Dungeon Siege
Unofficial Strategy Guide and FAQ
by Kasey Chang
released February 24, 2003
0 Introduction
This section is for "what the FAQ is about" and things like
that. Feel free to skip this section.
If you like the FAQ, please send me a dollar. :-) See [0.3]
This FAQ is primarily about the single player game, though
it has some references to the multiplayer game.
0.1 A WORD FROM THE AUTHOR
While several FAQs and walkthroughs are available for
Dungeon Siege, I don't see a fully comprehensive one, so I
wrote one.
This is a FAQ, NOT a manual. You probably will not be able
to learn how to play the game with this document.
This USG only covers the PC version since that's the only
version that I have (and existed).
Some of you may recognize my name as the editor for the XCOM
and XCOM2: TFTD FAQ's, among others.
0.2 TERMS OF DISTRIBUTION
This document is copyrighted by Kuo-Sheng "Kasey" Chang (c)
2003, all rights reserved excepted as noted above in the
disclaimer section.
This document is available FREE of charge subjected to the
following conditions:
1)This notice and author's name must accompany all copies
of this document: "Dungeon Siege Unofficial Strategy
Guide and FAQ" is copyrighted (c) 2003 by Kasey K.S.
Chang, all rights reserved except as noted in the
disclaimer."
2)This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a
different file format or archive format, with no change
to the content, then no permission is needed.
2a) In case you can't read, that means TXT only. No
banners, no HTML borders, no cutting up into multiple
pages to get you more banner hits, and esp. no adding
your site name to the site list. [Small exception: a
"small" toolbar with no banners embedded is okay. See IGN
or Neoseeker for examples.]
3)No charge other than "reasonable" compensation should
charged for its distribution. Free is preferred, of
course. Sale of this information is expressly prohibited.
If you see any one selling this guide, contact me (see
below).
4)If you used material from this, PLEASE ACKNOWLEDGE the
source, else it is plagiarism.
5)The author hereby grants all games-related websites the
right to archive and link to this document to share among
the game fandom, provided that all above restrictions are
followed.
Sidenote: The above conditions are known as a statutory
contract. If you meet them, then you are entitled to the
rights I give you in 5), i.e. archive and display this
document on your website. If you don't follow them, then
you did not meet the statutory contract conditions, and
therefore you have no right to display this document. If
you do so, then you are infringing upon my copyright.
This section was added for any websites that don't seem
to understand this.
For the gamers: You are under NO obligation to send me
ANY compensation. However, I do ask for a VOLUNTARY
contribution of one (1) US Dollar if you live in the
United States, and if you believe this guide helped your
game. If you choose to do so, please make your US$1.00
check or $1.00 worth of US stamps to "Kuo-Sheng Chang",
and send it to "2220 Turk Blvd. #6, San Francisco, CA
94118 USA".
If you don't live in the US, please send me some local
stamps. I collect stamps too.
0.3 VOLUNTARY CONTRIBUTION
Gamers who read this guide are under NO obligation to send
me ANY compensation.
However, a VOLUNTARY contribution of one (1) US Dollar would
be very appreciated.
If you choose to do so, please make your US$1.00 check or
$1.00 worth of stamps to "Kuo-Sheng Chang", and send it to
"2220 Turk Blvd. #6, San Francisco, CA 94118 USA".
If you don't live in the US, please send me some local
stamps. I collect stamps too.
For the record, out of ALL the FAQs I wrote (37 at last
count) over the past nine years or so, I've received exactly
7 dollars and 2 sets of stamps, as of release of this guide.
So I'm NOT making any money off these guides, folks.
0.4 HOW AND WHEN TO CONTACT ME
PLEASE let me know if there's a confusing or missing remark,
mistakes, and thereof... If you find a question about this
game that is not covered in the USG, e-mail it to me at the
address specified below. I'll try to answer it and include
it in the next update.
Please do NOT write me for technical support. That is the
job of the publisher.
Please do NOT ask me to send you a list of controls, the
manual, etc. If you borrowed the game without borrowing the
manual, blame your own stupidity. If you bought the game
without a manual, blame your own stupidity. If you copied
the game without copying the manual, you're not only scum,
but STUPID scum.
Please do NOT ask me to answer questions that have already
answered in this FAQ/guide. It makes you REALLY idiotic.
I will NOT answer stupid questions like the ones above
unless I'm in a really good mood. If you send questions like
that, do NOT expect a reply.
The address below is spelled out phonetically so spammers
can't use spambots on it:
Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT
Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike
To decipher this, simply read the first letter off each word
except for the numbers and the punctuation. This is
"military phonetics" or "aeronautical phonetics" in case
you're wondering.
This document was produced on Microsoft Word 97. Some
editing was done with Editpad (editpadclassic.com).
0.5 THE AUTHOR
I am just a game player who decided to write my own FAQs
when the ones I find don't cover what I want to see. Lots
of people like what I did, so I kept doing it.
Previously, I've written Unofficial Strategy Guides (USGs)
for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing
Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I)
Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack,
Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed:
Porsche Unleashed, The Sting!, Terranova, Fallout Tactics,
Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion
War, Driver, Warlords: Battlecry, Monopoly Tycoon, and a few
others.
To contact me, see 0.4 above.
0.6 DISCLAIMER / COPYRIGHT INFORMATION
Gas Powered Games (http://www.gaspoweredgames.com/) created
Dungeon Siege
Microsoft (http://www.microsoft.com) published Dungeon Siege
This USG is not endorsed or authorized by ANY of the
companies mentioned above.
There is an official strategy guide (ISBN: 0782129447)
published by Sybex.
The information compiled in this USG has been gathered
independently through the author's efforts except where
noted otherwise.
This document is based on the V1.1 patch, and thus
information listed here may NOT apply fully to earlier
versions.
This document is primarily aimed at the single-player game.
Multiplayer will be discussed briefly.
0.7 HISTORY
24-FEB-2003 Initial release
1 Dungeon Siege General Info
1.1 THE MOST FREQUENTLY ASKED QUESTIONS
Q: Can you send me the game (or portions thereof)?
A: No.
Q: Can you send me the manual (or portions thereof)?
A: No.
Q: Can you tell me what keys to use?
A: You can look in the game, can't you? It's also listed on
the official website.
Q: Can you tell me how to play the game?
A: Read the manual.
Q: Can you help me get the game working?
A: That's the publisher's job.
Q: How about a patch?
A: Just 1 patch, at the official site.
Q: How about a discussion board?
A: They're all over the place. Try the official website
(http://www.dungeonsiege.com) for a list of them.
Q: How about Expansion Packs? More missions? User-created
missions and campaigns?
A: Try the mod community at http://www.siegenetwork.com,
including list of all the mods, including official mods from
Gas Powered Games (GPG) as well as various balances,
enhancements, new contents, new maps, new skins, and more.
Q: How about an editor?
A: Try the official website. There are two modules you need
to download, the modeler, and the level/weapon/world editor.
Q: How about a sequel?
A: GPG haven't talked yet.
Q: How do I disband a member?
A: Select the member, hit disband button on the lower-right
toolbox. Confirm the choice.
Q: My guys have fallen over! What do I do?
A: If the character's portrait is "red", that means the
character is unconscious, and he'll wake up in a little
while, albeit with very low hitpoints. The red bar will
steadily decrease. When the red bar is gone, the character
will wake up (hopefully not still in the midst of enemies).
Q: My character's portrait has a tombstone over it! And his
stuff is scattered all over the ground! What happened?
A: "He's dead, Jim." He probably was knocked unconscious
too many times, or hit a big cache of explosives. If there's
someone left in your party with resurrect scroll or spell,
cast it and bring him back to life. Then he can be healed
and regain his stuff.
Q: How do I start in the game?
A: Try reading the manual, then the "Beginner's Guide" below
at [2]
1.2 DUNGEON SIEGE HISTORY
Dungeon Siege is the game Chris Taylor set out to make after
Cavedog went under. It was mainly designed as Diablo-
killer... Full 3D, seamless world, no poison, no ammunition,
weapons don't break, self-healing, and things like that.
1.3 DUNGEON SIEGE HARDWARE REQUIREMENTS
Excerpt from the official website, recommended specs are:
Windows XP, 2000, Me, 98 PC with 333 MHz equivalent or
higher processor 128 MB of system RAM 1 GB available hard
disk space 8 MB 3D graphics card DirectX 8.0 compatible
sound card with speakers/headphones Multiplayer: 56 kbps for
1-4 players, broadband or LAN for 5+ players
It takes 1.1 gigs of space to install properly, and maybe
another 1.1 gig to patch it (as the patch backs up
everything).
1.4 HOW DOES THE GAME PLAY?
From the official website:
(http://www.dungeonsiege.com/faq.shtml#1a)
Dungeon Siege is an action Fantasy Role-Playing Game (FRPG)
that takes place in a continuous and gigantic fully 3D
world. The design philosophy is to combine the immersive
qualities of a FRPG model with over-the-top combat and non-
stop action. Starting with a single character, the player
adventures throughout the world, adding as many as 7
additional characters to their party along the journey and
developing their skills in any way they see fit.
1.5 BUGS AND FIXES
The shipped version V1.0 is quite stable as is, didn't
notice any bugs per se.
The patch, V1.1 and V1.1a primarily patched the editing
tools and online experience that allow the people to "mod"
the game. There is also a V1.1a patch, which fixes up a few
more minor problems.
I've left the game running for DAYS (trying to fulfill all
the quests on the Utrean map) and it NEVER once crashed,
even when I alt-tabbed into other applications to do other
things.
1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES?
There are no official announcements regarding expansion
packs or sequels.
Gas Powered Games (GPG) has released other maps, and you can
play multiplayer maps on your own computer by hosting a
multiplayer game with no other player connecting to you.
Diablo / Diablo 2 are in the same genre, except Dungeon
Siege allows multiple team members.
1.7 HOW ABOUT A DEMO?
Try here: http://www.microsoft.com/games/dungeonsiege/8.asp
Beware, it's a HUGE file (almost 200 megs). You get to play
the game all the way up to Stonebridge. It gives you a taste
of what is to come.
1.8 NOTES ON ORGANIZATION
The basic game mechanics are already covered quite well in
the manual. This will primarily serve as the beginner's
guide, party composition, character list, quest list,
walkthru, and other misc. reference items.
1.9 FUTURE PLANS
I may add the walkthru for Yesterhaven map when I get it.
2 Beginner's Guide
2.1 WHAT DO I START AS?
At the beginning, you will probably start as a melee
fighter, as you will find shovels and such available as
weapons. You can branch into combat mage or nature mage
later when you find some spells around.
Once you've beaten the game, you can try again as a ranged
fighter, a hybrid ranged / melee fighter, or other
combinations.
For the ultimate challenge, try "solo" the adventure, by not
hiring anybody! Just hire packmules to carry your stuff.
If you start as mage, you can hire melee fighters, summon
beasts, and so on.
If you start as a ranged fighter, you can learn some lower-
level spells and branch into melee.
It does NOT matter how you start. You can finish the game as
ANY of the professions. You don't even need to specialize,
as you can hire other party members to specialize for you.
2.2 HOW DO I ENHANCE SPECIFIC ATTRIBUTES?
You enhance STR by wielding heavy equipment and/or weapons,
as close to your actual STR as possible, and by using such
equipment and weapons in combat.
You enhance DEX by using ranged weapons a lot.
You enhance INT by casting spells a lot. (Using a staff in
combat does NOT enhance INT, as far as I know)
The increase also seems to depend on the enemies fought. If
you fought wimpy enemies, you gain less than if you fought
more serious enemies.
2.3 HOW DO I FIGHT?
How you fight depends on your specialty. Are you a melee
fighter, range fighter, or mage (combat or nature)?
2.3.1 Melee Fighter
Run in there and start bashing, that's the melee fighter
way.
Try to "tease" a few enemies so they move to attack you
instead of you fighting the entire group at once (i.e.
getting mobbed). .
2.3.2 Range Fighter
Basically, you're the sharpshooter, going for distance
damage.
You would probably want to keep the weapon with the longest
range (13 to 15 meters is good) so you can get in more
arrows when possible. Fast firing rate is good.
Fight as few enemies as possible at one time, divide and
conquer.
You may also want to keep a few melee weapons around, just
in case.
2.3.3 Mage
Again, divide and conquer is best way, fight one at a time.
Fireshot or Zap is pretty decent early on, even if you're a
bit weak.
Later, you can summon beasts to do the combat for you. If
you have melee fighters and ranged fighters in the party,
you can cast "buff" spells to pump up their stats.
2.4 HOW DO I STAY ALIVE?
RUN AWAY when you can't handle the enemy. Most enemies will
not chase you very far from their initial location. Heal
yourself, then try again. By this, I mean RUN into areas
you've cleared before of any enemies. Running into new area
means you'll find MORE enemies, not less.
Use a lot of healing potions (RED ONE!), and the "healing
hands" spell, which you can cast on yourself. As it's a
level 0 spell, everybody can use it. Save the potions for
the heavy battles.
Try to tease away one enemy at a time, so you don't get
mobbed. If you get mobbed, run away (and I mean BACK, as
running into new territory will likely trigger MORE
enemies).
Get better armor and better weapons ASAP. Dump the wimpy
weapons.
When you get a party, it gets easier, as others can fight
and/or cast heal on you.
2.5 HOW DO I KNOW WHAT TO KEEP?
Initially, grab EVERYTHING. Look for item you can use that
does the most damage, or best protection, or most enhancing
your attributes.
If you need more protection, then look for items that
enhance STR (so you can wear heavier armor), or has the most
+armor modifier. Basically, try the item until the "armor"
reading is maximized.
If you need more damage, look for items that enhance melee
or ranged damage, or higher STR or DEX, or just do more
damage overall. Check if it's one or two-handed weapon
though. Two-handed weapons do more damage in exchange for
giving up protection of the shield.
If you need better spells, look for items that add + nature
magic or + combat magic, or more INT.
Dump the items you don't need on the ground or the packmule
(if you got one).
2.6 HOW DO I GET MORE GOLD?
You get more gold by killing lots of bad guys. Bad guys
(including monsters) will occasionally drop gold when you
kill them. In the later levels, you get thousands of gold
pieces, maybe over ten thousand from the dead guys, whereas
initially you get only tens and twenties.
You also can grab a LOT of loot. You may not be able to
personally carry them all, so you'll have to pick and
choose. Some of the best items can be sold for a lot of
money.
One of the best ways to make money is by selling spells.
Give spellbooks to all your characters, even if you don't
plan to use them as mages. Spellbooks are cheap. When you
get "extra" spells, (those your mage already has, or found
better ones), dump them into the spellbooks of the
"holders". It doesn't matter what level the spells are, you
aren't going to use them any way. Spell books are extremely
compact, and the first spellbook takes up NO inventory
space, unlike individual spells! When you reach a shop, SELL
the entire spellbook for BIG BUCKS. Then just buy one to
replace it.
Especially sell the spells that you can't use in the near
future. If you're level 10, for example, sell the spells
that are level 20 or higher.
Another way to get more gold is have your mages (or you)
cast "transmute" on the discarded items. It's a level 1
spell. You won't make as much gold as you would have if you
had sold the item, but at least you're getting SOMETHING.
You can hold up to 10 million gold pieces (9,999,999 to be
exact).
2.7 HOW DO I GET MORE MANA?
You should be able to find plenty of mana potions around.
The combat mage spell "burn body" seems to replenish your
mana as well, as would similar spells.
2.8 WHO DO I RECRUIT?
See [4] for a full list of recruitable characters and where
to find them, and if they cost anything.
As you can have up to 8 members in your party (which
includes the packmule), you probably end up with 7 members,
that's 2 melee, 2 melee/ranged, 1 ranged or 1 ranged /
nature, 1 combat mage, and 1 nature mage, and the packmule
of course. You can vary the ratio to fit your personal
playing style. More combat mage? More ranged? All up to you.
2.9 WHAT SPELLS DO I USE?
There are basically four "groups" of spells: healing, buff,
direct damage, and summons.
Healing spells: heal a specific member, or the entire party.
Healing hand is the first one you get, and it's quite
usable, even on yourself. Healing wind, which increases
healing rate, works for the entire party. Resurrect spells
technically belongs in this group as well.
Remember to use healing spells, or you'll end up using a LOT
of healing potions, which eats up inventory space that could
better to used to carry loot. Mana regenerates faster.
Buff spells: spells that raise attributes, like "lightfoot"
raises DEX, "ironfirst" raises STR, "stoneskin" raises
armor, and so on. Special attack spells like "triple strike"
would count here as well, as do spells like "mana shield",
which takes damage out of mana instead of hit points. Useful
when heading into a big battle. Just beware of limited
duration. The higher level the caster, the longer the spell
lasts.
Direct damage spells: spells that do damage directly. Combat
mage get most of these, like pillars of fire, and such.
Lightning, bomb, and firewall are other examples. They can
affect a single enemy, or an entire group.
Summon spells: spells that summon big nasty critters, from
skeleton and hellboars to "mountain giant" or "forest klaw".
They can add to your attack power significantly. However,
you can ONLY summon ONE creature at a time. Summon them just
before battle and they will help a lot.
If you are solo-ing as mages, summon will be most of your
combat power, as you can't afford to melee with anyone, even
with your staff doing a ton of damage (if it hits at all).
Higher level the caster, the longer the creatures last
(assuming they aren't destroyed).
2.10 HOW DO I GAIN LEVELS?
In general, if you want to gain levels faster, use BAD
weapons. Those that do only tiny bits of damage helps. Drag
out the fight, take as LONG as possible.
For healers, let one guy up front soak up the damage, and do
NOT fight back. (Yes, you can do that). Then let the healer
heal automatically. Leave him for a LONG time to level up
the healer. You do need to watch the guy to make sure he's
not overwhelmed though.
3 Interface Tips
3.1 USE RIGHT-CLICK TO ATTACK
It's better to right-click to designate a target instead of
left-click. Right-click ONLY designates a target, whereas
left-click, if you miss the target, means you will RUN to
that spot!
You can MOVE with left-click, and attack with right-click.
It's the optimal way.
3.2 SET THE 4 "QUICK SLOTS" PROPERLY
In general, you would have melee in 1, ranged in 2, active
spell 1 in 3, and active spell 2 in 4. Use the 1,2,3, and 4
keys to quickly select them instead of clicking one at a
time.
3.3 SET THE CTRL-# PARTY "QUICK SETUPS"
When you get a larger party, you can use the number keys to
set different "modes" for your party. For example, in
"layered mode", you would set...
Character 1 to "melee"
Character 2 to "melee"
Character 3 to "ranged"
Character 4 to "healing wind" (magic slot 2)
etc.
Or "maximum firepower mode"
Character 1 to "melee"
Character 2 to "melee"
Character 3 to "melee"
Character 4 to "fire rain" (magic slot 1)
etc.
Or "heal mode"
Character 1 to "healing hands" (magic slot 1)
Character 2 to "healing hands" (magic slot 1)
Character 3 to "healing hands" (magic slot 1)
Character 4 to "healing wind" (magic slot 2)
The limit is only your imagination.
3.4 LEARN THE KEYBOARD SHORTCUTS
The function keys F1 to F8 can be used to select the 8 party
members. S will stop the members in their tracks, and so on.
You can map the F1 to F8 keys to select specific subgroups
of your party, like F1 to all melee, F2 to all ranged, F3 is
everybody except the packmule, F4 is mages, and so on.
Remap the controls to make them more familiar to you.
3.5 QUICKER SHOPPING
You can BUY items with CTRL-CLICK on the vendor inventory
instead of drag and drop.
You can SELL items with CTRL-CLICK on your inventory instead
of drag and drop.
Sure saves dragging and dropping dozens of items and wear
and tear on your wrist and mouse.
4 Tactical Tips
4.1 USE FORMATIONS (WHEN YOU GET A PARTY)
Select all members, then select a formation, and move them,
and they'll stay in that formation as much as possible. This
makes combat that much easier, as you can put the melee
people up front and the range fighters (and mages) in the
back. Try the different formations, as each has its uses.
4.2 USE THE ALTARS
If you see altars, fight on/near it as much as possible.
Life altar makes you nearly invincible, and mana altar give
you more mana for your mages to cast those mana-heavy
spells, including mana shield, or ability to recast the
"buff" spells for a VERY long duration.
4.3 SET THE "POSTURES" PROPERLY
Know when NOT to set "attack freely". Sometimes "defend" or
"stand ground" may be a better choice tactically, esp. in
unknown territory.
Similarly, don't ALWAYS set follow on. Sometimes, like when
you set the formation and need to "tease" some enemies back
to your ambush, turn follow off!
4.4 OVERRIDE DEFAULT TARGETTING WHEN NECESSARY
Auto-targeting has only three choices: strongest, weakest,
closest. It does NOT have the setting you want: most
dangerous.
The most dangerous enemy is the one doing you the most
damage, not the one with the coolest sound and visual
effects or closest to you. Take him out first, then the next
one down, and so on.
Melee usually do more damage than ranged, but when you have
one melee guy with a lots of HP vs. 6-8 different ranged
shooters shooting you full of holes, which one do you go
after? You chase after the ranged shooters, that's who. The
ranged shooters are easier to kill, and you cut down on
number of hits sooner.
4.5 USE THE RIGHT WEAPONS
In general, you should use melee for melee enemies, and use
range attack on ranged attack enemies.
You can also RUN after the ranged attack enemies, but that
MAY trigger more enemies.
4.6 BOUNCING SPELLS
Some spells, like "explosive powder" and "bomb", can
"bounce" on the ground, giving them even LONGER range than
those "advertised". This can be used to tease enemies to
attack you once at a time instead of activating them all at
once.
Those lucky enough to grab a goblin grenade launcher can do
the same thing, sending grenades further than the advertised
range.
If you need to shoot around corners, these projectiles can
also bounce around corners.
4.7 USE THE FULL RANGE OF YOUR RANGED WEAPONS
A lot of bows and crossbows have range 15 m, which means you
can hit enemies before they can hit back. With a good ranged
weapon, you can inflict a LOT of damage on enemies before
they can close their distance.
If you hit an enemy, that enemy will attack you, but not its
neighbors (unless one of your stray shots hit them as well).
So attack one, tease it to you, then kill it. Repeat for the
next one, and so on.
4.8 USE THOSE BUFF SPELLS!
"Buff" spells, like stoneskin, eagle eye, and so on are VERY
useful in battles, as they can make your party stronger,
take less damage, and so on.
Many newbies NEVER use buff spells, figure that the effects
are limited and not worth the trouble. That is simply not
true.
5 Other Tips
5.1 SLOW THE GAME DOWN
If you think the game is too fast, slow the game with Ctrl -
(control - MINUS).
5.2 USE THE PAUSE KEY!
Space bar, which pauses the game, is very useful. It gives
you time to consider your options and issue some orders.
5.3 SAVE OFTEN!
This is a "save anywhere" game, so use them! Don't rely on
auto-save, as that only saves total of eight times the
entire SP campaign.
6 Item Guide
In DS, each character is allowed to equip up to the
following:
armor -- one set of body armor, one set of gloves, one piece
of headgear, one set of footgear, and one shield
weapon -- one melee weapon and one ranged weapon
jewelry -- one amulet, and up to four rings
spellbook -- one open spellbook (you can keep more that is
closed in inventory)
Each of the items can be plain or magically enhanced.
There are an infinite number of items in Dungeon Siege, due
to the prefix/suffix system (sort of like Diablo's system).
Some prefix and suffix are rare or unique, making them even
more precious due to a LOT of modifiers.
6.1 PREFIXES AND SUFFIXES, AND THE COLOR CODE
In DS, items may have prefixes and suffixes, thus allowing
one to create almost infinite number of items out of the few
basic types.
In case you're wondering what do all the different
background colors and the color title mean for the item...
WHITE items are just "normal" items. No bonuses or
enchantments have been added to them. EX: Steel
BLUE items are magical items with some bonuses, from +1
melee to +10 armor to +5 ice damage and so on. The
possibilities are endless. They usually provide only 1
bonus, sometimes 2. They usually have one set of suffix
applied to them. EX: Steel of Hardiness
BROWN items are "trade-off" items. While some bonus
modifiers are positive, there are also some negative
modifiers as well. For example, the blade may be +15 life,
but also -12 mana, or +1 STR with -1 DEX, and so on. EX:
Grounded Steel of Hardiness.
PURPLE items have double prefixes added instead, and thus
are rarer. They have at least 4 bonus modifiers, sometimes
5. They MAY also have a prefix AND a suffix. EX: Illustrious
Slaughter Steel.
YELLOW items are very rare and are very difficult to come
upon, and usually contain 6 different bonus modifiers. They
have both prefix AND suffix. Usually, they also have unique
artwork that makes them even LOOK different from the normal
types. EX: Illustrious Slaughter Steel of the Seasons.
For a full list of the prefixes and suffixes, see
http://ds.heavengames.com/library/index.shtml/modifiers
It really is pretty pointless to list all of them, so I
won't. Just note that the chances of you finding something
is simply affected by a dice roll.
6.2 MELEE WEAPONS
Melee weapons are for hand-to-hand combat. They differ
somewhat in the type of damage they cause
Two-handed weapons require both hands. A shield can be
equipped, but you only get the bonus modifiers (if any), not
the blocking bonus nor the armor rating.
One-handed weapons allow the use of a shield, giving you the
blocking bonus and armor rating, as well as the bonus
modifiers (if any).
6.2.1 Edged
Edged weapons, as explained, have at least one sharp edge.
The bigger weapons need high STR to wield.
Edged weapons can be one- or two-handed, and here's a
partial list:
Blade, dagger, sword, long sword, steel, great steel, great
sword, axe, scythe, gladius, falchion, gut splitter, assault
axe, cleaver, impaler, etc.
6.2.2 Blunt
Blunt weapons have no edge, and rely on brute force to
inflict damage. You need high STR to wield blunt weapons.
Blunt weapons can be one- or two-handed, and here's a
partial list:
Mace, spiked mace, winged mace, hammer, mallet, ram, club,
branch, cudgel, scepter, mincemeat, squasher, etc.
6.2.3 Staff
Staff is basically a very fancy stick, and requires high
intelligence to use.
Staff is always a two-handed weapon and usually can block
10% melee damage. It may also have other bonus modifiers.
Some can be bladed.
Staff can also go by other names, like leg-breaker, bladed
staff, hooked staff, bent staff, destroyer, etc.
Staff, at high INT ratings, can be a very powerful weapon,
doing 100-200 pts of damage.
6.3 RANGED WEAPONS
All ranged weapons in DS are two-handed weapons.
6.3.1 Bow
There are plenty of bows, from simple peasant bow to
advanced heavy battle bow. In general, bow fires in "slow",
"slower", or "slowest" speed, and requires high DEX to use,
though some heavier bows may also need STR.
The higher the DEX requirement, the more damage the bow will
do. A bow with DEX requirement in the 50's can do 200+ pts
of damage per hit.
6.3.2 Crossbow
Later you start running into crossbows. The best crossbows
does about 80-90% of a bow's damage, but can fire about 20-
40% faster (fast speed), thus more damage overall.
Crossbows, like bows, require DEX and some STR. They come in
long, medium, and short varieties. There are also unique
crossbows.
6.3.3 Other (guns, launchers, etc.)
When you fight the goblins, you will gain some of the more
unusual weapons, such as lightning gun, grenade launcher,
flamethrower, and the minigun. Those don't use ammo (ammo is
magically self-replenishing, given some time).
There may be other launchers as well, you'll just have to
find them.
They have their own DEX and STR requirements.
6.4 ARMOR
DS has armor in five different areas on the character's body
6.4.1 Headgear
Headgear ranges from simple hat to heavy helmets. Most of
these have STR requirements
Mage's headgear has INT requirements instead.
6.4.2 Body Armor
Body armor ranges from rags all the way up to battle plate,
and everything in between. In general, the best armor has
tremendously high STR requirements.
Some of the special cloaks, garments, and so on may have
high INT requirements instead.
Consider giving your mages some STR enhancing jewelry and
items so they can wear better armor. If you can get them up
to STR of 12 or so, they can wear thin chainmail, which has
protection of around 100. Some better chainmail, at STR 16
or so, have protection up to 200.
6.4.3 Gloves/Gauntlets
Gloves and gauntlets protect the hands. Most have high STR
requirements. Still, that's not a lot of protection. You
mainly wear them for the modifiers.
6.4.4 Shields
Shields are only used with one-handed weapons. In general,
the larger the shield, the more attack it blocks. So the
best would be "large kite shield", blocking 35% of melee and
ranged attacks. Of course, you also need to be at least
strength 38 to wield one.
The next best down is heater shield (20%/10% blockage), then
painted shield.
6.4.5 Footgear
Footgears are your basic boots, greaves, and such that
protect the feet. Usually they have STR requirements, esp.
the heavier ones.
Best ones are those with modifiers, as they don't add that
much protection overall.
6.5 JEWELRY
6.5.1 Amulets
Amulets are worn around the neck. Each character can wear
only one. So pick the right one. They usually provide only
one bonus.
6.5.2 Rings
The character can wear up to four different rings. The
effects are cumulative with any other items the character
may be wearing. Some special rings may be rare or unique,
providing multiple bonus modifiers.
6.6 SPELLBOOKS
A character is allowed to OWN more than one spellbook, but
can only be equipped with one spellbook at a time.
To add spells to the spellbook, drag the spells from your
inventory list onto the spellbook's slots. Remember, only
two spells can be active at the same time.
Consider giving spellbooks to non-spellcasters. They can
help you store the extra spells for sale later.
More expensive spellbooks can have bonuses, like blocking
magic damage, increase dexterity, and so on. You can still
buy them, but you can't equip them.
6.7 NOTES ON ITEMS
Only "equipped" items (i.e. those IN the slots on the "paper
doll" screen) apply their bonus to the character. Items in
inventory do NOT apply their bonus to the character.
A shield's bonus modifiers STILL applies (from what I heard)
even if you are using a two-handed weapon, as long as the
shield is still "equipped".
6.8 TIPS ON ORGANIZATION
Give each character a set of armor and weapons and such that
they will "soon" be able to use. For example, if the
character's STR is 24, give him/her some stuff that requires
STR 25 or 26. That way, the character can upgrade as soon as
their attributes improve.
Any stuff that you can't use in the near future (i.e. stuff
that requires too much STR or DEX or INT) should be dumped
on the packmule to be sold for lots of gold. Revise the
packmule inventory as your character grows.
Any stuff that is WORSE than what you can use should
probably be transmuted into gold (if possible) and you're
running out of room to carry them all.
When you get to a shop, sell the stuff you have on the mule,
the spare spellbooks (with the extra spells). Then buy stuff
for your characters so you maintain a full set of things you
can use (if possible). Pass down the items from one
character to next to make sure everybody has the best items
available.
7 SP Campaign Recruitable Characters
Here is a list of all the recruitable characters in the
single player campaign:
7.1 ULORA
Where: Ulora is hiding near the end of the Crypt of the
Sacred Blood. She'll join for free for rescuing her from
the Crypt.
Stats: STR 10, DEX 10, INT 10, Melee 1, Ranged 1, Nature 1,
Combat 0.
What to do: She is a bit weak melee-wise, so you may want to
push her toward archer or nature mage (or both), though she
can work as a melee if you train her up a bit. Still, it's
better to have a complementary team member.
7.2 GYORN
Where: Gyorn, your first objective, is near the entrance to
the town of Stonebridge. Go in, look a little to the right,
and there he is. He's also free.
Stats: STR 11, DEX 10, INT 10, Melee 2, Ranged 0, Nature 0,
Combat 0.
What to do: He is already a melee fighter, so keep him that
way. You can also train up a bit on ranged fighting.
7.3 RUSK
Where: Rusk is on the second floor of the inn at
Stonebridge. He is sleeping in a bed, and once you get near
him, he falls off and staggers to stand up. Rusk needs some
gold to pay off his drinking debt.
Stats: STR 11, DEX 10, INT 10, Melee 3, Ranged 0, Nature 0,
Combat 0.
What to do: Rusk is a melee fighter, so keep him that way,
if you hire him.
7.4 NAIDI
Where: Naidi the archer was recuperating at the temple in
Stonebridge. She, unfortunately, has a healing bill she
needs to pay. She is a bit expensive, so unless you've
dumped a lot of loot at the shop, you may not be able to
afford her.
Stats: STR 10, DEX 11, INT 10, Melee 0, Ranged 3, Nature 0,
Combat 0.
What to do: She's already an archer, so keep her that way.
7.5 ZED
Where: Zed is near the exit to the next level in
Stonebridge. He said he needs some excitement, so why does
he ask for a ton of gold?
Stats: STR 10, DEX 10, INT 12, Melee 0, Ranged 0, Nature 3,
Combat 0.
What to do: He's a Nature Mage, so if you've made Ulora
nature mage already, you may not need Zed.
7.6 GLOERN
Where: Gloern is at the entrance to the Glitterdelve Mines,
fighting all the Krug raiders. Help him, then talk to him,
and he'll join your party for free.
Stats: STR 13, DEX 11, INT 10, Melee 5, Ranged 0, Nature 0,
Combat 0.
What to do: He's a decent fighter, so keep him that way.
7.7 KRODUK
Where: Kroduk is in Glacern, on the second level of the inn,
near the Overseer.
Stats: STR 15, DEX 12, INT 10, Melee 8, Ranged 0, Nature 0,
Combat 0.
What to do: He likes to smash, bash, and crash things.
Therefore, he makes a good fighter, right? Consider
replacing your worst fighter with him.
7.8 LORUN
Where: Lorun is next to Kroduk in the Inn at Glacern, second
floor.
Stats: STR 11, DEX 11, INT 16, Melee 0, Ranged 0, Nature 0,
Combat 9.
What to do: He's already a combat mage, so keep him that
way!
7.9 MERIK
Where: Merik, the objective of one of your quests, can be
recruited as well, and he's a very good nature mage. You
can't miss him near the exit of the level... Break the hold,
and watch the cutscene... Then talk to him to recruit him.
Stats: STR 11, DEX 12, INT 21, Melee 0, Ranged 0, Nature 13,
Combat 4.
What to do: Merik is an excellent nature mage, with some
good equipment as well. Use him!
7.10 PHAEDRIEL
Where: Phaedriel is just down the road from the Traveler's
Camp. She costs quite a bit to hire though...
Stats: STR 14, DEX 20, INT 12, Melee 0, Ranged 17, Nature 0,
Combat 0.
What to do: She's already an excellent archer, so give her
some armor and your best bows and crossbows... Her strength
means she can wear some decent armor as well.
7.11 ANDIEMUS
Where: In a hut in the swamp, just before the witch shop
Stats: STR 13, DEX 14, INT 26, Melee 0, Ranged 0, Nature 24,
Combat 0.
What to do: this guy is a good nature mage, but do you
really want to replace Merik? If Merik haven't improved, you
MAY want to replace him with Andiemus, or you can wait.
7.12 BORYEV
Where: Boryev can be found just after you've beaten the fury
and re-emerged into sunlight. He said he's looking for the
treasure that Phaedriel is looking for.
Stats: STR 20, DEX 16, INT 27, Melee 18, Ranged 0, Nature 0,
Combat 34.
What to do: He's a decent combat mage, but cost quite a bit
of $$$, whereas Sikra is free later. You may want to leave
him be, but he can hold his own in a melee, esp. with those
super-damage staves (100+ damage per hit!!!)
7.13 RHUT
Where: just inside Fortress Kroth. He cost quite a bit of
money.
Stats: STR 33, DEX 19, INT 14, Melee 38, Ranged 0, Nature 0,
Combat 0.
What to do: Rhut is a fine fighter, though not that
interesting. Still, he's very high level, and if your
fighters haven't grown much, you may want to hire him to
replace your worst character.
7.14 SIKRA
Where: Inside the Hall of Skulls, find the secret switch and
open the secret room where she's imprisoned. She'll join you
for free.
Stats: STR 14, DEX 17, INT 36, Melee 0, Ranged 0, Nature 20,
Combat 38.
What to do: she's a dual combat/nature mage. You may need to
let someone go to fit her into your party.
7.15 ULFGRIM
Where: Just before you reach the dragon, in the red cliffs.
He wants money, and quite a bit of it too.
Stats: STR 34, DEX 20, INT 13, Melee 39, Ranged 2, Nature 0,
Combat 0.
What to do: Ulfgrim is probably the best fighter you
encountered so far, unless you have been specializing in
melee fighting (or designated someone to do so). He has very
good STR, so give him the heavy armor and tough weapons.
7.16 LORD BOLINGHAR
Where: Just before Castle Ehb. He tells you the King is
missing and hopefully safe, but he must find the King...
He'll join up for free if you want to fit him in.
Stats: STR 38, DEX 21, INT 13, Melee 43, Ranged 0, Nature 0,
Combat 0.
What to do: He's a real heavy melee hitter, though not
necessarily better than what you got by now. If you got the
gold, go for it!
8 SP Campaign Outposts and Shops
Here is a full list of outposts and shops in the single
player campaign.
8.1 STONEBRIDGE
There's a shopkeeper in Stonebridge. As this is the
beginning, most of the stuff is not that good.
8.2 WESRIN CROSS
You can find a seller nearby with stuff you need.
8.3 CAMP
Just before you reach the Glitterdelve Mines, you'll run
into this little "camp" where the two keepers will sell you
stuff.
8.4 GLACERN / ONOC
Onoc in Glacern sells potions, spells, and spellbooks. He
has no weapons, armor, or other stuff though.
8.5 GLACERN / BLACKSMITH
The blacksmith is the shop in Glacern, and he has pretty
decent stuff.
8.6 JERIAH'S TRADING POST
You find this place just as you're about to ENTER the Ice
Caves.
8.7 TRAVELLER'S CAMP
You find this place as you enter the "Dark Forest", after
you got through the Ice Caves.
8.8 SWAMP WITCH'S HUT
You find this hut in the middle of the swamp, on those
wooden bridges. There's a sign pointing to it too.
8.9 BONEPICKER'S POST
You find this place after you got out of the Goblin caves.
There's a sign pointing to it.
8.10 FORTRESS KROTH SHOP
The quartermaster got himself killed, so you get his
substitute instead.
8.11 NONANTAYA, THE DROOG LEADER
Once you completed the quest to pacify the Droog village,
you also get to shop with the Droog leader.
8.12 THE JAIL SHOPKEEPER
Yep, there's a shop in the dungeon jail beneath Castle Ehb.
He's off to one side though, so you may not find him in the
first attempt. He has pretty decent stuff too, being the
"final" shopkeeper.
9 SP Campaign Full Quest List
It is NOT necessary to find and fulfill all quests. In fact,
I missed about 1/3rd of them during my first attempt to
solve the campaign. However, that's the fun part about
Dungeon Siege... You can go back and try again!
Some quests are marked CRITICAL. Those are MUST-DO quests.
9.1 CHAPTER 1 : STONEBRIDGE
ú Seek Gyorn in Stonebridge (Given by: Norick) CRITICAL
How to get: Norick is the wounded guy you see on the
bridge. Talk to him and you'll get this quest. Then he
dies...
How to solve: Just make your way to Stonebridge, and talk
to Gyorn. He's just inside the town entrance.
Reward: some experience, and ability to recruit Gyorn.
ú Clear Edgaar's Basement (Given by: Edgaar)
How to get: Move around a bit and you'll find Edgaar's
house. Talk to him and he'll explain the Kroog have taken
over his basement.
How to solve: Walk outside, open the door to cellar, walk
down, clean it out, , take the "elevator" down, and take
out Brankar, the Krug leader, and you can take the stuff
for yourself.
Reward: some decent items for you to start. When it's
done, go back, talk to Edgaar, and Edgaar will give you
some potions
9.2 CHAPTER 2 : JOURNEY TO OVERSEER
ú Clear Glitterdelve Pass (Given by: Town Guard)
How to get: The guard in Stonebridge hands you this
assignment if you talk to him.
How to solve: Make it to the other side of the door, blow
up the explosive barrel next to the door to clear the
rocks, and talk to the guard captain near the door.
Reward: none?
ú A Sister's Message (Given by: Ella Riverstarn)
How to get: If you visit Etan Roost's Inn and talk to
Ella Riverstarn on the second floor, she'll ask you to
deliver a message to her sister in Glacern.
How to solve: Once you get to Glacern, look for Ada
Riverstarn's house. Talk to Ada and you'll get a small
reward. The house is to the north side of Glacern, with a
couple legionnaires living inside.
Reward: a +3 armor ring (Lloyd's Ring)
ú Ordus' Axe (Given by: Ordus Jarrell)
How to get: Find Ordus, one of the wounded soldiers, at
the burned out house near the blacksmith
How to solve: If you make your way out, you can find his
axe in the tower's BASEMENT. The tower is to the north of
town once you exit the town through the other side.
Reward: the axe itself (not too bad)
ú Deliver Gyorn's Report (Given by: Gyorn) CRITICAL
How to get: Once you talked to Gyorn (and fulfilled the
first quest), he said the message must be delivered to
the Overseer at Glacern.
How to solve: Find the overseer (in the main building) at
Glacern.
Reward: you'll gain a bit of skill and attribute when you
finish this.
ú Rescue Torg (Given by: Gloern)
How to get: As you come to the Glitterdelve Mines, you'll
find Gloern fighting some Krugs. Kill the Krugs and talk
to him. He'll help you locate his brother Torg. He'll
even join up for free.
How to solve: near the exit, there's a bunch of elevators
reaching underground. Explore each and every one. Torg is
down there in one of those underground chambers, maybe
with some Rockbeasts. Take out the enemy and talk to him.
He'll give you the next quest.
Reward: Torg gives you a decent amulet, the Goldsniffer's
Amulet.
ú Report Torg's Findings (Given by: Torg)
How to get: fulfill the previous quest, locate Torg.
How to solve: Torg also insist that you find the Overseer
at Glacern, so you can fulfill both quests (Gyorn's and
Torg's) at the same time.
Reward: you'll gain a bit of skill and attribute, but
that's together with Gyorn's report.
9.3 CHAPTER 3 - THE SEARCH FOR MERIK
ú Book Return (Given by: Ardun)
How to get: Talk to Ardun, Onoc's assistant in the
Magicatorium. He'll say something about the two other
people have borrowed two other volumes and he needs it
back. He'll drop the first volume. Pick it up.
How to solve: move around Glacern. You need to talk to
Elio, who's in the building next to the Magicatorium.
He'll give you one volume. The other volume is held by
the Southern tower archer (ride the elevator up and talk
to him). Then go back and see Ardun with all three
volumes.
Reward: some gold pieces?
ú Quest for Merik (Given by: Overseer) CRITICAL
How to get: Talk to Overseer in Glacern. He explains that
the guardian mage Merik has been missing for several
weeks.
How to solve: You can't miss it as you must pass through
that area to exit the level.
Reward: you can recruit Merik into your party. He's a
good nature mage.
ú Reinforce Fortress Kroth (Given by: Overseer) CRITICAL
How to get: Talk to Overseer, like above. You get both
quests together.
How to solve: Continue to Fortress Korth, and defeat
necromancer Gresh there.
Reward: none?
ú Homeless Blacksmith (Given by: Orlov)
How to get: Orlov is in Glacern, in the blacksmith shop,
and he complains that frost monsters have taken over his
place.
How to solve: get into the forest, (go north, after the
bridge) find Orlov's house, clean out the basement.
Reward: some stuff in his basement.
9.4 CHAPTER 4 - THE WARDING STAFF
ú Merik's Staff (Given by Merik) CRITICAL
How to get: if you find Merik, he'll explain that you
must find his staff.
How to solve: keep going, you'll get it back when you
finish the goblin level by defeating the Robo-Goblin.
Then pull a switch to open the holder and retrieve the
staff.
Reward: Merik's staff, best used by Merik himself, is a
very good and unique staff.
ú Confront the Bandit Boss (Given by: Razvan)
How to get: Razvan is in the Explorer camp, after Black
Forest, in one of the tents. Talk to him to get the
quest.
How to solve: Find the bandit camp (follow the torches).
When you reach crossroad, turn right to the cave, and
you'll find the bandit boss with a few bandits. Kill them
all.
Reward: none? (other than loot)
NOTE: Nong will mumble about his daughter Sikra taken by
the Droog, but it's not a quest. In any case, you can
find her in the "Hall of Skulls". She's a very good
combat mage.
ú Purify the Temple (Given by: Azunite Scholar)
How to get: you come to the wounded scholar in the swamp,
near the sign pointing to Bonepicker's Post. Before he
dies, he hands you this artifact and asks you to purify
the temple.
How to solve: fight your way into the temple / graveyard,
defeat the boss undead there, and "use" the center table,
which will automatically "use" the artifact on it.
Reward: none (?)
9.5 CHAPTER 5 - AN ANCIENT EVIL
ú Reinforce Fortress Kroth {Given by: Legionnaire
Soldier}
How to get: As you emerge from the caves, you should see
the Legionaires off to the left side. These Legionnaires
have been blocked from reaching Fortress Kroth and they
can't go back either.
How to solve: Defeat the necromancer Gresh when you get
there should do it.
ú Missing Treasure Hunters {Given by: Gregor}
How to get: Talk to Gregos, who's in one of the houses by
the lake. If you fought the "boss" Larch called "Infested
Larch", you're getting close.
How to solve: Explore the "flooded dungeon" (there should
be at least one entrance nearby) and you will eventually
locate their bodies.
Reward: some gold, about 15000 pieces, if you go back and
see him.
9.6 CHAPTER 6 - UNWISE ALLIANCE
ú Subdue the Droog (Given by: Tarish) CRITICAL
How to get: Talk to Captain Tarish in Fortress Kroth.
How to solve: Make your way through the Droog village
(later) at Cliffs of Fire, kill any one who fight you,
all the way until you get to the leader of the Droog
village, and talk to her. She'll surrender.
Reward: none
NOTE: The village leader also sells things.
9.7 CHAPTER 7 - KING AND CASTLE
ú Journey to Castle Ehb (Given by: Nonataya) CRITICAL
How to get: Nonataya is the leader of the Droog village.
When you talk to her to finish the "subdue Droog" quest,
you'll get this one automatically.
How to solve: Make your way near Cable Ehb. When you walk
on the drawbridge, this one's done.
Reward: none?
ú Slay the Ancient Dragon of Rathe (Given by: Crusader
Goquua)
How to get: Just outside the Droog village, you'll find
Crusader Goquua fighting a drake. Kill the drake and talk
to him.
How to solve: you'll find a sign pointing to the dragon,
which is slightly off the path to Castle Ehb. Go in
there, and kill the dragon. He's pretty tough though,
with over 20000 hit points.
Reward: none? (except any goodies in the chests nearby)
ú Search for the King (Given by: Bolingar)
How to get: Talk to Bolingar, who's standing on the path
fighting the few skeleton mercenaries and archers.
How to solve: explore the castle for the hidden path into
the jail below... Then explore the jail.
Reward: none?
NOTE: Bolingar can be recruited into your party. He has
very good stats as a melee fighter.
9.8 CHAPTER 8 - THE CHAMBER OF STARS
ú The Chamber of Stars (Given by: King Konreid) CRITICAL
How to get: locate the King (hiding inside the jail) and
talk to him..
How to solve: find your way to the Chamber of Stars
entrance, use the key on the "keypad", then go there and
solve the little "puzzle" inside the chamber...
Reward: LOTS of unique and rare items, really need stuff,
4 chests full of them.
ú Vanquish the Seck (Given by: King Konreid) CRITICAL
How to get: you get this quest along with the previous
one.
How to solve: technically, you don't do it in this
chapter, but the next. Defeat the final boss and that's
it.
Reward: none, see next quest.
9.9 CHAPTER 9 - DUNGEON SIEGE
ú Vanquish the Seck (Given by: nobody) CRITICAL
How to get: you get this automatically
How to solve: defeat the end boss, Commander Gom, who's a
really nasty critter with a LOT of hit points. Not to
mention he summons more nasties, and he comes BACK with
more hitpoints after you beat him the first time!
Reward: when you beat this baddie, you get a LOT of super-
duper items, and you can go back through the game for
things that you missed...
10 Condensed Walkthru
Here's a short walkthrough for each and every chapter, just
to make sure you don't miss anything.
10.1 CHAPTER 1 : STONEBRIDGE
Talking to Norick and get the first quest, get to Gyorn at
Stonebridge. (QUEST1)
Grab some weapons and spells, and start bashing any Krugs
that you see. They're pretty weak (but then, so are you!)
Look for the bear cave. While the bear has 50 hp, he's not
THAT hard to kill if you have some patience and a bow or
some magic attacks. The cave also has gold and armor you
will need.
At Edgaar's house, talk to him and he'll ask you to clear
his basement (QUEST2). Clear out his basement to finish the
second quest. (END QUEST2)
Look for another cave, and defeat the Krug "boss" Klandank
and his minions.
Fight your way to the bridge. You will find the bridge is
gone. Talk to Skartis at the bridge. He'll tell you that the
only other way to Stonebridge is through the Crypt.
Look for the life shrine, and the "alpha wolf" wolf boss
nearby.
Make your way to the Crypt, just follow the signs, and head
downstairs.
Make your way through the Crypt, and get to the boss... the
Ruby Gargoyle. Kill it.
Continue, and you'll find Ulora. Go ahead and recruit her.
Once out of the Crypt, fight your way to Stonebridge.
Once inside Stonebridge, talk to Gyorn, (END QUEST1) then
recruit him for your party. You also get another quest...
Take the warning to the Overseer at Glacern. (QUEST3)
Stock up and sell excess inventory.
Speak with Ordus (QUEST4) and Ella (QUEST5) to receive their
quests. Also speak with the guard and get the quest to clear
Glitterdelve pass. (QUEST6)
Recruit Zed the mage, Naidi the archer, or Rusk the fighter,
which one is up to you.
Get a packmule (or not) and head out of town.
10.2 CHAPTER 2 : JOURNEY TO OVERSEER
Fight your way through, then head north to find the Northern
Guard Tower. Clear it to complete Ordus' quest, and take
Ordus' Axe. (Hint: clear the BASEMENT) (END QUEST4)
Make your way the gate to Glitterdelve. You find it is
completely blocked. The only way to get there is to get to
Wesrin Cross, then make your way back.
Enter Wesrin Cross, fight your way through to the circular
platform/gondola that drops you into a dungeon.
Clean up, kill lots of spiders, keep exploring, kill the
nasty spider boss (who sits still and spits poison).
Continue to the elevator lifting you back out of the
dungeon... On the other side of the gates.
You can clear the gate by igniting the explosives next to
the door. Talk to the soldiers to clear the "Reinforce"
quest. (END QUEST6)
Now the gate's open, consider moving back to Stonebridge
with your new loot and hire more members for your party.
Explore Wesrin Cross a little, more stocking up to do.
Fight your way to town of Glitterdelve, watch Gloern fight
the bad guys. Help him, then recruit him. He'll give you a
quest to locate his brother Torg (QUEST7)
Make your way through the Glitterdelve Mines. There are a
LOT of side doors to explore. Watch out for those red
explosive drums. You don't want to be too close to it when
it goes off. Basically, fight lots of scorpions and moths
and so on. Keep exploring.
Go down the second-to-the-last elevator. (In fact, try every
elevator) Speak with Torg, Gloern's brother. (END QUEST7)
He'll give you a message to deliver to Overseer as well
(QUEST8) Look for a hidden wall nearby if you can't find
Torg. He'll give you an amulet as well.
Ride up in the elevator, then exit the mines. Fight through
the snowy forest to Glacern.
10.3 CHAPTER 3: THE SEARCH FOR MERIK
Inside Glacern, go to the Lucky Hurgiss Inn, and talk to the
Overseer to complete the quests. (END QUEST3) (END QUEST8)
He'll tell you to go find Merik if you can (QUEST9), and to
reinforce Fortress Kroth (QUEST10).
Recruit either Kroduk or Lorun, then restock at the
Magicatorium or the outpost.
Talk to the apprentice in the Magicatorium (octagonal
building), then find his books (QUEST11) Solve this in town
(END QUEST11) by doing some running around for the books.
Talk to Orlov near the blacksmith to get the "clear my
house" quest (QUEST12)
Head out of town through the large doors in the "back" of
the place. It leads down into the Ice Caves. Fight your way
through the Ice Caves
Sidetrip: Find Fury's Eye if you see a staircase.
Fight your way to Merik, the man trapped in ice. Free him
(END QUEST9), and recruit him if you wish. Merik needs you
to help him reclaim his Warding Staff (QUEST13)
Exit the Ice Caves into the next level...
10.4 CHAPTER 4: THE WARDING STAFF
You're in the Dark Forest. Buy and sell things at the
trading post, stock up.
Continue along the path to the cave at the end. Fight your
way through another dungeon.
Follow the path to the Travelers' Camp. Speak to the leader
of the group, Razvan to hear about the bandit problem, and
how you're the solution. (QUEST14)
Walk a little further down to restock at the merchant.
Recruit Phaedriel near the exit of the camp if you want.
Take the right path at the fork, through the bandits' camps.
Defeat the Bandit Boss near the cave. (END QUEST14)
Backtrack, then take the left fork into the Eastern Swamp.
Follow the path to the right to find Orlov's house. Clear
it, and claim his stuff in the basement. (END QUEST12)
Enter the swamp on the small bridge. Keep following the
bridges and islands.
You should run into the Azunite Scholar on the bridge. He
said the temple was desecrated, and he failed to purify it,
and it's your turn. (QUEST 15) Take the artifact, and clean
out the temple and surrounding graveyard of zombies and such
(clear out the boss zombie inside too). Then use the main
"table" to place the artifact. (END QUEST15)
You'll run into Andiemus in a hut. Recruit him if you want.
Keep going on the bridges. Make your way to the witch's
shop in the middle of the swamp. Restock
Keep fighting and exploring the swamp until you locate the
entrance to the Goblins' caves. It's REALLY small and easy
to miss, but if you fought two Gobbots with flamethrowers,
you're at the right place. Look for a tree with a hole big
enough to walk into.
Go down into the Goblin Caves, then fight your way through
the Goblin caves to a platform with a "rotating" bridge. Go
straight, and it'll force you to curve to right, and circle
around. Rotate the bridge again to set it so you can
continue.
Keep heading deeper into the caves, and you're near Goblin's
nest...
Fight the Goblin Inventor and defeat him in his Mecha-
Gobbot. He disappears.
Take Merik's Warding Staff. (END QUEST13)
Continue out of this dungeon by using that elevator. Feel
free to destroy those inactive Gobbots.
10.5 CHAPTER 5 - AN ANCIENT EVIL
Talk to the legionnaires just outside the cave to get
another quest... It's STILL "reinforce Fortress Kroth"
(Still QUEST10), so just go ahead.
Follow the path along to Bonepicker's Post. Restock as you
see fit.
Make your way to Gregor's house (near the lake), and talk to
him. He'll ask you to locate some of the... "customers" of
the outpost. (QUEST 16)
Look around for entrance to the underground flooded Temple
Ruins. You should locate the "customers" Gregor mentioned.
(END QUEST16) They're dead, of course. If you go back to
Gregor and inform him of the news, you'll get a reward.
Keep going, and find the entrance to the OTHER dungeon. Keep
fighting your way down, and meet the level boss... "Fury".
Take it out (this is one nasty looking critter).
Exit the dungeon, and you should run into Boryev. Recruit
Boryev if you wish.
Continue on the "green plains". You'll run into Gresh, the
necromancer, who's the one sending all those skeleton
archers and mercenaries against the Fortress. Defeat Gresh
and his minions, and Fortress Kroth is relieved. (END
QUEST10)
Make your way into Fortress Kroth...
10.6 CHAPTER 6 - UNWISE ALLIANCE
Inside Fortress Korth, Captain Tarish is happy to see you,
and they saw your battle with Gresh. However, the Droog have
settled in the village, and Captain Tarish wants YOU to
pacify it (QUEST 17). He said the Droog has the woman
(Sikra, you heard about her back in Traveller's camp).
Recruit Rhut if you want.
Head out the Fortress via the "backdoor", into the caves.
Keep going, and you'll locate "Hall of Skulls". Explore it,
and look for a statue that can be clicked on. Use it, and
you'll free Sikra, who's a combat mage AND a nature mage.
Recruit her if you want.
Exit and you're in the "river valley" area. Kill sand mages
as you go. You're near Cliffs of Fire. Fight your way
through the landscape, killing critters, Droog soldiers,
sand mages, and others.
Make your way through the village itself. You'll find one or
two groups attacking you, but the villagers will simply
kneel and pray.
Make your way to the top of the village and talk to the
Droog village leader, Nonantaya, who surrenders the village.
Apparently, they've been tricked by the Seck, who are
somehow making a comeback... (END QUEST17) Nonantaya asks
you to check out Castle Ehb as soon as possible... (QUEST
18)
10.7 CHAPTER 7 - KING AND CASTLE
Walk out of the village, clear out any fanatics that attack
you. Continue down the path, and you'll run into Crusader
Goquua, a Droog, who's fighting a drake. Help him, then talk
to him. He'll explain that the Ancient Dragon of Rathe is
somehow under Seck control, and you must slay it. (QUEST
19).
Continue down the road, and you should run into Ulfgrim,
who's a good fighter. Recruit him or not, that's your
decision.
There's a sign pointing to the dragon's cave further down
the road. Feel free to take him out. (END QUEST 19) He's
nasty, but not impossible.
Continue down the road, and you'll run into Lord Bolingar,
who explain to you that Seck have attacked the castle and he
and King Konreid got separated. Recruit him or not, it's up
to you. Any way, you must look for the king (QUEST 20)
Continue down the road to Castle Ehb, which is clearly
overrun... By unknown forces. (END QUEST 18).
10.8 CHAPTER 8 - CHAMBER OF STARS
Fight your way through the castle, and explore every square
inch. It may look complicated, but there's really only "one"
path. Eventually, you'll make your way onto the top of the
castle, where you will find a "round" elevator that drops
you into the bowels of the castle... the dungeon / jail.
Explore the surroundings in the jail. You may run into the
local shopkeeper (behind bars)!
Eventually, you run into the room with jails on the sides,
and one room in the middle. Open the one room in middle, and
you've found King Konreid. Talk to him. (END QUEST20)
King Konreid gives you two quests... First, take the Star
Key, and open up Chamber of Stars, which should give you a
lot of rare and powerful items. (QUEST 21) Use them to
defeat the Seck (QUEST22).
Continue down the path, and eventually, you'll come to this
T junction. To the left is nothing. To the right is a locked
door.
Have the character with the key "use" this rotating thing on
the ground, and you've opened up Chamber of Stars as the
bridge comes into view to left. Head inside into the Chamber
of Stars.
However, your job is not done yet. Go inside, and "click" on
all four statues. When the 4 statues have been activated,
the Star Chamber will go active, and after a cool light
show, you'll see four chests that weren't there before
around the circle. Inside those chests, you'll find a lot of
rare and unique items. (END QUEST 21)
Come back out, and that previous locked door is now open.
Continue on for more fun.
10.9 CHAPTER 9 - DUNGEON SIEGE
Now's the grand finale... Fight your way all the way down
into the dungeon, which looks like Dante's Inferno.
Eventually, you'll come to Commander Gom's place. You must
defeat Commander Gom, leader of the Seck, to vanquish them
forever.
Watch the cinematic, then start fighting. When you defeat
him the first time, he comes back even stronger, and he
summons a LOT of other nasty critters too. Keep beating up
on him and other critters, and eventually he'll go down.
(END QUEST 22), dropping a TON of unique items and gold.
Congratulations, you've finished Dungeon Siege's single
player campaign! Grab the goodies, and you can go back and
visit all the other things you missed... Or export your
characters to multiplayer and have fun on other maps... Or
try some of the siegelets (mods) available online.
11 Utrean Peninsula MP Map Walkthru
This walkthru mainly is about the MAIN quest. There are some
side quests such as "clear barracks", "clean sanctuary", and
so on. There may even be missing quests.
You MUST complete the first quest at Elddim to get the
Utrean signet ring. Without the ring, you'll be told to
return to Elddim by subsequent priests and priestesses and
prove your worth first.
TIP: First thing to do when you arrive in each town is
locate the "HUB" and the "transporter" if available. The HUB
allows you to jump to any town directly, where as the
transporter allows you to jump to specific spots on the map
between towns.
11.1 TOWN OF ELDDIM
If you start in Elddim, first thing you need to do is visit
the smithy (the house you start next to). Talk to the
smithy, who'll tell you to see the guard captain.
The guard captain is standing alone by himself near the
central path through town. Talk to him, and he'll say
something about the crypts infested, by Lord Horvath and his
undead minions. You also need to locate "Gavel of Convening"
in the crypt, in the part known as "Hovart's Folly". Once
you got that, take it to Crystwind and see the guard captain
there.
Follow the sign to the crypt. You can't miss it. Cross the
rope bridge when you get to it.
Fight your way through the crypt (lots of Krugs around too).
You should be able to find the Gavel of Convening as well.
Keep going, and you'll find Horvath. Kill Horvath when you
find him (he drops a pretty decent armor for newbies).
Continue to town of Crystwind, and return via HUB to Elddim.
Talk to the priestess, who'll tell you to recover the
townstone in the crypt.
Keep searching, you'll find it in a side room with hidden
door. Continue again to Crystwind. Return yet AGAIN to
Elddim. Return to the priestess, who'll tell you to travel
to the next town. She also hands you this signet ring as a
"pass". Pick it up, as you'll need it at each of the
subsequent towns.
Use the hub and jump to Crystwind.
11.2 TOWN OF CRYSTWIND
Talk to the guard captain, which ends the quest from Elddim,
if you haven't done so.
The mage Trella (next to the smithy), has a quest. She wants
you to head into the ruins just outside the town and locate
a "diamond runestone" for her.
Kill lots of Krugs in that area and one of them will drop
the runestone after you kill enough.
Take the runestone back to the mage Trella, and she'll drop
the Crystwind Townstone. Pick it up.
Fight your way to the next town, Fallraen, through the
mines.
11.3 TOWN OF FALLRAEN
Talk to the guard captain just outside of town, he'll
request that you clean out the barracks just south of town,
which was infested with ice creatures. Simply kill
everything and exit. If you exit and the quest still not
complete, you left something alive.
Fallraen is larger, and you can find the apprentice at the
Magic Shop (Lyceum Magick Arcani). He'll give you the quest,
about the Fallraen Townstone lost in the caves on the way to
Meren. Apparently the priest took the stone and tried to get
to Meren, and was never seen again.
Head out toward Meren, get into the caves, fight your way
through, and you'll find the stone next to a robe and staff.
Apparently the priest was killed in the caves... Continue
down the path.
Continue on your way to Meren. You can return via HUB there
to Fallraen and talk to the apprentice, who then tells you
to go back to Meren and see the priestess. Go use the HUB
again...
11.4 TOWN OF MEREN
Once you're in town, find the temple and talk to the
priestess. If you have the ring, she'll tell you that the
stone is up in the mountains, in a "hidden" sanctuary.
Fight you way through the mountain, and when you see a fork
in the road, with the Azunite priest nearby, take the one
that does NOT lead to the next town, and you'll find the
stone in the mini-temple. Just take it.
Return to main path and fight your way to next town, Lang.
11.5 TOWN OF LANG
Once you're in town, locate the priestess (in the magick
shoppe). She'll just hand you the stone (drop it on the
ground, actually).
The priestess will also tell you about the flooded sanctuary
just east of town. Clear it out to fulfill another quest.
Pick it up, and fight your way to the next town, Quillrabe.
11.6 TOWN OF QUILLRABE
Once you're in town, make your way up to the top of the town
(Droog Village), and find the priest. The townstone was
taken by the dragon queen. You'll need to get it back.
Fight your way into the caves, and you eventually come to a
narrow cave with small bits of gold lying on the ground.
You're getting close...
The easiest way to take on the Dragon queen is with a 15-
meter range bow or crossbow. The ranged weapon hits her, and
her flames didn't burn me that bad. It takes a LONG time to
wear her down but she'll fall eventually. If you got burned,
backup slightly, heal, and repeat.
The stuff are in those chests, magically sealed. You can
only open them after you've taken out the dragon queen. Grab
the goodies and the townstone.
Continue and fight your way into next town, Hiroth.
11.7 TOWN OF HIROTH
Hiroth is a big town around this big lake. Again, the
priestess can be found in the magick shoppe. The Hiroth
townstone is already on the HUB-like devices north of town.
You can leave it there, and/or drop your other stones on the
respective places. However, you're missing one... Townstone
of Grescal.
Talk to the priestess, and she may ask you to return to
Elddim (for what reason, I have no idea, as I already have
the townstone). Go, talk, return.
Talk to priestess in Hiroth again, and she'll tell you about
Grescal, out beyond the endless dunes.
The way to Grescal is through Castle Hiroth, infested by
undead and other nasties. THEN you have to trek through the
desert...
Once you're fought your way through the castle and located
the exit, head STRAIGHT from that last sign that says
"Grescal 12", for MANY screens with nothing, and you'll
finally see the town of Grescal.
11.8 TOWN OF GRESCAL
Once you're in town, look for the two large tents. One's the
smithy, the other is the magick and potion shop.
Talk the to priestess in the magick and potion shoppe, and
she'll explain Grescal townstone is lost in the temple ruins
just northeast of the town.
Head northeast and head down into the ruins. Fight your way
through. When you come into this huge room, clear it out,
and look for a "brick" on the wall you can push. Push it,
clear out the final enemies, and you'll locate the Grescal
townstone, along with a couple chests of gold and rare items
(pretty good ones too!).
Return to the priestess, who'll tell you to head back to
Hiroth. Use the HUB.
11.9 HIROTH AGAIN
You're back in town, so go see the Priestess, who'll tell
you to try the townstones on that device. She seems to think
it's a way to allow anyone to travel through the hub, not
just Legionnaires and warriors.
Go and place all the stones (if you haven't done so) and
you'll activate the elevator in the middle of the device.
Lightning start to flash and thunder rolled across the
landscape... Not good, not good!
Go back to the priestess and talk to her. She'll explain
that somehow you've opened a gateway and released a bunch of
evil creatures. She has this "Tenstone" left from the days
of the Tenth Legion. You must travel down into the
catacombs, place this stone in their center of power, so the
creatures will be stopped forever.
Click on the middle button of the center platform to go
down. Clear the room, and you'll find this book called
"Trial of Gallus".
Again, fight your way through the catacombs, to the place
where you can place the stone (it's surrounded by 4
sacrophagi). If you see "inner sanctum", you're there.
Drop the Tenstone on the platform. There's a door behind it
that's locked, but it'll open once you place the Tenstone.
Inside are some pretty good items.
Once you've return to the priestess, she'll give you an
Utrean Helm for your troubles.
That's it for the multiplayer campaign! You can try to
locate the Trial of Gallus (decipher the riddle in the
book), or try to locate the lost pyramids that the Grescal
townspeople have talked about...
12 Interesting Things
12.1 FURY'S EYE
Lots of people asked where is the thing. The answer is
simple: it's in the Ice Caves, near the exit. Look for a set
of stairs going down. There's a bunch of Trog warriors
guarding the place, and some trick to open up the next
level.
Basically, flip the switch (if there is one) near the door.
Then clean out the guards. Then drop an item on each of the
"step plates", which should reveal a hidden door or the
staircase. If there's a hidden door that opens, there's
ANOTHER step plate inside. Again, flip all switches you see,
and leave something on the step plate to hold it down.
You have to go down like 3 or 4 levels. When you clear out
the end, you see Fury's Eye over to the left of the room,
and several chests.
You can pick up all the stuff when you come back up.
It's not particularly valuable, just a very rare item.
However, the armor and such you get from the chests can be
pretty valuable.
(Oh, and it can be used as a key for the Chicken Level. See
below)
12.2 DEEP BELOW CASTLE EHB...
In the cells around King Konreid, there's a room with a
pushable brick. Push it, and the bottom grill drops down
into the caves below... Ever wonder where that leads?
12.3 WHAT ABOUT THOSE PIXIES?
If you look around, you often see pixies flying around. They
cannot be targeted, but they CAN be destroyed if bombs go
off near them. Don't attack them though... They often guide
you to interesting areas.
The purple pixie gives you mana. If you run into one, it'll
say "the pixie gave you mana!" I'm not sure about the white
ones. I can't see to make them do anything.
12.4 MORE PLAYING AFTER SINGLE PLAYER CAMPAIGN
Even if you're finished the single-player campaign, it's not
the end. Take your character to multiplayer by going to
multiplayer, import your character, then start a game (all
by yourself). You can play in that place all alone.
The Utrean map gives you teleporters so you can jump from
one town to another or to specific spots on the map. You'll
still have to run through the dungeon yourself a bit, but it
saves a bit of running back and forth, esp. if you need to
get from one town to another.
12.5 CHICKEN LEVEL
Diablo has a "cow level" (technically that was just an urban
legend, but Diablo 2 made it real), so Dungeon Siege has a
"chicken level". It's NOT in the SP campaign. It's actually
on the MP Utrean map.
Instead of repeating all that, I'll just refer you to the
existing Chicken Level FAQ on Gamefaqs.com.
12.6 THE LOST PYRAMIDS NEAR GRESCAL
Yes, the pyramids are REALLY there. Finding them, however,
is a different problem.
13 Miscellaneous
13.1 DIFFERENCES BETWEEN MP AND SP
In MP mode, you control a single character, not a whole
party. You also can't buy any packmules, or hire any one.
Other than that, the game is the same.
The party dynamics are quite different, as different people
do different things. Instead of ordering YOUR mage to do
healing, you have to rely on someone else do healing on you,
or you do healing on others.
If you are playing solo, things can get interesting, as
being mobbed can be a serious problem.
The enemies are "scaled" to the size of your party though,
so if you're playing solo, the enemies are significantly
weaker than if you're playing with a full party of 8.
Everything is balanced... mostly.
13.2 COMMAND-LINE PARAMETERS
There are three command-line parameters for Dungeon Siege
that makes the game behave differently.
To add a command-line parameter, create a shortcut to the
main EXE file. (or make a copy of the existing shortcut).
Then right-click the shortcut, and edit the "Target" box.
The target box will probably say something like:
"C:\Program Files\Microsoft Games\Dungeon
Siege\DungeonSiege.exe"
Yes, it has quotes around it. Add the command-line parameter
AFTER the quotes, with a space in between.
For example, say you want to try the hi-res 1600 x 1200
mode. The parameters are:
width=1600 height=1200
So your target box should say:
"C:\Program Files\Microsoft Games\Dungeon
Siege\DungeonSiege.exe" width=1600 height=1200
Then you run the game from the new shortcut
13.2.1 High Resolution Mode
To force Dungeon Siege to run in undocumented video modes
(to show off, mainly), use the following parameters
width=X height=Y
where X and Y are valid resolutions for your video card and
monitor. Usually, people try 1600 and 1200, respectively.
BEWARE! Using the wrong resolution can severely damage your
monitor!
13.2.2 Windows Mode
If you want to run Dungeon Siege in a window (sharing the
desktop with other programs), use this parameter
fullscreen=false
13.2.3 Skip the Intro Movies
If you want to skip the Microsoft and Gas-Powered Games
intro movies, add this parameter
nointro=true
13.3 CHEATING
To use a cheat code, hit ENTER (as if to chat), then enter
these codes. + to turn on the effect, - to turn it off.
The cheat codes are as follows:
Code Effect
+zool "I am invincible!"
+chunky Always real chunky.
+superchunky Even more chunkier than chunky.
Chunkerrific!
+version Displays game version.
+drdeath All stats go to 150.
+shootall Make it even easier, no more bothersome
clicking...
+sixdemonbag Six powerful summons.
+loefervision Turns off the Fog of War.
+xrayvision Removes all textures (wireframe mode)
+minjooky Tiny characters.
+maxjooky Real big characters, watch out...
+checksinthemail adds 999,999 gold.
+sniper Increases range on all bows to 100 meters.
(including enemy weapons!)
+mouse Enable cursor.
-rings Disable selection rings. (on by default,
so you may want to turn it off)
+movie Record a movie. (Warning: HUGE file sizes,
as it saves BMPs!
+faertehbadgar gives you full set of Badger items. FAER
TEH BADGAR!!1!
+potionaholic gives you 3 Super Health Potions and 3
Super Mana Potions.
+resizelabels Multiplayer only, makes your label larger
-gui Turns GUI off. (all the onscreen menus,
turn off for clean screenshot)
+ Turns cheats on
- Turns cheats off
13.4 SCENARIO EDITING
Please check the official website about "Siege University",
the articles put out by GPG explaining the process of
creating siegelets, or "mods" for Dungeon Siege.
--THE END--
The Spoiler Centre