___________________ / _ / | | | | ____ __ ___ __________|_____|_| _ |_ _____ ______________________ / __ / / / / | / / ____/ ____/ __ / | / // ___// _/ ____/ ____/ ____/ / / / / / / / |/ / / __/ __/ / / / / |/ / __ / // __/ / / __/ __/ / / / / /_/ / /| / /_/ / /___/ /_/ / /| /| / // // /___/ /_/ / /___ / /_/ /____/_/ |_/____/_____/____/_/ |_/_|__/ /___/_____/____/_____/ /_____/ | | | /______/ | |_| | / /_________________ DUNGEON SIEGE II FAQ/WALKTHROUGH v0.15 2005-08-17 Copyright 2005 by Barry Scott 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: pyric@cavecreations.net 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: paypal@cavecreations.net 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 [2] GAMEPLAY BASICS [2.1] Controls [2.2] Game Hints [2.3] 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 ACT II ACT III [4] QUEST WALKTHROUGH [5] LORE [5.1] Handbook [5.2] Chants [5.3] Item Sets [6] CHARACTERS [6.1] Character Races [6.2] 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 ) __ ___________________________________________________ / |,-' 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. __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [2] GAMEPLAY BASICS ) __ ___________________________________________________ / |,-' In addition to 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. 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. * 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] Game Hints ================ * The game only allows one save slot per character, and keeps one backup save. The game also has its share of showstopping quest bugs. Every time you start a new chapter, go to your savegame folder (default is My DocumentsMy GamesDungeon Siege 2SaveSinglePlayer) and zip up your character's folder. If you get stuck, you can delete the current set of saves and replace them with the beginning-of-chapter saves. * Focus each character on a single class. There's not much use (or need) for multi-classed characters in DS2. * Have a variety of classes represented in your party. * When confronting large groups of enemies, draw them to you in small groups using your ranged characters. * Have a weapon + shield tank with the Provoke power in your party to keep mobs occupied while rangers and casters pick them off. * If you have to retreat, retreat back down a known--and clear--path. Retreating into unknown territory will just trigger more hostiles. * Take a breather after a battle to allow health and mana to regenerate naturally, thus reducing the need for potions. * Have at least one Nature Mage for healing/buffing; but, don't use healing in an autocast slot if you are depending on the mage to do some damage with ice spells. * Keep an eye on your inventory, to make sure you're using the best equipment you've got. * Use the Mirror Party Order to keep attacks focused on individual enemies. * Use hero powers to quickly take out the toughest enemy in large groups. The toughest enemy is defined as the enemy that can do the most damage to you, not necessarily the one with the most health. * Don't exit the game until you're in the vicinity of a teleporter. That way, when you continue, you can quickly return to the area you last cleared. ============================================ [2.3] Known Bugs (as of release version 2.0) ============================================ * 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. __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [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 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. 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. Since you are infected with plague, you still can't do everything in town, but all the other areas of Eirulan are 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 spider 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 one house you can access right now, talk to Fenella and give her the doll. She'll give you a flask of elven ale in return. Head back 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 |_________________|__ __| | | <- sanctuary door | | requires level 6 ranger |_______| In the first level of the shrine, you can find a sanctuary door that requires ranged level 6 or better to open. Clear out a couple of rooms to find the lift down to level 2. ELVEN SHRINE LEVEL 2 ____ | | <- Final secret room containing Lost Sapphire _ _|_ _| | ___| | | Lift | <- Activate button on west wall to open secret room | ___ __| and begin puzzle that takes you to Lost Sapphire |_/ | | | | | |____ | | | | | | |____| | |_______ | | N | | | W <-+-> E | | | S | | | | _______| ___| | | | | | |___ |_____| <- Room to west is sanctuary room, | | requires nature mage level 6 to open | | | |__ | | _| / | / <- Boss fight, winning unlocks door to fountain | / ___| |_____________ | __ | | | | | <- Teleporter | Fountain | |_____| | | |_____________| When you reach level 2, search for a button on the west wall, near the lift, to open a secret room and begin your search for the Lost Sapphire of the Elves. Loot the room, then left-click the Green Life Cube pile to pick up a cube, then left-click the Green Life Cube Socket to place the cube in the socket. A lever is revealed. Activate the lever to be taken down a level. Find the button on the north wall to open a secret room to the south. Get two cubes from the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socket in the south room. Grab two Red Blindness Cubes from the pile in the south room, then activate the revealed lever in the north room to go down one more level. Activate the button in the east wall to open the room with the Red Blindness Cube Socket. Place one cube there, then grab two Purple Death Cubes and put one in the appropriate socket in the other room. Another secret room opens. Put your remaining red, yellow and purple cubes in the appropriate sockets, then activate the lever to be taken to the sapphire, as well as three chant books: Lesser Chant of Fighter Power, Lesser Chant of Ranger Power and Lesser Chant of Mage Power. You'll come back out in the lift room of level 2. Make your way south, looting the side rooms. One side room has a sanctuary door that requires a level 6 or higher nature mage to open. Once you descend a flight of steps, prepare for a boss fight. There are three very tough Hak'u in the next room, one of which keeps reviving as long as the other two are alive. Once the three boss Hak'u are dead, the door to the south opens and you can enter the fountain. There are only a few weak Hak'u in this room. Kill them, then left-click the fountain to fill your vial. Use the teleporter to the east to return to Eirulan. Go see Laenne above the pet shop and give her the sapphire, then return to Taar to complete Chapter 4. ======================================= [3.5] Chapter 5: The Dryad Exile Colony ======================================= Primary Tasks: * Find the Dryad Exile Colony Secondary Quests: * Dire Wolf * Taar's Investigation Add Taar to your party. If all your slots are filled, disband a henchman or go purchase a fourth slot from the innkeeper (cost is 1,500 gold). With Taar in your party, go to the house next to the great hall and speak to Arianne. She tells of a great beast said to be controlled by the Hak'u. Agree to track down this beast--if it exists. Go over to the pet shop and talk to the merchant. Select conversation option #2 about wanting something stronger. She will tell you about dire wolves. Rokhar, a mage who hangs about in the great hall, knows quite a bit about them. Go back to the great hall and speak to Rokhar. Agree to meet him in the Southern Jungle. Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'U ritual camp you cleared out earlier? Time to visit there again. Go north and then west from the Northern Jungle teleporter until you reach the health shrine. Then go north over the bridge to the ritual camp. Collect the Hak'u Ceremonial Blade from the camp and teleport back to Eirulan. Go to the pet shop terrace and leave through the South Gate. When the trail turns east, go south and pass through a gap in the rocks. Enter a small cave and have it out with the garganturax--the "formidable" creature that scared Arianne. You'll need to equip the Hak'u Ceremonial Blade to damage the beast. You can wait to finish Arianne's quest until you've finished the Dire Wolf quest, so get back on the main path and continue east. You will eventually reach the Southern Greilyn Jungle teleporter and, just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-Viir Spearman Captain who is weak to ranged attacks. Clear out the monsters and continue east; don't go down in the ruins as you'll need a key to fully explore them and you won't get the key for quite some time yet. Just past Razka's Ruins, turn north and cross the bridge and enter the cave that's to your right as you come over the bridge. Fight your way through the cave to enter Rokhar's Rift Spot. Talk to Rokhar and he'll start summoning a dire wolf, while a horde of nawl beasts come through the rift. Go into Rampage Party mode and lay into the nawl beasts until Rokhar manages to bring the dire wolf through the rift. Then talk to him and he will travel back to Eirulan to deliver the wolf to the pet merchant. Loot the rift area, then teleport back to town. Go see Arianne and complete Taar's Investigation, then head over to the pet shop and add a dire wolf to your party--they're really one of the best pets in the game. __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [4] QUEST WALKTHROUGH ) __ ___________________________________________________ / |,-' This is a rundown of each quest, by Act, and how to complete it. Any information not related to a specific quest will not be included. If you are having trouble with combat, finding hidden areas or deciding what to do next, see Section 3: Chapter Walkthrough. Quests are listed in the order in which you complete them in each act. ********** A C T I ********** The Siege of Greilyn Beach -------------------------- Follow your orders to complete the primary tasks in this quest. Prisoner of War --------------- Talk to the guard outside your cell to initiate the quest. Go to the merchant's area of Eirulan and speak to Telinu to get the sharpening stones. Leave by the North Gate and follow the path northeast to the Dryad outpost. Kill the Morden and free the Dryad prisoners to complete the quest. Lumilla's Salve --------------- Talk to Lumilla, the enchantress, in the merchant's area of Eirulan. Find (or, better, buy from the reagent merchant) four nettle clusters and give them to Lumilla to receive a jar of her salve, which is a reagent with healing properties. The Morden Towers ----------------- From the Dryad outpost, follow the path as it continues north, then turns west, then south, finding each tower along the way. Once you defeat the Morden around a tower, right-click the nearby cage to break it, then left- click the wreckage to produce a cage fragment. Pick up the fragment, equip it, then left-click the nearby campfire and then left-click the tower to blow it up. After all four towers are destroyed, return to Eirulan and speak to Warden Celia in the jail area. Then go to the great hall and speak to Taar. The Hak'u --------- During the search for the towers, you'll meet Morain, who will ask that you rescue her niece, Tanzi. Just past the third Morden tower, turn west to enter the hidden Hak'u caves and free Tanzi. After completing the Morden towers quest and getting your prisoner's collar removed by Taar, enter the infirmary to speak to Hesla, Morain and Tanzi to end the quest. The Armorer's Apprentice ------------------------ When getting the sharpening stones from Telinu, agree to help her get the proper recipe for Dryad armor. After completing the Morden towers quest, search the great hall for the Tome of Smithing. Read it to learn the proper recipe for Dryad armor. Return to Telinu and teach her the recipe. Your reward is the suit of armor she makes. The Plague ---------- After finishing the Morden towers quest, head back to the Western Greilyn Jungle and continue following the path until you reach the shrine. Invade the shrine, following the main path, until you reach the fountain on level 2. Left-click the fountain to fill your empty vial with water, then use the teleporter in the east room to return to Eirulan. Report to Taar in the great hall to finish the quest. Secrets of the Elven Shrine --------------------------- Talk to Laenne in the room above the pet shop in Eirulan. When you reach level 2 of the Elven Shrine, find the button on the west wall to open a secret room. Put a green cube in the green socket and go down one level. Find the button on the wall to open a side room. Put a yellow cube in the yellow socket. Pick up a second yellow cube and two red cubes. Go down a level. Find the button in the wall to open a side room. Put a red cube in the red socket and pick up two purple cubes. Put a purple cube in the purple socket. Another secret room opens. Put a red, purple and yellow cube in the appropriate sockets and ride the lift up to the Lost Sapphire of the Elves. Taar's Investigation -------------------- With Taar in your party, talk to Arianne, who lives in the house next to the great hall. Teleport to the Northern Greilyn Jungle and head for the Hak'u ritual camp that is located north west of the teleporter. Get the Hak'u Ceremonial Blade from the camp. Return to Eirulan and leave through the South Gate. When the path turns east, go south and find the cave of the garganturax. Equip the Hak'u Ceremonial Blade and kill the beast, then return with its head to Arianne. Dire Wolf --------- In the beginning of Chapter 5, talk to the pet merchant about more powerful pets. Then talk to Rokhar in the great hall. Fight through the Southern Greilyn Jungle until you pass Razka's Ruins. Turn north, cross the river and fight through the caves. Enter Rokhar's Rift Spot and talk to Rokhar. Fight off the nawl beasts, then talk to Rokhar again. Return to Eirulan and talk to the pet merchant. You can now buy a dire wolf for a pet. __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [5] LORE ) __ ___________________________________________________ / |,-' ============== [5.1] Handbook ============== Following are the entries made in your Handbook. They are provided here for ease of reference. You may want to print them out and refer to them as you play. Lesson 1: Using the Camera -------------------------- To rotate the camera side-to-side, move the mouse pointer to the right or left side of the screen. To rotate it up or down, move the pointer to the top or bottom of the screen. You can also use the arrow keys to rotate the camera, or hold down the mouse wheel and then move the pointer. The zoom the camera in or out, rotate the mouse wheel forward or backward, or press the EQUAL SIGN (=) or MINUS SIGN (-). Camera Hotkeys: Rotate Down: S Rotate Left: A Rotate Right: D Rotate Up: W Zoom In: EQUAL SIGN (=) Zoom Out: MINUS SIGN (-) Lesson 2: Basic Controls ------------------------ To move your party through the world, LEFT-CLICK where you want them to go. LEFT-CLICK friendly characters to talk to them. When the pointer is over someone you can talk to, a talk balloon appears. To interact with objects in the world, either LEFT- or RIGHT-CLICK them. This is how you open chests, pull levers, open doors and more. When the pointer is over an interactive object, the pointer turns into a hand. You can find treasure by breaking containers you find, such as pots and barrels. To break a container, RIGHT-CLICK it. When your pointer is over a breakable object, an action icon appears on the object. Lesson 3: Important Characters ------------------------------ Characters who can provide information, trade goods with you, or perform valuable services are identified by icons displayed above their heads. Character with gameplay information have a blue letter i over their heads. You don't have to speak with them, but they often teach important lessons about how to play the game. Merchants are indicated as follows: Reagent Merchant - an emerald Armor Merchant - a shield Weapon Merchant - crossed weapons Magic Merchant - a potion Enchanter - a hand and eye Pet Seller - a pack mule head Innkeeper - a candle Lesson 4: Items and Gear ------------------------ To pick up an item, LEFT-CLICK it, or press Z to automatically pick up everything around your party. You can view and equip gear from the Inventory tab in the Character Window. To open the Inventory tab, LEFT-CLICK the Character Window button in the lower left of the screen, or press the I key. You can also open a character's Inventory by DOUBLE-CLICKING his Character Portrait to open his Character Window, and then LEFT-CLICKING the Inventory tab. To equip a weapon or piece of armor in your Inventory, LEFT-CLICK the item to attack it to the pointer, move it to an equipment slot, and then LEFT-CLICK again to drop it in the slot. You can also RIGHT-CLICK gear in your Inventory to equip it. If you pick up a type of gear that you are not wearing, you automatically equip it. Item Hotkeys: Pick Up Items: Z Inventory: I Lesson 5: Attacking Enemies --------------------------- Throughout your adventure, you will encounter many hostile opponents. When your pointer is over or near an enemy, it turns red. To attack an enemy once only, equip a weapon and then RIGHT-CLICK that enemy. To attack an enemy until it is dead, hold down the right mouse button. *ADDITIONAL NOTE* You can return your character to DS1 behavior in Options>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. ============ [5.2] 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. All Incantation Shrine effects are temporary. * Lesser Chant of Fortification: dono armorum es Grants armor bonus; gained from the Esselte, the Dryad who instructs you in the use of shrines. * 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. * 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. * 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. * Mysterious Chant: rando conjurum es Conjures a random magic item; found in the tranquil cave behind a waterfall Just past the second Morden tower. * 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. * 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. * 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. * Lesser Chant of Casting: incanta rapida es Essentially gives unlimited mana for the duration of the chant * 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. * 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. * 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. =============== [5.3] Item Sets =============== Nature's Vigilance (4 pcs) -------------------------- * Vigilant Gloves - Requires character level 3 - Armor 5 - +4% Nature magic damage - +5% Mana regeneration - +4% Lightning resistance * Vigilant Hauberk (armor) - Requires character level 4 - Armor 20 - +4 Strength - +12 Health * Vigilant Boots - Requires character level 6 - Armor 11 - +4 Dexterity - +5% Health regeneration - +4 Armor * Bonus for 2 equipped items: - +5% Lightning resistance * Bonus for 3 equipped items: - +6 Armor - +8% Lightning resistance * Bonus for 4 equipped items: Lorethal's Legacy (8 pcs) ------------------------- * Lorethal's Honor (amulet) - Requires melee 3 - +7 Health - Adds 1 to 2 weapon damage - +3 Armor - +8% Chance to find magic items * Lorethal's Grace (gauntlets) - Requires melee 6 - Armor 12 - +3 Strength - +5 Armor - +10% Lightning resistance - +3% Power recharge rate * Lorethal's Nobility (helmet) - Requires melee 9 - Armor 15 - 5% Health steal - +33% Armor - +12% Death resistance - +1 to Barricade, Toughness and Reinforced Armor * Lorethal's Courage (armor) * Lorethal's Determination (boots) * Lorethal's Command (shield) * Lorethal's Sacrifice (one-handed mace) * Lorethal's Eminence (ring) * Bonus for 2 equipped items: * Bonus for 3 equipped items: * Bonus for 4 equipped items: * Bonus for 5 equipped items: * Bonus for 6 equipped items: * Bonus for 7 equipped items: * Bonus for 8 equipped items: Thena's Serenity (? pcs) ------------------------ * Thena's Companion (staff) - Requires nature magic 8 - +3 Intelligence - +12 Health - +10% Nature magic damage - +10% Chance to find magic items Master Set (? pcs) ------------------ * Magesilk Gloves - Requires combat magic 9 or nature magic 9 - Armor 11 - +15 Mana - +5% Mana regeneration - +6 Armor - +12% Fire resistance __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [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. 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 Ranger ------ Skill Paths: * Bow/Crossbow * Throwing Weapons Combat Mage ----------- Skill Paths: * Fire Magic * Lightning Magic * Death Magic Nature Mage ----------- Skill Paths: * Healing Magic * Summoning * Ice Magic __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [7] COMPANIONS ) __ ___________________________________________________ / |,-' ============== [7.1] Henchmen ============== Deru ---- Dryad ranger; available at the beginning of Chapter 2, she is standing next to the North Gate of Eirulan Lothar ------ Half-giant fighter; available at the beginning of Chapter 2, he is standing next to the North Gate of Eirulan The other available henchmen you meet will be far enough along in a single class that you will not want to change them, such is not the case with Deru and Lothar. They are both only level two in their "assigned" class, and can be easily converted to whatever suits your needs. Obviously, Lothar is stronger as a fighter, just as Deru is stronger as a ranger; but, do with them what you will. It is only recommended you do not try to "swap places" with them--turn Deru into a fighter and Lothar into a ranger. There's little point in that. Taar ---- Dryad nature mage; available at the beginning of Chapter 5, she is the one you speak to after getting the plague cure from the Elven Shrine. ========== [7.2] Pets ========== Dire Wolf --------- Class: Fighter Ice Elemental ------------- Class: Nature Mage Pack Mule --------- Class: Fighter Scorpion Queen -------------- Class: Ranger __ ___________________________________________________|'-, __________/____/ @_/_/_/_/_| ____ [8] VERSION HISTORY & CREDITS ) __ ___________________________________________________ / |,-' v0.15 2005/08/17 - Added 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 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 2 :: F.A.Q. / Walkthrough
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