effects: NONE Duration: (depends on SP level) RECHARGE: NORMAL PROS: Master archers are great long range backup hitters. They do deliver decent damage, and in later levels, they are good at eliminating crowds while maintaining a safe distance. CONS: Rangers have fair defense ratings. At least keep them away from solid hitters or they are sure to die quickly. ADVISABLE RACE: Elves, Humans, Dryads AG12 -- RANGER CLASS -- BLADE MARKSMAN ====================================== Blade marksmen have the sights and accuracy of master archers but they do prefer using thrown weapons instead of bows and crossbows. Although they fight in much closer range, they are still deadly nonetheless. WEAPON: Throwing Knives/ Blades/ Stars, Axes, Chakram ----------------- PREFERRED SKILLS: ------------------ Critical Shot --- +chance to inflict critical damage % --- + critical hit damage % Quick Draw --- + Thrown weapon firing rate % Bleed --- + % chance to cause bleed --- + % bleed damage per second --- bleed duration (depends on SP level) Optional: Penetrate --- + chance projectile wil pass through the victim Ricochet --- + thrown weapon critical hits ricochets to a nearby enemy Cunning renewal --- + % ranged power recovery rate SPECIAL ATTACKS: ----------------- []Shrapnel Blast[] DAMAGE: + % damage to enemies RADIUS: + number of missiles/ scattered around the explosion target Effects: + % explosion damage Duration: INSTANT RECHARGE: NORMAL []Flurry[] DAMAGE: + % damage to enemies RADIUS: self Effects: - accuracy + % faster attack speed Duration: (depends on SP level) RECHARGE: SLOW PROS: Thier lightning fast attacks makes up for thier short range. They can even hit multiple targets per missile on later levels. CONS: Unless properly armored, Blade marksmen is sure to die quickly since they need to be closer to be able to attack the enemy. ADVISABLE RACE: Humans, Elves, Dryads AG13 -- RANGER CLASS -- HUNTER ============================== Probably the most flexible ranger subclass, Hunters' strength lies on thier ability to dodge attacks and resist the harshest condition. In addition to these, hunters can wield any ranged weapon. Although hunters cant cast buffs, they are good support artillery. WEAPON: Any ranged weapon (user preference) ----------------- PREFERRED SKILLS: ------------------ Dodge --- +% chance to evade melee and ranged attacks Survival --- + ice resistance --- + fire resistance --- + lightning resistance --- ability to harvest health potions from bushes <Any skill according to preferred weapon> Optional: Mortal Wound --- + Bow/Crossbow critical hit damage % Penetrate --- + chance projectile wil pass through the victim Ricochet --- + thrown weapon critical hits ricochets to a nearby enemy SPECIAL ATTACKS: ----------------- []Silence[] DAMAGE: NONE RADIUS: (depends on SP level) Effects: Silence enenmies, preventing them to cast damage, heal, summon enhancement, curse or resurrect spells Duration: (depends on SP level) RECHARGE: FAST []Repulse[] DAMAGE: NONE RADIUS: (depends on SP level) Effects: Knockbacks enemies (knockback distance: depends on SP level) Stuns enemies (stun duration: depends on SP level) Duration: (depends on SP level) RECHARGE: SLOW PROS: There is not much diffrence at lower levels. True potential wont be recognizable until later levels. CONS: Probably the weakest subclass there is, you may want to switch to the Special Attack of Master Archer or Blade marksman. ADVISABLE RACE: Elves, Humans, Dryads ++++++++++++++++++++++++++++++ END OF GUIDE ++++++++++++++++++++++++++++++++ If you have any questions or suggestions about any partcular subtype (that is not mentioned in this guide, you can email me.) ============================================================================== +++++++++++++++++++++++++++++ CREDITS ++++++++++++++++++++++++++++++++++++++ ============================================================================== Thanks, ....primarily to all the gaming sites that hosted my authored faqs. I really appreciate it. Specially to the people of 1up.com. ....also to all the Filipino gamers that are actively participating and contributing, helping their fellow gamers alike. ....to my friends and family. and to you for reading! Please visit my site vhayste.1up.com and checkout my other faqs.

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Dungeon Siege 2 FAQ/Walkthrough (Updated)

___________________ \ / \ _ / | | | | ____ __ ___ __________|_____|_| _ |_ _____ ______________________ / __ \/ / / / | / / ____/ ____/ __ \/ | / // ___// _/ ____/ ____/ ____/ / / / / / / / |/ / / __/ __/ / / / / |/ / \__ \ / // __/ / / __/ __/ / / / / /_/ / /| / /_/ / /___/ /_/ / /| /| / // // /___/ /_/ / /___ / /_/ /\____/_/ |_/\____/_____/\____/_/ |_/_|__/ /___/_____/\____/_____/ /_____/ | | | /______/ | |_| | / \ /_________________\ DUNGEON SIEGE II FAQ/WALKTHROUGH v0.80 2005-08-30 Copyright 2005 by Barry Scott "PapaGamer" Will This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.5/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA. Dungeon Siege II is Copyright 2005 by Microsoft and Gas Powered Games. This FAQ/walkthrough is not endorsed by, nor is the author associated with, Microsoft or Gas Powered Games. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ CONTACT INFORMATION ) \__ \___________________________________________________ / |,-' To contact me about the guide, send email to: [email protected] Please include "Dungeon Siege II FAQ" in your subject line so I don't auto- discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: [email protected] Or use the Donate link found on my Web site: http://www.pyric.com/ Thank you, and enjoy the guide! __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ TABLE OF CONTENTS ) \__ \___________________________________________________ / |,-' [1] GAME OVERVIEW [1.1] Review [1.2] FAQ [2] GAMEPLAY BASICS [2.1] Controls [2.2] 10 Tips to Get You Started [2.3] Strategy, Tactics and Quests, Oh My! [2.4] Known Bugs (as of release version 2.0) [3] CHAPTER WALKTHROUGH ACT I [3.1] Chapter 1: The Siege of Greilyn Beach [3.2] Chapter 2: Prisoner of War [3.3] Chapter 3: The Morden Towers [3.4] Chapter 4: The Plague [3.5] Chapter 5: The Dryad Exile Colony [3.6] Chapter 6: Leaving Greilyn Isle [3.7] Chapter 7: Secret of the Azunite Desert [3.8] Chapter 8: The Lost Azunite Artifact [3.9] Chapter 9: Windstone Fortress [3.10] Chapter 10: The Temple of Xeria ACT II [3.11] Chapter 1: The Town of Aman'lu [3.12] Chapter 2: Finala and the Broken Bridge [3.13] Chapter 3: The Elen'lu Isles [3.14] Chapter 4: The Royal Caravan [3.15] Chapter 5: The Vai'kesh and the Aegis of Death [3.16] Chapter 6: Princess Evangeline [3.17] Chapter 7: The Siege of Snowbrook Haven [3.18] Chapter 8: The Siege of Snowbrook Haven, Part III ACT III [3.19] Chapter 1: Restore Kalrathia's Water [3.20] Chapter 2: The Morden Chief [4] QUEST WALKTHROUGH [4.1] Act I: Primary Quests [4.2] Act I: Secondary Quests [4.3] Act II: Primary Quests [4.4] Act II: Secondary Quests [4.5] Act III: Primary Quests [4.6] Act III: Secondary Quests [4.7] The Mysterious Mystery Quest [5] LORE [5.1] Handbook [5.2] Potions [5.3] Chants [5.4] Item Sets [5.4.1] Melee Sets [5.4.2] Ranged Sets [5.4.3] Mage Sets [5.5] Books [5.6] Quest Items [6] CHARACTERS [6.1] Character Races [6.2] Classes, Skills & Powers [6.2.1] Fighter [6.2.2] Ranger [6.2.3] Combat Mage [6.2.4] Nature Mage [6.3] TMI on Classes, Skills & Powers [7] COMPANIONS [7.1] Henchmen [7.2] Pets [8] VERSION HISTORY & CREDITS To jump to a specific topic, open the Edit menu and choose Find in this Page (or just press Control-F) and enter the bracketed number, including the brackets. For example, enter [5.1] as the search text to jump straight to the Handbook entries. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [1] GAME OVERVIEW ) \__ \___________________________________________________ / |,-' ============ [1.1] Review ============ Dungeon Siege II, like its predecessor, is a basic dungeon crawl--or "action RPG" in modern parlance. The game's focus is destroying hordes of enemies while completing a variety of quests (tasks) that are given you. As you lay waste the quivering mass of foes that press upon you, your character gains experience, which you can translate into extra power in the form of higher ability scores, new weapons and spells and additional skills. As in the original, DS2 is a point-and-click game and you can pretty much run the whole show with just your mouse. Combat is real-time, but you just choose your attack (melee, ranged or spell) and right-click an enemy. AI-controlled characters will attack an enemy until it is dead. To make the player- controlled character attack an enemy until it is dead, hold down the right mouse button. DS2 has a richer, more varied story than DS1, which makes it easier to motivate oneself to venture forth into the slaughtering fields. There's more conversations to be had in towns, and lots more optional secondary quests. All this makes DS2 a much better game than DS1 and will make it more accessible to a few of the hardcore RPG players that normally eschew dungeon crawls. ========= [1.2] FAQ ========= Q. How do I unlock the higher difficulty levels? A. Complete the game at the lower difficulty levels. You must finish the game at Mercenary level to play at Veteran level. You must finish the game at Veteran level to play at Elite level. Q. How do I add more than four characters to my party? A. Four characters is the limit for Merc difficulty. At Veteran difficulty you can add a fifth party member. At Elite difficulty, you can add a sixth party member. Q. Where are the set items? A. Set items are random drops based on your character level. While certain treasure chests and foes have a higher probability of dropping a set item, no two people will find the same item in the same place. You can even find multiples of set items (and other uniques). The items drop according to your character level, so if you get past the intended level without com- pleting a set, you'll probably never complete it. Q. Where's the best place to XP/item farm? A. There's no really good place to farm for XP as power leveling is kind of a useless activity. The best place to item farm is anywhere in a town or near a teleporter so you can reload and quickly return to try again. Probably the best place to item farm is the Aman'lu Arena. Don't open the treasure rooms until after you've completed all nine matches. Then save your game before examining your filthy lucre. If you don't like what you're given, reload and go open the treasure rooms again. You can often get a lot of set items this way. Q. Can I earn any bonus skill points? A. Yes. The following quests earn one (1) bonus skill point: The Dryad Exile Colony (Act I, Chapter 5) The Lost Azunite Artifact (Act I, Chapter 8) The Agallan Trail (Act III) The Hak'u, Part II (Act I, Secondary Quest #7) The Servant's Haunt (Act II, Secondary Quest #13) You receive two (2) bonus skill points for completing these quests: Arinth the Mad (Act II, Secondary Quest #6) Aman'lu Arena (Act II, Secondary Quest #12) Q. Who is ??? What is with this Mysterious Bucket/Token/Stone/Book? A. See section 4.7, The Mysterious Mystery Quest __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [2] GAMEPLAY BASICS ) \__ \___________________________________________________ / |,-' In addition to the game manual and tutorial stage (Chapter 1), DS2 has an in- game Handbook that is part of your Journal. (For ease of use, the Handbook is reproduced in this guide in section 5.1) If you want to know all the ins-and- outs of playing DS2, refer to those resources. This section is intended as a quick-start guide for players who don't like lots of reading before playing. ============== [2.1] Controls ============== Movement & Camera ----------------- * Left-click accessible ground to move. * Scroll the mouse wheel to zoom the camera. * Move the mouse to the edges of the screen, or hold the mouse wheel button and move the mouse to rotate the camera. Combat & Interaction -------------------- * Right-click an enemy to attack, hold the right mouse button down to continue attacking until the enemy is dead. * Left-click doors, gates, levers, etc. to open/activate them. * Right-click containers to open/destroy them. * Press 'Z' to collect all nearby loot on the ground * Left-click friendly NPCs to talk to them (if they display the talk balloon icon). * Right-click an ally to cast a beneficial spell on him/her/it. * Press 'H' to drink health potions (all party members who are in need, drink). * Press 'M' to drink mana potions (all party members who are in need, drink). * Press 'G' to set the party in Rampage mode. * Press 'F' to set party in Mirror mode. * There are two other party modes: Defend and Wait. By default they do not have hotkeys, so you can assign whatever you wish. Character Management -------------------- * Drag a character's portrait to re-order the party. * Double-click a character's portrait to open that character's Character Window. * Left-click a character's portrait to set that character as the active character. * Press 'I' to open the active character's Inventory. * Press 'B' to open the active character's Spell Book. * Press 'P' to open the active character's Specialties (skills). * Press 'V' to open all character Inventories. * Press 'K' to autosort all Inventories. * Drag an item from one character's Inventory to a character portrait to give the item to another character. * CTRL-left-click while shopping to automatically buy or sell an item. * Right-click an item in Inventory to automatically equip it. Game Control ------------ * Press SPACE to pause the game. * Press ESC to open the game menu. * Press J to open the Journal. * Press and hold TAB to view the overhead map. ================================ [2.2] 10 Tips to Get You Started ================================ #1 Pause the game. Frequently. ------------------------------ Don't try to play this as an action/combat game, relying on the twitchiness of your trigger finger to win the day. The combat in DS2 is very tactical, and pausing regularly during combat will help you assess your characters' positions, their health and mana status and the best available targets. You should also pause every time you stop to manage inventory or add skill points--especially if you are in hostile territory where a monster could wander up and start beating on you while you're absorbed in whether or not you should equip the Sword of Uberness or the Axe of Leetness. #2 Don't be afraid to use potions. And carry plenty around with you. -------------------------------------------------------------------- Whether you choose to invest in Natural Bond and Survival so you can harvest potions; or, you just buy some from the friendly neighborhood potion pusher whenever you're in town, always keep plenty of health and mana potions in your Inventory. #3 Versatility is a good thing. ------------------------------- Monsters are resistant--or flat out invulnerable--to different types of damage, especially as you get deeper into the game. You must have a variety of damage types available to you. If you've got a party of two fighters and a ranger and you run into a mob that's resistant to melee and ranged damage, you're in trouble. The best way to handle versatility is to have one of each class in your party: fighter, ranger, combat mage and nature mage. Of the four, the combat mage is inherently the most versatile as she can fling death, fire or lightning damage as needed. Add a shield tank to Provoke mobs away from the caster and you've got all you really need. You can then add in ranged or healing/buffing/summoning support as suits your playing style. #4 Don't forget the Summon Teleporter spell. -------------------------------------------- Summon Teleporter is a level-0 nature magic spell. That means any character can cast it to open a town portal for a quick rest and refit. The standard teleporters are rather thick throughout Aranna, but it never hurts to have a quick escape method at hand. Make sure every one of your characters has a spell book with Summon Teleporter in it, even if they never cast any other spell throughout the entire game. Just remember that town portals do not last through a save/reload, disappear if you use a standard teleporter and are single-use only. #5 You've got to know when to walk away, know when to run. ---------------------------------------------------------- Sometimes, when you're being overwhelmed, a "tactical retreat" is in order. In other words: run away, run away! This is especially important if you have casters. If they get surrounded by brutish thugs, they'll end up unconscious pretty quickly. Since your mages are generally your highest-damage dealers, any time mobs gang up on them, running to a clear area and regrouping your party is a good idea. #6 Backup your saves. --------------------- By default, your save games are stored in My Documents\My Games\Dungeon Siege 2\Save\SinglePlayer The game keeps your most recent save and the one save right before that. This doesnt allow a lot of leeway if you get stuck, hit a glitch, etc. Every time you start a new chapter, ALT-TAB out of the game, ZIP up your character's save game folder and archive it somewhere. If you hit a showstopper bug, replace your current save folder with the most recent archived save folder. #7 Assign hotkeys to Defend and Wait. ------------------------------------- The game basically assumes the Rampage and Mirror party orders are good enough. However, you may also want to use Defend and Wait. Defend causes all non-active characters to attack whatever is attacking the active character. Wait essentially puts the active character into solo mode--the non-active characters will hold their ground while the active character explores. There are some specific situations where these party orders come in handy, but, by default, there is no way to issue the commands. You'll have to go in and assign hotkeys to these two party orders yourself. #8 The toughest enemy isn't always the biggest enemy. ----------------------------------------------------- When in combat, try to identify the mobs that are hurting you the most. It might be the boss, or it might be the boss' minions. You can even get seriously injured by green-level mobs if you are especially vulnerable to their attack. In boss fights, it is generally advisable to draw minions away from the boss and destroy them piecemeal before confronting the boss party-a-mano. You also need to be aware of any mobs that are hanging back casting nasty spells or summoning critters. Destroying a summoner also rids you of their summons, which is a good thing. Again, use the PAUSE key a lot to keep an eye on the ebb and flow of battle. Figure out which mobs pose the gravest danger to your health and focus your attacks on them. #9 Use the map. --------------- If, for some strange reason, this guide alone isn't helping you find your way, keep an eye on your map. It is full of helpful icons: * Green dots point out friendly NPCs * Blue dots point out interactive items (buttons, levers, doors, etc.) * Gold stars mark primary quest objectives * White stars mark secondary quest objectives * The compass map always shows a gold arrow pointing you in the direction you need to go to complete your current primary quest task You can zoom the maps (both small and large) using the slider under the compass map. Use it to search for secret switches and get your bearings. #10 Don't waste time on power leveling. --------------------------------------- DS2 has been balanced in such a way it is almost impossible to power level. Just stick to the primary quests, do the secondary quests and you'll stay ahead of the monster level curve. ========================================== [2.3] Strategy, Tactics and Quests, Oh My! ========================================== Calculating Damage Per Second ----------------------------- In order to truly understand how much damage you are doing, you must learn to calculate DPS (damage per second). Since weapon damage is dependant on your ability stats and class levels, it will vary from person to person. However, you can compare two different weapons for your character by equipping each and calculating DPS for each. DPS can be calculated with this formula: (((MAX DMG - MIN DMG - 1) / 2) + MIN DMG) / SPEED Where MAX DMG = Maximum damage of the weapon MIN DMG = Minimum damage of the weapon SPEED = Speed factor of the weapon according to the following table*: Speed Factor ------ ------ Slow 0.9 Normal 0.73 Fast 0.67 Faster 0.625 * These factors are the "reload" times of the weapons taken from the wpn_bases.gas game data file. It is the time, in seconds, it takes to "reload" the weapon and attack again. For example, you want to calculate DPS between a bow and crossbow. Bows are Faster weapons while crossbows are Slow; but crossbows do more damage. Your 34th level ranger has a crossbow with a damage range of 97 to 165 and a bow with a damage range of 78 - 134. The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each weapon is: Crossbow: (((165 - 97 - 1) / 2) + 97) / 0.9 = 145 Bow: (((134 - 78 - 1) / 2) + 78) / 0.625 = 168.8 As you can see, the bow in this case is clearly superior under normal circumstances. Now let's consider a 34th level fighter choosing between a one-handed and two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is 67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67: 2h: (((143 - 90 - 1) / 2) + 90) / 0.9 = 130 1h: (((105 - 67 - 1) / 2) + 67) / 0.67 = 129 The DPS of the weapons are almost identical. However, the 1h weapon allows the fighter to use a shield, thus drastically increasing armor ratings. On the other hand, the 2h weapon can stun enemies and would be greatly superior used with Brutal Strike. The upshot of all this: when choosing among several weapons, equip each one and run the formula. Take the one with the higher DPS or one with only slightly less DPS but more bonus enhancements. In the long run, the faster your enemies die, the better off you'll be. It's all about the armor, baby! ------------------------------- No matter how much DPS you're dishing out, some enemies still take a long time to die because they have thousands of health points to your measly hundreds. So, while you're beating them to pulp, you don't want them returning the favor. There are three ways to keep your blood where it belongs (inside your veins): 1) Armor 2) Dodging 3) Resistances/Reflections Now, why are they in that order? Simple: Armor is king. Yes, a chance to dodge melee/ranged attacks is nice. And all the various resistances are nice (especially physical damage resistance). But, when push comes to shove, you just don't want to get hit in the first place. Resisting 20% of an attack that does 500 damage still leaves you 400 health points poorer. Dodging 25% of four attacks launched against you still leaves you to grin-and-bear three attacks. A well-armored tank can stand in the middle of a mob and lay about with his weapon and take almost no damage. See, the vast majority of enemies you face in DS2 are melee or ranged attackers. There really aren't that many spellcasters outside of the bosses. And they usually have such crappy armor and health (sort of like your own mages) that they go down pretty quickly. It's all the mutant dogs and kangaroos and sword fighters and archers that come at you in droves that can really make your life miserable. That's why you need armor, and lots of it. When picking out equipment, favor the stuff that increases your armor rating over anything else. ============================================ [2.4] Known Bugs (as of release version 2.0) ============================================ This game does have some showstopper bugs in it, but they don't hit everybody, so it may be a while before Gas Powered Games is able to fix them. See hint #6 in section 2.2 for information on backing up your save games (since DS2 only gives you two saves per character). Keep regular backups. If you hit a showstopper bug, you can restore a previous save and try again. * In Act I, Chapter 5, the old man asking for help may never acknowledge your help if you kill all the Dryads quickly. You can reload from an earlier save, if you have one. To avoid the bug, allow the Dryads to hit the old man a few times. As of this writing, there is no official patch for this problem, but there is an unofficial fix here: http://www.krischel.org/?p=42 Use at your own risk. * In Act II, Chapter 3, you have to place some refractor crystals in refractors in order to activate the Elven Prism. Some have had a problem with the game not acknowledging they have a crystal when they try to insert it into a refractor. According to an official post on the GPG forums: "What has happened is that you double-clicked on one of the light mechanisms and (because of the bug) you were able to insert 2 crystals. This will be fixed in the upcoming patch (which will allow you to continue), but it won't be out until around the end of the month." This quote was made Tuesday, August 23, 2005; so, if you are stuck here and you have saved more than once since entering the Isles, you may just have to wait for the patch, which should be out near the end of August. * When you add a party member at the Inn, instead of the party member you selected, you get a duplicate of another party member. The first party member is gone and you've now got two of another companion in your "party inventory". There's no known workaround for this glitch except to reload and try again. * Some companions refuse to be released at the Inn. Releasing a companion should return them to their "waiting" spot. Or, on higher difficulties, releasing the old companion will allow you to recruit the new version of the companion. However, the release button is sometimes grayed out and you can't release the character. This can usually be fixed by adding the person to your party, then disbanding them again and then releasing them from the "party inventory" screen. * Not a bug, but a huge annoyance. The conversation triggers don't recognize any monsters nearby. Almost every party conversation, and more than a few quest conversations get interrupted by attacks. This is nothing more than poor design; hopefully it will be fixed in some way. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [3] CHAPTER WALKTHROUGH ) \__ \___________________________________________________ / |,-' This is a complete, step-by-step walkthrough of the game in sequential order. If you need help with a specific quest, see Section 4: Quest Walkthrough. This walkthrough is based on the Mercenary difficulty level (the first difficulty level). The Veteran and Elite difficulties only open after you complete the game on the lower difficulty level(s). **************************************************************************** A C T I **************************************************************************** =========================================== [3.1] Chapter 1: The Siege of Greilyn Beach =========================================== Primary Tasks: * Get your orders from Morden Lieutenant Jerind * Destroy the training dummy using a melee weapon * Destroy the training dummy using a ranged weapon * Destroy the training dummy using a Nature Magic or a Combat Magic spell * Get your orders from Morden Lieutenant Kargack * Destroy the bracken shell * Make your way to the front lines * Reinforce the troops on the other side of the tunnel Secondary Quests: * None Not much to talk about here. This is the main tutorial stage and the primary purpose is to get you used to the game interface and controls. Most of the creatures you will encounter during this chapter are weak to fire, so you should either use a fire spell yourself or have Drevin use it. Follow the trenches and the instructions given by the game. Make sure you keep an eye out for barrels that can be opened. And, when you reach a makeshift hospital, there's a bookcase that holds items. Once you start encountering ketril, you can switch away from the fire spell and concentrate on whatever class you want to be. When you finally reach the tunnel entrance, you'll want to have a hero power or two available to use on the Infused Ketril that's right inside. He's pretty tough. When you reach the end of the tunnel, there will be an extended cutscene and Chapter 2 will begin. ================================ [3.2] Chapter 2: Prisoner of War ================================ Primary Tasks: * Go to the merchant shops and ask for the basket of sharpening stones * Bring the sharpening stones to the Dryad outpost Secondary Quests: * Armorer's Apprentice * Lumilla's Salve Once you are free, take the lift across to the merchant platform. If you want to take a little break, you can wander around and talk to everyone. The main person you need to see is Telinu, the armorer's apprentice. She has the sharpening stones, and a secondary quest for you. Choose the #1 conversation options to get her quest, which is to find the recipe for Dryad armor in a book that is in the great hall. You can also get a quest from Lumilla, the enchantress. She wants four nettle clusters to make some of her famous salve. You can't do anything about either of these quests now, so note them and continue on your way. The only places you can go right now are over to the Inn, where you can't do anything yet, and out the North Gate. North Gate it is, then. You can have one companion with you, and there are two hanging around just inside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryad ranger. If you take one at this early stage of the game, you can switch their class focus; though, why you would want to change Lothar's class is questionable. Pick one up depending on your needs. Talk to the Dryad guard to open the gate and take the lift to the Northern Greilyn Jungle. Once down on the ground you'll find out about health and mana bushes. If your character is a Dryad, or you brought Deru with you, you'll get some mana potions from the mana bush. You won't be able to harvest health potions until someone in your party reaches level 5 ranged and takes the Survival skill. You'll also learn about incantation shrines because there's one right here. The Dryad who teaches you about shrines will also teach you a chant, the Lesser Chant of Fortification. Due north of the shrine is a tower. Enter it and throw the lever to ride a lift down to the basement where you will learn all about sanctuary doors and find four sanctuary doors (one for each class). You'll need a character with at least level 3 in a class to open these doors. There's also a lectern with another chant on it (Lesser Chant of Dexterity). Take what you can and ride the lift back up and head west for a little looting side trip through some Hak'u caves. Once you've cleaned them out, follow the Dryad guard a short distance east of the shrine to the Dryad outpost. Dispose of the Morden, free the Dryads and start the next chapter. ================================== [3.3] Chapter 3: The Morden Towers ================================== Primary Tasks: * Find the first Morden tower. * Burn down the first Morden tower. * Find and burn down the second Morden tower. * Find and burn down the third Morden tower. * Find and burn down the fourth Morden tower. * Return to Warden Celia in the Eirulan prisoner's terrace. * Speak with Taar in the Eirulan great hall. Secondary Quests: * Lumilla's Salve * The Hak'u Now would be a good time to head back to Eirulan and sell some of your excess loot. Check the reagent merchant near the North Gate (he has an emerald floating over his head) to see if he has any nettle clusters you can buy and buy whatever you can afford. Head back to the druid outpost and continue through the gate to the north. After you cross the bridge, you'll see some Hak'u fighting a boarbeast. Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast west. After everything's dead, LEFT-CLICK the statue to reveal a hidden treasure chest. You will most likely get a set item from this chest. Continue north. When you reach the stairs, head west to find another statue and another hidden chest, though with less treasure. Then go up the stairs to a gate guarded by some Morden. You can choose to lie about rejoining the army, which will get you a pass through this gate, or you can be belligerent and kill all the Morden and still get through the gate. Before passing through the gate, go east and up to a series of plateaus where you can find some more Hak'u and loot. Continue through the gate, then head west to another plateau and a Hak'u encampment with some nice loot. Then back to the main path and north a little more to the first Morden tower. Regardless of which conversation path you followed before, this time you end up in a fight. Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT- CLICK the wreckage of the cage, which should produce a cage fragment. Pick it up (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfire and then LEFT-CLICK the tower. You get a satisfying explosion and you now know how to take out the other three Morden towers. Continue northward, through the wreckage of the tower, and you'll soon come to a teleporter. Across the path from the teleporter is a platform with two books that will teach you the Lesser Chant of Strength and Lesser Chant of Intelligence. Just north of the teleporter the path branches west and east. You can't go east now because the way is blocked by a wall you cannot pass. So follow the path west. At the top of the first ridge, enter the tower and find the interactive brick on the east wall. Left-click it to raise the treasure chest. Continue following the path west and up until you see a cutscene of a Dryad fighting a Hak'u. Afterwards, talk to the Dryad, Morain, to get the first Hak'u quest: you must rescue Morain's niece, Tanzi. After talking to Morain, head back the way you came and go north, past the health shrine and over a bridge. You'll find a Hak'u ritual camp. Try to take out the shamans first, to keep them from summoning lots of other beasties. Now would probably be a good time to use the Summon Teleporter spell (or walk back to the teleporter you recently passed) and head back to Eirulan to sell off some loot. You should have enough gold to buy as many nettle clusters as you need from the reagent merchant. Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla's Salve, which is a pretty good reagent. Hang on to it until you get an enchantable item. (You might want to stick it in the storage vault, for safekeeping.) Return to the main path and continue west. Soon the path will turn south and you will find the second Morden tower. Burn it down as you did the first and continue south. Look for a small Hak'u camp to your left (east) just past the tower. After clearing it, go the opposite direction (west) to a waterfall and walk through the falls into a small cave. There's nothing to fight in here, and you can't talk to the ghost (yet); but you can pick up the Mysterious Chant from the book and some high-quality swag from the treasure chest. Head back to main path and continue south. The path will turn east and you will soon come to the third Morden tower. This one is guarded by a Morden- Viir Grunt Captain, who is pretty tough, but weak to ranged attacks. Take him out first before dealing with the peons. Then burn down the tower. If you go north from the tower, you'll complete the circuit, arriving back at the broken bridge where you met Morain. There's some looting opportunities around the bridge, then continue through the ruined tower. The path turns south. Just past the tower is a path leading east that takes you to a small plateau with a little loot. Continue on the main path until it heads up and you enter the Western Greilyn Jungle. Soon after you reach the top of the ramp, there will be a place to turn west and venture into the jungle. Here you will find the back entrance to the Hak'u caves and Tanzi held prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of frees herself and runs back to Eirulan. If you explore the cave, you'll find a partial bridge you may have noticed earlier when you were in the Hak'u caves near the North Gate. Pull the lever to open a shortcut between the Western Greilyn Jungle and Eirulan's North Gate. You can't complete the Hak'u quest until you've finished with the Morden towers, of which you have one more to burn. Leave the cave and continue south along the main path. There's nothing particularly exciting until you reach the fourth Morden tower, which is guarded by a Morden-Viir Recruit Captain, who is a very tough ranger, but weak to melee. After the fourth tower is burned, continue west until you reach the teleporter. Teleport back to Eirulan and take the lift over to the prison. Speak to Warden Celia and she will tell you to go to the great hall and Taar will remove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3 quests will end and Chapter 4 begins. =========================== [3.4] Chapter 4: The Plague =========================== Primary Tasks: * Find the ancient Elven shrine. * Locate the Elven fountain. * Fill the empty vial with water from the Elven fountain. * Report back to Taar in the Eirulan great hall. Secondary Quests: * The Hak'u * The Hak'u Part II * The Armorer's Apprentice * Lelani's Sorrow * Secrets of the Elven Shrine * Kithraya Hive * Secrets of Xeria's Temple Across the room from Taar is the elf, Tellendril. He can tell you all about war pedestals (and the entry will be added to your Handbook). Nearby, on a shelf, is the Tome of Smithing that will tell you how to make Dryad armor. Near the ramp to the lower level is Anerith, and elf who will instruct you in how to obtain quests. In the lower level you can pick up a book called "The Mothers of Eirulan". Historian Arisu can tell you many tales of the history of Greilyn Island and Aranna. Leave the hall and go to the infirmary next door. Speak to Hesla, Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest. Take the lift back to the merchant's area and talk to Telinu. Give her the correct formula for making Dryad armor (conversation option #3). You'll complete the Armorer's Apprentice quest and get a suit of magical Dryad armor and a magical spell book. You may be infected with plague, but all areas of Eirulan are now open to you. If you want to add another companion slot to your party, go to the inn and speak to the innkeeper. Adding a companion slot costs 500 gold. You might also want to buy a pet: the local pet store currently has a pack mule (300 gold), ice elemental (500 gold) and scorpion queen (350 gold). Walk counter-clockwise around behind the pet shop to find a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphire of the Elves" hidden in the Elven Shrine. Since you're going there anyway... Next to the pet shop is a house where you meet Lelani. Talk to her to begin the Lelani's Sorrow trading quest. This quest will span much of the game, but you can make the first trade now. Take the child's doll Lelani gives you and head for the Falls, which you can reach using a lift from the Inn. In the first house, talk to Fenella and give her the doll. She'll give you a flask of Elven ale in return. Walk through the back door of Fenella's house and take the elevator down. Follow the path to another elevator and enter the house to talk to Tamari. Talk to her to get the Kithraya Hive quest. Outside Tamari's house, activate the lever to lower the bridge for a shortcut back. Head to the Inn and stop inside for a chat with the grizzled bar patron, who is sitting, amazingly, at the bar. Keep choosing conversation option #1 to get a quest for the future, Secrets of Xeria's Temple. Once you're done in town, teleport back to the Western Greilyn Jungle. From the teleporter, head west, off the path, to find an incantation shrine and a book with the Lesser Chant of Mage Health. Continue exploring westward to find a Hak'u encampment that includes the house of the Hak'U usurper. You can't do anything about him now, but you can loot the environs, picking up some good magical items, the Lesser Chant of Casting and the Lesser Chant of Ranger Health. Make your way back to the main path and continue south. You'll come to a Dryad outpost. They give you permission to loot them, so do so--don't miss the armor stand in the corner or the Lesser Chant of Fighter Health on the book stand. Now all you have left to do is follow the gray dirt road to the Elven Shrine. ELVEN SHRINE LEVEL 1 _________________ Entrance | _________ | _________ | | | | __| | | Lift | | __| | | | | |_ _ _|_______| | N | | | W E | | S |_________________|__ __| | | E | | | S | | | | _______| ___| | | | | | |___ |_____| Gameplay by turning on Autonomic. If you do this, your character behaves according to the Party Orders unless you specifically command otherwise; however, your character won't autocast spells. Lesson 6: Equipping and Selecting Spells ---------------------------------------- Spells are managed on the Spell Book tab in the Character Window. To open the active character's Spell Book, press B. You can also open a character's Spell Book by opening the Character Window and then LEFT-CLICKING the Spell Book tab. Spells must be placed in an equipped Spell Book before they can be used. Equip a character with a spell book and open it. To place a spell in his Spell Book, RIGHT-CLICK a spell in his Inventory or DRAG the spell to a Spell Book panel. The Character Panel on the left side of the screen is used to select equipped weapons and spells. The first four spells in a character's Spell Book appear in the Character Panel. LEFT-CLICK a spell in the Character Panel to select it and use that spell. Lesson 7: Casting Spells ------------------------ To attack an enemy with spells, equip and select an attack spell and then simply attack an enemy the same way you would attack with a weapon. When the pointer is over a valid target for an equipped attack spell, the pointer turns red. RIGHT-CLICK to cast other types of spells. To heal party members, RIGHT-CLICK the character or their portraits. RIGHT-CLICK the ground to cast summoning spells and RIGHT-CLICK items to transmute them. When the pointer is over a valid target for an equipped beneficial spell, such as healing or embrace spells, the pointer turns blue. Lesson 8: Autocast Spells ------------------------- The fifth and sixth slot in a character's Spell Book are autocast slots. If a character has a spell equipped in an autocast slot, they will automatically cast that spell on any valid targets in their range. The following types of spells can be autocast. Healing: Character will cast healing magic on any wounded allies in range. Enhancement: Characters will enhance any characters in range that do not have the maximum number of enhancements. They will recast any enhancements that wear off. Curse: Characters will curse any monsters in range that are not already cursed. Summoning: Characters will summon a creature whenever their summons dies or is dismissed. Lesson 9: Class Experience and Character Level ---------------------------------------------- Every time a character damages a monster he earns experience, depending on the type of attack he uses. For example, melee weapons, such as sword, increase Melee skill, while Nature Magic spells increase Nature Magic skill. Characters are most powerful when they focus on one class, but getting a few levels in a second class is a great way to pick up useful skills. Parties with a variety of classes are often more versatile and powerful. Increasing class levels allows characters to use more advanced equipment and spells. Progress towards the next class level is displayed in the progress bars in the Class Stats on the Inventory tab. Character level increases when a character earns enough experience of any type. It is a good indication of overall power level. Characters earn one skill point each time they advance in character level. Progress towards the next character level is displayed in the progress bar under the character's name in the Character Window. Lesson 10: Stat Experience and Experience Sharing ------------------------------------------------- Fighting monsters increases statistics as well as class levels. The attack a character uses determines which statistic increases the most. Melee weapons primarily increase strength, ranged weapons primarily increase dexterity, and spells primarily increase intelligence. Strength increases melee weapon damage and maximum health. Dexterity increases ranged weapon damage. Intelligence increases spell effectiveness and maximum mana. A character's progress towards the next class level is displayed in the progress bars in the Class Stats on the Inventory tab. All conscious party members in a region share experience equally, so even if one of your companions isn't dealing as much damage as another, they will both earn the same amount of experience. Lesson 11: Journal ------------------ To open the Journal, LEFT-CLICK the Journal button in the lower left of the screen, or press J. Quests are listed on the Journal's Quest Log tab. They are organized by Act and divided into Primary and Secondary sections. Primary quests must be completed to progress in your mission, but Secondary quests are optional. Whenever you complete a task or are assigned a new quest, the Journal button flashes to indicate the Journal has been updated. You can also look in your Journal to find maps, information about monsters you've defeated, and other useful information. LEFT-CLICK the Journal's Lore tab to see important items you have collected. Quest items, books, maps and chants that you find are stored on your Lore tab instead of in your Inventory. Journal Hotkey: * Open Journal: J Lesson 12: Finding Quests ------------------------- There are two types of quests: Primary and Secondary. Primary quests must be completed to progress in your mission, but Secondary quests are optional. Characters with gold exclamation points over their heads can assign Primary quests to you, so you should speak to them to advance in your journey. Characters with orange exclamation points over their heads will assign Secondary quests. If you are working on a quest task for a character, they will have a gray question mark over their head. A character with a gold question mark over their head will complete a task in a Primary quest if you speak to them. A character that can complete a Secondary quest task will have an orange question mark over their head. Some Secondary quests can only be assigned to certain party members. Characters who assign these Personal quests are indicated by a green exclamation mark. * Gold Exclamation Point--new Primary quest * Gold Question Mark--completed Primary quest * Orange Exclamation Point--new Secondary quest * Orange Question Mark--completed Secondary quest * Gray Question Mark--incomplete quest * Green Exclamation Point--new Personal quest Lesson 13: The Active Character ------------------------------- All party members are marked by green circles around their feet. The active character has a brighter green circle around his feet and a brighter green border around his Character Portrait. You control the active character directly--he does what you tel him to do and nothing more. The active character will not move or defend himself. Other party members act on their own, based on the current Party Orders. To select a different active character, LEFT-CLICK that character in the world, or LEFT-CLICK his portrait in the upper left of the screen. You can also use hotkeys to select a new active character. Active Character Hotkeys: * Make Next Character Active: . (period) * Make Previous Character Active: , (comma) * Make First Character Active: F1 * Make Second Character Active: F2 * Make Third Character Active: F3 * Make Fourth Character Active: F4 * Make Fifth Character Active: F5 * Make Sixth Character Active: F6 Lesson 14: Party Orders ----------------------- Party Orders control how characters in your party act when you are not controlling them directly. There are two options: Rampage: Party members actively seek out and attack any monsters they can see. Mirror: Party members imitate the active character. They move where he moves and attack the same monsters he attacks. To set Party Orders, LEFT-CLICK the View Party Orders button in the lower right of the screen, or use the associated hotkeys. To gather your party to one spot, LEFT-CLICK the Regroup Party button or press the R key. Hold Ground: If you want everyone in your party to hold their positions, you can do so by holding down the C key. Formation Rank determines where in the formation each party member will stand. You can change the formation by holding down LEFT-CLICK and dragging a character portrait up or down. This is useful if, for example, you'd like to move a weaker character to the back of the formation. Party Order Hotkeys: * Set Rampage Party Order: G * Set Mirror Party Order: F * Expand Formation: LEFT BRACKET ([) * Contract Formation: RIGHT BRACKET (]) * Regroup Party: R * Hold Ground: C Lesson 15: Potions ------------------ If your party members have become wounded, you can LEFT-CLICK the Health Potions button in the lower left of the screen or press H to make them drink health potions. Only party members who are not at full health will drink a potion, and they will only drink as much as they need. To restore your party members' mana, LEFT-CLICK the Mana Potions button in the lower left of the screen or press M to make them drink mana potions. Potions restore health and mana slowly, so plan ahead in dangerous fights. Party members share potions automatically, so if a character is out of potions she will drink a potion a companion is carrying. Party members use only as much of a potion as they need. You can combine partial potions of the same type by DRAGGING one to the other in a character's Inventory. Potion Hotkeys: * Drink Health Potion: H * Drink Mana Potion: M Lesson 16: Monster Information ------------------------------ Some monsters are stronger than others. When you attack a monster, you will see its Health Bar appear at the top of the screen. The more ornate the Health Bar border, the more powerful the monster. However, you should be able to defeat any monster that is close to your level. When you place the pointer over a monster, information about it will appear in the Status Bar at the top of the screen. The monster's level is shown in parentheses next to its name, and its name and level are color-coded based on the difference between its level and your own: * Green--five or more levels below you * Blue--between four and two levels below you * Yellow--between one level below you and one level above you * Orange--between two and four levels above you * Red--five or more levels above you Focus on fighting monsters that are close to your own level. If the monsters you fight are many levels above or below you, you receive reduced experience for defeating them. Lesson 17: Resistances and Weaknesses ------------------------------------- There are many ways to attack enemies in Dungeon Siege II. You can attack them with melee weapons, shoot them with ranged attacks, or cast damaging spells at them. Some monsters are particularly resistant or weak to certain types of attacks. It is good to know what types of attacks there are: * Melee--damage from melee weapons * Ranged--damage from ranged weapons * Physical--damage from ranged or melee weapons * Magic--damage from any spell attack * Fire--damage from fire attacks * Lightning--damage from lightning attacks * Death--damage from necromantic attacks * Ice--damage from ice spells When you are attacking a monster, you can see its resistances and weaknesses below its Health Bar at the top of the screen. Try to use attacks the monster is weak to. Be careful--if the monster's resistance to an attack is more than 100%, the attack will heal it! Your characters can find spells and items that increase their own resistances. Look for resistance items and use them when facing monsters that attack with elements. You can never resist more than 95% of an attack. Lesson 18: Compass Map ---------------------- The Compass Map is located in the lower right of the screen. It shows an overhead view of the area around the party and serves as a compass. Important locations, such as shops, are marked on the Compass map with icons. Enemies are displayed on the Compass Map as red dots and neutral characters as green dots. Interactive objects, such as levers, appear as blue dots. The Compass Map also guide you to important quest goals. Primary quest goals are marked by gold starts on the Compass Map, and secondary quest goals are marked by silver stars. A gold arrow points in the direction of your next primary quest goal. Resize the Compass Map by LEFT-CLICKING the up and down arrow buttons below it. Zoom the Compass Map in and out by adjusting the slider below the Compass Map. Hold down TAB for a larger version of the Compass Map. Map Hotkey: * Show Overlay Map: TAB Lesson 19: Configuring Powers ----------------------------- Powers are special abilities that can turn the tide of battle for the party, but they require wisdom and strategic timing to use properly. To set powers for characters to use, LEFT-CLICK the Specialties tab in the Character Window and DRAG powers to the circular slots in the Character Panel. You can configure up to four powers per character. LEFT-CLICK a power in the Character Panel to select it. When a power is selected, a small border appears around it. The party's currently selected powers appear as buttons in the Power Bar at the bottom of the screen. Each character can only have one power selected at a time, so the first slot in the Power Bar always contains the first character's selected power, the second slot always contains the second character's power, and so on. Lesson 20: Using Powers ----------------------- To use a character's power, LEFT-CLICK the button for that power in the Power Bar at the bottom of the screen. Powers with orange icons activate immediately and do not need to be targeted. If you LEFT-CLICK a Power Bar button with a blue icon, you will enter targeting mode. A power targeting reticle will appear; place it over your target and RIGHT-CLICK to fire the power. LEFT-CLICK to exit targeting mode if you decide not to use the power. Different powers target different things. Check the power description on the Specialties tab to see what the power targets and whether it chooses targets automatically. You can also use the hotkeys to activate powers. Each Power Bar button displays that power's hotkey in its corner. Power Hotkeys/Buttons: * Fire Power: RIGHT-CLICK * Exit Targeting Mode: LEFT-CLICK * Activate Power 1: 1 * Activate Power 2: 2 * Activate Power 3: 3 * Activate Power 4: 4 * Activate Power 5: 5 * Activate Power 6: 6 Lesson 21: Recharging Powers ---------------------------- After using a power, characters must recover their strength before they can use a power again. After a power is used, that power's icon becomes dark. The darkness lifts as the party damages creatures. When a power is fully recharged, the Power Bar button flashes to indicate that the power is ready to use again. Powers have different recovery rates based on their potency. If a character attempts to use a power before he has recovered, nothing will happen and an error message will appear. Characters can gain abilities or special items that help their powers recharge more quickly. Keep an eye out for these as you explore the world. Lesson 22: Learning Powers -------------------------- To view a character's powers, LEFT-CLICK the Specialties tab in the Character Window or press P. Under the Specialties tab are four additional tabs--one for each class. Each tab displays the powers a member of that class can learn. Place your pointer over a power on the Powers panel to display a tool tip with information on what the power targets, what it does, and what happens when you upgrade it. Each power has three levels of strength, and each level requires certain skills. The skills that your character must gain before they can learn or upgrade the power are displayed in red. To learn a power, assign the needed number of points to each of the required skills. The character will learn the power automatically once they have the required skills. Plan ahead what powers you want to learn and assign points carefully. See the 'Skills' and 'Upgrading Skills' lessons for more information. Lesson 23: Skills ----------------- Skills give characters passive bonuses that enhance their effectiveness in combat. Characters purchase skills using skill points that they earn from quests and by advancing in character level. Characters earn one skill point each time they advance in character level. To view a character's skill tree, LEFT-CLICK the Specialties tab in the Character Window or press P. Under the Specialties tab are four additional tabs--one for each class. Each tab has a skill tree for that class. Place the pointer over a skill for information about its effects and requirements. Every skill has a class level requirement that characters must meet before they can purchase it, and most skills require characters to learn other skills first. Each class has a unique set of skills. Some abilities can only be acquired through skills, and powers have skill requirements before characters can learn them. Some weapons can only be used by characters who have learned certain skills. Skills Hotkey: * Specialties Tab: P Lesson 24: Upgrading Skills --------------------------- When a character earns a new skill point, a plus icon appears over his portrait. When a character has skills points available to spend, a smaller plus icon appears in the lower left of his portrait. LEFT-CLICKING either icon opens the Specialties tab in the Character Window. If you place the point over a skill that you do not meet all the requirements for, any skill that you still need to upgrade will flash green. If you meet the requirements to upgrade a skill and have a skill point to spare, LEFT-CLICK the skill to assign a point to it. You can assign up to 20 points to a skill. To unassign an unconfirmed skill point, RIGHT-CLICK a skill. Assigning skill points does not automatically upgrade skills! You must LEFT- CLICK the Confirm button to lock in your upgrades permanently Unconfirmed skill point assignments will be reset if you LEFT-CLICK the Reset button or leave the Specialties tab. The number of points that you have left to spend is displayed at the bottom of the Specialties tab. Lesson 25: Saving and Loading Single-Player Games ------------------------------------------------- When you save your game, all information about your character and the world is saved, including experience, equipment, monsters killed and quests completed. When you load a game, the party returns to the nearest major town. To save your game, press ESC and then LEFT-CLICK Save Game. You may also save your game by pressing CTRL+S. To continue your most recently saved Single Player saved gamed, LEFT-CLICK the Continue option from the Main menu. You can also choose a party from the Single Player menu to play your last saved game for that party. Any tombstones from dead party members that were in the world when you last saved appear in town next to your party when you load the game. Save Hotkey: * Save Game: CTRL+S Lesson 26: Item Shops --------------------- There are many different shops in Aranna that sell a variety of goods, including weapons, armor, spells and potions. To shop, talk to a shopkeeper and ask to see their wares. The Shop window will appear next to the Character Window of your primarily selected character. To shop with a different character, LEFT-CLICK his portrait. The Shop window has tabs for the different types of items that the shopkeeper sells. LEFT-CLICK the arrows at the top of each tab to see more items for sale. Place the pointer over items to see their sell price. To sell an item, DRAG it from your Inventory to the store. To buy an item, DRAG it from the store to your Inventory. If you don't have enough gold, you won't be able to buy an item. To quickly sell or buy an item, hold down CTRL and LEFT-CLICK the item in your Inventory or in the store. When you sell an item to the shop, it immediately appears in the shopkeeper's Inventory. For a short time you can change your mind and buy it back for the same price you sold it for. Shopkeepers update their Inventory periodically, so if you see an item you really want, you should try to buy it right away. As your party grows stronger, the items offered by shopkeepers improve. If you didn't find anything you needed the last time you went shopping, check again later. Shopping Hotkey: * Instantly Buy or Sell and Item: CTRL + LEFT-CLICK an item Lesson 27: Enhancement and Curse Spells --------------------------------------- Nature Mages can learn enhancement spells, including Embrace and Wrath spells, that can increase your party's abilities. Combat Mages can learn Curse spells that weaken the abilities of your enemies. Your enemies can also enhance each other and curse you! Small icons appear on your characters' portraits if they have been enhanced or cursed or have summoned a creature. Place your pointer over these icons to see the name of the spell and the time remaining until it fades. A character can be affected by at most two enhancement spells and one curse, and they can summon only one creature at a time. If you want to summon a new creature or cast a different enhancement, you must remove a beneficial spell first. To remove an enhancement from a character or dismiss their summoned creature, open that character's Inventory tab and LEFT-CLICK the View button to show the Character Viewer. The icons for any spells affecting the character are displayed here. RIGHT-CLICK a beneficial spell's icon to remove the spell. Lesson 28: Reagents and Enchanting Items ---------------------------------------- Reagents are items such as animal teeth or gemstones that have absorbed magical energy from the world. Each reagent has different magical properties, according to its nature. Enchanters can weave the magic from reagents into existing weapons and armor, creating an object with unique abilities. All major towns have an enchanter who uses reagents to enchant items--for a price. Reagents come in all shapes and sizes. Place the pointer over a reagent to see what enchantment it grants and what types of items it can be applied to. Only non-magical items of good quality or better can be enchanted. Speak to an enchanter and place the item you wish to enchant in its item slot to see its reagent grid. Item quality determines how much space there is for reagents on that item: * Good Items--2x2 * Great Items--3x2 * Exceptional Items--3x3 * Legendary Items--4x4 To create an enchanted item, arrange the desired reagents in the reagent grid, and then LEFT-CLICK the Enchant Item button. The cost to enchant an item is based on the quality of the item and the number and power of reagents you wish to combine with it. Lesson 29: Teleporters ---------------------- In your journeys through Aranna, you will come across networks of ancient teleporters, once used to travel across the world but now in poor repair. Your party can use them to instantly travel to locations they've previously visited. Approach a teleporter to activate it or LEFT-CLICK it to open a list of teleport locations that you can travel to. DOUBLE-CLICK a location or select a location and then LEFT-CLICK OK to teleport there. You can teleport back to the nearest town by casting the Summon Teleporter spell, which creates a limited-use, two-way teleporter. Activate the teleporter by LEFT-CLICKING it to teleport back to town. Teleporters expire when your party creates a new teleporter, or when all character that teleported to town have teleported back to the field through the teleporter. Lesson 30: The Storage Vault ---------------------------- The storage vault is a chest located next to the teleporter in every large town. Your party can use the storage vault to store items that they don't want to carry, but don't want to sell. The contents of the storage vault are the same in every town, and are saved with other party data. To open the storage vault, LEFT-CLICK on the vault chest. The Storage Vault window appears in the same location as the Store window. The Inventory of the primary selected character is also displayed. You can DRAG items between your character's Inventory and the storage vault, or hold down CTRL and LEFT-CLICK items in the storage vault or your character's Inventory to transfer them instantly, just like shopping. You can select a different character while the storage vault is open by LEFT- CLICKING his portrait; this allows you to manage multiple character Inventories without closing the storage vault. Lesson 31: Death and Unconsciousness ------------------------------------ When a character loses all his health, he falls unconscious--his portrait gradually fills with red to indicate how far below zero health he has fallen. An unconscious character regenerates normally and can be healed by magic. When his health rises above zero, he regains consciousness. If an unconscious character takes enough damage to fill his portrait entirely with red, he dies. His portrait turns gray. Dead characters do not regenerate and cannot be healed. They must be resurrected with a spell or a scroll. Resurrection scrolls can be purchased at the magic shop in town. Lesson 32: Party Death ---------------------- If every character in your party dies or is knocked unconscious, the entire party dies and may respawn in a safe place, such as a town. If you choose to respawn, all of your party's equipped items and 25% of their gold will remain at the spot where they died, marked by a tombstone. To recover their gear, the party must travel to where they died and approach their tombstones. When they are close enough, they will automatically reequip all the gear they can and place the rest in their Inventories. If a character's Inventory is too full to retrieve all his gear, the remaining items will stay on his tombstone until he can make room for them. When all his equipment has been retrieved, his tombstone disappears. If you choose, you can talk to a member of the Guild of Death, who can instantly warp your tombstones to town. He will keep the gold that the party dropped, but you will be able to retrieve your equipped items. If you save and reload the game, the Guild of Death automatically warps your tombstones to town, and keeps the dropped gold. Lesson 33: Hiring Companions and the Inn ---------------------------------------- Throughout your adventure, you'll encounter heroes who can join your party. It is your choice whether to take them with you; many are skilled fighters, and they may have skills that will complement your party. You can't invite someone to join your party if you don't have an available party slot. You start with enough slots for two characters, and you may purchase more from the innkeeper at any major town. If you decide that you no longer need a companion's company, open his Character Window and LEFT-CLICK the Disband Character button in the upper left of the window. Disbanded characters will return to the inn and will not gain experience while they are not in your party. You can rehire disbanded characters by talking to the innkeeper at any major town. The innkeeper will show you a list of former companions and pets. LEFT- CLICK the View button to see their statistics, and LEFT-CLICK the Add button to add them to your party. Lesson 34: Managing Party Inventories ------------------------------------- It is possible to view and manage the Inventories of the entire party at once. Press V to open the Inventories of all party members. DRAG items between character Inventories to trade, or DRAG an item to a Character Portrait to give the item to that character. If multiple character Inventories are open, hold down CTRL and LEFT-CLICK an item in a character's Inventory to transfer it to the next character without dropping the item on the ground. This is a handy tool for rearranging items quickly. You can still RIGHT-CLICK to equip gear from a character's Inventory Panel, even if multiple Inventories are open. To close a single character's Inventory, LEFT-CLICK the X button in the upper-right corner of her Character Window, or hold down CTRL and LEFT-CLICK her portrait. You can also hold down CTRL and LEFT-CLICK a portrait to open an additional character's Inventory. Party Inventory Hotkeys: * Open Multiple Character Inventories: V * Transfer Item to Another Party Member: CTRL and LEFT-CLICK the item Lesson 35: Adventuring: Health and Mana Bushes ---------------------------------------------- Following the great cataclysm, as the newly formed web of ley lines spread across Aranna, small trickles of magical energy rose to the surface. In some places, the flow was strong enough to create a permanent upwelling. Any plants growing in those places eventually take on magical properties of their own, becoming reservoirs of either health or mana replenishing energy. Some adventurers have mastered the art of harvesting the energy from these bushes in the form of berries that can restore health or mana, like potions. Rangers harvest health bushes by specializing in the Survival skill, while Nature Mages harvest mana bushes by specializing in the Natural Bond skill. Lesson 36: Adventuring: Incantation Shrines ------------------------------------------- Incantation shrines are mysterious structures that stand on nodes of magical power. By standing in the shrine and reciting a chant, your party can draw upon that magical energy for temporary bonuses. Incantation shrines are circular stone structures with five pillars, marked with runes and glowing with an eldritch blue light. When a character stands inside, the glow intensifies, indicating that a chant can be used. To recite a chant, open the Chants page on the Lore tab of your Journal. Select a chant and then LEFT-CLICK the Recite Chant button in the lower right of the Journal. You can also recite a chant directly. Open the chat interface by pressing ENTER, type the chant, and then press ENTER again. There are many ways to learn chants. You can learn some chants from wise teachers, and others are written in tomes or on scraps of paper in long- forgotten dungeons. When you learn a chant, it is added to the Chants page of the Journal's Lore tab. Lesson 37: Adventuring: Sanctuary Doors --------------------------------------- The origin of the traveler's sanctuaries remains shrouded in mystery. These small treasure rooms locked behind magical doors serve as a welcome boon to any traveler able to access them. They are usually found along the old trade routes within ruins of ancient civilizations--remote, dangerous regions where only adventurers dare to tread. Each sanctuary door can only be opened by a character sufficiently skilled in a certain class; the necessary class is marked with an icon on the door. If you place the pointer over the door, the Status Bar at the top of the screen will display the level and class required to open it. To open the sanctuary door, select a character with a high enough level in the necessary skill, equip him with the appropriate type of weapon or spell, and direct him to attack the door. Lesson 38: Adventuring: Rare Items ---------------------------------- Most magical items in Aranna have only one or two modifiers, but some were forged by exceptionally skilled mages or under particularly intense circumstances. These rare items can have up to four modifiers, and are especially valuable to adventurers. These items' names are displayed in light blue. Adventurers may also find lost magical relics. These weapons and pieces of armor once belonged to the legendary heroes of Aranna's past, and often carry a fragment of a hero's essence with them. Some increase in power when combined with other items that once belonged to the same hero. These 'set' and 'unique' items are the most powerful tools in an adventurer's arsenal. Set item names are yellow, and unique items names are purple. Lesson 39: Adventuring: War Pedestals ------------------------------------- The origin of the war pedestals remains shrouded in mystery. These strange monuments are scattered throughout the ruins of Aranna and are avoided by most travelers. Unknown to many, the war pedestals house magic that those with good hearts can use to instantly recover their powers. To activate a war pedestal, RIGHT-CLICK it to attack it with your active character. This will release the pedestal's magic, and the active character will instantly recover his powers and will be able to use them again immediately. Lesson 40: Adventuring: Monster Hatreds --------------------------------------- Every time a character does something to oppose a monster, such as attacking it or healing his companions, the monster will become angry. Normally, monsters attack whatever target is easiest for them to reach, but if a character makes it especially angry it will flare red with anger and attack only that character. Clever parties can use monster anger to their advantage. Some monsters have hatreds--certain actions that make them particularly angry. When attacking a monster, look for information about its hatreds in its Health Bar at the top of the screen. Avoid performing that action with your character unless you want to make the monsters so angry that they attack him! Some powers, such as Provoke and Summon Provoke, can instantly make monsters angry at the character of your choice. Use these powers to keep monsters away from vulnerable party members. Lesson 41: Hiring Pets ---------------------- Pets are special non-humanoid party members that can help you on your journey. They cannot learn skills or wear gear, but you can customize them by feeding them items, and they can learn special powers that your other party members cannot. Your pets will get more powerful as your party increases in levels, but they don't earn experience. Unlike your other party members, a pet's level is always equal to your hero's level, even if it is disbanded and rehired later on. A pet's stats grow according to its level. You can purchase pets at pet shops. Pet shops exist in each town, and new pets become available in the pet shops as the party discovers them along their journey. Speak to a pet seller to see a list of the pets they sell. LEFT-CLICK the Details button to show the abilities and stats of each pet. LEFT-CLICK the Buy button to add the selected pet to your party. When you disband a pet from your party, you can choose whether to send it to the inn or release it into the wild. Released pets are gone forever. If you send your pet to the inn, you can talk to the innkeeper to get it back in your party. You can also release your pets into the wild from the inn. Lesson 42: Powering Up Pets --------------------------- You can feed pets items to increase their maturity. The more expensive an item you feed them, the more they grow. To feed an item to a pet, DRAG the item to the Character Viewer on your pet's Inventory tab. LEFT-CLICK the pet's Development tab to see its stats. Pets can gain bonuses depending on the items your feed them: * Fighter weapons give a large strength increase. * Ranged weapons give a large dexterity increase. * Mage weapons and spells give a large intelligence increase. * Fighter armor increases armor and adds a little strength. * Ranger armor increases armor and adds a little dexterity. * Mage armor increases armor and adds a little intelligence. * Potions increase health and mana. * Reagents, rings and amulets give a small bonus to everything. Lesson 43: Pet Emanations and Powers ------------------------------------ Your pet can learn an emanation or power at certain maturity levels. Each pet has a unique power and emanation. Pets learn their power when they have eaten enough items to reach juvenile maturity and their emanation when they become fully mature. Pet powers are used the same way as character powers. To learn more about a pet's power, place the pointer over the Power icon on the pet's Development tab. And emanation is a powerful aura that grants a bonus to all character's within a certain radius of the pet. Each type of pet grants a different bonus with their emanation. To learn more about a pet's emanation, place the pointer over the Emanations icon on the pet's Development tab. Emanation bonuses from the same type of pet don't combine. Lesson 44: Saving and Loading Multiplayer Games ----------------------------------------------- Your multiplayer party--including all experience and equipment data--is periodically saved as you play a multiplayer game. No information about the world is saved, however, unless you save the session. To exit and save your party data only, press ESC and then LEFT-CLICK Save and Exit. To save your party and the current session, press ESC and then LEFT-CLICK Save Session. World data, such as quests completed and monsters killed, is saved along with your party's information. When you start a multiplayer game, you can start at the beginning of the game or load a saved session. To load a saved session, select it from the list of saved sessions in the host's Game Options window. ============= [5.2] Potions ============= There are three types of potions in five sizes. Potions restore either health, or mana or both. Smaller potions restore health and/or mana very slowly, while the largest potions restore points very quickly. * Health Potions - restore health - Small: restores 125 health, very slow restoration rate - Normal: restores 250 health, slow restoration rate - Large: restores 450 health, medium restoration rate - Super: restores 700 health, fast restoration rate - Colossal: restores 1,100 health, very fast restoration rate * Health Potions - restore mana - Small: restores 150 mana, very slow restoration rate - Normal: restores 300 mana, slow restoration rate - Large: restores 500 mana, medium restoration rate - Super: restores 900 mana, fast restoration rate - Colossal: restores 1,400 mana, very fast restoration rate * Rejuvenation Potions - restore both health and mana - Small: restores 125 health and 150 mana, very slow rejuvenation rate - Normal: restores 250 health and 250 mana, slow rejuvenation rate - Large: ? - Super: ? - Colossal: ? Whenever you click the Drink Health potion button (lower left of your screen) or press 'H', all characters with less than 100% health will drink as much potion as required to restore their health. Similarly, clicking the Drink Mana potion button or pressing 'M' causes all characters with less than 100% mana to drink as much as needed to restore their mana. Since characters only drink as much as is needed from a bottle, you will find partially filled bottles in your inventory. Drag a partial bottle over another partial bottle to combine them. Potions in Inventory are shared. If a character does not have the proper type of potion in his or her own Inventory, he or she will simply use one from another character's Inventory. When drinking the smaller potions, be sure not to wait until health or mana is completely gone, or it may be too late. When your Inventory is occupied by small or normal potions, it is probably best to use the Drink commands when characters reach about 50% health or mana. Characters with the ranged skill, Survival, can harvest health potions from health bushes. Simply walk into the glowing red bush with your character and the potions will appear on the ground: Survival Skill - Size of potions 1 - 4 - Small 5 - 9 - Normal 10 - 14 - Large 15 - 19 - Super 20 - Colossal Characters with the nature magic skill, Natural Bond, can harvest mana potions from mana bushes. Simply walk into the glowing blue bush with your character and the potions will appear on the ground: Natural Bond Skill - Size of potions 1 - 4 - Small 5 - 9 - Normal 10 - 14 - Large 15 - 19 - Super 20 - Colossal ============ [5.3] Chants ============ Chants are used at Incantation Shrines to grant bonuses to all characters inside the shrine. Step into the shrine and either: Open your Journal, open the Lore tab, open the Chants tab, select a chant and then LEFT-CLICK the Recite Chant button; or, Open the chat bar by pressing ENTER and then type the chant (not case- sensitive) and press ENTER to activate the shrine. **NOTE** You cannot use a chant until it has been added to your journal. If you try to manually enter a chant by typing in the words from this list, and you have not yet discovered that chant during gameplay, nothing will happen. All Incantation Shrine effects are temporary. Chants are listed in the order in which they are listed in your journal. 1) Lesser Chant of Fortification: dono armorum es Grants armor bonus; gained from the Esselte, the Dryad who instructs you in the use of shrines. 2) Lesser Chant of Dexterity: elevato agilum es Grants dexterity bonus; learned from a tome in the basement of the tower just north of Eirulan's North Gate. 3) Lesser Chant of Intelligence: elevato ingenum es Grants intelligence bonus; learned from a tome on a platform across from the teleporter in the Northern Greilyn Jungle. 4) Lesser Chant of Strength: elevato vigorum es Grants strength Bonus learned from a tome on a platform across from the teleporter in the Northern Greilyn Jungle. 5) Mysterious Chant: rando conjurum es Conjures a random magic item; found in the tranquil cave behind a waterfall just past the second Morden tower. 6) Lesser Chant of Casting: incanta rapida es Essentially gives unlimited mana for the duration of the chant; obtained near the Hak'u usurper's house, just west of the Western Greilyn Jungle teleporter. 7) Lesser Chant of Fighter Health: vigorus vitalis es Increases the health regeneration rate of melee combatants; obtained in a Dryad outpost just beyond the Western Greilyn Jungle teleporter. 8) Lesser Chant of Mage Health: ingenus vitalis es Increases the health regeneration rate of mages; obtained off a platform near the Hak'u usurper's house, just west of the Western Greilyn Jungle teleporter. 9) Lesser Chant of Ranger Health: agilus vitalis es Increases the health regeneration rate of rangers; obtained near the Hak'u usurper's house, just west of the Western Greilyn Jungle teleporter. 10) Lesser Chant of Fighter Power: vigorus adeptus es Hero powers of fighters will recharge instantly until the chant ends; obtained from the Lost Sapphire room in the Elven Shrine. 11) Lesser Chant of Mage Power: ingenus adeptus es Hero powers of mages will recharge instantly until the chant ends; obtained from the Lost Sapphire room in the Elven Shrine. 12) Lesser Chant of Prosperity: Dono Fortunam Es Boosts party's chance to find magic items and %gold dropped; found in the fountain room of the Elven Shrine. 13) Lesser Chant of Ranger Power: agilus adeptus es Hero powers of rangers will recharge instantly until the chant ends; obtained from the Lost Sapphire room in the Elven Shrine. 14) Lesser Chant of Magic Awareness: Incantum Percepto Es Gives party a small resistance to magic damage 15) Mysterious Chant: magrum erupto Given as a reward by Thestrin. Don't use it. 16) Mysterious Chant: Requo Amicum Es 17) Lesser Chant of Ranged Awareness: propelum percepto es Gives party a small resistance to ranged attacks; found in the tower where you first meet Vix. 18) Lesser Chant of Melee Awareness: physium percepto es Gives party a small resistance to melee attacks; located on the east wall of the Ancient Azunite Shrine's Inner Chamber (where you place the stelae in Act I, Chapter 7). 19) Lesser Chant of Purity: vexori impedio es Temporary immunity to Freeze, Stun, Ignite, Immobilize, Knockback, Silence, Slow and Curses; found in a secret room at the beginning of the Azunite Shrine 20) Mysterious Chant: Requo Malum Es 21) Lesser Chant of Melee Skill: vigorus artifex es Provides a temporary boost in melee skill; in the Western Gatehouse of Windstone Fortress. 22) Lesser Chant of Ranged Skill: Agilus Artifex Es Provides a temporary boost in ranged skill 23) Lesser Chant of Magic Skill: ingenus artifex es Provides a temporary boost in combat and nature magic skill; in a side Room of the corridors leading from the Eastern Gatehouse to Windstone Fortress. 24) Chant of Scholars: dono experium Increases experience earned, decreases health; part of the treasure found when completing the Secrets of Xeria's Temple quest. 25) Chant of the Dead: vox mortem Allows you to speak to ghosts; received at the end of the Dark Ohm quest. 26) Chant of Dexterity: elevato agilum Increases the dexterity of the party; in a burned-out farmhouse along the northern stretch of the Southern Vai'lutra Forest road. 27) Chant of Intelligence: elevato ingenum Increases the intelligence of the party; in a burned-out farmhouse along the northern stretch of the Southern Vai'lutra Forest road. 28) Chant of Strength: elevato vigorum Increases the strength of the party; in a burned-out farmhouse along the northern stretch of the Southern Vai'lutra Forest road. 29) Mysterious Chant: rando conjurum 30) Chant of Fighter Health: vigorus vitalis Boosts health regeneration rate of characters with melee as highest skill; found in the Levreth Estate. 31) Chant of Mage Health: ingenus vitalis Boosts health regeneration rate of characters with combat or nature magic as highest skill; found in the Levreth Estate. 32) Chant of Ranger Health: agilus vitalis Boosts health regeneration rate of characters with ranged as highest skill; found in the Levreth Estate. 33) Chant of Casting: incanta rapida Unlimited mana for the duration of the chant for all party members 34) Chant of Fighter Power: vigorus adeptus Unlimited power use for the duration of the chant for any fighter in the party; found in the Vai'kesh sanctuary in a secret room off the east side of the sanctuary. 35) Chant of Mage Power: ingenus adeptus Unlimited power use for the duration of the chant for any mage in the party; found in the Vai'kesh sanctuary in a secret room off the east side of the sanctuary. 36) Chant of Prosperity: Dono Fortunam 37) Chant of Ranger Power: agilus adeptus Unlimited power use for the duration of the chant for any ranger in the party; found in the Vai'kesh sanctuary behind a sanctuary door (ranger level 22) on the north side of the room. 38) Chant of Fortification: dono armorum Increases armor rating for party 39) Chant of Master Self-Awareness: ipsum percepto ixo Grants each character highest possible resistance to the type of damage that matches their highest level class; in a crypt next to the portal in the Azunite Gardens. 40) Chant of Melee Awareness: physium percepto Grants party melee damage resistance; 41) Chant of Ranged Awareness: propelum percepto Grants party ranged damage resistance; 42) 43) Chant of Purity: Vexori Impedio Temporary immunity to Freeze, Stun, Ignite, Immobilize, Knockback, Silence, Slow and Curses 44) Chant of Magic Awareness: Incanto Perceptum Grants party magic damage resistance; 45) Chant of Ranged Skill: Agilus Artifex Increases ranged skill of all party members; found in Snowbrook Grotto. 46) Chant of Magic Skill: Ingenus Artifex Increases combat magic and nature magic skill of all party members; found In Snowbrook Grotto. 47) Chant of Melee Skill: Vigorus Artifex Increases melee skill of all party members 48) Mysterious Chant: Requo Amicum 49) Mysterious Chant: Requo Malum 50) Greater Chant of Dexterity: Elevato Agilum Ix Boosts Dexterity of all party members; found in the Snowbrook Haven Reliquary teleporter room. 51) Greater Chant of Intelligence: Elevato Ingenum Ix Boosts Intelligence of all party members; found in the Snowbrook Haven Reliquary teleporter room. 52) Greater Chant of Strength: Elevato Vigorum Ix Boosts Strength of all party members; found in the Snowbrook Haven Reliquary teleporter room. 53) Chant of Health: Multus Vitalis 54) 55) Mysterious Chant: Rando Conjurum Ix 56) Greater Chant of Purity: Vexori Impedio Ix 57) Greater Chant of Mage Health: Ingenus Vitalis Ix 58) Greater Chant of Ranger Health: Agilus Vitalis Ix 59) Greater Chant of Fighter Health: Vigorus Vitalis Ix 60) Greater Chant of Casting: Incanta Rapida Ix 61) Greater Chant of Fighter Power: Vigorus Adeptus Ix 62) Greater Chant of Mage Power: Ingenus Adeptus Ix 63) Greater Chant of Ranger Power: Agilus Adeptus Ix 64) Greater Chant of Fortification: Dono Armorum Ix 65) Greater Chant of Melee Awareness: Physium Percepto Ix 66) 67) Greater Chant of Magic Awareness: Incantum Percepto Ix 68) Mysterious Chant: Requo Amicum Ix 69) 70) 71) 72) 73) Chant of Power: Multus Adeptus 74) Chant of Chaotic Skill: Rando Artifex Ixo 75) Mysterious Chant: Letiso Opens the lich Letiso's crypt for Rahvan's Curse; obtained from Champion Rahvan in the Garden of the Ancients. 76) Mysterious Chant: Arcesso Arcanum Powers up the Soul Staff; received from Nora at the beginning of the Kalrathian Nexus quest. =============== [5.4] Item Sets =============== Items sets are special groups of matched equipment that provide additional bonuses if you equip two or more items from the same set. Most of the sets are intended for specific specializations within each class; however, that does not preclude other specialties from using the equipment. For example, a dual-wielder could wear the Fire King's helmet and armor, even if he wasn't going to use the two-handed maul that goes with the set. Some sets include only non-weapon items, these are listed as "Armor Sets" (even though they may not contain any armor). There are also a few sets that are general-purpose sets useable by any class of character. They are listed in section 5.4.4 Miscellaneous Sets. Sets are broken down by the specialty for which they are intended and are listed in ascending order of average level for the equipment. Thus Night's Shadow (low level dual-wield) is listed before Furious Tempest (high level dual-wield). ****************** [5.4.1] Melee Sets ****************** DUAL-WIELD SETS Night's Shadow (5 pcs) ---------------------- * Shadowstep (boots) * Nightspirit (gloves) - Requires melee 16 - Requires melee 22 - Armor 20 - Armor 28 - +7 Armor - +9 Strength - +8% Melee resistance - +12 Armor - +12% Chance to dodge - +16% Fire resistance ranged attacks - +75% Gold dropped - +15% Chance to find magic items * Smokes Cowl (helm) - Requires melee 13 - Armor 15 - +16 Health - +5% Heath regeneration - +12% Death resistance - +4% Power Recharge rate Bonus for 2 equipped items: - +3% Health steal - +4% chance to dodge melee - +20% chance to find magic items - +3 melee damage Furious Tempest (4 pcs) ----------------------- TWO-HANDED SETS Frostheim's Trappings (4 pcs) ----------------------------- * Frostheim (two-handed sword) * Frostheim's Grip (gauntlets) - Requires melee 27 - Requires melee 30 - Requires Overbear 1 - +55 Health - Slow attack speed - +15 Armor - +18% Fire resistance - +20% Ice resistance - +16 Strength - +2 to Fortitude, Overbear and - +35% Damage Smite - Adds 6 to 11 ice damage * Frostheim's Binding (ring) * Frostheim's Claw (ring) - Requires melee 33 - Requires melee 21 - +36 Max damage - +8 Strength - +12% Health regeneration - Adds 5 to 8 weapon damage - +20% Ice resistance - 20% of physical damage reflected - +6% Power recharge rate to enemy - 7% Health steal * Bonus for 2 equipped items: - +12 Strength - Adds 5 to 9 ice damage - +15% Ice resistance - +4 Armor * Bonus for 3 equipped items: - +18 Strength - Adds 7 to 12 ice damage - +20% Ice resistance - +1 to Melee skills - +8 Melee damage - +5 Armor * Bonus for 4 equipped items: - +25 Strength - Adds 9 to 15 ice damage - +25% Ice resistance - +2 to Melee skills - +15 Melee damage - +8 Armor Legend of the Fire King (4 pcs) ------------------------------- * Fire King's Will (ring) * Fire King's Crown (helm) - Requires melee 43 - Requires melee 51 - +20% Health regeneration - Armor 77 - +25% Fire resistance - 40% of physical damage - +6% Power recharge rate reflected to enemy - +1 to Melee skills - +32 Armor - +25% Fire resistance - +10% Melee resistance * Fire King's Trappings (armor) * Fire King's Foecrusher (2h maul) - Requires melee 54 - Requires melee 60 - Armor 240 - Requires Overbear 1 - +40 Strength - Slow attack speed - +140 Health - Adds 24 to 29 fire damage - +100% Armor - +45 Strength - +14% Ranged resistance - +65% Damage - +3 to Fortitude, Overbear and Smite * Bonus for 2 equipped items: - +20 Strength - +35 Max melee damage - +10 Min melee damage - Adds 10 to 15 fire damage - +20% Fire resistance - +1 to Fortitude, Overbear and Smite * Bonus for 3 equipped items: - +40 Strength - +50 Max melee damage - +15 Min melee damage - Adds 20 to 25 fire damage - +25% Fire resistance - +3 to Fortitude, Overbear and Smite * Bonus for 4 equipped items: - +56 Strength - +65 Max melee damage - +25 Min melee damage - Adds 29 to 36 fire damage - +30% Fire resistance - +4 to Fortitude, Overbear and Smite WEAPON + SHIELD SETS Lorethal's Legacy (8 pcs) ------------------------- * Lorethal's Honor (amulet) * Lorethal's Grace (gauntlets) - Requires melee 3 - Requires melee 6 - +7 Health - Armor 12 - Adds 1 to 2 weapon damage - +3 Strength - +3 Armor - +5 Armor - +8% Chance to find magic items - +10% Lightning resistance - +3% Power recharge rate * Lorethal's Nobility (helmet) * Lorethal's Sacrifice (1h mace) - Requires melee 9 - Requires melee 15 - Armor 15 - Fast attack speed - 5% Health steal - +6 Strength - +33% Armor - +8 Max damage - +12% Death resistance - +25% Damage - +1 to Barricade, Toughness - Adds 4 to 5 fire damage and Reinforced Armor * Lorethal's Determination (boots) * Lorethal's Command (shield) - Requires melee 12 - Requires melee 24 - Armor 17 - Requires Barricade 1 - +22 Health - Armor 78 - +7 Armor - +10% Health regeneration - +12% Ice resistance - +80% Armor - +12% Fire resistance - +12% Ranged resistance - +26% Chance to block melee attacks * Lorethal's Courage (armor) * Lorethal's Eminence (ring) - Requires melee 28 - Requires melee 18 - Armor 136 - 6% Health steal - +14 Strength - +12% Health regeneration - +100% Armor - +8% Magic damage resistance - +6% Melee resistance - +1 to Barricade, Toughness and - +1 to Melee skills Reinforced Armor * Bonus for 2 equipped items: - +3 Strength - +5 Armor - +2% Magic damage resistance * Bonus for 3 equipped items: - +5 Strength - +12 Armor - +4% Magic damage resistance * Bonus for 4 equipped items: - +6 Strength - +18 Armor - +6% Magic damage resistance - +1 to Barricade, Toughness and Reinforced Armor * Bonus for 5 equipped items: - +8 Strength - +25 Armor - +8% magic damage resistance - +1 to Barricade, Toughness and Reinforced Armor - +5 Melee damage * Bonus for 6 equipped items: - +10 Strength - +35 Armor - +10% magic damage resistance - +1 to Melee skills - +1 to Barricade, Toughness and Reinforced Armor - +10 Melee damage * Bonus for 7 equipped items: - +14 Strength - +50 Armor - +12% magic damage resistance - +1 to Melee skills - +2 to Barricade, Toughness and Reinforced Armor - +20 Melee damage * Bonus for 8 equipped items: - +18 Strength - +65 Armor - +15% magic damage resistance - +2 to Melee skills - +3 to Barricade, Toughness and Reinforced Armor - +27 Melee damage Vistria's Undoing (4 pcs) ------------------------- MELEE ARMOR SETS Treasures of the Dwarven Lords (3 pcs) -------------------------------------- Undying Warlord (5 pcs) ----------------------- ******************* [5.4.2] Ranged Sets ******************* BOW SETS Olimarch's Bane (4 pcs) ----------------------- * Savior's Trail (boots) * Skewer of Olimarch (long bow) - Requires ranged 4 - Requires ranged 16 - Armor 4 - Faster attack speed - +8 Health - Two-handed weapon - +10% Fire resistance - Range 10 meters - +5% Chance to dodge melee attacks - +9 Dexterity - +8% Chance to find magic items - +22% Damage - Adds 2 to 7 lightning damage - +1 to Biting Arrow, Far Shot and Shockwave * Savior's Halo (ring) * Savior's Signal (gloves) - Requires ranged 7 - Requires ranged 10 - +25 Health - Armor 7 - 5% Health steal - +6 Dexterity - +5% Health regeneration - +12% Ice resistance - +12% Lightning resistance - +3% Power recharge rate - +2 to Critical Shot, Dodge and Survival * Bonus for 2 equipped items: - +5 Dexterity - +3% Magic damage resistance - +4 Max ranged damage * Bonus for 3 equipped items: - +8 Dexterity - +6% Magic damage resistance - +6 Max ranged damage - +2 Armor - +1 to Critical Shot, Dodge and Survival - +1 to Biting Arrow, Far Shot and Shockwave * Bonus for 4 equipped items: - +12 Dexterity - +10% Magic damage resistance - +9 Max ranged damage - +6 Armor - +1 to Critical Shot, Dodge and Survival - +2 to Biting Arrow, Far Shot and Shockwave Bloody Vengeance (4 pcs) ------------------------ * Ire (amulet) * Vengeance (composite bow) - Requires ranged 42 - Faster attack speed - +35 Dexterity - Range 10 meters - 35% of Physical damage reflected - Requires ranged 48 to enemy - +52% Damage - +20% Health regeneration - Adds 15 to 25 death damage - +7% Power recharge rate - +2 to Ranged skills - +3 to Biting Arrow, Far Shot and Shockwave * Spite (helmet) * Envy (gloves) - Requires ranged 55 - Requires ranged 55 - Armor 74 - +57 Dexterity - +100 Health - Restores 14 health per hit - +36 Max damage - +3 to Barricade, Toughness - 35% of Physical damage reflected and Reinforced Armor to enemy - +3 to Critical Shot, Dodge - +35 Armor and Survival * Bonus for 2 equipped items: - Adds 10 to 20 death damage - 5% Health steal - +1 to Ranged skills - +2 to Biting Arrow, Far Shot and Shockwave - +2 Armor * Bonus for 3 equipped items: - Adds 15 to 25 death damage - 8% Health steal - +1 to Ranged skills - +3 to Biting Arrow, Far Shot and Shockwave - +4 Armor * Bonus for 4 equipped items: - Adds 21 to 36 death damage - 12% Health steal - +2 to Ranged skills - +4 to Biting Arrow, Far Shot and Shockwave - +14 Ranged damage - +12 Armor CROSSBOW SETS Fallen Soldier's Gift (3 pcs) ----------------------------- * Soldier's Vigilance (gloves) * Soldier's Reborn Shroud (armor) - Requires ranged 28 - Requires ranged 32 - Armor 31 - Armor 120 - +18 Dexterity - +100% Armor - +15 Armor - +22% Death resistance - +12% Magic resistance - +8% Melee and ranged resistance - +6% Power recharge rate - +3 to Critical Shot, Dodge and Survival * Soldier's Justice (arbalest) - Slow attack speed - Damage 68 to 135 - Requires ranged 37 - Requires Biting Arrow 1 - +30 Dexterity - +26 Max damage - +45% Damage - Adds 12 to 15 fire damage - +2 to Ranged skills * Bonus for 2 equipped items: - +75 Health - Adds 11 to 13 fire damage - +2 to Critical Shot, Dodge and Survival - +25 Armor * Bonus for 3 equipped items: - +100 Health - Adds 13 to 16 fire damage - +3 to Critical Shot, Dodge and Survival - +40 Armor THROWN WEAPON SETS Winds of Kel'drassil (5 pcs) ---------------------------- * Wind of Calamity (ring) * The Fourth Wind (glaive) - Requires ranged 22 - Normal attack speed - +13 Max ranged damage - Damage 27 to 62 - +10 Min ranged damage - Requires ranged 26 - 20% of physical damage reflected - Requires Quick Draw 1 to enemy - +16 Dexterity - +1 to Quick Draw, Bleed and - +16 Max damage Penetrate - +33% Damage - +2 to Quick Draw, Bleed and Penetrate * Wind of Recovery (ring) * Gale Raiment (armor) - Requires ranged 29 - Requires ranged 34 - +55 Health - Armor 105 - Restores 6 health per hit - +10 Dexterity - +15% Health regeneration - +65% Armor - +6% Power recharge rate - +15% Health regeneration - +5% Power recharge rate - +1 to Ranged skills * Wind of Omens (ring) - Requires ranged 46 - +18 Armor - +8% Chance to dodge melee attacks - +2 to Critical Shot, Dodge and Survival - +40% Chance to find magic items * Bonus for 2 equipped items: - +12 Dexterity - Restores 4 health per hit - +1 to Ranged skills - +1 to Quick Draw, Bleed and Penetrate * Bonus for 3 equipped items: - +18 Dexterity - Restores 6 health per hit - +1 to Ranged skills - +1 to Quick Draw, Bleed and Penetrate * Bonus for 4 equipped items: - +24 Dexterity - Restores 8 health per hit - +2 to Ranged skills - +2 to Quick Draw, Bleed and Penetrate - +4 Armor * Bonus for 5 equipped items: - +32 Dexterity - Restores 10 health per hit - +2 to Ranged skills - +3 to Quick Draw, Bleed and Penetrate - +14 Armor RANGED ARMOR SETS Eternal Grace (4 pcs) --------------------- * Eternal Dignity (armor) * Eternal Elegance (boots) - Requires ranged 12 - Requires ranged 25 - Armor 42 - Armor 23 - +15 Health - +9 Dexterity - +50% Armor - +9 Armor - +1 to Biting Arrow, Far Shot - +15% Fire resistance and Shockwave - +12% Chance to dodge melee attacks - +1 To Quick Draw, Bleed and Penetrate * Eternal Finesse (gloves) * Eternal Beauty (hood) - Requires ranged 14 - Requires ranged 20 - Armor 17 - Armor 27 - +13 Dexterity - 5% Health steal - +8 Max damage - +12% Health regeneration - 7% Health steal - +70% Armor - +8 Armor - +1 to Critical Shot, Dodge and - +8% Power recharge rate Survival * Bonus for 2 equipped items: - +8 Dexterity - +12 Armor - +6% Melee resistance * Bonus for 3 equipped items: - +14 Dexterity - +20 Armor - +8% Melee resistance - +1 to Ranged skills * Bonus for 4 equipped items: - +22 Dexterity - +35 Armor - +10% Melee resistance - +1 to Ranged skills Plainswalker's Journey (5 pcs) ------------------------------ ***************** [5.4.3] Mage Sets ***************** COMBAT MAGE SETS Chaos' Avatar (3 pcs) --------------------- * Endbringer's Vestment (armor) * Unraveler's Boots - Requires combat magic 22 - Requires combat magic 26 - Armor 52 - Armor 33 - +48 Mana - +12% Mana regeneration - 20% of physical damage reflect - +22 Armor to enemy - +12 Intelligence - +2 to Brilliance, Amplified - +2 to Debilitation, Grim Lightning and Arcing Necromancy and Vampirism * Chaos Grips (cestus, 2h weapon) - Requires combat magic 32 - Slow attack speed - +14 Intelligence - +20% Combat magic damage - +6% Power recharge rate - +2 to Devastation, Searing Flames and Ignite * Bonus for 2 equipped items: - +80 Mana - +12% Combat magic damage - +3% Power recharge rate - +1 to Combat magic skills - +4 Armor * Bonus for 3 equipped items: - +110 Mana - +20% Combat magic damage - +6% Power recharge rate - +2 to Combat magic skills - +13 Armor Lich's Carcass (4 pcs) ---------------------- * The Lich's Tooth (ring) * The Lich's Eye (hood/crown) - Requires combat magic 50 - Requires combat magic 54 - +10% Combat magic damage - +30 Intelligence - Restores 14 mana per hit - +48 Armor - +8% Power recharge rate - +15% Magic damage resistance - +3 to Devastation, Searing - +3 to Brilliamce, Amplified Flames and Ignite Lightning and Arcing * The Lich's Heart (amulet) * The Lich's Hands (cestus) - Requires combat magic 58 - Requires combat magic 61 - +160 Health - Slow attack speed - +25% Death resistance - +35% Combat magic damage - +12% Melee and ranged resistance - 12% Health steal - +3 to Combat magic skills - 12% Mana steal - +3 to Debilitation, Grim Necromancy and Vampirism * Bonus for 2 equipped items: - +20 Intelligence - 10% Mana steal - +20% Death resistance - +2 to Debilitation, Grim Necromancy and Vampirism - +1 to Devastation, Searing Flames and Ignite * Bonus for 3 equipped items: - +35 Intelligence - 13% Mana steal - +25% Death resistance - +3 to Debilitation, Grim Necromancy and Vampirism - +1 to Brilliance, Amplified Lightning and Arcing - +2 to Devastation, Searing Flames and Ignite * Bonus for 4 equipped items: - +50 Intelligence - 16% Mana steal - +30% Death resistance - +4 to Debilitation, Grim Necromancy and Vampirism - +2 to Brilliance, Amplified Lightning and Arcing - +3 to Devastation, Searing Flames and Ignite NATURE MAGE SETS Thena's Serenity (4 pcs) ------------------------ * Thena's Companion (staff) * Thena's Tranquil Path (boots) - Requires nature magic 8 - Requires nature magic 4 - +3 Intelligence - Armor 8 - +12 Health - +5% Mana regeneration - +10% Nature magic damage - +5 Armor - +10% Chance to find - +10% Ice resistance magic items - +10% Fire resistance * Thena's Calming Gaze (hood) * Thena's Soothing Touch (gloves) - Requires nature magic 16 - Requires nature magic 12 - Armor 18 - Armor 6 - +6 Intelligence - +22 Mana - 6% Mana steal - Restores 2 mana per hit - +80% Armor - +12% Death resistance - +1 to Summon Fortitude, Summon - +1 to Nurturing Gift, Enveloping Might and Summon Bond Embrace, and Feral Wrath * Bonus for 2 equipped items: - +3 Intelligence - +20 Mana - +3% Magic damage resistance * Bonus for 3 equipped items: - +5 Intelligence - +30 Mana - +6% Magic damage resistance - +1 to Summon Fortitude, Summon Might and Summon Bond - +1 to Nurturing Gift, Enveloping Embrace and Feral Wrath - +2 Armor * Bonus for 4 equipped items: - +8 Intelligence - +40 Mana - +10% Magic damage resistance - +2 to Summon Fortitude, Summon Might and Summon Bond - +2 to Nurturing Gift, Enveloping Embrace and Feral Wrath - +5 Armor North Keeper's Vestments (3 pcs) -------------------------------- MAGE ARMOR SETS Silks of the Master (4 pcs) --------------------------- * Magesilk Gloves * Master's Insight (ring) - Requires combat magic 9 - Requires combat magic 13 or nature magic 9 or nature magic 13 - Armor 11 - +5 Intelligence - +15 Mana - +6% Magic damage resistance - +5% Mana regeneration - +4% Power recharge rate - +6 Armor - +1 to Devastation, Searing - +12% Fire resistance Flames and Ignite * Master's Focusing Charm (amulet) * Magesilk Boots - Requires combat magic 20 - Requires combat magic 6 or nature magic 20 or nature magic 6 - +10% Nature magic damage - Armor 9 - +10% Combat magic damage - +3 Intelligence - 6% Mana steal - +5% Health regeneration - +1 to Aquatic Affinity, Arctic - +5 Armor Mastery and Freezing - +10% Lightning resistance * Bonus for 2 equipped items: - +3 Intelligence - +10% Nature magic damage - +10% Combat magic damage - 4% Mana steal - +2 Armor * Bonus for 3 equipped items: - +5 Intelligence - +15% Nature magic damage - +15% Combat magic damage - 6% Mana steal - +4 Armor * Bonus for 4 equipped items: - +8 Intelligence - +20% Nature magic damage - +20% Combat magic damage - 8% Mana steal - +8 Armor Circle of Four (4 pcs) ---------------------- Keh's Regalia (4 pcs) --------------------- * Keh's Liberators (gloves) * Keh's Might (ring) - Requires combat magic 52 - Requires combat magic 55 or nature magic 52 or nature magic 55 - Armor 66 - +15% Nature magic damage - +46 Armor - +10% Combat magic damage - +25% Death resistance - 12% Mana steal - +8% Power recharge rate - +20% Health regeneration - +15% Melee resistance * Keh's Majesty (robe) * Keh's Rulership (ring) - Requires combat magic 60 - Requires combat magic 66 or nature magic 60 or nature magic 66 - Armor 197 - +45 Intelligence - +35 Intelligence - +275 Mana - +160 Health - +16% Magic damage resistance - +150% Armor - +2 to Nature magic skills - +25% Fire resistance - +2 to Combat magic skills * Bonus for 2 equipped items: - +20 Intelligence - +10% Mana regeneration - +8% Power recharge rate - +1 to Nature magic skills - +1 to Combat magic skills * Bonus for 3 equipped items: - +40 Intelligence - +15% Mana regeneration - +12% Power recharge rate - +2 to Nature magic skills - +2 to Combat magic skills * Bonus for 4 equipped items: - +52 Intelligence - +20% Mana regeneration - +15% Power recharge rate - +3 to Nature magic skills - +3 to Combat magic skills ************************** [5.4.4] Miscellaneous Sets ************************** Nature's Vigilance (4 pcs) -------------------------- * Vigilant Gloves * Vigilant Hauberk (armor) - Requires character level 3 - Requires character level 4 - Armor 5 - Armor 20 - +4% Nature magic damage - +4 Strength - +5% Mana regeneration - +12 Health - +4% Lightning resistance * Vigilant Boots * Vigilant Crest (helmet) - Requires character level 6 - Requires character level 8 - Armor 11 - Armor 11 - +4 Dexterity - +4 Intelligence - +5% Health regeneration - +20 Mana - +4 Armor - +5% Death resistance * Bonus for 2 equipped items: - +5% Lightning resistance * Bonus for 3 equipped items: - +6 Armor - +8% Lightning resistance * Bonus for 4 equipped items: - +20 Health - +15 Armor - +10% Lightning resistance Jewels of the Nexus (5 pcs) --------------------------- * Jewel of Fire (ring) * Jewel of Lightning (ring) - Requirew character level 4 - Requires character level 12 - +4 Strength - +6 Dexterity - Adds 1 to 2 weapon damage - Adds 2 to 5 weapon damage - +10% Fire resistance - +12% Lightning resistance - +8% chance to find magic items - +60% Gold dropped * Jewel of Ice (ring) * Jewel of Death (ring) - Requires character level 19 - Requires character level 27 - Adds 4 to 7 weapon damage - +10 Intelligence - +8 Armor - Adds 6 to 11 weapon damage - +16% Ice resistance - Restores 5 health per hit - +14% Ranged resistance - +18% Death resistance * Nexus Prism (amulet) - Requires character level 34 - +68 Health - +12% Magic damage resistance - +1 to Barricade, Toughness and Reinforced Armor - +1 to Critical Shot, Dodge and Survival - +1 to Aquatic Affinity, Arctic Mastery and Freezing - +1 to Devastation, Searing Flames and Ignite * Bonus for 2 equipped items: - Adds 2 to 4 ice damage - Adds 3 to 4 fire damage - Adds 2 to 5 lightning damage - Adds 2 to 4 death damage * Bonus for 3 equipped items: - Adds 4 to 7 Ice damage - Adds 5 to 6 Fire damage - Adds 3 to 8 Lightning damage - Adds 4 to 7 Death damage * Bonus for 4 equipped items: - Adds 7 to 12 Ice damage - Adds 8 to 10 Fire damage - Adds 5 to 14 Lightning damage - Adds 7 to 12 Death damage - +1 to Melee skills - +1 to Ranged skills - +1 to Combat magic skills - +1 to Nature magic skills * Bonus for 5 equipped items: - Adds 10 to 16 Ice damage - Adds 12 to 14 Fire damage - Adds 6 to 19 Lightning damage - Adds 10 to 16 Death damage - +2 to Melee skills - +2 to Ranged skills - +2 to Combat magic skills - +2 to Nature magic skills Secrets of the Forgotten (3 pcs) -------------------------------- This is the set of jewelry you receive for completing The Lost Jewels of Soranith (Act III, Secondary Quest #3). * Soranith's Silver Ring * Soranith's Gold Ring - Requires character level 32 - Requires character level 32 - +27 Dexterity - +20 Strength - Adds 4 to 6 weapon damage - Adds 4 to 6 weapon damage - +20% Lightning resistance - +20% Fire resistance * Soranith's Amulet - Requires character level 32 - +15 Intelligence - +15% Mana regeneration - +15% Death resistance * Bonus for 2 equipped items: - 3% Health steal - +4% Magic damage resistance - +20% Chance to find magic items * Bonus for 3 equipped items: - 5% Health steal - +6% Magic damage resistance - +40% Chance to find magic items =========== [5.5] Books =========== All the Lore books you can collect, in the order in which they are listed in your journal. 1) Tome of Smithing; Great Hall of Eirulan 2) The Hak'u 3) The Mothers of Eirulan; Great Hall of Eirulan 4) Tattered Diary 5) Razka's Riddle; Deru's Treasure Hunt quest 6) Vol. 6, The Skath; in the tower where you first meet Vix 7) Vol. 7, The Deeds of Xeria; Windstone Fortress' Western Gatehouse 8) Vol. 8, The Death of Xeria; Xeria's Temple, north room 9) Living and Working with Half-Giants 10) Vol. 9, The War of Legions; Xeria's Temple, north room 11) Letter from Drevin; received from his sister, Drianjul in Aman'lu 12) Vol. 10, The Legend of Arinth the Mad; received from Eolanda 13) Vol. 5, Turmanar and its Aftermath; in Alt'orn Hall in Aman'lu 14) Vol. 11, The Dryads and their Customs; Eolanda's house 15) Vol. 12, Zaramoth's Ascendance and Downfall; Aman'lu magic shop 2nd floor 16) Vol. 13, Elandir's Life and Teachings; Aman'lu inn 2nd floor 17) Vol. 4, Valdis and His Armies; Tywlis' house in Aman'lu 18) Vol. 14, Fables of Ancient Artifacts; Eolanda's house 19) Vol. 15, Symbology of the Azunites; Aman'lu magic shop 2nd floor balcony 20) Vol. 3, Downfall of the Manu Ostar; Alar'ithil's house 21) Taclak Perversity 22) Vol. 17, The Path of Life; Shrine of Life 23) Vol. 18, The Path of Sight; Shrine of Sight 24) Vol. 19, The Path of Death; Shrine of Death 25) Vol. 20, The Path of Blindness; Shrine of Blindness 26) Guard's Report; Servant's Haunt quest 27) A Burned Letter; Servant's Haunt quest 28) Vol. 2, The Dark Wizards; Vai'kesh Sanctuary 29) Razka's Second Riddle; Deru's Treasure Hunt 30) Vol. 1, Kings and Queens of the Northern Reaches; Snowbrook Haven Servant's Quarters 31) Elves and Elven Culture 32) Vol. 16, The Legacy of Azunai; room along the north wall of Kalrathia 33) The Morden: Allies or Enemies?; cellar beneath the Kalrathian tavern 34) The Mercenary and the Scholar 35) Journal of the Mage's Apprentice 36) The Meaning of the Obelisks ================= [5.6] Quest Items ================= The Quest Items you collect, in the order in which they are listed in your journal. 1) Drevin's Medallion; received from Drevin during Act I, Chapter 1 2) Basket of Sharpening Stones; received from Telinu during I.2 3) Morden Gate Key 4) Eirulan Teleporter Activation Stone; received at the beginning of I.2 5) Dryad Outpost Gate Key; received at the beginning of I.3 6) Morden Elevator Gear; found by Finala after destroying the four secret Morden towers 7) Empty Vial; given by Taar at the end of I.3 8) Lost Sapphire of the Elves; located in a secret room in the Elven Shrine 9) Filled Vial; obtained when you reach the Elven Shrin fountain 10) Garganturax Head; obtained when you kill the Garganturax 11) Hak'u Headdress; gained when you kill the Hak'u usurper 12) Silver Riddle-Inscribed Key; part of Deru's Treasure Hunt 13) Feldwyr's Anvil; obtained as part of Feldwyr's quest 14) Feldwyr's Mithril Ore; obtained as part of Feldwyr's quest 15) Feldwyr's Hammer; obtained as part of Feldwyr's quest 16) Severed Head of the Kithraya Hive Queen; gained when you kill the queen 17) Stela of Blindness; taken off a Skath Guardian in the Azunite Desert 18) Stela of Life; taken off a Skath Guardian in the Azunite Desert 19) Stela of Death; taken off a Skath Guardian in the Azunite Desert 20) Stela of Sight; taken off a Skath Guardian in the Azunite Desert 21) Silver Mirror; found in the Inner Chamber of the Azunite Shrine 22) Azunite Artifact; found in the Inner Chamber of the Azunite Shrine 23) Focusing Stone; part of Arinth's Legendary Staff, obtained in the Elven Reliquary below Isteru's Caves 24) Windstone Fortress Outer Vault Key; received from Captain Dathry 25) Windstone Fortress Inner Vault Key; looted from the corpse of Dathry's lieutenant 26) Dusty Key; reward for completing the Missing Squadron quest 27) Activated Azunite Artifact; received after getting to the Windstone Fortress Inner Vault 28) Aman'lu Teleporter Activation Stone; receive when you start Act II 29) Liantir Stone; found in a house southwest of the Aman'lu pet shop 30) Black Key of the First; reward from Aman'lu Arena 31) Blue Key of the Second; reward from Aman'lu Arena 32) Turquoise Key of the Third; reward from Aman'lu Arena 33) Green Key of the Fourth; reward from Aman'lu Arena 34) Yellow Key of the Fifth; reward from Aman'lu Arena 35) Orange Key of the Sixth; reward from Aman'lu Arena 36) Red Key of the Seventh; reward from Aman'lu Arena 37) Purple Key of the Eighth; reward from Aman'lu Arena 38) Iron Key of the Ninth; reward from Aman'lu Arena 39) Daesthai's Gold Key; reward from Aman'lu Arena 40) Prospector's Key; part of Deru's Treasure Hunt 41) Bridge Activation Crystal; given by Finala to extend the bridges of the Elen'lu Isles 42) Carved Rod; part of Arinth's Legendary Staff, located in the Elven Reliquary beneath the Northern Vai'lutra Forest 43) First Small Prism Refractor Crystal; part of Elen'lu Isles main quest 44) Second Small Prism Refractor Crystal; part of Elen'lu Isles main quest 45) Third Small Prism Refractor Crystal; part of Elen'lu Isles main quest 46) Fourth Small Prism Refractor Crystal; part of Elen'lu Isles main quest 47) Large Prism Refractor Crystal; part of Elen'lu Isles main quest 48) Elven House Key; key to Magrus' house (Lothar's Innocence quest) 49) Roland's Golden Cloak; received during Lothar's Innocence quest 50) A Portrait of the Lady of the Estate; part of Servant's Haunt quest 51) A Lock of Golden Hair; part of Servant's Haunt quest 52) The Jewels of the Levreth Estate; part of Servant's Haunt quest 53) Bronze Vai'kesh Jail Key; part of Evangeline's Folly quest 54) Silver Vai'kesh Jail Key; part of Evangeline's Folly quest 55) Gold Vai'kesh Jail Key; part of Evangeline's Folly quest 56) Golden Riddle-Inscribed Key; Deru's Treasure Hunt 57) Aegis of Death; obtained at the end of Act I 58) Champion's Death Mask; in a crypt in the Garden of the Ancients 59) Champion's Death Mask; in a crypt in the Garden of the Ancients 60) Champion's Death Mask; in a crypt in the Garden of the Ancients 61) Champion's Death Mask; in a crypt in the Garden of the Ancients 62) Rahvan's Soulstone; received after killing the lich Letiso 63) Jeweled Shaft; part of Arinth's Legendary Staff, located in the Elven Reliquary in Snowbrook Valley 64) Display Case Key; obtained from the Snowbrook Haven throne room 65) Snowbrook Haven Reliquary Key; given by the Snowbrook Haven Commander 66) Aegis of Blindness; obtained at the end of Act II 67) Kalrathia Teleporter Activation Stone; given by the Azunite Scholar at the end of Act II 68) Golden Mirror; given when you begin The Mage's Apprentice quest 69) Stone Key; part of the Legendary Mace of Agarrus quest 70) Stone Tablet Fragment; part of Legendary Mace of Agarrus quest 71) Repaired Stone Tablet; part of Legendary Mace of Agarrus quest 72) Key to the District of the Sword 73) Key to the District of the Crossbow 74) Key to the District of the Lance 75) Key to the District of the Shield 76) Key to the District of the Chief 77) Head of the Morden Chief 78) Darthrul Supply Key 79) Morden Tent 80) Sack of Morden Rations 81) Pack of Klask Rations 82) Morden Wrench 83) Morden Teleporter Activation Stone 84) Aegis of Sight 85) Morden Battle Plans 86) Silver Stanza of the Dwarven Song of Ore 87) Iron Stanza of the Dwarven Song of Ore 88) Gold Stanza of the Dwarven Song of Ore 89) 90) Sigil of the Kalrathian Nexus 91) Dwarven Mithril Ring 92) Aegis of Life 93) Kalrathian Crystal 94) Kalrathian House Key 95) The Shield of Azunai 96) Mysterious Stone; dropped by ??? if you take all his health __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [6] CHARACTERS ) \__ \___________________________________________________ / |,-' ===================== [6.1] Character Races ===================== Human: * 2 Unspent skill points * +2 Strength * +1 Dexterity * +1 Intelligence * +10% chance to find magic items Humans are the jack-of-all-trades race in DS2. With small bonuses in all three ability scores and no preset skills, humans can easily excel at any class. (You get to spend the two skill points at the first character level increase.) Human should be the race of choice if you do not know beforehand what class you want to be...or you just don't like the look of the other races. Humans have no specific strength other than they neither have any specific weakness. Human characters can be either male or female. Dryad: * 1 point in Natural Bond * 1 point in Dodge * -2 Strength * +4 Dexterity * +2 Intelligence * +10% Death Magic resistance * Only female Dryads excel at archery and can also do well at magic--especially nature mages. A Dryad should not be considered for a front-line fighter. A Dryad character can, from the beginning of the game, harvest mana bushes for additional mana potions with the 1 point in Natural Bond skill. Dryads also automatically receive 1 point in Dodge, which allows ranged characters to have a chance to dodge physical damage. You can only play as a female Dryad. Elf: * 1 point in Critical Strike * 1 point in Brilliance * +1 Dexterity * +3 Intelligence * +5% mana recovery An elf can work well in any class; but, they are really geared towards being mages, especially combat mages. While they start with Critical Strike in the melee skill tree, they have no Strength bonus to help them fight. They do get a nice Intelligence boost and the Brilliance combat magic skill. And, of course, they could also go ranged with their +1 dexterity. In short, elves are almost as versatile as humans. Elf characters can be either male or female. Half-Giant: * 2 points in Fortitude * +6 Strength * -2 Dexterity * +5% health regeneration * Only male Half-giants are designed to be fighters and should be the first choice of any player that just wants to get down-and-dirty with enemies. They are natural tanks, wretched at archery and just average at magic. While you could push a half-giant down a magic path, why waste that Strength bonus? You can only play as a male half-giant. While each race has its strengths, these strengths mainly come into play only in the early game. By Chapter 5 of Act I, your primary ability score will have risen into the 40s or 50s. By Act III, expect your primary ability score to be around 200. Thus, the starting differential in ability scores rather quickly becomes statistically insignificant. Choose your race based on what you think looks best--after all, you're going to be staring at your avatar for the next 30 to 40 hours... ============================== [6.2] Classes, Skills & Powers ============================== There are four primary classes in DS2: * Melee Combat (fighter) * Ranged Combat (ranger) * Combat Mage * Nature Mage For each class there is a related ability score: * Strength for fighter * Dexterity for ranger * Intelligence for mages When you use a particular type of attack, your level in that class increases as does the related stat. Thus, if you spend a lot of time shooting a bow, your ranger class level and dexterity will both increase rapidly. Non-related ability scores will also increase, but much more slowly than the related ability. Other classes will not increase at all unless you switch to that class' type of attack. Versatility in one character is not highly prized nor useful in Dungeon Siege 2. Pick a class and focus on it. You might want to pick up a few levels in a related class in case you really need it (some melee for a ranged character, or nature magic for a combat mage), but you'll find being a multi-classed character in DS2 is just a recipe for disaster. Decide in advance what class you want to follow and stick with it. There's really not much point in adding a few extra levels of other classes. Variety of abilities is why you can have up to a six-member party, so don't try to turn your character into a jack-of-all-trades. You can see your class levels, your progress toward your next level, your ability scores and your progress to an ability score increase on the Inventory tab of your Character Window. For each character, there is also a character level. Your character level increases as you gain experience from killing monsters. It is not directly related to your class levels. Each time your character level increases, you gain 1 skill point to spend on the skills shown on the Specialties tab of the Character Window. You can see your current character level and your progress toward your next level on the Character Window. You can also see your character level progress bar next to your character portrait. Each class has skill paths that can increase the power of the character with specific types of attacks. For example, combat mages can focus skill points in fire, lightning or death magic. The types of skills you buy determine the types of hero powers you receive. [6.2.1] Fighter --------------- Skill Paths: * Weapon + Shield * Two-handed Weapon * Dual Wield (two one-handed weapons) The weapon + shield fighter is your basic tank that sacrifices damage potential for extra defense. A common use for such a warrior is to send him into the middle of a mob and use his Provoke power to cause the monsters to focus their attacks on him. While he's standing there taking the hits--which aren't doing much damage because of his extra armor rating--rangers and casters can stand around picking off the mobs. Both two-handed weapon and dual wielding fighters are damage-dealers that can't take quite as much punishment as a weapon + shield tank. The primary difference between the two--other than style--is two-handed weapon fighters have powers focused on stunning enemies, while dual-wielding skills and powers are focused on increasing the number of attacks. Also, a two-handed weapon wielder will get more mileage from front-loaded powers, such as brutal attack. FIGHTER SKILL TREE Level 1 Level 5 Level 12 Level 24 Level 36 Barricade---------------Reinforced-----Rebuke / Armor / Fortitude--------------Toughness \ \ Overbear-----------------Smite / / Critical------------------------------------------Deadly Strike \ Strike \ Dual---------Alacrity----Fierce Wield Renewal FIGHTER SKILLS TABLES FORTITUDE: "Ancient Half-Giant warriors developed grueling training regimens to toughen their bodies, allowing them to withstand an unnatural amount of punishment." * Requires Melee level 1 * Increases maximum health |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Health| | | | | | | | | | | |Bonus | 6% | 10% | 14% | 18% | 21% | 24% | 26% | 28% | 30% | 32% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Health| | | | | | | | | | | |Bonus | 34% | 36% | 38% | 39% | 40% | 41% | 42% | 43% | 44% | 45% | |------------------------------------------------------------------| CRITICAL STRIKE: "Using techniques developed by Elven masters, skillful warriors can occasionally slip their weapons through weaknesses in their enemies' defenses, dealing double damage with a single attack. * Requires Melee level 1 * All critical strikes do 200% damage |-------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |-------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----| |Crit | | | | | | | | | | | |Chance | 8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% | |-------------------------------------------------------------------------| |-------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |-------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----| |Crit | | | | | | | | | | | |Chance | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% | |-------------------------------------------------------------------------| DEADLY STRIKE: "Expert warriors learn to take every opportunity they can, as each could be their last. Whenever Elven blademasters breach their enemies' defenses, the strike is incredibly devastating. * Requires Critical Strike level 1 * Requires Melee level 36 * Increases Melee critical hit damage |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Crit | | | | | | | | | | | |Damage| 224%| 242%| 256%| 268%| 279%| 288%| 296%| 303%| 310%| 316%| |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Crit | | | | | | | | | | | |Damage| 322%| 327%| 332%| 336%| 340%| 343%| 346%| 348%| 349%| 350%| |------------------------------------------------------------------| BARRICADE: "The training of Snowbrook Haven elite knights teaches them to wield their shields with unparalleled strength and tenacity. Phalanxes of knights can turn away nearly any attack." * Requires Fortitude level 1 * Requires Melee level 5 * Character can equip shields * Provides a bonus to shield armor * Provides a chance to block melee and ranged attacks |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Shield| | | | | | | | | | | |Bonus | 20% | 35% | 45% | 55% | 63% | 70% | 76% | 82% | 88% | 93% | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Block | | | | | | | | | | | |Chance| 2% | 4% | 6% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | |------------------------------------------------------------------| |---------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-------+------+-------+-----+-------+-----+-------+-----| |Shield| | | | | | | | | | | |Bonus | 98% | 102%| 106% | 109% | 112% | 114%| 116% | 118%| 119% | 120%| |------+-----+-----+-------+------+-------+-----+-------+-----+-------+-----| |Block | | | | | | | | | | | |Chance| 15% | 16% | 16.5% | 17% | 17.5% | 18% | 18.5% | 19% | 19.5% | 20% | |---------------------------------------------------------------------------| REINFORCED ARMOR: "The soldiers of Windstone Fortress learned to modify their armor to enhance its effectiveness and often emerged unscathed from even the most catastrophic battles." * Requires Barricade level 1 * Requires Melee level 24 * Provides a bonus to armor |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-------| |Armor | | | | | | | | | | | |Bonus | 4% | 7% | 10% | 13% | 15% | 17% | 19% | 21% | 23% | 24.5% | |--------------------------------------------------------------------| |----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-------+-----+-----+-----+-----+-----+-----+-------+-----| |Armor | | | | | | | | | | | |Bonus | 26% | 27.5% | 29% | 30% | 31% | 32% | 33% | 34% | 34.5% | 35% | |----------------------------------------------------------------------| REBUKE: "The final stage in the training of Snowbrook Haven elite soldiers is learning to use their shield as a weapon, striking back at those whose attacks they block and knocking them senseless. * Requires Reinforced Armor level 1 * Requires Melee level 36 * Rebukes opponent when character blocks a melee attack * Rebuke damage is multiplier of melee level |------------------------------------------------------------| | Skill | Rebuke | Rebuke | Skill | Rebuke | Rebuke | | Level | Damage | Stun Time | Level | Damage | Stun Time | |-------+--------+------------+--------+--------+------------| | 1 | 0.4 | 1 second | 11 | 2.0 | 1.5 seconds| |-------+--------+------------+--------+--------+------------| | 2 | 0.7 | 1 second | 12 | 2.1 | 1.5 seconds| |-------+--------+------------+--------+--------+------------| | 3 | 0.9 | 1 second | 13 | 2.1 | 1.5 seconds| |-------+--------+------------+--------+--------+------------| | 4 | 1.1 | 1 second | 14 | 2.2 | 1.5 seconds| |-------+--------+------------+--------+--------+------------| | 5 | 1.3 | 1 second | 15 | 2.3 | 1.5 seconds| |-------+--------+------------+--------+--------+------------| | 6 | 1.4 | 1.3 seconds| 16 | 2.3 | 2 seconds | |-------+--------+------------+--------+--------+------------| | 7 | 1.6 | 1.3 seconds| 17 | 2.4 | 2 seconds | |-------+--------+------------+--------+--------+------------| | 8 | 1.7 | 1.3 seconds| 18 | 2.4 | 2 seconds | |-------+--------+------------+--------+--------+------------| | 9 | 1.8 | 1.3 seconds| 19 | 2.5 | 2 seconds | |-------+--------+------------+--------+--------+------------| | 10 | 1.9 | 1.3 seconds| 20 | 2.5 | 2 seconds | |------------------------------------------------------------| TOUGHNESS: "Tales tell of a Half-Giant wanderer who could survive in any climate shrug off many attacks entirely. He taught his secrets to those he met on his journeys, and they live on long after he has disappeared." * Requires Fortitude level 1 * Requires Melee level 12 * Provides physical damage resistance. |-----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |-------+-----+-----+-----+-----+-----+-------+-----+-------+-----+-----| |Dmg | | | | | | | | | | | |Resist | 3% | 5% | 7% | 9% | 11% | 12.5% | 14% | 15.5% | 17% | 18% | |-----------------------------------------------------------------------| |-----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |-------+-----+-----+-----+-----+-----+-----+-------+-----+-------+-----| |Dmg | | | | | | | | | | | |Resist | 19% | 20% | 21% | 22% | 23% | 24% | 24.5% | 25% | 25.5% | 26% | |-----------------------------------------------------------------------| OVERBEAR: "Warriors who have mastered this skill can channel all their rage and anger into their attacks, adding huge power to every devastating two- handed blow." * Requires Critical Strike level 1 * Requires Melee level 5 * Character can equip two-handed melee weapons. * Provides a bonus to two-handed melee weapon damage. |------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----| |Damage| | | | | | | | | | | |Bonus | 8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% | |------------------------------------------------------------------------| |------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----| |Damage| | | | | | | | | | | |Bonus | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% | |------------------------------------------------------------------------| SMITE: "In the days after the cataclysm, a roaming band of barbarians used focused attacks from two-handed weapons to stun prey. Would-be thieves discovered they were equally effective on human opponents." * Requires Overbear level 1 * Requires Toughness level 1 * Requires Melee level 24 * Gives a chance to stun opponents |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Stun | | | | | | | | | | | |Chance | 5% | 10% | 14% | 18% | 22% | 25% | 28% | 31% | 34% | 36% | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Stun | | | | | | | | | | | |Duration| 1s | 1s | 1s | 1s | 1s | 1.3s| 1.3s| 1.3s| 1.3s| 1.3s| |--------------------------------------------------------------------| |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Stun | | | | | | | | | | | |Chance | 38% | 40% | 42% | 44% | 45% | 46% | 47% | 48% | 49% | 50% | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Stun | | | | | | | | | | | |Duration| 1.5s| 1.5s| 1.5s| 1.5s| 1.5s| 2s | 2s | 2s | 2s | 2s | |--------------------------------------------------------------------| DUAL WIELD: "Elven warriors have long known techniques for wielding melee weapons in both hands. They require strength, coordination, and a reckless mindset willing to sacrifice defense for an extra blade." * Requires Critical Strike level 1 * Requires Melee level 5 * Character can equip one-handed melee weapons in both hands * Provides a bonus to damage from dual weapons |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Damage| | | | | | | | | | | |Bonus | 8% | 15% | 21% | 26% | 31% | 36% | 40% | 44% | 48% | 52% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Damage| | | | | | | | | | | |Bonus | 55% | 58% | 60% | 62% | 64% | 66% | 67% | 68% | 69% | 70% | |------------------------------------------------------------------| ALACRITY: "Gifted Elven blademasters can harness the wind itself to hasten their attacks. Masters of this skill appear to be no more than a blur as they cut through their opponents." * Requires Dual Wield level 1 * Requires Melee level 12 * Increases Melee attack speed |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Speed | | | | | | | | | | | |Bonus | 3% | 5% | 7% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Speed | | | | | | | | | | | |Bonus | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | |------------------------------------------------------------------| FIERCE RENEWAL: "Berserkers are always on the verge of flying into a blinding rage. They do not see this as a liability, but use their anger to recover from their most powerful attacks more quickly than normal." * Requires Alacrity level 1 * Requires Melee level 24 * Increases the recovery rate of Melee Powers |-----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |-------+-----+-----+-----+-----+-----+-----+-----+-------+-----+-------| |Recover| | | | | | | | | | | |Bonus | 3% | 6% | 8% | 10% | 12% | 14% | 16% | 17.5% | 19% | 20.5% | |-----------------------------------------------------------------------| |-------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Recover| | | | | | | | | | | |Bonus | 22% | 23% | 24% | 25% | 26% | 26% | 27% | 28% | 29% | 30% | |-------------------------------------------------------------------| FIGHTER POWERS BRUTAL ATTACK: "Though originated by Half-Giant warriors, many warriors learn this technique. Focusing all their strength into their next attack, fighters deal massive damage with a single, brutal strike." * Can only be used with a melee weapon * Automatically enhances next attack * Fast recharge Level 1: Requires Critical Strike level 1 Level 2: Requires Critical Strike level 5 Level 3: Requires Critical Strike level 8 PROVOKE: "Knights protect their allies by using their shields to provoke nearby enemies, causing them to become angry and attack the knight. The knight's concentration also temporarily increases his armor." * Can only be used when equipped with a shield * Automatically provokes enemies around self * Fast recharge Level 1: Requires Barricade level 1 Level 2: Requires Barricade level 6, Toughness level 4 Level 3: Requires Barricade level 10, Toughness level 10, Rebuke level 5 WHIRLING STRIKE: "A legendary fighter known only as the Tempest of Tel'kilae originated this technique, in which the fighter whirls his weapons in a circle, damaging and briefly stunning all nearby enemies." * Can only be used with a melee weapon * Automatically strikes enemies around self * Normal recharge Level 1: Requires Critical Strike level 6, Fortitude level 8 Level 2: Requires Critical Strike level 8, Fortitude level 10, Reinforced Armor level 6 Level 3: Requires Critical Strike level 12, Fortitude level 12, Reinforced Armor level 12 STAGGERING BLOW: "When a two-handed weapon master activates this ability, his next attack will be a staggering blow. He slams his weapon into his target, creating a shockwave that stuns any enemies caught within it." * Can only be used with a two-handed melee weapon * Automatically enhances next attack * Normal recharge Level 1: Requires Overbear level 1 Level 2: Requires Overbear level 5 Level 3: Requires Overbear level 12, Smite level 8, Toughness level 10 WAR CRY: "Barbarians of the Plain of Tears can unleash a deafening war cry, energizing themselves and terrifying their enemies, causing them to run in fear and leave their defenses open for a short time." * Can only be used with a melee weapon * Cone effect targets an enemy or terrain * Normal recharge Level 1: Requires Critical Strike level 8, Smite level 1 Level 2: Requires Critical Strike level 12, Smite level 8, Deadly Strike level 2 Level 3: Requires Smite level 12, Deadly Strike level 8 WAVES OF FORCE: "A student of Elven dual-weapon techniques learns to perform a beautiful sequence of rapid swings, each creating a wave of force that rushes out in front of her, tearing apart enemies caught in its wake." * Can only be used when dual-wielding two weapons * Targets and enemy or terrain * Normal recharge Level 1: Requires Dual Wield level 1 Level 2: Requires Dual Wield level 5, Alacrity level 4 Level 3: Requires Dual Wield level 10, Alacrity level 10, Deadly Strike level 8 ELEMENTAL RAGE: "The highest art of the Elven blademaster is a meditative frenzy that causes elemental energy to manifest in his weapons and speeds his attacks. Ignoring his own defense, he leaps into battle." * Can only be used when dual-wielding two weapons * Automatically enhances self * Slow recharge Level 1: Requires Critical Strike level 8, Fierce Renewal level 2 Level 2: Requires Critical Strike level 10, Fierce Renewal level 6, Deadly Strike level 1 Level 3: Requires Critical Strike level 14, Fierce Renewal level 12, Deadly Strike level 12 [6.2.2] Ranger -------------- Skill Paths: * Bow/Crossbow * Throwing Weapons While bows and crossbows seem to be quite different weapons, they share the same skill tree and have roughly equal damage output. Crossbows do more damage per strike, but have a slower rate of fire. If you're depending on front-loaded powers or skills, you'll want a crossbow to maximize damage. If you're depending on fast attacks, you'll want to use a bow for increased fire rate. The other main skill path for rangers is thrown weapons. Thrown weapon mastery leads to skills and powers that are able to affect multiple enemies with one throw. In addition to their ranged weapon skills, rangers also get access to a couple of defensive skills, Dodge and Survival. Survival also allows rangers to harvest health potions from health bushes. The higher the level of Survival, the larger the potions harvested. RANGER SKILL TREE Level 1 Level 5 Level 12 Level 24 Level 36 Shockwave / / Biting--------Far Shot----------------------Mortal Wound Arrow / / / / / Critical---- Penetrate--- Shot \ \ \ \ Quick Draw----Bleed-------------------------Ricochet \ \ Dodge Survival Cunning Renewal RANGER SKILL TABLES DODGE: "Dryad hunters look with some amusement upon all the armor warriors wear to survive an attack. They feel it's best to simply move out of the way." * Requires ranged level 1 * Gives chance to dodge melee or ranged attacks |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Dodge | | | | | | | | | | | |Chance| 4% | 7% | 10% | 13% | 16% | 18% | 20% | 22% | 24% | 26% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Dodge | | | | | | | | | | | |Chance| 28% | 30% | 32% | 34% | 35% | 36% | 37% | 38% | 39% | 40% | |------------------------------------------------------------------| SURVIVAL: "Since their travels take them far from home, rangers train to survive long periods in the wild. They develop a resistance to extreme weather and learn to distill certain berries and fruits into health potions." * Requires ranges level 5 * Can harvest health potions - Small potions at skill levels 1 - 4 - Medium potions at skill levels 5 - 9 - Large potions at skill levels 10 - 14 - Super potions at skill levels 15 - 19 - Colossal potions at skill level 20 * Provides fire, ice and lightning resistance |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-------| |Resist| | | | | | | | | | | |Chance| 10% | 17% | 22% | 27% | 31% | 35% | 38% | 41% | 44% | 46.5% | |--------------------------------------------------------------------| |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-------+-----| |Resist| | | | | | | | | | | |Chance| 49% | 51% | 53% | 55% | 56% | 57% | 58% | 59% | 59.5% | 60% | |--------------------------------------------------------------------| PENETRATE: "The ranger Lyssa could shoot an arrow or throw a knife that would pass through three blocks of wood before striking its target. Her enemies feared experiencing her skill firsthand." * Requires ranged level 12 * Gives chance projectile will pass through target |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |PassThru | | | | | | | | | | |Chance| 12% | 22% | 30% | 36% | 41% | 46% | 50% | 54% | 57% | 60% | |------------------------------------------------------------------| |----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-------+-----+-----+-----+-------+-----| |PassThru | | | | | | | | | | |Chance| 63% | 65% | 67% | 69% | 70.5% | 72% | 73% | 74% | 74.5% | 75% | |----------------------------------------------------------------------| CRITICAL SHOT: "Skill adventurers practice a form of battle meditation, focusing their mind and allowing them to occasionally strike vulnerable areas, dealing twice-normal damage with any ranged weapon." * Requires ranged level 1 * All critical strikes do 200% damage |-------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |-------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----| |Crit | | | | | | | | | | | |Chance | 8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% | |-------------------------------------------------------------------------| |-------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |-------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----| |Crit | | | | | | | | | | | |Chance | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% | |-------------------------------------------------------------------------| BITING ARROW: When a student of archery chooses to master the bow and crossbow, his battle meditation takes on a new purpose. His arrows seem propelled by unseen winds and strike with thunderous force." * Requires Critical Shot level 1 * Requires ranged level 5 * Character can equip crossbows * Adds bonus damage to bows and crossbows |------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----| |Damage| | | | | | | | | | | |Bonus | 8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% | |------------------------------------------------------------------------| |------------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----| |Damage| | | | | | | | | | | |Bonus | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% | |------------------------------------------------------------------------| FAR SHOT: "It is said that the archers of the Elven town of Haelea can put an arrow through the eye of a foe that is barely visible on the horizon. Archers have traveled there for generations to learn their secrets." * Requires Biting Arrow level 1 * Requires ranged level 12 * Adds to bow and crossbow range |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Range | | | | | | | | | | | |Bonus | 6% | 10% | 14% | 18% | 22% | 25% | 28% | 31% | 34% | 37% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Range | | | | | | | | | | | |Bonus | 40% | 43% | 46% | 48% | 50% | 52% | 54% | 56% | 58% | 60% | |------------------------------------------------------------------| SHOCKWAVE: "A master archer can cause damaging shockwaves when his arrows travel a certain distance. Scholars wonder if the ability is magical or not, but archers who rely on it only care that it is useful." * Requires Far Shot level 1 * Requires ranged level 24 * Can only be used with a bow or crossbow * Shockwave radius: 2 meters * Dist Req is the distance the shot must travel to create the shockwave |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Dist Req| 9m | 9m | 9m | 8.5m| 8.5m| 8m | 8m | 8m | 7.5m| 7.5m| |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Damage | | | | | | | | | | | |Bonus | 8% | 12% | 20% | 20% | 23% | 26% | 28% | 30% | 32% | 34% | |--------------------------------------------------------------------| |--------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Dist Req| 7.5m| 7m | 7m | 7m | 7m | 7m | 7m | 7m | 7m | 7m | |--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Damage | | | | | | | | | | | |Bonus | 36% | 38% | 40% | 42% | 44% | 46% | 47% | 48% | 49% | 50% | |--------------------------------------------------------------------| MORTAL WOUND: "There is no special secret to striking an enemy's most vulnerable point, but it requires tremendous focus, meditation, and experience. An archer who perfect it is regarded as a legend in his own time." * Requires Far Shot level 1 * Requires Penetrate level 1 * Requires ranged level 36 * Increases critical hit damage for bows and crossbows |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Crit | | | | | | | | | | | |Damage| 224%| 242%| 256%| 268%| 279%| 288%| 296%| 303%| 310%| 316%| |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Crit | | | | | | | | | | | |Damage| 322%| 327%| 332%| 336%| 340%| 343%| 346%| 348%| 349%| 350%| |------------------------------------------------------------------| QUICK DRAW: "A Dryad hunter's training is considered complete only when she can accurately throw three daggers in the space of a single breath." * Requires Critical Shot level 1 * Requires Ranged level 5 * Character can equip thrown weapons * Increases thrown weapon firing rate |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Speed | | | | | | | | | | | |Bonus | 3% | 5% | 7% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Speed | | | | | | | | | | | |Bonus | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | |------------------------------------------------------------------| BLEED: "Thrown weapon masters prefer to get close to their targets so they can aim at major veins and arteries. An accurate strike causes their target to bleed away health for several seconds after the attack." * Requires Quick Draw Level 1 * Requires ranged level 12 * Damage per second (DPS) multiplied by Dexterity Skill Bleed Level Chance / DPS / Duration (seconds) 1 10% 0.1 4 2 15% 0.1 4 3 18% 0.1 4 4 22% 0.2 4 5 25% 0.2 4 6 25% 0.3 4 7 25% 0.3 4 8 25% 0.3 4 9 25% 0.3 4 10 25% 0.4 4 11 25% 0.4 4 12 25% 0.4 4 13 25% 0.4 4 14 25% 0.4 4 15 25% 0.4 4 16 25% 0.5 4 17 25% 0.5 4 18 25% 0.5 4 19 25% 0.5 4 20 25% 0.5 4 CUNNING RENEWAL: "Thrown weapon masters dive into battle with reckless abandon. They all relish the rush of danger and adrenaline, but only the greatest know how to channel that rush into restoring their skills." * Requires Bleed level 1 * Requires ranged level 24 * Increases recovery rate of ranged Hero Powers |-----------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |-------+-----+-----+-----+-----+-----+-----+-----+-------+-----+-------| |Recover| | | | | | | | | | | |Bonus | 3% | 6% | 8% | 10% | 12% | 14% | 16% | 17.5% | 19% | 20.5% | |-----------------------------------------------------------------------| |-------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Recover| | | | | | | | | | | |Bonus | 22% | 23% | 24% | 25% | 26% | 26% | 27% | 28% | 29% | 30% | |-------------------------------------------------------------------| RICOCHET: "Foes facing the Dryad chakram-master Kaara never knew whether her next attack would come directly from her hand or from a chakram bouncing off one of their own comrades." * Requires Bleed level 1 * Requires Penetrate level 1 * Requires ranged level 36 * Thrown weapon critical hits ricochet to a nearby enemy |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Ricochet | | | | | | | | | | |Damage| 66% | 78% | 86% | 94% | 101%| 107%| 112%| 117%| 122%| 126%| |------------------------------------------------------------------| |------------------------------------------------------------------| |Skill | | | | | | | | | | | |Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----| |Ricochet | | | | | | | | | | |Damage| 130%| 133%| 136%| 139%| 142%| 144%| 146%| 148%| 149%| 150%| |------------------------------------------------------------------| RANGER POWERS TAKE AIM: "Dryad archers conceal themselves to surprise their enemies, but their first shot reveals their position. They learn to focus their concentration and take careful aim, making their next shot as devastating as possible." * Can only be used with a bow, crossbow or thrown weapon * Automatically enhances next attack * Fast recharge Level 1: Requires Critical Shot level 1 Level 2: Requires Critical Shot level 5 Level 3: Requires Critical Shot level 8 THUNDEROUS SHOT: "A thunderous arrow or crossbow bolt travels faster than the eye can see, punching through all enemies in its path and leaving them stunned. Azunai's archers turned many battles with this attack." * Can only be used with a bow or crossbow * Targets and enemy or terrain * Normal recharge Level 1: Requires Biting Arrow level 1 Level 2: Requires Biting Arrow level 8 Level 3: Requires Biting Arrow level 12, Far Shot level 8, Mortal Wound level 5 SILENCE: "Azunai's armies relied on Dalziel, one of the champions of the Northern Reaches, to destroy Zaramoth's mages. Dalziel's hatred of their magic manifested as an ability to silence them temporarily, preventing them from casting spells." * Area of effect targets an enemy or terrain * Fast recharge * Prevents monsters from casting damage, heal, summon, enhancement, curse, or resurrect spells Level 1: Requires Dodge level 5, Survival level 5 Level 2: Requires Dodge level 10, Survival level 6, Mortal Wound level 1 Level 3: Requires Dodge level 14, Survival level 10, Mortal Wound level 12 CHARGED SHOTS: "Elves have a talent for magic, so it is no surprise that their rangers discovered how to charge their arrows with magic. For a short time, every enemy they hit is also struck by lightning." * Can only be used with a bow or crossbow * Automatically enhances self * Slow recharge * Adds lightning damage to every shot for a limited time Level 1: Requires Critical Shot level 8, Shockwave level 4 Level 2: Requires Critical Shot level 10, Shockwave level 8, Mortal Wound level 8 Level 3: Requires Critical Shot level 14, Shockwave level 12, Mortal Wound level 12 SHRAPNEL BLAST: When this thrown weapon strikes a target, a blast shatters it into many pieces that fly in all directions. Stories of a single ranger defeating a crowed of foes are often tales of this power in action." * Can only be used with a thrown weapon * Targets an enemy or terrain * Normal recharge Level 1: Requires Quick Draw level 1 Level 2: Requires Quick Draw level 5, Bleed level 5 Level 3: Requires Quick Draw level 10, Bleed level 8, Penetrate level 6 REPULSE: "The crimson hunter Laethel liked to get close to his enemies, but developed an ability to survive when they got too close. Repulse knocks enemies away from the ranger and stuns them." * Automatically repulses enemies around self * Long recharge Level 1: Requires Dodge level 4, Survival level 3 Level 2: Requires Dodge level 10, Survival level 6, Ricochet level 1 Level 2: Requires Dodge level 14, Survival level 10, Ricochet level 12 FLURRY: "Elven adventurers learn to focus their strength into a burst of energy, temporarily allowing them to throw multiple weapons at a rapid rate; but the increase in speed comes at the cost of accuracy." * Can only be used with a thrown weapon * Automatically enhances self * Long recharge * Increases attack rate of thrown weapons * Decreases accuracy of thrown weapons Level 1: Requires Critical Shot level 8, Cunning Renewal level 4 Level 2: Requires Critical Shot level 10, Cunning Renewal level 8, Ricochet level 8 Level 2: Requires Critical Shot level 14, Cunning Renewal level 12, Ricochet level 12 [6.2.3] Combat Mage ------------------- Skill Paths: * Fire Magic * Lightning Magic * Death Magic [6.2.4] Nature Mage ------------------- Skill Paths: * Healing Magic * Summoning * Ice Magic ===================================== [6.3] TMI on Classes, Skills & Powers ===================================== Class Preferences ----------------- List of classes in order of usefulness: 1 - Combat mage 2 - Fighter 3 - Nature mage 4 - Ranger If you want a relatively easy time in DS2, you'll have a combat mage and a fighter in your party. Anything beyond that is personal preference. A nature mage with concentration in healing/buffs or healing/summons makes a good support character for your damage-dealing caster and tank. A ranger is nice to play with, but offers nothing extraordinarily useful other than the Survival skill, and all you need do is give your tank 5 levels in ranged fighting to add Survival to his repertoire. This is not to say any of the classes are useless. You can complete the game using a ranger, a nature mage and a pet or two. But you'll be doing a lot of running away, and probably outright dying more than once. Fighters -------- If you want to concentrate on melee and use your casters mainly for support (combat mage for curses, nature mage for healing/buffs), then a dual-wielder or two-handed weapon user is your best bet. Overall, the dual wielder will give you more bang for your buck, but complementing him with a two-hander would make for devastating melee attacks. If, on the other hand, you want to concentrate on your casters or ranger, leaving your tank as a basic meat shield, then you need to invest in the weapon + shield skill line and powers to help keep the mobs off your back. The defensive tank works better as a non-active character sent into the midst of mobs and forgotten while you micromanage your combat mage or ranger (or both). Your healer will help keep the tank alive--assuming he's ever really in danger with his ridiculously high armor ratings. A fighter would do well to take a level of ranger early on, to pick up the Dodge skill and add to it--especially if she's not going to be using a shield. Five levels of ranger would allow your fighter to level up the Survival skill, which not only provides good elemental resistance, but will also let your tank harvest health bushes, so you can do without a ranger. Rangers ------- While there are no separate skill trees for bows and crossbows, they are quite different in use--especially the powers you will use with them. Powers that add a set amount of damage per shot, such as Charged Shots, work better with a bow and its increased rate of fire. Powers that add percentages to shots, such as Take Aim, work better with a crossbow and its increased damage per strike. Thrown weapons are more of a toss-up*. There's obviously some Xena, Warrior Princess, vibe running through the skill tree--especially Richochet. The primary goal for throwing weapon rangers is hitting multiple enemies, so Shrapnel Blast and Ricochet should be prime targets on your list of powers and skills. You can also do a little multi-classing with your ranger, giving her some nature magic levels every once in a while (or starting with about five to ten nature mage levels before switching to archery). Your ranger can then act as the healer of the party, as well as collect mana potions for the combat caster. * Yes, the pun was intended. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [7] COMPANIONS ) \__ \___________________________________________________ / |,-' ============== [7.1] Henchmen ============== When you first add a henchman to your party, they will be a certain level (based on your position in the main story); but, most of their skill points are unspent--so you can take them on any skill path you desire. The first two henchmen, Deru and Lothar, are low level and can be leveled any way you desire. Later henchmen are pretty much already set in their class path; though, Taar could probably be leveled in a class other than nature mage, if you start on it right away. Henchmen do no level up if they are not in your party. They will also not level up when you first add them to your party. However, if you re-hire a henchman from the Inn, they will level up based on the following criteria: If the henchman is more than 15 levels below your level, the henchman will gain 20 levels or enough levels to rise to two (2) levels under you, whichever is lower. Thus, if you are 30th level and you add a henchman from the Inn: And the henchman is 5th level, the henchman will increase to 25th level And the henchman is 10th level, the henchman will increase to 28th level And the henchman is 20th level, the henchman will not increase in level Deru ---- Race: Dryad Class: Level 2 ranger, level 1 nature mage Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2 Quest: Deru's Treasure Hunt (Act II, secondary quest #10) Along with Lothar, Deru is your only choice for companion until Act I, Chapter 5. She is set up to play as either a ranger or nature mage; but, she's low enough level in both that she can go in any direction you like. It's probably not worth making her a fighter, since Lothar is standing nearby. Since you can probably wait on Taar to be available in Chapter 5, you should only consider her as a ranger or combat mage. If you don't take either Deru (or Lothar) as a combat mage now, assuming your character is not, it will be a long wait until you can hire one. Lothar ------ Race: Half-giant Class: Level 2 fighter, level 1 combat mage Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2 Quest: Lothar's Innocence (Act II, secondary quest #9) Along with Deru, Lothar is your only choice for companion until Act I, Chapter 5. He is set up to play as either a fighter or combat mage; but, he's low enough level in both that he can go in any direction you like. It's probably not worth making him a ranger or nature mage since Deru is standing nearby; and you'll get Taar as a nature mage in Chapter 5, so only take him if you need a fighter or combat mage. If you don't take either Lothar (or Deru) as a combat mage now, assuming your character is not, it will be a long wait until you can hire one. Taar ---- Race: Dryad Class: Level 8 nature mage Loc: Great Hall of Eirulan, available as a companion beginning in Act I, Chapter 5 Quest: Taar's Investigation (Act I, secondary quest #9) Taar removes your Ring of Submission at the end of Act I, Chapter 3 and sends you on your Chapter 4 quest. You also end Chapter 4 and begin Chapter 5 by speaking to her. During the conversation, you can choose to take her along. She's a good support character, but with a total limit of 4 party members at Mercenary difficulty level, you may not even want a nature mage on the team. At the very least, add her to your party so you can do her side quest, which you can do in Chapter 5. Also, Taar is your last chance at a nature mage companion, so definitely add her to your party at least once so you can add her back through the inn, if needed. Vix --- Race: Human Class: Level 12 ranger Loc: In a tower between the Narrow Cavern and Upper Kithraya Caverns, Act I, Chapter 6 Quest: Vix's Vengeance (Act III, Secondary Quest #9) You first meet Vix as you're traveling to the Kithraya Caverns. If you blow off his offer of help, he'll run off to the Eirulan inn, so you can pick him up whenever you want him. He's a ranger with Quick Draw already, so you can keep him around if you're lacking a good ranged fighter in your party. Sartan ------ Race: Half-Giant Class: Level 19 fighter Loc: In a pit in the Windstone Fortress, Act I, Chapter 9 Quest: Sartan's Suspicion (Act III, Secondary Quest #7) By the time Sartan is available, near the end of Act I, you probably already have at least one good melee fighter in your party. If not, you should add Sartan right away. You might even want to add him as a second or third fighter considering the Act I boss is especially weak to melee. Otherwise, you can send packing to the Eirulan inn. Amren ----- Race: Elf Class: Level 20 ranger Loc: In the Aman'lu inn, beginning in Act II, Chapter 1 Quest: Amren's Vision (Act II, secondary quest #15) Amren is the third ranger (if you consider Deru a ranger) you meet during your travels. As such, you're probably full up on ranged fighters. Fortunately, his personal quest involves almost no fighting, so you can leave "Spock" at the Inn without worrying he'll lag in levels. Finala ------ Race: Elf Class: Level 22 combat mage Loc: You can add her to your party once you complete Act II, Chapter 3 Quest: Finala's Contempt (Act II, secondary quest #16) Finala is the first true combat mage you'll meet, though you could have leveled either Deru or Lothar in that class. She can be a useful addition to your party, but you should note mobs like to pick on the combat mage. Make sure she is well-armored. Since her quest involves a lot of fighting, it's probably best to keep her around and leveled up. Eva --- Race: Human Class: Level 29 fighter Loc: You rescue her at the end of Act II, Chapter 6 Quest: Evangeline's Folly (Act II, secondary quest #18) Evangeline is set up as a dual wielding fighter, but has enough unspent skill points that you can take her in any direction. Of course, by this point in the game, you're probably well set for melee companions, so you may only want her around for her quest, which you can do right after freeing her. ========== [7.2] Pets ========== Dark Naid --------- Cost: 1,375 gold Class: Nature Mage Weapon: Duskbeam, "night energy" beam (death magic?), costs mana Spell: Fade Wounds Power: Arboreal Rejuvenation, casts healing/resurrecting magic in radius around naiad Emanation: Regeneration, increases health regeneration of companions Acquired: Purchase from Aman'lu and Kalrathia pet stores The dark naiad (and its cousin, the light naiad) are the only healing pets in the game. Dark naiads are small, fairy-like creatures with OK attacks, a healing spell that bounces from target-to-target and a healing power and emanation. They make a capable replacement for a nature mage, but you lose out on the summoning/buffing ability of the mage. Dire Wolf --------- Cost: 500 gold Class: Fighter Weapon: Bite Spell: n/a Power: Furious Howl, cone-effect sonic damage Emanation: Vicious Counter, 60% physical damage reflected to enemy Acquired: Complete the Dire Wolf quest in Act I (Secondary Quest #9), then purchase from any pet seller The dire wolf is your first really good pet, and makes an excellent addition to your team. It's at least as good as any tank character, and can hold its own in the thick of battle. If you're looking for a pet, this one is hard to beat until you get much later in the game. Fire Elemental -------------- Cost: 1,000 gold Class: Combat Mage Weapon: Firestrike, costs mana Spell: n/a Power: Inferno, cone effect fire attack Emanation: Fire Resistance, increases fire and magic damage resistance of companions Acquired: Purchase from Aman'lu and Kalrathia pet stores The fire elemental is similar to its cousin, the ice elemental. Very good when facing enemies that are not resistant to fire, not so good otherwise. Their powers duplicate combat mages specializing in fire, but they are less versatile than such mages. Ice Elemental ------------- Cost: 500 gold Class: Nature Mage Weapon: Icestrike, costs mana Spell: n/a Power: Frost Aura, ice damage + freezing to nearby enemies Emanation: Ice Resistance, increases ice resistance and mana regeneration of companions Acquired: Purchase at any pet seller Ice elementals are the combat side of the nature mage. Their attacks are focused on ice damage and freezing enemies. Even though nature mage is their class, they aren't really a replacement for a nature mage because they have no healing, buffing or summoning magic. Lap Dragon ---------- Cost: 2,250 gold Class: Combat Mage Weapon: Spell: Power: Emanation: Acquired: Purchase from Kalrathia pet store Light Naiad ----------- Cost: 1,375 gold Class: Nature Mage Weapon: Spell: Power: Emanation: Acquired: Purchase from Daesthai after beating the tenth, and final, round of the Aman'lu Arena Mythrilhorn ----------- Cost: 1,750 gold Class: Fighter Weapon: Spell: Power: Emanation: Acquired: Purchase from Aman'lu pet seller after completing Mythrilhorn quest (Act II, Secondary Quest #7) Necrolithid ----------- Cost: 2,250 gold Class: Combat Mage Weapon: Deathstrike, death energy attack, costs mana Spell: Necrosis, curse causes enemy armor to weaken Power: Decompose, infects enemies, when enemies die, some of their essence heals party members Emanation: Mana Steal, party members regenerate mana when they damage enemies Acquired: Purchase from Aman'lu and Kalrathia pet stores The necrolithid is a particularly ugly pet, but has a wide range of useful abilities: death magic attack, curse, healing power and mana regeneration aura. This pet would be especially handy for a mage-heavy party. Pack Mule --------- Cost: 300 gold Class: Fighter Weapon: Strong kick Spell: n/a Power: Staggering Kick, extra damage and a stunning effect Emanation: Reveal Treasure, opens all chests and boxes and breaks all containers around mule Acquired: Purchase from any pet seller The pack mule's biggest advantage is its ability to carry stuff. At juvenile level, the mule gets an additional page of Inventory (i.e. inventory space doubles). At young adult level, the mule gets a third page (inventory space triples). Add to that the fact the mule can fight pretty well, and it becomes a valuable resource for pack rats. You can even use a mule (or mules) as storage vaults--filling up their inventories and then disbanding them to the Inn, waiting to be re-added to the party whenever you need your stuff. However, the mule's emanation is pretty weak, unless you're lazy, and...well, they just don't look as cool as the other pets. Scorpion Queen -------------- Cost: 350 gold Class: Ranger Weapon: Scorpion Sting Spell: n/a Power: Explosive Sting, an AoE ranged attack Emanation: Evasion Aura, increase companions' chance to dodge attacks Acquired: Purchase from any pet seller The scorpion queen is the only ranger pet, as such it has a special place. Its thunderous power can be very handy, as is Evasion Aura. As a replacement for a ranger, the scorpion lacks a bit in versatility, but makes up for this with its emanation and lack of requirement for equipment. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [8] VERSION HISTORY & CREDITS ) \__ \___________________________________________________ / |,-' v0.80 2005/08/30 - Completed chapter 1 of Act III - Added more pet information - Added more item sets - Several secondary quests finished - Started section 4.7, Mysterious Mystery Quest - All books and quest items complete in Lore section v0.75 2005/08/29 - Act II Walkthrough is finished - Added Handbook Lesson 44 - Added a couple more item set details - Added information to section 2.3 - Added to the lists of books and quest items v0.70 2005/08/28 - Finished Act II, chapter 6 and started chapter 7 - Added many more item set pieces - Added more information about pets - Rewrote section 2 - Added checklists for Lore books, chants and quest items v0.65 2005/08/25 - Added Act II, Chapters 4 and 5 v0.60 2005/08/24 - Finished Act II, Chapters 1 through 3 - Little bits of additional information scattered throughout - Started lots of Act II secondary quests v0.50 2005/08/22 - Finished Chapters 9 and 10 of Act I. - Finished all Act I secondary quests that can be finished in Act I - Added a FAQ (section 1.2) v0.40 2005/08/20 - Finished Act I, Chapter 8 of the Walkthrough - Added ranger skill trees and powers - Added section 6.3, Commentary on classes and their skills (not complete) - Rearranged the Henchmen section (7.1) and added more information about each companion v0.30 2005/08/19 - Finished Act I, Chapters 6 and 7 of the Walkthrough - Finished the Kithraya Hive quest in the Quest Walkthrough - Added to Lelani's Sorrow quest in the Quest Walkthrough - Added A Family Heirloom quest to both Walkthroughs - Added section 5.2, Potions and renumbered Chants and Item Sets v0.20 2005/08/18 - Finished Act I, Chapter 5 and began Chapter 6 of the Walkthrough - Re-arranged the Quest Walkthrough - Updated some set piece information - Added The Kithraya Hive and Feldwyr the Blacksmith to the Quest Walkthrough v0.15 2005/08/17 - Added Act I, Chapter 5 to the Walkthrough and its quest to the Quest Walkthrough - Added fighter skills and powers information - Added some more item set pieces v0.10 2005/08/16 - First published version, This is still very much a work-in-progress, but I figured it should go up sooner rather than later SPECIAL THANKS: * Per Sandstrom for suggesting adding the availability of fifth and sixth party slots to the FAQ. This has been done in the new FAQ section 1.2 * Ahmed Mohamed and Kevin Barr for pointing out that Vix will go to the Eirulan inn if you refuse his offer of help when you first meet him. * Anders Blomgren for mentioning that it would be a good idea to point out when you will meet henchmen in the game. This has been done in the Henchmen section 7.1, and will begin to be incorporated in the Walkthrough. * Ceryle Gaehl, T1nk3rts5 and Sven for contributing several item set pieces * Burma27 who has given me a lot of information about tactics, strategy, and game mechanics. These have not yet (as of this version) been incorporated into this guide, but I will be doing a massive rewrite of Section 2 based on his information. Probably after the Walkthrough is Complete. * Mystikclaw for sending me his game notes, which have been a big help in filling in the blanks. * Saed Swedan and Adythiel for sending me their completed save games so I could dig through their journals and see what I was missing. :) * Kevin Sanders and Sven for submitting the puzzle solution for "The Lost Jewels of Soranith". * Sven for submitting puzzle solutions for "The Agallan Trail". * Grey Wraith for pointing out where the Lesser Chant of Prosperity is located. Written & Copyright 2005 by Barry Scott Will Some text (noted in guide) has been reproduced from within the game. Such text is Copyright 2005 by Gas Powered Games. This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.5/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA.

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Dungeon Siege II - Secondary Quests FAQ

=============================================================================== DUNGEON SIEGE II ^^-----------------------^^ SECONDARY (SIDE) QUESTS GUIDE ---=====================--- AUTHOR: PAUL MICHAEL (VHAYSTE) CONTACT: [email protected] [TABLE OF CONTENTS] 00AA -- [VERSION HISTORY] 00AB -- [COPYRIGHT] 00AC -- [AUTHOR's NOTE] 00AD -- [GAMEPLAY TIPS] AD01 -- STICK TO ONE CLASS AS EARLY AS POSSIBLE! AD02 -- HAVE THE ABILITY TO HARVEST POTIONS! AD03 -- KNOW YOUR ENEMY! AD04 -- CHECK YOUR EQUIPMENT AD05 -- AVOID GETTING "OUTFLANKED" AD06 -- TAKE NOTE OF PECULIAR AREAS! AD07 -- SUMMON TOWN PORTAL AD08 -- THE MAN-EATER TREASURE CHEST (or MIMIC) and the LEVEL 100 ??? MONSTER AD09 -- CHECK THE AREAS THOROUGHLY! 00AE -- [Q & A] #01 WHY DO I NEED TO DO SECONDARY QUESTS? #02 I HAVE ACCESS TO A SECONDARY QUEST BUT IM STILL UNDER THE RECOMMENDED LEVEL. CAN I STILL DO IT? #03 DO SIDEQUESTS DISAPPEAR AFTER TIME? #04 THE QUEST NEEDS ME TO HAVE A SPECIFIC CHARACTER. SHOULD I DISBAND ONE OF MY CHARACTERS AND TRAIN THE NEEDED CHARACTER? #05 I LOST THE ITEM I TRADED! AIM I SCREWED!? #06 I HAVE VISITED THE PLACE YOU MENTIONED IN YOUR GUIDE. WHY IS THERE NO PROMPT OR EVENT LIKE WHAT YOU DESCRIBED DIDN'T HAPPEN? #07 I ALREADY FOLLOWED EVERY STEP IN YOUR GUIDE. I AM SURE THAT ALL THE REQUIREMENTS ARE MET BUT STILL, THE QUEST DOESNT COMPLETE! 00AF -- [SECONDARY QUESTS // ACT I] AF01 -- The Armorer's Apprentice AF02 -- Lumilla's Salve AF03 -- Lelani's Sorrow AF04 -- Secrets of the Elven Shrine AF05 -- The Kithraya Hive AF06 -- The Hak'u AF07 -- The Hak'u - PART II AF08 -- The Dire Wolf AF09 -- Taar's Investigation AF10 -- Feldwyr the Blacksmith AF11 -- A Family Heirloom AF12 -- The Imprisoned Half-Giant AF13 -- The Missing Squadron AF14 -- Secrets of Xeria's Temple 00AG -- [SECONDARY QUESTS // ACT II] AG01 -- Tywlis' Broken Staff AG02 -- A Dark Ohm AG03 -- Spirits of Aranna AG04 -- Viperclaw AG05 -- Arinth's Legendary Staff AG06 -- Arinth the Mad AG07 -- Mythrilhorn AG08 -- A Family Heirloom - Part II AG09 -- Lothar's Innocence AG10 -- Deru's Treasure Hunt AG11 -- Mark of the Assassin AG12 -- The Aman'lu Arena AG13 -- A Servant's Haunt AG14 -- A Servant's Haunt - PART II AG15 -- Amren's Vision AG16 -- Finala's Contempt AG17 -- Rahvan's Curse AG18 -- Evangeline's Folly 00AH -- [SECONDARY QUESTS // ACT III] AH01 -- Dwarven Song of Ore AH02 -- The Lore of Aranna AH03 -- The Lost Jewels of Soranith AH04 -- The Legendary Mace of Agarrus AH05 -- The Mage's Apprentice AH06 -- The Kalrathian Nexus AH07 -- Sartan's Suspicion AH08 -- The Morden Riders AH09-- Vix's Vengeance 00AI -- [THE MYSTERIOUS MYSTERY SUBQUEST] AI01 -- WHAT YOU NEED AI02 -- WHAT TO DO AI03 -- The Mysterious Mystery Cave CREDITS 00AA -- [VERSION HISTORY] V1.0 -- Finished main guide (8:53 AM 1/27/2007) 00AB -- [COPYRIGHT] This document is copyrighted to me, Vhayste. It is intended for ~PRIVATE~ use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. ------------- 00AC -- [AUTHOR's NOTE] ------------- Welcome reader to my Secondary Quests Guide for Dungeon Siege II for the PC. Although I havent played the first one, this sequel is definitely one of the great titles ever to come for PC gamers. Everything on this guide is made entirely from my experience while playing the game. And I dont expect anything to be perfect. If you have any tactics or strategies that works for you better, then do it. Another thing is that this is just a GUIDE. Its not a mandate or anything to dictate what you need to do. But rather, this is made to help you decide what you really want. If you have questions and suggestions, kindly email me. I will gladly reply to them whenever I can. But if the question has been answered or can be found within this guide, your email will be humbly ignored. Mindless insults or unconstructive criticisms will be posted in the next updates with similar replies. ------------- 00AD -- [GAMEPLAY TIPS] ------------- AD01 -- STICK TO ONE CLASS AS EARLY AS POSSIBLE! -->There are four classes in the game. We have Fighters, Rangers, Combat and Nature Mages. Though specific skill sets and weapons can also create specific sub-classes. If you need more info, you can check my Character Classes guide, that can be found probably on the same gaming site you found this guide. Sticking to one class will make your character more efficient by specializing in one or more fields, defining the character's role. Also, changing weapons or skills will greatly affect your character's growth. AD02 -- HAVE THE ABILITY TO HARVEST POTIONS! -->This is invaluable, specially in the early parts of the game where money is scarce and you need to increase your chances of survival. Having a ranger and/or a mage that can harvest potions from certain bushes is a great help. Also, increasing the specific skills for harvesting yields larger potions for your perusal. AD03 -- KNOW YOUR ENEMY! -->Before you jump into battle, take some moment to mouse over your target. This is will give you at least ample time to check what are the strengths and the weaknesses of your enemy; this will give you the chance to adjust your spells and attacks as needed. AD04 -- CHECK YOUR EQUIPMENT -->I think this is a given knowledge already. All gamers know the importance of upgrading your party's equipments. Just take note of the attribute bonuses the equipment gives and to what character class is it more beneficial. (ex: A fighter does not need +intelligence bonuses but mages do.) AD05 -- AVOID GETTING "OUTFLANKED" -->Well this basically means avoid getting mobbed or attacked from all sides. This can mean quick and sudden death to your party, specially for mages and rangers. You need to have a "pincer" or something like that when fighting a huge crowd. You would want to have your fighters hold the opposition at a distance while your rangers support fires and your mages cast thier spells. AD06 -- TAKE NOTE OF PECULIAR AREAS! -->Taking note of strange places helps a lot specially when doing sidequests. This will save you time finding them when you need them later on. AD07 -- SUMMON TOWN PORTAL -->This is a invaluable spell. It allows you to return to town and return to the same place where you summoned the portal. This is good when fighting bosses and looting. The portal stays until you restart the game or summon another portal in a diffrent location. Only one portal can be active at a time. AD08 -- THE MAN-EATER TREASURE CHEST (or MIMIC) and the LEVEL 100 ??? MONSTER -->In several occasions, when you try to open an innocent looking treasure chest, it will start to move and start attacking your party. You need to dispose of it immediately or you will be dead before you know it. It is tough and annoyingly powerful. Special attacks and ranged attacks are your best bet here. Just let your fighters get beaten or knocked unconscious. Dont bother healing them. they'll just die in an instant anyways. Dont worry, this monster drops a large amount of loot in all types and sizes. -->Time to time, when you have acquired several magical items, a Level 100 Hak'u witch Doctor-like monster with the name ??? will pop up from nowhere and will attempt to steal your items, lying in the ground. You can make him drop good rare items by attacking him or better, pummeling him with high powered spells or special attacks. You cannot kill him though. He's just there you drop items for you. Dont miss the opportunity when you encounter him. AD09 -- CHECK THE AREAS THOROUGHLY! Most dungeons have secret buttons or levels cleverly hidden from view. Fortunately, the map shows these buttons as blue dots in the walls. Make sure to navigate dungeons thoroughly as most of the time, secret areas have hidden treasures in them. ----- 00AE -- [Q & A] ----- #01 WHY DO I NEED TO DO SECONDARY QUESTS? -->Items and experience, my friend. Rewards from completing secondary quests are oftentimes rare and set items. Not to mention a good amount of gold, skill points and the like. #02 I HAVE ACCESS TO A SECONDARY QUEST BUT IM STILL UNDER THE RECOMMENDED LEVEL. CAN I STILL DO IT? -->Yes you can. If you are just 2-5 levels lower than the recommended level, then you can set out with medium difficulty. However, attempting to complete a mission that is 6+ levels higher than you, expect a tough time to complete it. And the faq the game's balancing system nets you small exp even if your worked hard defeating high level enemies. #03 DO SIDEQUESTS DISAPPEAR AFTER TIME? -->Fortunately, NO. There are quests that you can initiate in ACT I but you wont be able to complete it until ACT III. You can initiate a quest then just comeback when you're levelled up or you have the specific items. #04 THE QUEST NEEDS ME TO HAVE A SPECIFIC CHARACTER. SHOULD I DISBAND ONE OF MY CHARACTERS AND TRAIN THE NEEDED CHARACTER? -->Yes, you need to. However, training them is optional. Every character has their own quests and you need to have them in your party to initiate the needed events. Well, there are certain character sidequests that starts in ACT II but doesnt complete until deep later in the game. (ex. VIX's quest in ACT III) If you are done with the quest, you can disband the required character and use your previous party member if you want to. #05 I LOST THE ITEM I TRADED! AIM I SCREWED!? -->On rare circumstances that you lost a unique item (ex.Lelani's Sorrow trade items) and cant find it anymore, you are definitely screwed. #06 I HAVE VISITED THE PLACE YOU MENTIONED IN YOUR GUIDE. WHY IS THERE NO PROMPT OR EVENT LIKE WHAT YOU DESCRIBED HAPPENED? -->Remember, if you are doing a character sidequest, you need to have that character in your party, that character to touch the lever, chest or talk to the NPC's. Also take note that if its not happening, check the order of events as described in this guide. the steps needs to be done IN ORDER. #07 I ALREADY FOLLOWED EVERY STEP IN YOUR GUIDE. I AM SURE THAT ALL THE REQUIREMENTS ARE MET BUT STILL, THE QUEST DOESNT COMPLETE! -->I encountered that myself. Im sure I did everything right but still the star just stays there, and I cant complete the quest. I dont know what is the cause of this, but it is possible that this is a bug. The dragon boss in ACT II, CH8 never appeared and I almost didnt finish my game. It has happened to me twice on separate files. I just exited and tried again several times. If you have mods or other .res files in your resources folder, make sure to remove them and try relaunching the game again. I dont have a solution for this unfortunately. ------------------------- 00AF -- [SECONDARY QUESTS // ACT I] ------------------------- ++++++++++++++++++++++++ AF01 -- The Armorer's Apprentice ++++++++++++++++++++++++ * Intended level: 3 * Read the Tome of Smithing and tell Telinu the correct material list for the Dryad armor Details: When you have the mission to get the sharpening stones from Telinu, agree to help her get the proper recipe for creating a dryad armor. Once you have access to the Great Hall (After the Morden Towers main quest) look for a book called "Tome of Smithing". Get it and return to Telinu. Just choose option 3 and you're done. You will get the armor she had made. +++++++++++++++ AF02 -- Lumilla's Salve +++++++++++++++ * Intended level: 3 * Collect four nettle clusters and give them to enchantress Lumilla Details: Talk to Lumilla the enchantress, just beside the magic shop in the center part of Eirulan. You need to find four needle clusters for her. You can buy them also from the reagents shop in the same area as well for 100g a piece. You will get Lumilla's salve (reagent) as a reward. +++++++++++++++ AF03 -- Lelani's Sorrow +++++++++++++++ * Intended level: 3 (this is just the starting level) * Talk to Lelani (to start the quest) * Bring Fenella a toy to cheer up her child * Bring soldier Balamar something special to quench his thirst * Bring soldier Jordhan some fresh meat * Bring soldier Kiernan something to change his luck * Bring Alar'ithil a trophy of the enemy that he can display * Bring Prospector Gareth some supplies * Bring Nalus something ancient and interesting he can study * Bring Ithir'renne the fletcher a new material to use for crafting arrows * Bring Lelani a keepsake from Aman'lu Details: You wont be able to complete this quest until you reach ACT III. And also, there's always a risk of screwing this one especially if you're not careful when selling/ dropping items. Once any of the trade items are lost, you wont be able to complete this quest. 1.Start the quest by talking to Lelani inside the house next to the Eirulan pet shop. She will then give you a DOLL. 2. Go to the Falls (take the lift beside the Inn) and visit the first cottage. Talk to Fenella and give the doll. You will then get a FLASK OF ELVEN ALE. 3. After you arrive in Azunite Desert (ACT I, CH7) enter the room and talk to soldier Baramar. He will tell you that he needs something to quench his thirst. Trade him the Elven Ale and get a SKATH CAT RIBS. 4. Go back to Eirulan and go to the Inn. Go upstairs and talk to soldier Jordhan. He will take the Skath Cat Ribs and will give you a LUCKY STATUETTE OF XERIA in return. 5. When you reach Snowbrook Haven's Courtyard in ACT II, CH7, go inside the dining hall and talk to Soldier Kiernan. Trade the statuette for a MORDEN HEAD ON A PIKE. 6. Return to Aman'lu and go accross the south bridge. Enter the ruined house in the westside and talk to Alar'ithil. Trade the Morden head for his ELVEN WATER. 7. In ACT III, Ch2, exit through the North Gate of Kalrathia. Look for some tower ruins and for the lever that leads down. Find Prospector Gareth and learn that he needs supplies. Give him the Elven water and you will get an AGALLAN RELIC in exchange. 8. Return to Kalrathia and head to the north wall. Talk to the half-giant Nalus and he will show interest in the Agallan Relic you have. Trade it for some HARPY FEATHERS. 9. Go back to Aman'lu and head to the northernmost part of the town. Find Ithir'renne in one of the ruined houses there and trade the Feathers for an AMANLU ORCHID. 10. Return the orchid to Lelani in Eirulan to complete the quest. +++++++++++++++++++++++++++ AF04 -- Secrets of the Elven Shrine +++++++++++++++++++++++++++ * Intended level: 8 * Find the secret rooms rumored to be in the Elven Shrine * Find the Lost Sapphire of the Elves * Take the Lost Sapphire of the Elves to Laenne in the town of Eirulan Details: Talk to Laenne above the Eirulan Pet shop. Take the spiral path upwards. Teleport to the Elven Shrine and make your way to the first part of it (where you first took the platform down) and look for a secret button in the west wall. You just need to put colored stones to the appropriate sockets. Put a green stone on the green socket and go down. Push the button on the wall to open the other side of the room. Put the yellow stone to the yellow socket. Pick another yellow stone and two red stones. Go down. Locate a button in the wall to open yet another side of the room. Put a red stone in the socket and get two purple stones. Put one purple stone on the socket to open another secret area in the room. Then put the stones in the the following order; YELLOW, RED , PURPLE. Take the lift up and grab the Lost Sapphire. Teleport back to Eirulan and return the Sapphire to Laenne to complete the quest. +++++++++++++++++ AF05 -- The Kithraya Hive +++++++++++++++++ * Intended level: 13 * Destroy the Kithraya hive queen Details: When you first visit the Falls, go past Fenella's house and take the lift down. Go across the bridge (the spirit there is part of another sidequest) and take the lift up in the other end. Enter the house and talk to Tamari to initiate the quest. Lower the bridge so that you can return to her easily later on. When you're near the exit of the Lower Kithraya Caverns, you'll find a path splitting south. Take the path and fight your way to the Queen's Hive. Defeat it to get its severed head. Return to Tamari, give her the queen's head to end the quest. +++++++++ AF06 -- The Hak'u +++++++++ * Intended level: 7 * Find the hidden rear entrance to the Hak'u caves * Rescue Hesla's daughter Tanzi * Speak with Hesla in the Eirulan infirmary Details: During the Morden Towers main quest, you will stumble upon Morain fighting a Hak'u. Talk to her to get her request to save her niece, Tanzi from the clutches of the Hak'u and activate the quest. Past the 3rd Morden Tower, head west to find the hidden entrance to the Hak'u caves and fight your way to free Tanzi. After completing the Morden Towers quest and gaining access to the Eirulan's Infirmary, talk to Hesla, Morain and Tanzi to end the current quest and activate the second part. +++++++++++++++++++ AF07 -- The Hak'u - PART II +++++++++++++++++++ * Intended level: 10 * Find Hrawn the Hak'u * Kill the Hak'u leader who stands against your allies * Return to Hesla in the Eirulan infirmary Details: This is the continuation of the last Haku quest. After completing CH5, leave the Dryad camp and take the west gate. Find a small cave just near the incantation shrine. Enter it and talk to Hrawn. Go back to the Dryad camp and go east to the Eastern Greilyn Teleporter. Teleport to Western Greilyn Jungle and go west to find the house with the Hak'u usurper. Knock the door and you will be allowed to go inside. Kill everything inside, collect your loot, then head back to the teleporter. Go back to Hrawn's cave and get your reward. Then go back to Eirulan and talk to the same persons again in the infirmary to end the quest. +++++++++++++ AF08 -- The Dire Wolf +++++++++++++ * Intended level: 10 * Speak to Rokhar the nature mage in the town of Eirulan * Go to Rokhar's Rift Site * Kill all the nawl beasts that come through the rift * Remind Rokhar to send the dire wolf back to pet seller Neda in the Eirulan pet shop * Return to pet seller Neda in the Eirulan pet shop Details: In the beginning to CH5, talk to the pet shop owner and ask about something that is more powerful. She will then inform about a dire wolf. Go to the great hall and talk to Rokhar. Go to the Southern Greilyn Jungle, past Razka's Ruins. Go north, cross the river and fight your way to the caves. Enter Rokhar's Rift Site and talk to him. Defeat all the beasts that will appear until the dire wolf is tamed. Talk to him again. Head back to Eirulan and talk to the pet merchant. The dire wolf is now available for purchase. ++++++++++++++++++++ AF09 -- Taar's Investigation ++++++++++++++++++++ * Intended level: 10 * Confirm or deny the existence of the Hak'u Ceremonial Blade * Investigate the rumors of the Hak'u beast * Slay the garganturax * Take proof of the beast's death to Arianne in Eirulan Details: If you have Taar in your party, make her the active character and talk to Arianne in the house just beside the Great Hall. Learn about the beast that haunts her. You need to have special blade to be able to damage the beast. Teleport to the Northern Greilyn Jungle. Head northwest and across the bridge to reach the Hak'u ritual camp. Kill everything and grab the unique Hak'u blade stuck in the altar. Return to Eiruland and exit to the South Gate. Look for the path that goes south and find a Bone-Filled cave. Look deeper to find the garganturax inside. You should equip the blade you got from the ritual camp to be able to damage and kill the beast. Go back to Eirulan and talk to Arianne to get your reward and complete the quest. ++++++++++++++++++++++ AF10 -- Feldwyr the Blacksmith ++++++++++++++++++++++ * Intended level: 12 * Find Feldwyr's anvil * Find Feldwyr's mythril ore * Return the anvil and mythril ore to Feldwyr * Find Feldwyr's hammer * Return Feldwyr's hammer to Feldwyr * Speak to blacksmith apprentice Fyrndolf in the town of Aman'lu Details: This quest requires fighting several enemies between 22-24. If you have difficulties, you can just return back once you are at least 20+. And the fact that even if you kill a bunch of level 22's, you wont gain that much experience. So it is recommended to just come back if you are in an appropriate level. You can however, initiate the quest and get the anvil as he requests. The mithril ore may need to wait. In the easternmost part of East Grielyn Jungle, there should be a bridge and another path heading north. Go north and find a cave past the ruins. Make your way inside, clearing enemies as you move along. Talk to Feldwyr and he will ask you to retrieve his anvil and mitril ore. There is no general direction of the area. Its very straightforward so just navigate the area until you find the LV16 Hak'u mini boss carrying the anvil. The are secret rooms in the area so make sure to look for hidden buttons and levers along the wall. If you have noticed, the path leading south has a LV.24 boss guarding the entrance. Even if you defeat it, the next area is littered with several level 22's. Just like what I noted earlier, it would be best to return to the area once you reached lvl 20 at least. Once ready, clear the area and all its rooms. Once you obtain the anvil and the ore, go back to Feldwyr and have a short scene where his hammer is stolen and the enemy breaking through the wall. Follow the new path and eliminate every single enemy. After getting the hammer, return it to Feldwyr. You wont get your reward yet, not until you reach the ACT II town of Amanlu. Talk to Fyrndolf, just inside the house behind the weapons and armor dealers, to get your reward and complete the quest. +++++++++++++++++ AF11 -- A Family Heirloom +++++++++++++++++ * Intended level: 14 * Enter the crypt described by Master Thestrin * Solve the Guardian of the Crypt's riddle Details: As soon as your quest to find the four stelae of the Azunites begin, head down the camp and defeat the first guardian. Just above the stairs is a tower with a lift heading down. Take it and talk to Master Thestrin to get this quest initiated. He will ask you to visit the crypt and solve the puzzle. It is located southeast of the camp. If you want to, you can head back and find the crypt. Dont open the doors however. It contains a lot of Azunite undeads, levelled 28. Speak to the statue and quess the proper order of the gods mentioned. If you guessed incorrectly, level 16 monsters will appear. ITs a good way to farm EXP, gold and items. You even have the chance to get rare items. I think you can do this 4-5 times. If nothing appears even if you intentionally answered incorrectly, that means its enough. Answer the statue in this order. (3-3-1-1) The backdoor containing the sword will open, guarded level 28 undeads. You can rush in, grab the treasure and run away. Return to Threstin and get your reward. You need however, to keep the sword if you want to finish the second part of the sidequest. You will get some chants as reward but keeping the sword will net you insults from him. Just ignore his babblings and keep the sword. ++++++++++++++++++++++++ AF12 -- The Imprisoned Half-Giant ++++++++++++++++++++++++ * Intended level: 19 * Talk to the soldiers about releasing Sartan once Windstone Fortress is safe * Talk to the newly freed Sartan Details: Upon entering Windstone Fortress, you will find Sartan imprisoned in a pit. Talk to him to get this quest started. After you successfully activated the Azunite artifact you have acquired and finished the scene where the blocked path in the north, talk to soldier Orayne to get Sartan released. If you still have space in your party, you can recruit him now. If not, just choose option 3 and he will just go to the Eirulan Inn, ready to be hired until you change your mind. ++++++++++++++++++++ AF13 -- The Missing Squadron ++++++++++++++++++++ * Intended level: 18 * Find Private Nolan * Find Private Banos * Find Private Caiden * Speak to Squadron Leader Taarth Details: You can talk to any of the missing soldiers to get this mission started. Make sure that you tell them you to follow you. 1. The soldier Banos is located in the Eastern Gatehouse, inside the room in the first hallway. 2. Soldier Nolan is in the westernmost room of Windstone Barracks, directly accross the Windstone teleporter. 3. Soldier Caiden is in the southwest corner of the West Gatehouse. After finding all of them, talk to thier squadron leader, Taarth. He is located near the pit where Sartan is held. +++++++++++++++++++++++++ AF14 -- Secrets of Xeria's Temple +++++++++++++++++++++++++ * Intended level: 19 * Enter the Temple of Xeria and place the Stone of Life within its socket * Finish exploring the Temple of Xeria * Return to the grizzled bar patron in the Eirulan tavern Details: You can start the mission as soon as you gain access to the bar/inn. Talk to the obviously marked guy called Grizzled bar patron. Have him tell you his story and you will get the mission started. But you wont be able to complete it until you reach the Temple itself in ACT I, Ch20. Once inside the temple of Xeria, navigate it until you find a room similar to the rooms in the Secrets of the Elven Shrine quest. You need to put the proper activation stones in the correct sockets. To prevent running back and forth, just collect 4 stones for each color. You can just throw away the extras later on. 1. Place one green stone to the socket. A door opens in the west wall. 2. Get yellow stones, then put one stone in the yellow socket. Southern door opens. 3. Place yellow and green stone. Two doors will open. Enter the room that contains red stones and get them. Go to the room with red sockets. Put the stones on the sockets. 4. Get three purple stones from the other side of the room and place it on its socket on the other side. 5. Another room opens with a single purple socket. This opens the path to the main room that has all four colored sockets. Put a stone on each of them to open the door. Get the loot and the chant inside. Go back to the bar and talk to bar patron to earn your reward. -------------------------- 00AG -- [SECONDARY QUESTS // ACT II] -------------------------- ++++++++++++++++++++ AG01 -- Tywlis' Broken Staff ++++++++++++++++++++ * Intended level: 30 * Find the reagent Tywlis needs to repair her grandfather's staff Details: Find Tywlis inside the house in the northern part of Amanlu. This could be the easiest mission in ACT II, depending if you have a RAINBOW TRINKET stored. It is a regeant that can be dropped by monsters even in ACT I. If you dont have it, this mission may have to wait until you get to Snowbrook Valley. A rainbow trinket can be found in the Frigid Cave, just past the first bridge. Just give her the regeant and claim your reward. ++++++++++ AG02 -- A Dark Ohm ++++++++++ * Intended level: 26 * Observe the Vai'kesh during one of their rituals * Return to mage Lyssanore in Aman'lu Details: Visit Amanlu's magic shop and talk to Lyssanore. She needs you to observe Vaikesh rituals. Doing this quest is necessary if you want to gain access to another sidequest. When you reach the part when you are pursuing the Vai'kesh Prophet, wait till you get the scene where his minions emerges from the Large Vai'kesh cavern. Go inside and the door there. Watch another scene where a large group of Vai'kesh is performing thier ritual. Teleport back to Amanlu, talk to Lyssanore to complete the quest. You will learn the Chant of the Dead, which will allow you to talk with the spirits you have encountered along the way. You can go back and slay the Vai'kesh performing the ritual. +++++++++++++++++ AG03 -- Spirits of Aranna +++++++++++++++++ * Intended level: 26 * Find the restless spirit in the Lost Valley of the Azunites * Find the restless spirit in the Northern Greilyn Jungle * Find the restless spirit in the Western Greilyn Jungle * Find the restless spirit near the Eastern Greilyn Beach * Find the restless spirit in the town of Eirulan * Find the restless spirit in the Temple of Xeria * Find the restless spirit in the Tranquil Cave * Find the restless spirit in Snowbrook Haven * Find the restless spirit in Arinth's Ravine * Find the restless spirit in the Aman'lu Inn * Find the restless spirit in the town of Aman'lu * Find the restless spirit in the Garden of the Ancients * Find the restless spirit in the Eastern Plain of Tears * Find the restless spirit in the town of Kalrathia * Find the restless spirit in the Mines of Kaderak * Find the restless spirit in the Morden City of Darthrul * Find the restless spirit below the town of Kalrathia * Find the restless spirit in Zaramoth's Horns Details: Once you have the Chant of the Dead learned, you can now talk to the spirits, after chanting the Chant in an incantation shrine. There are always shrines conviniently located near the spirits. Not to mention that the effects of the chant (Vox Mortem) lasts 300 seconds or 5 minutes. You can actually start this mission once you get the Amulet of the Dead with you. This is a unique amulet. You can talk to the spirits in any order you want. There are 18 of them and wont be completed until you're late in ACT III. 1. The spirit in the Lost Valley of Azunites is near the incantation shrine, within the ruins. He should be near a wall. 2. The Northern Greilyn Jungle spirit can be found inside the Haku caves, just beside the broken bridge. The caves are just northwest of the North Gate. 3. The Western Greilyn Jungle spirit can be found just west of the teleporter. It is near the Hak'u Usurper's house. 4. To reach the Greilyn Beach spirit, you need to teleport to Azunite Desert camp and take the portal there. There is a shrine near the spirit. 5. You probably saw the Eirulan spirit when doing the Hive Queen sidequest. It is located by the bridge, facing the falls. 6. In the extreme north of Xeria's Temple, there should be secret button next to the incantation shrine. The path leads to the cavern of Earth and by the south hallway, the spirit. 7. To reach the Tranquil cave, take the North Greilyn Teleporter and go west. Near the incantation shrine, there should be waterfall in the southwest. Just run through it. 8. The spirit in the Snowbrook Haven Servant's Quarters is located inside a closed room, just before the bridge/ walkway. The incantation shrine is near it. 9. The Arinth's ravine spirit is in the same cave where you fought the Knotted Shambler (guardian of the first aegis part.) The incantation shrine is just inside the large Vai'kesh Cavern beside the cave the spirit is in. 10. The Amanlu Inn spirit is in the broken balcony of the Amanlu Inn. The shrine is in the northeastern part of the town. 11. The other Amanlu spirit is just under Twylis house. Find the secret buttons to open the area and the lift leading down. The incantation shrine is conviniently located the spirit. 12. Inside the Azunite Burial grounds, there is a path west heading upwards. Take that to enter the other part of the Garden of the Acients. The spirit should be above the hill. An incantation shrine is also nearby. 13. The spirit in the Eastern Plain of Tears is just a bit past the teleporter. The incantation shrine is a bit further in the northeastern path. 14. The Kalrathian spirit is in the southwestern wall. The nearest shrine is the one just outside the North Gate. 15. Past the Upper mines of Kaderak East teleporter, go upstairs and find the room with the spirit. This room also contains the last Dwarven verse needed for another sidequest. The Shrine is just across the bridge. 16. The spirit in the city of Darthul is just behind the spiked cone boulders, just outside the District of Shield. the shrine is inside the District of Crossbow, once you have access to it. 17. The spirit below Kalrathia is located in the southern waterway of the Agallan trial. The shrine nearby to the east. 18. Far in Zaramoth's Horns, you'll find a large ruined area. The incantation shrine is on a nearby platform. The spirit is in the southeasternmost corner of the area. +++++++++ AG04 -- Viperclaw +++++++++ * Intended level: 19 * Find a jagged arrowhead reagent and return it to Eumenidie in Aman'lu * Find a griffon feather reagent and return it to Eumenidie in Aman'lu * Find an onyx fragment reagent and return it to Eumenidie in Aman'lu Details: You can return the regeants one by one or all at once. Take note that these regeants can be acquired late in ACT I as monster drops or loots. In any case you dont have them, you can find these regeants scattered along the way. Jagged Arrowhead -- can be found in the swamp north of Amanlu. Its in the southern part of the swamp. Griffon Feather -- can be found inside the flooded chambers in Elen'lu Isles Onyx Fragment -- can be found in many Vai'kesh caverns. upon surrendering all needed regeants, you'll get a 6-slot Viperclaw regeant. ++++++++++++++++++++++++ AG05 -- Arinth's Legendary Staff ++++++++++++++++++++++++ * Intended level: 26 * Find the Focusing Stone * Find the Jeweled Shaft * Find the Carved Rod * Return to Eolanda in the town of Aman'lu with the pieces of Arinth's Legendary Staff Details: Find Eolanda in the Northeastern part of Amanlu, just near Eumenidie's archery range. You need to have the Chant of the Dead first since the chest containing the staff's parts are guarded by spirits. (These spirits are not part of the Spirits of Aranna quest) 1. Focusing Stone -- Teleport to the Western Cliffs of Azunai. Go east then south inside the caverns and go to the ruin's entrance in the southwest corner. Go up the stairs to the next room. The shrine is just in northern room. Take the lift down by pressing the hidden button, near the steps. Talk to the spirit guardian to get the Stone. 2. Carved Rod -- From the Amanlu Hills, head north till you find an incantation shrine. Incant then continue north and look for path leading down. Go down and find the lift going down. 3. Jeweled Shaft -- From the Snowbrook valley teleporter, go across the bridge and north. There should be stairs leading down. Make sure that you incant then go down the stairs. Take the lift down and talk to the spirit. Once you got all the 3 pieces of the rod, return to Eolanda in Amanlu to finish the quest (and get the Rod.) ++++++++++++++ AG06 -- Arinth the Mad ++++++++++++++ * Intended level: 26 * Track down Arinth * Defeat Arinth Details: After repairing Arinth's Legendary Staff, teleport back to Eirulan, then teleport to the Lost Valley of the Azunites. Go east of the teleporter, and search for a lift. The button to activate it should be located in the ruined wall. Take the lift down. You need to open a series of hidden doors by pressing secret switches. They are obviously marked in the map and you shouldnt have problems finding them. Go down the spiral staircase until you reach the Elven Prison. Use Arinth's Staff to break the door and set him free. Go back to Amanlu then take the teleporter to the Elen'lu Isles. Arinth should be waiting inside Isteru and Isheru's temple. Defeat him to get your loot and 2 skill points for all your party members. (Except pets). Return to Eolanda to complete the quest and obtain your reward. +++++++++++ AG07 -- Mythrilhorn +++++++++++ * Intended level: 33 * Find Khartos the Wise * Defeat Khartos the Wise in a duel * Go to the rift site * Cover Khartos while he captures the mythrilhorn * Remind Khartos to send the mythrilhorn back to pet seller Galeron in Aman'lu * Speak to pet seller Galeron in Aman'lu Details: You wont be able complete this quest until you reach ACT III. Talk to the pet shop order. As him about the special beasts. Go to the Kilrathian bar and talk to Khartos. He will then challenge you to a duel. Land a few hits on him and he will stop. Go to his Rift side to summon a mythrilhorn. To reach Khartos' rift side, use the teleporter to the Northern Plain of Tears. There should be a path going going down to the northeast. Follow it to reach the rift site. Talk to Khartos to begin the summoning. You need to defeat all the giant bugs that'll appear and after that, the summoning will be finished. Once done, talk to Khartos and talk to the pet seller in Amanlu to complete the quest. ++++++++++++++++++++++++++ AG08 -- A Family Heirloom - Part II ++++++++++++++++++++++++++ * Intended level: 26 * Locate the demon * Destroy the demon * Speak with Athelas Details: This is the continuation of the first quest with the same name. If you have been referring to his faq when you do your sidequests, you should still have the Heirloom Sword with you. Start the mission by talking to Athelas in Amanlu Inn. You need to find the Vaikesh prison. You can do this while pursuing the Vaikesh Prophet. The prison should be between the First Large Vaikesh cavern and bridge. The entrance to the prison is not obvious in the map, unlike ordinary caves or cavern entrances. The prison is in the middle of the large part of the area mentioned. Just head south of the first large Vaikesh cavern, the entrance should be a small brown rectangle in the map. Upon entering, you should use the Heirloom sword to break the prison bars and release the demon. Unlike the Garganturax, you dont need to have the Heirloom sword equipped; You can switch to a powerful weapon after that. Talk to Athelas afterward for your reward. ++++++++++++++++++ AG09 -- Lothar's Innocence ++++++++++++++++++ * Intended level: 24 * Find Roland's golden cloak * Find Magrus * Defeat Magrus * Return to Roland in Aman'lu Details: Make Lothar your active leader and talk to Roland, the one sitting on the table. Lothar will need to prove his innocence and find the real thief back. Just a little distance past the teleporter in the Southern Vailutra forest, find the Watery Cave on the western side of the path. Navigate inside and locate a half-giant farming mushrooms in the upper part of the caves. After talking to Magus, he will teleport leaving his house key behind. Exit the cave and go north of the Watery Cave. There should be a tiny path leading eastward then to Magus' house. Use the key to enter the house and confront him. He will then become hostile and you need to defeat him. After that, he will agree to return to Aman'lu and confess for his sins. Talk to Roland again to get your reward and complete the quest. ++++++++++++++++++++ AG10 -- Deru's Treasure Hunt ++++++++++++++++++++ * Intended level: 19 * Find the explore the location identified on the map given to Deru by the Elven prospector * Find and explore the location identified by Razka's Riddle * Find and explore the location identified by Razka's Second Riddle Details: In Amanlu, go to the southeastern corner of the town. Find a lone old prospector and talk to him using Deru. You will recieve a map leading to some sort of site. Obviously, it is the map for Razka's Ruins. Go to the Southern Greilyn Jungle and towards Razka's ruins. A lever will be there, allowing you to ride the platform down. Navigate the area and have Deru open the chest in the central room. Learn the next riddle. Take the teleporter to Arinth's Ravine and look for the Frozen Cave. (You should see a marker there since the mission is active) Go inside and have Deru open the chest for yet another clue. As soon as you reach Kalrathia, you can take the north gate and look for the lower lands in the east. Continue heading east until you find an oasis. Just continue walking until the illusion fades, and you'll be inside the Magical Oasis. Just enter and have Deru open the chest to complete her character quest. ++++++++++++++++++++ AG11 -- Mark of the Assassin ++++++++++++++++++++ * Intended level: 35 * Pick up the intriguing stone * Encounter the assassin * Speak to Danadel * Investigate the Liantir Stone in the town of Kalrathia * Bring a Dwarven mythril ring to Enchantress Valeria in Kalrathia * Find Merchant Kendril * Defeat the assassin Details: In south Amanlu, enter the abandoned house and find a peculiar stone on the table. Pick it up and watch the following scenes. After that, talk to Danadel to learn more about what to do next. Upon reaching Kalrathia, enter the magic shop and talk to enchantress Valeria. She will then tell you to acquire a Dwarven mythril ring to enchant and will enable you to see the assassin that marked you as target. As soon as you enter the Upper Mines of Kaderak, after the scene with the miners, go upstairs in the south and check all the rooms there. The room containing the mythril ring is hidden and you need to push a secret button to open it. When you already acquired the ring, go back to Valeria in Kalrathia and she will imbue it. Equip the new ring she has created and go to the room just beside the Innkeeper. Talk to the merchant Kendril and the assassin will appear. Defeat him and obtain some assassin loot. (Great set for berserkers). You can also talk to Kendril for some additional reward. +++++++++++++++++ AG12 -- The Aman'lu Arena +++++++++++++++++ * Intended level: 19 * Defeat the first wave of combatants * Defeat the second wave of combatants * Defeat the third wave of combatants * Defeat the fourth wave of combatants * Defeat the fifth wave of combatants * Defeat the sixth wave of combatants * Defeat the seventh wave of combatants * Defeat the eighth wave of combatants * Defeat the ninth wave of combatants * Defeat the Arena Masters Details: Talk to the barkeep and agree to have a drink with him. When he asks you to tell the tale of your mighty deeds, Just deny all of it. He will then offer you to try the Aman'lu underground arena. Take the elevator behind him and talk to the assistant in the cellar. A door will open; just follow the staircase to the next area. Talk to Daesthai to open the quest. He will sell you tokens needed to start the challenges. There are colored doors around the room, which contains magnificent rewards. Thier corresponding keys are dropped when you defeat a whole wave of enemies. I do recommend just trying this when you are around level 38+. In that way, you can finish all the rounds and keep the keys. Not to mention that rare item drops are better in higher levels. You can keep the keys you've won and decide to open the doors any time you like. Since the enemies will swarm you like insects, it is recommended to have your party ready with area targetting special attacks. Also avoid getting cornered. Even the toughest character can go down easily against a mob. The enemies levels progress on each round, the last round being the toughest (around level 38-40) After defeating the arena masters, talk to Daesthi and you can now buy a Light Naiad as a pet, get two skills points for all your characters and the Mysterious token (needed for the Mysterious Mystery Quest) Round Cost ===== ||===== 1 1,000 2 1,500 3 2,000 4 3,000 5 4,000 6 6,000 7 8,000 8 12,000 9 16,000 10 25,000 +++++++++++++++++ AG13 -- A Servant's Haunt +++++++++++++++++ * Intended level: 26 * Enter the Levreth Estate * Learn the Chant of the Dead * Speak with the ghost of Threnith Wilwarin * Follow the ghost of Threnith Wilwarin and look for clues * Find the jewels of the Levreth Estate * Bring the proof of Threnith's Innocence back to Eldoriath Wilwarin in the town of Aman'lu Details: Exit Amanlu from the south bridge and enter the house on the east side. Talk to Eldoriath to start the quest. (You need to have the Chant of the Dead for this quest.) Go to the South Vai'lutra Forest (south) teleporter, just next the destroyed caravan. Incant with the chant of the dead, then go east and use the elevator down to the estate. After reaching the bottom, speak to the ghost of Threnith. He'll unlock doors as you go. Just pickup the items laying on the floor to continue. After collecting all clues, you should head back to Eldoriath to complete this quest. +++++++++++++++++++++++++++ AG14 -- A Servant's Haunt - PART II +++++++++++++++++++++++++++ * Intended level: 26 * Confront Lady Levreth in the town of Eirulan * Confront Wethril the Guardian Commander in the town of Aman'lu * Defeat Wethril the Guardian Commander * Speak to Celeb'hel the Elder in Aman'lu's Alt'orn Hall about Wehtril's deception Details: After completing the first part of the quest, talk to the spirit of Threnith again to activate this quest. Return to Eirulan and talk to Lady Levreth inside the inn. After her confession, return to Amanlu and confront Guardian Commander Wethril, just inside the town hall. You need to fight kill the murderer and then talk to Celeb'hel to end the quest. ++++++++++++++ AG15 -- Amren's Vision ++++++++++++++ * Intended level: 19 * Find and explore the first location in Amren's vision * Find and explore the second location in Amren's vision * Find and explore the third location in Amren's vision * Find and explore the fourth location in Amren's vision * Investigate the portal in Amren's vision Details: During your travels, you will encounter strange mushroom formations, bringing Amren in any of these will trigger his visions. Talk to him again to start his character quest. Visit the mushroom formations with Amren in your party. One mushroom actually serves as a level heading down the hidden shrines in Amren's vision. Their locations are: 1. Eastern Greilyn Jungle (Shrine Of Life) -- East of Razka's ruins, just above the mall northern cliff. It also has the book, Vol.17, THE PATH OF LIFE 2. Southern Vai'lutra Forest (Shrine of Sight) -- west of the North teleporter. Contains the book Vol.18, THE PATH OF SIGHT. 3. Garden of the Ancients - South (Shrine of Death) --just north of the teleporter. Contains the boo k Vol.19, THE PATH OF DEATH 4. Ruins of Okaym (Shrine of Blindness) -- West of the teleporter, off from the main path. Contains the book Vol.20, THE PATH OF BLINDNESS. After accessing all the four shrine, a portal will appear to open the final shrine. Amren must open the final chest and you will gain a very sumptous reward. +++++++++++++++++ AG16 -- Finala's Contempt +++++++++++++++++ * Intended level: 22 * Explore the hidden Morden intelligence camp * Find and burn down the first hidden Morden tower * Find and burn down the second hidden Morden tower * Find and burn down the third hidden Morden tower * Find and burn down the fourth hidden Morden tower * Locate and destroy the hidden Durvla hatchery * Find and explore the second Morden intelligence camp Details: If you have Finala in your party, take the portal to Kithraya Valley. Enter the Upper Kithraya Caverns and Finala as your active character, touch the broken lever. She will repair it and you should be able to go down and discover a hidden Morden intelligence camp. Let Finala open the chest and obtain the Map for the 4 hidden Morden Towers. Teleport to south Greilyn and head west to the Abandoned Ruins. As soon as you enter, Finala will find and open a secret door. Follow the very straightforward path and burn the first hidden morden tower just like what you did in ACT I. Teleport to the Northern Greilyn Jungle and take Finala near the blocking wall. She will open it for you, giving you access to the remaining hidden Morden towers. Take the path up and burn everything you can find. Once you reach the Morden City of Darthrul in ACT III, Ch3, take Finala to the easternmost part of the city. She will then discover a hidden door leading to the Durvla Hatchery. Kill everything inside and after clearing, destroy the explosive beside the wooden gate to open it. Open the chest and obtain the final piece of the mission. A morden wrench. When you recieve the quest into the Southern Kaderak desert, take the north path past the entrance to the mines and follow it until you find a broken elevator on top of the hill. Have Finala fix the elevator and clear the intelligence camp. Open the golden chest to end the quest. +++++++++++++++ AG17 -- Rahvan's Curse +++++++++++++++ * Intended level: 28 * Find Letiso the lich * Defeat Letiso the lich * Return Champion Rahvan's soulstone Details: After showing Rahvan the four death masks found in four tombs and getting part of his memory back, he will give you a chant, Letiso. You need to say this above the glyph of death to face the Lich King that killed him and enslaved his spirit. As you travel clear the lower Azunite Catacombs, you will then see a forked path. The shrine is located in the south. Then stand on the purple death symbol on the east side of the room. Incant using 'Letiso' and the hidden door should open. Defeat the Lich King and deliver the soulstone back to Rahvan to complete this quest. ++++++++++++++++++ AG18 -- Evangeline's Folly ++++++++++++++++++ * Intended level: 28 * Seek Jessic and the soldiers in the Vai'kesh stronghold * Seek Jessic in the second Vai'kesh stronghold * Seek Jessic in the third Vai'kesh stronghold Details: With princess Eva as your active character, teleport to Southern Vai'lutra Forest (South) and talk to the wounded caravan guard to initiate the quest. 1. Teleport to the Western End of Arinth's Ravine. Follow the western main path until you reach a bridge. Before the bridge, turn left and go along the tight pathway to reach a small cave. Just talk to the mana ostar behind the door to trick them into allowing you inside. Then kill every last of them. Furher in the room, you need to kill the jailor minibosses to obtain the keys to free the prisoner. You need to have Eva selected when you talk to them. 2. The second stronghold is located north of Arinth's Ravine. Backtrack a bit and fight your way till you reach the large cavern on the north. Just do the same process of slaughtering the enemies and freeing the soldier. 3. The last stronghold is located in a cave further east. When you see the 2nd bridge, do not cross, instead, continue east to find the cave's entrance. Kill the jailors. Talk to Jeric to end the quest. --------------------------- 00AH -- [SECONDARY QUESTS // ACT III] --------------------------- +++++++++++++++++++ AH01 -- Dwarven Song of Ore +++++++++++++++++++ * Intended level: 35 * Find the Silver stanza * Find the Iron stanza * Find the Gold stanza * Find the Mythril stanza * Return the stanzas to Historian Leontia * Return with the fourth stanza to Historian Leontia Details: Talk to Historian Leontia in the Great Hall of Kalrathia to initiate this quest. The stanzas can be found in the Mines of Kaderak. 1. Silver Stanza -- room on the side, past by the 3rd lever. 2. Iron Stanza -- room on the side past by the East teleporter. go up using western stairs. You can find it inside the same room with one of the spirits. 3. Gold Stanza -- inside the hidden room east of the lift to the lower mines. There are three rooms. The west room has the lever to open the location of the chest. 4. Mythril Stanza - located in the chest south of the Lower Mines teleporter It doesnt matter if you're only able to bring the stanzas one by one or all at once. Just talk to her to complete the quest. +++++++++++++++++++ AH02 -- The Lore of Aranna +++++++++++++++++++ * Intended level: 33 * Find the Lore of Aranna collection and return to Telgrey the Scholar Details: You need to collect all the books scattered around Aranna to complete this quest. The scholar lives on the northeastern part of Kalrathia, just near the ledges that gives you access to the walls. There are 20 volumes in the collection. 1. KING AND QUEENS OF THE NORTHERN REACHES -- Snowbrook Haven Servant's Quarters, near the war pedestal accross the fly bridge. 2. THE DARK WIZARDS -- Vai'kesh Sanctuary, one the table, just beside the stairway on your way out of the sanctuary 3. DOWNFALL OF THE MANY OSTAR -- In Alar'ithil's house; The house on the south bridge of Aman'lu 4. VALDIS AND HIS ARMIES -- Inside Twylis' house in Amanlu 5. TURMANAR AND ITS AFTERMATH -- In Alt'irn Hall, Amanlu 6. THE SKATH -- In the tower where you first meet Vix, near the upper kithraya Caverns 7. THE DEEDS OF XERIA -- Windstone Fortress' Western Gatehouse 8. THE DEATH OF XERIA -- Xeria's temple, north room 9. THE WAR OF LEGIONS -- Xeria's temple, north room 10. THE LEGEND OF ARINTH THE MAD -- Given by Eoland when starting Arinth's legendary Staff quest. 11. THE DRYADS AND THIER CUSTOMS -- Amanlu, Eolanda's house (table) 12. ZARAMOTH'S ASCENDANCE AND DOWNFALL -- 2f of Amanlu's magic shop (room) 13. ELANDIR'S LIFE AND TEACHINGS -- 2F of Amanlu Inn 14. FABLES OF ANCIENT ARTIFACTS -- Amanlu, Eolanda's house (floor) 15. SYMBOLOGY OF THE AZUNITES -- 2F Amanlu Magic Shop (Balcony) 16. LEGACY OF AZUNAI -- Room near the north wall and gate of Kalrathia. 17. PATH OF LIFE: SHRINE OF LIFE (Amren's Vision character quest) 18. PATH OF SIGHT: SHRINE OF SIGHT (Amren's Vision character quest) 19. PATH OF DEATH: SHRINE OF DEATH (Amren's Vision character quest) 10. PATH OF BLINDNESS: SHRINE OF BLINDNESS (Amren's Vision character quest) After completing all the 20 books, talk to Telgrey twice to get a Mysterious Book, part of the Mysterious Mystery quest. +++++++++++++++++++++++++++ AH03 -- The Lost Jewels of Soranith +++++++++++++++++++++++++++ * Intended level: 33 * Enter the Ancient Vault * Solve the second puzzle within the vault and see if there are any jewels locked within * Solve the third puzzle within the vault and investigate the area for more jewels * Return to Kevarre the Explorer in the Kalrathia tavern Details: Enter the Kalrathia Tavern and talk to Kevarre the explorer to get the quest stareted. If you have done Deru's treasure hunt, the ruins is near the magical oasis. If not, just teleport to the Northern ruins and take the other path heading to the east. Enter the tower and descend to the Mysterious vault. Fight you way inside and solve the puzzles. You need to actually avoid "closing" the loop. You need to connect the obelisks. Here is a diagram. (Facing North) .---------. | | .---------[1]---. .-----. | | | | | | .----. | | | | | | | | | | .----[2]-------[3] | | | | | | | | .----. [4]---. | | | | [5]__| .----. The fastest solution is by selecting the obelisks in this order: 4 - 1 - 3 - 4 - 2 - 1 - 5 - 2- 3 ________________________________ This solution is the one I used for my two saved game files. If you have other solutions for this, you can email me if you want and we can add it to this faq. On the second room, there are another set of obelisks you need to interconnect. Here is one of the obvious solutions. (facing north) 8 - 6 - 9 - 8 - 7 - 1 - 4- 7 - 5 - 6 - 3 - 5 - 2 - 1 ____________________________________________________ .---[1]-------------[2] [3]----. | | | | | | | .----------. | | | | | | | | | | .-----------. | | | | | | | | | | | | [4] .---[5]----------. | | | | | | | | | | | | | | .----[6]----. | | | | | | | | | | .----[7]--------. | |-----. | | | | | | .--------------[8]---------[9] Go to the next area and get a Mysterious Chant and Soranith's Gold Ring. Go back to Kalrathia tavern and talk to Kevarre. You will recieve Soranith's Amulet, completing your quest and set. +++++++++++++++++++++++++++++ AH04 -- The Legendary Mace of Agarrus +++++++++++++++++++++++++++++ * Intended level: 33 * Talk to Explorer Tai'esse in Aman'lu * Find the stone tablet fragment * Return the stone tablet fragment to Explorer Tai'esse in Aman'lu * Enter the tomb of Agarrus and locate the mage Details: In the Northern part of the city, just between the storage room and the fountain, find a soldier named Berseba to start this quest. Head to Amanlu and talk to Tai'esse inside the inn. Talk to her and recieve a stone key lore item. It is needed to open a specific door you havent opened before. Go to the Snowbrook Foothills. If you took time to navigate the Snowbrook Grotto inside, you should know the location already. If not, just head a bit north from the teleporter then go southeast to find the entrance to Snowbrook Grotto. There are a lot of exits and entrances to the Grotto though. Just look for series of steps heading down (the location should be obvious in the map). Grab the Chants and use the Stone Key to open the door. Grab the Stone Fragment inside. Return the Stone Fragment to Tai'esse in Amanlu Inn. She will repair it and you will recieve a Stone Tablet. Teleport to Eirulan then go to the Western Cliffs of Azunai. Go south into the Azunite Cavern (where the first light puzzle is encountered), then cross the bridge and locate a hidden button that will extend the bridges towards a new area. Use the platform and head down. Use the Tablet to open the door and speak to Guardian Magentus. You will recieve the legendary mace as one of the rewards. Quest complete. +++++++++++++++++++++ AH05 -- The Mage's Apprentice +++++++++++++++++++++ * Intended level: 34 * Find Apprentice Darek and Mage Boden's research journal * Return to Mage Boden with his journal * Defeat Mage Boden * Speak with Apprentice Darek Details: Talk to Mage Boden inside the Kalrathia Magic Shop to initiate this quest. You'll recieve a Golden Mirror and some clue on where his apprentice might be located. As soon as you reach Darthul in ACT III, Ch3, go west and down to the dry moat or canal before heading entering the main gates. There should be some stairs heading up in the other end of the canal. Enter the Ancient Ruins. The light puzzles are just the same as one you solved before getting the Azunite Artifact in ACT I. Use the golden mirror to have the statue where the light is beaming to, to have the light reflected to the nearby statues. There are two doors. One leads to the apprentice and the other one leads to this Ruins' golden treasure chest. The first one is simple. You just need to make sure that the light reflects the statues in this diagram. "S" is the source, the main statue where the will come from. The arrows indicate the direction of the beamed/reflected light should be. After opening the door, you should find apprentice Darek inside. You'll get an update and will want to return to Kalrathia. But... if you want to get the most out of your visit here, proceed and try to open the western door. [N.Door] ^ | <S> | | 2<-----------<1 | | | | | | | | | | | | 3--------->4 The second puzzle is a little challenging if you dont know the trick. It took me several times before I found out this simple solution. "X" are the statues that must be rotated so that the light will not get blocked by them. <S> | X |X 4<-----------|--<3 | | ^ 5>-----------|---|------------->6 |X | | | | | | | | [W.Door]<-----------------|---|-------------<7 X X X| | X | | | | 1>->2 Grab your treasure and return to Kalrathia magic shop. Talk to Boden but he will turn hostile and you need to kill him. Just pummel him dead and talk to Darek to end the quest and claim your reward. Dont worry about where you'll buy magic supplies. Darek will take the shop as his own. +++++++++++++++++++++ AH06 -- The Kalrathian Nexus +++++++++++++++++++++ * Intended level: 33 * Imbue the Soul Staff at the Node of Earth * Imbue the Soul Staff at the Node of Frost * Imbue the Soul Staff at the Node of the Phoenix * Return to Nora Details: Near the North gate is a Nature Mage named Nora. Talk to her to start this quest and obtain a unique staff called "SOULSTAFF". The weapon itself is not that great as of this time and you cant sell it. If you managed to navigate the previous dungeons and caves, you should know what specific caverns are you looking for. 1. Cavern of Earth is located inside Xeria's Temple, beyond the secret area (one of the spirits is located also in the other side) Equip the staff and stand above the Node of Earth symbol. Then type the chant "Arcesso Arcanum". This will imbue the staff with the power of Earth. 2. Cavern of Frost is inside Snowbrook Haven's Servant Quarters. It is just across the Shrine and the Snowbrook Haven spirit. Repeat the same process as before 3. Cavern of Phoenix is located in the southernmost end of the Lost valley of the Azunites. Repeat the same process. Once you start off your journey to the Eastern Plain of Tears, look for a cave in the north side of the trail. Upon entering the Kalrathian Nexus, equip the imbued staff and break the seal. Return to Nora to recieve the complete form of the staff named "Soulstaff of the Nexus" and to complete this quest as well. ++++++++++++++++++ AH07 -- Sartan's Suspicion ++++++++++++++++++ * Intended level: 33 * Find Osric, a suspected spy working for the Morden * Find the Morden arsenal * Free the prisoners * Return to Soldier Orayne Details: With Sartan as your active character, go to the Kalrathia tavern and talk to a drunk man named Feltan. You'll learn about the location of the spy hiding in the East Plain of Tears. When you reach the area, keep on heading east to reach the hideout. With Sartan in your party, open the door and watch the following scenes. To redeem himself for the deadly mistake, Sartan must find the Morden Arsenal and save the prisoners. Upon reaching the Ruins of Okaym Teleporter, head west up to the hills to find the Morden Arsenal. Just fight your way inside till you reach the prisoners. Blow their cages open by targetting the explosives beside the doors. After all the prisoners are rescued, go back to the Mysterious Cavern and speak to Orayne to end the quest. ++++++++++++++++++ AH08 -- The Morden Riders ++++++++++++++++++ * Intended level: 35 * Find a Morden tent * Find a sack of Morden rations * Find a pack of Klask rations * Bring the supplies to Nordax and Neillibok Details: While clearing the City of Darthul, in the Disctrict of Lance, look for a hidden switch for an elevator heading down to the cellar. Defeat the hiding lieutenant there to get the key to the District of Shield. Clear the District of Shield and look for a small pit that has a hidden button to use the elevator. You will now have access to the east side of the dried moat. Fight your way to the east till you meet two Morden riders and thier pet Klask, Bruno. Agree to help them and head back to Darthul. While clearing the Districts, you should've noticed the locked rooms with golden chests inside. Those are your target. Open them all. (There should be 3 of them) and return back to Riders. They won't give you any reward but they will open a new path leading to a Ancient Vault. Investigate it and claim your loot. ++++++++++++++ AH09-- Vix's Vengeance ++++++++++++++ * Investigate the additional mine caverns Vix discovered * Destroy the first cluster of shards * Destroy the second cluster of shards * Destroy the third cluster of shards Details: With Vix in your party, look for the eastern path in the Lower Mines of Kaderak. He will break down the large door and you will gain access to the additional series of caverns. Investigate the area, just use the explosive-laden carts to destroy the shards. After destroying the last shard, go inside the room behind it and have Vix open the treasure chest ------------------------------- 00AI -- [THE MYSTERIOUS MYSTERY SUBQUEST] ------------------------------- *NOTE: The complete solution of this quest can be found @ [http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_ii_mystery.txt] and I humbly give credit to Gulnaga, Negorath, ebator and dknyc of Gamefaqs for solving this mystery completely. I have gone as far collecting the items and figuring out the reverse worded chant. The solutions to the puzzles and quizzes are completed by them. Kudos! AI01 -- WHAT YOU NEED ====================== As mentioned earlier, there is a level 100 ??? monster that will appear whenever you acquire a number of magical items. You need to drain his health completely, which will cause him to drop a Mysterious Stone lore item. It has the word "surotces suiranmuloc" engraved on it. To start this optional subquest, you need three set items in addition to the Mysterious Stone: 1. Mysterious Book -- This is rewarded after completing "Lore of Aranna" secondary quest. (Refer to the guide above) 2. Mysterious Token -- Reward for completing the "Amanlu Arena" secondary quest. (Refer to the guide above) 3. Mysterious Bucket -- Inside the Elven Prison (Arinth The Mad). Touch the lamp on the other side of the door once you opened the stairway. Also, you may bring the Hak'u Ceremonial Blade. (optional) AI02 -- WHAT TO DO =================== Visit any incantation shrine and type the chant: COLUMNARIUS SECTORUS (reverse of surotces suiranmuloc) You will be transported to the secret area. !! Note that you can only visit this place once after you cleared it. !! You must be at least level 40 before trying this place AI03 -- The Mysterious Mystery Cave =================================== Head west and use the Mysterious Bucket to gain entrance. Proceed. The hallways here are occupied with LVL40 Prairie Dogs. They hit hard so avoid getting mobbed. Dispose them quickly using area-affecting Special Attacks. Open the Next Door using the Mysterious Book. Prepare for a tough battle. You will face dark versions of all DSII characters, including Drevin. They are high levelled and have high HP. Concentrating all attacks on one enemy at the time will increase your chance of survival. You can also lure each one of them at a time. Curses and buffs will be your best bet here so use them in this battle. After defeating them, the western door opens. You'll pass rooms filled with the electronic versions of the people behind the game. Some of them gives you quizzes and answering them gives you goodies. I was only able to answer Andres Mendez's quiz. (Asnwers coutesy of Google) 1. Bogota 2. Yellow, blue and red 3. 8600 ft above sea level 4. 55% 5. Simon Bolivar Brian Fricks will upgrade your little Hak'u blade. Hak'UBER Ceremonial Blade ========================== - Fast Attack Speed - Damage 26 to 44 - Requires Melee 38 - +30 Dancing - 30% Noise Antipathy On the door leading to the Treasure room, stand in front of it with all the 3 mysterious items equipped and chant: REQUO FURTIVUM IXO The Door should open. Enjoy the treasures inside. Whew! ============================================================================== +++++++++++++++++++++++++++++ CREDITS ++++++++++++++++++++++++++++++++++++++ ============================================================================== Thanks, ....primarily to all the gaming sites that hosted my authored faqs. I really appreciate it. Specially to the people of 1up.com. ....also to all the Filipino gamers that are actively participating and contributing, helping their fellow gamers alike. ....to my friends and family. and to you for reading! Please visit my site vhayste.1up.com and checkout my other faqs.

www.ign.com

Dungeon Siege :: game-settings

Game Setting

Command line - Application Setting - In-game commands - System Setting

Command line

There are two ways to use it.

The first, is create shortcut to Dungeon Siege and add the required properties. After you create a shortcut, click on it with right mouse and select properties. In the Target box add the desired parameters at the end of line (see picture)

 

The second: Write the settings to ini file in My Documents/Dungeon Siege/Dungeonsiege.ini. Write one parameter per line.

Parameters for game startupCommandDescribe
nosound=true Turns off all sounds including music.
nointro=true Disables the Microsoft and GPG logo movies.
fullscreen=false Forces the application to run in windowed mode.
height=y Forces the game to run at y resolution height
width=x Forces the game to run at x resolution width
bpp=n Forces the game to run in specific color depth. 16 and 32 are the parameters.
verifydata=true Instruct game to verify the integrity of its executable and resource data when it starts up.
vsync=false Disable video vsync if it is supported. Increase FPS.
bltonly=true Forces blt mode instead of flip (to work around nVidia blinking problem with older drivers)
aa_screenshots=true Uses anti-aliasing when rendering a screen shot. (may crash system with older drivers).
nospacecheck=true Skips the free disk spaces and available memory checks on startup.
simplerender=true Forces simple rendering mode. This disables multitexturing and is necessary to eliminate rendering problems for some video card/driver combinations.
asynccursor=false Disables the asynchronous cursor. This will increase FPS, but will slow down mouse response time.
turtle=true Enables auto-disconnect from a multiplayer session when a machine times out.
multi=true Allows run multiple copies of DS on the same PC
fpslog=true

Records FPS information and outputs it to the My Documents/Dungeon Siege/Logs/Fps.log.

maxfps=n Forces game to run at a maximum FPS of n
noalttab=true prevents task switching during gameplay
nowinkeys=true disables the Windows keys
path="path" specifies the path where game should looks for additional resources. (see detail)
path=!path specifies exclusive location for resources.
Commands details
nointro=trueVery usefull setting. Speed up game start up, because you won't have to watch intro.fullscreen=falseForce game to run in windowed mode. Good for FPS boost, or with setting multi=true.height, widthForces game run at specific width and height. In game you can set only 640x480, 800x600 a 1024x768 resolutions. On new LCD monitors you must run game in window, or you can set custom native resolution fo you monitors.verifydata=trueInstruct game to verify the integrity of its executable and resource data when it starts up. This will take time to run and will show a dialog box after verification of each file. If the test indicates that a file is corrupted, try reinstalling the game. Note: Turn this option off after using it!vsync=falseDisables video vsync if its supported, which can increase FPS. When vsync its disabled, it can show up one or more horizontal lines over monitor.aa_screenshots=trueUse antialiasing when render a screen-shot. For better results use combination Shift + PrintScreen. Screen-shot will be without user interface.nospacecheck=trueSkips the free disk space and available memory check on startup.multi=trueEnable run multiple instance of game on one PC. Good for higger difficulty game. Its recommended to have at least 2GB+ RAM and min. dualcore CPUmaxfps=NSet maximal FPS at which game run. Reduce unnecesary load. For game its minimal FPS = 25 and ideal FPS = 60. noalttab=true, nowinkeys=truePrevents task switching during gameplay and disable Windows keys.path=pathSpecify location for aditional resources. Parameters listpathdefault
user_path My Documents/Dungeon Siege/
keys_path My Documents/Dungeon Siege/Keys/
save_path My Documents/Dungeon Siege/Save/
shots_path My Documents/Dungeon Siege/Screen Shots/
map_paths Microsoft Games/Dungeon Siege/Maps/
res_paths Microsoft Games/Dungeon Siege/Resources/
mod_paths My Documents/Dungeon Siege/Mods/
dsdll_path Microsoft Games/Dungeon Siege/
bits My Documents/Dungeon Siege/Bits/

Application settings

Options > Video

ResolutionGame resolution. You can choose only from three options. If you want custom resolution, use width and height parameters (see above).ShadowsThere are 4 choices. Without shadows, simple shadows, complex shadow for party only and complex shadows for all.Texture FilteringTrilinear is better choice, but it slightly reduce FPS.Gamma CorrectionAdjust overall contrast.Object detailAdjust number of objects in game. If you want more FPS or better all-round view, set scroll to left. To right you get better scennery.
Options > Audio

SoundEnables/Disables All audioMaster VolumeOverall sound volumeMusic VolumeMusic sound volumeSFX VolumeEffects sound volumeAmbient VolumeAmbient volumeVoice VolumeVoice volumeEAXEnables EAX effekts. Depends on hardware support.
Options > Input

Invert Camera X(Y)-AxisSwitch sides for camera moving. So if you move cursor down, camera goes up.Use Screen Edge TrackingDisables/Enables movig camera with edge tracking. You can move with arrows.Camera SenzitivyCamera senzitivy.Mouse SenzitivyMouse senzitivy.Lock Camera X(Y)-AxisLock camera x or y axis.HotkeysHotkeys...
Options > Game

Display Onscreen FramerateShow up FPS in left top corner. Usefull for game tuning.Raise App PriorityRaise Game priority. Usefull for Hosting game otherwise leave default.Text Scroll RateText Scroll Rate.Game SpeedGame speed. Work only in singleplayer.Tutorial TipsDisables/enables in-game tutorials tipsGame DifficultyGame difficulty - set how much damage you receive or give to enemy.Show Rollover HelpDisables/enables rollover help.Blood ColorBlood color. (Red, Green and none) If you set None, its can slightly boost FPS.DismembermentDisables/enables option to send away one of party member. Works only in singleplayer.

In-game Commands

Using: In game press ENTER and write + for enabling and - for disabling command, after sign add one of command from table and hit ENTER.

Command listCommandEffect
rings Disables/Enables selection rings.
version Show full version of game
mouse Show/Hide cursor
movie Enables/Disables movie capturing. This setting only create bunch of screenshots, from which you must create video. Sound its not included.
resizelabels Labels on characters are bigger if you are closer to character.
gui Show/Hide user interface.
Command list - only singleplayerCommandEffect
zool invicibility
drdeath All stats to max (150)
sixdemonbag Add six summons spells
shootall No clicks required (??)
loefervision Disable FOG on maps.
xrayvision Show/hide textures
sniper range 100m
minjooky Very small character
maxjooky Very big character
checksinthemail You get max gold
potionaholic Add 3 mana potions and 3 healt potions.
faetehbadgar Add full set of Badger (+12 healt)

System Setting

If you want best performance, read trought this. Its few usefull tips for better game.

nVidia

This was tested on windows XP, but its should work also on others windows.

  1. Start > Control Panel > NVIDIA Control Panel

Look for "Manage 3D settings", Switch on tab Program Settings and select game dungeonsiege.exe or dsloa.exe. If they are not in list, use button Add and add files dungeonsiege.exe or dsloa.exe.

In windows you will see setting for selected apllication. For DS use Antialiasing - Mode , set value to Override any application setting. With this set property Antialiasing - Setting to value 4x or 8x and press Apply. You can see difference on picture.

Instructs Dungeon Siege to verify the integrity of its executable and resource data when it starts up.

ds.gemsite.org


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