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    Best Items FAQ by Nubedad

    Updated: 09/16/02 | Printable Version | Search Guide | Bookmark Guide

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    /   \                 "B E S T   o f   t h e   B E S T"               \   /
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    /   \                            by Nubedad                           \   /
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    |------------------------------------------------------------------|
    |  version 1.0 - September 15, 2002                                |
    |  Copyright to me, all rights reserved.                           |
    |  If you want to use this guide on your website please just ask.  |
    |  If you make any money from it, give me a cut.                   |
    |------------------------------------------------------------------|
    
    
    I have written this 'guide' to hopefully add to the body of knowledge about Dungeon Siege.
    It is a great game that I have enjoyed playing, and even more enjoyed "figuring out" _some_
    of
    it's secrets.  Hopefully you will get something out of this too.
    
    Everyone is looking for better weapons, armor, spells, etc.   There are multiplayer games on
    ZoneMatch where you can trade for better items.  You can even find Dungeon Siege items
    FOR-SALE on Ebay!  Wouldn't you like to know what is the BEST ?
    
    Well, read on and you will learn the "best of the best".  This is not a comprehensive list
    -
    in fact only a small percentage of items are covered here.  Why bother with anything else
    when you can have the best ?!
    
    Some will wonder, where in the game can these items be found?  I don't want to spoil all the
    fun though, so you'll have to figure that out for yourself.  However, once you find something
    you can check it against this list and when it matches, you'll know your long search is over
    and anything else you find can just be left behind or sold/traded.
    
    I am "NubeDad" for 2 reasons.  One is I have a new child.  The other is I am new to RPG's.
    When you have a child you start spending a lot of time at home, so I decided to revisit an
    old childhood hobby:  RPG's.  I think the last game I played all the way through was Ultima
    3
    in the 80's.  So, that's my excuse, in case I have made a mistake or broken any "etiquette"
    rules with this list.
    
    
    One final caveat - - M A J O R   S P O I L E R S   B E L O W   ! !
                         ~~~~~~~~~   ~~~~~~~~~~~~~~~   ~~~~~~~~~
    
    Enjoy.
    
    
    
    
              C O N T E N T S :
    ---------------------------------------
    Section 0	- Introduction & Contents
    Section 1	- Best Items (weapons, armor, etc.)
    Section 2	- Best Modifiers (prefixes & suffixes)
    Section 3	- Experience & Levels
    Section 4	- Health & Mana
    Section 5	- Inventory
    Section 6	- Hacking a.k.a Cheating
    Section 7	- Multiplayer World
    			- Town Stones
    			- Displacers
    			- Levels for HUB
    Section 8	- Chicken Level
    Section 9	- Contact
    
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 1 - BEST ITEMS  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    These are the best "legally achievable" BASE items in the entire game (version 1.0 - I will
    check v1.1 in near future to see if any better were added.)
    Note you do not need a hacked up 'mod' such as the "Samurai set" !
    	[ see, for example - http://www.dungeonsiegecenter.com/downloads/modsindex.phtml ]
    Great items can be found in the game!  Now, often you can find a "magical item" with additional
    benefits & power.  When you add a magical prefix and/or suffix, then you have an even more
    powerful
    item.  More on magical items in section 2.
    
    Again, these are the best BASE items in version 1.0.
                              ----
    
    
    Best Armor
    ----------
    Battle Plate
    	defense = 659
    	strength = 77
    	template = bd_bp_f_g_c_avg
    	variation = o_mag
    	modifier range = 34-47
    
    2 honorable mentions for better chance of magical properties...
    You would probably look for the first one for an archer and the second one for a mage.
    Thin Plate
    	defense = 341
    	strength = 20
    	template = bd_fp_m_g_o_mag
    	modifier range = 63-87
    
    Compact Brigadine
    	defense = 145
    	strength = 14
    	template = bd_ra_br_m_g_o_fin
    	variation = c_mag
    	modifier range = 26-97
    
    
    Best Boots
    ----------
    Full Plate Greaves
    	defense = 69
    	strength = 77
    	template = bo_gr_fp_f_g_c_avg
    	variation = o_mag
    	modifier range = 17-24
    
    Honorable mention for better chance of magical properties...
    Molten Boots
    	defense = 57
    	strength = 52
    	template = bo_un_bo_ro_m_molten
    	modifier range = 5-42
    
    
    Best Gloves
    -----------
    Full Plate Gauntlets
    	defense = 60
    	strength = 77
    	template = gl_ga_fp_f_g_c_avg
    	variation = o_mag
    	modifier range = 17-24
    
    Honorable mention for better chance of magical properties...
    Chief Gauntlets
    	defense = 55
    	strength = 71
    	template = gl_ra_ga_fp_f_g_o_avg
    	variation = o_str
    	modifier range = 15-112
    
    
    Best Helmet
    -----------
    Sightless Helm
    	defense = 57
    	strength = 58
    	template = he_fu_pl_knight_fin_03
    	modifier range = 12-17
    
    2 honorable mentions for better chance of magical properties...
    Warlock Hat
    	defense = 8
    	template = he_un_ca_ro_warlock
    	modifier range = 2-100
    
    Bloody Helm
    	defense = 53
    	strength = 53
    	template = he_ra_fu_pl_knight_fin_02
    	modifier range = 6-87
    
    
    Best Shield
    -----------
    Savior Shield
    	defense = 104
    	bonus = 35% chance to Block Melee & Ranged attacks.
    		(You wouldn't be able to tell without knowing where to look,
    		 but I think the actual ranged-block value is really only 20%.
    		 I think there is a typo in version 1.0 of the program.)
    	strength = 75
    	template = sh_ra_w_g_o_t_l_avg
    	variation = c_mag
    	modifier range = 14-101
    
    
    Best Amulets
    ------------
    Gold Sniffer's
    	bonus = +2 Dexterity
    	template = amulet_horseshoe
    
    Elder Wood Amulet
    	bonus = Adds 3 Mana per hit
    	template = amulet_keeper
    
    All others are made up of modifiers below.
    Best chance of magical properties comes with either of these:
    	template = amulet_common
    	variation = g_o_mag
    	modifier range = 150-500
    
    	template = amulet_ra_common
    	variation = s_o_fin
    	modifier range = 150-500
    
    
    Best Rings
    ----------
    Lloyd's Ring
    	bonus = +3 Armor
    	template = ring_lloyd
    
    Signet Ring of the Utraean Protectors
    	bonus = +3 Armor
    	template = ring_utraean
    
    All others are made up of modifiers below.
    Best chance of magical properties comes with either of these:
    	template = ring_common
    	variation = g_o_mag
    	modifier range = 150-500
    
    	template = ring_ra_common
    	variation = g_o_fin
    	modifier range = 150-500
    
    
    Best Spell-Book
    ---------------
    Spell Book
    	bonus = +1 Intelligence
    	template = book_glb_magic_Tas
    
    All others are made up of modifiers below.
    Best chance of magical properties comes with:
    Spell Book (Rusted?)
    	intelligence = 70
    	template = book_glb_magic_27
    	pcontent_level = 240
    	modifier range = 1-24
    
    
    Best Spells
    -----------
    Which spells are the best is debatable and depends on whether you like to see things
    burned, zapped, blown up, etc.  Also, spell preference may depend on fighting style
    and terrain -- do you creep up and pick off enemies 1 by 1, or rush in and take them
    on en-mass?   Therefore, the highest level spells are listed, plus a few lower ones I
    think are notable.  Keep in mind that Combat Magic is better for - guess what - combat.
    On the other hand, Nature Magic is better for protection, healing, and increased abilities,
    but fortunately there are also a couple of good NM spells for fighting.
    
    
    ===>  Combat Magic  <===
          ------------
    
    Tremor		"Calls forth a violent earthquake, shaking apart Enemies caught within.";
    	damage = 370-502 up to 411-557
    	damage radius = 10
    	range = 12
    	reload delay = 1
    	mana = 1250 up to 1389
    	required level = 108
    	template = spell_tremor
    
    
    Meteor Storm	"Calls forth (4) Meteors from the sky and smashes them into the target area."
    	damage = 313-425 up to 367-497
    	damage radius = 7
    	range = 15
    	reload delay = 5
    	mana = 1849 up to 2174
    	required level = 102
    	velocity = 20
    	template = spell_meteor_storm
    
    Dragon Fire	"Invokes a searing gout of Flame to rake the Enemy."
    	damage = 302-409 up to 348-470  per second
    	range = 8
    	duration = 1
    	reload delay = 1
    	mana = 192 up to 221
    	required level = 104
    	template = spell_dragon_fire
    
    Bombard	"Catapults several exploding balls of fire towards the Enemy."
    	damage = 191-260 up to 225-305
    	damage radius = 2
    	range = 13
    	reload delay = 1
    	mana =  163 up to 192
    	required level = 100
    	template = spell_bombard
    
    Cyclone Of Fire	"Calls forth a massive cyclone of fire from the sky
    			 that incinerates Enemies caught in its path."
    (...a personal favorite...)
    	damage = 399-540 up to 530-715  per second
    	range = 12
    	duration = 20
    	reload delay = 3
    	mana = 335 up to 445
    	required level = 90
    	template = spell_fire_cyclone
    
    Summon Fire Elemental	"Summons a Fire Elemental to guard the Caster."
    	damage = 206-252
    	health = 3780-4032
    	range = 10
    	duration = 240
    	mana = 1589 up to 1694
    	required level = 105
    	template = spell_summon_fire_elemental
    
    Fireshot Armor	"Adds 15-23 to Armor and blasts a Fireshot
    			 back at attacking Enemies."
    	damage = 62-68 up to 90-99
    	range = 8
    	duration = 147 up to 210
    	mana = 504 up to 744
    	required level = 63
    	template = spell_fireshot_armor
    
    
    
    ===>  Nature Magic  <===
          ------------
    
    Killing Fist	"Strikes the Target with a titanic force of pure will."
    	damage = 436-483 up to 513-567
    	range = 13
    	reload delay = 1
    	mana = 269 up to 317
    	required level = 102
    	velocity = 20
    	template = spell_killing_fist
    
    Chain Lighting	"Arcs a powerful bolt of lightning through up to four Enemies at once."
    (...a much lower level spell, but fairly useful in my opinion...)
    	damage = 154-190 up to 210-257
    	range = 10 (1st enemy)
    	jump radius = 15 | falls off by 0.5 for each jump, I think.
    	reload delay = 1
    	mana = 80 up to 109
    	required level = 60
    	template = spell_chain_lightning
    
    Summon Rock Beast	"Summons a Rock Beast to guard the Caster."
    	damage = 396-484 up to 427-521
    	health = 3074 up to 3280
    	range = 10
    	duration = 120
    	mana = 1801 up to 1920
    	required_level = 105
    	template = spell_summon_rock_beast
    
    Shock Armor	"Envelops the Target in a cloak of electricity, adding (12-30)
    		 to Armor and causing electrical damage to attackers."
    	damage = 39-44 up to 100-111
    	range = 8
    	duration = 120 up to 257
    	mana = 157 up to 395
    	required level = 34
    	template = spell_shock_armor
    
    Stone Skin	"Surrounds the Party with a shell of magical energy,
    		 adding 13-63 to Armor."
    	range = 8
    	duration = 180 up to 619
    	mana = 194 up to 750
    	required level = 28
    	template = spell_stone_skin
    
    Shared Pain	"Reflects 50% of damage back to the attacker."
    	range = 14
    	duration = 30 up to 42
    	mana = 351 up to 489
    	required level = 50
    	template = spell_shared_pain
    
    Merik's Windfall	"Greatly enhances the capabilities of the entire Party,
    			 adding 3-4 to Strength, 5-6 to Dexterity
    			 and 4-5 to Intelligence."
    	range = 10
    	radius = 20
    	duration = 100 to 120
    	mana = 1235 up to 1583
    	required level = 70
    	template = spell_meriks_windfall
    
    Major Heal	"Restores up to __ Health to a single Party Member."
    	range = 12
    	mana = depends
    	required level = 32
    	template = spell_major_heal
    
    Nurture	"Heals the entire Party by 37-86 Health per second."
    	range = 14
    	duration = 10
    	mana = 639 up to 1523
    	required level = 46
    	template = spell_nurture
    
    Harmony	"Combines the resonant power of Life and Mana,
    		 balanced between all Party Members."
    	range = 15
    	duration = 80 up to 95
    	mana = 749 up to 980
    	required level = 80
    	template = spell_harmony
    
    Full Resurrect	"Grants the power to raise the dead and
    			 restore them to full Health. Mana cost
    			 dependent on power of the Target."
    	range = 5
    	required level = 40
    	template = spell_full_resurrect
    
    
    Best Melee Weapons
    ------------------
    Leg Cleaver
    	damage = 246-738
    	strength = 64
    	template = sd_ra_g_o_st_2h_avg
    	variation = c_mag
    	modifier range = 98-112
    
    Axe of Kill Kill Carnage	(spelling error with double word?)
    	damage = 342-421
    	range = 0.5
    	reload delay = 0.3
    	strength = 78
    	template = ax_carnage
    	modifier range = 1-100
    
    Serrated Sword - *2 handed*
    	damage = 306-414
    	strength = 73
    	template = sd_un_big_2h_d_serrated
    	modifier range = 31-77
    
    Dragon Wing Sword - *1 handed*
    	damage = 247-334
    	strength = 74
    	template = sd_un_g_1h_wing
    	modifier range = 47-81
    
    Wound Mallet
    	damage = 292-412
    	range = 0.5
    	strength = 50
    	template = hm_ra_g_c_2h1m_fin
    	variation = c_mag
    	modifier range = 1-370
    
    Wing Staff
    	damage = 223-335
    	bonus = 10% Chance to Block Melee Attack
    	intelligence = 70
    	template = st_un_b_wing
    	modifier range = 38-67
    
    
    Best Ranged Weapons
    -------------------
    Long Crossbow
    	damage = 214-262
    	range = 15
    	velocity = 75
    	reload delay = 0.7
    	strength = 31
    	dexterity = 63
    	template = cw_g_c_l_p_avg
    	variation = o_mag
    	modifier range = 53-73
    
    Long Backed Bow
    	damage = 280-328
    	range = 13
    	velocity = 14.0
    	reload delay = 0.3
    	strength = 30
    	dexterity = 59
    	template = bw_g_c_c_l_4_avg
    	variation = o_mag
    	modifier range = 49-67
    
    Chicken Gun
    (Not my choice for best - velocity too slow.)
    	damage = 200-350
    	range = 10
    	velocity = 5
    	reload delay = 0.5
    	strength = 25
    	dexterity = 25
    	template = chicken_gun
    	modifier range = n/a
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 2 - BEST ITEM MODIFIERS  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    As mentioned in section 1, you have a BASE item, and then with luck (or hacking) there will
    be items with magical benefits, a.k.a prefixes and suffixes, a.k.a modifiers - added on to
    an item.  These are either more expensive to buy, or rarer to find.  When you kill a mini-boss,
    they drop a couple of cool items.  If you go back and replay the scene, you might find the
    item is slightly different.  This is part of the fun.
    
    Do not confuse "modifiers" with "enchantments".  Modifiers add benefits to a base item with
    prefixes or suffixes.  Enchantments are magical qualities held within the BASE item.  This
    is
    why the fairly 'low level' spell book above is the best - because the base item has an
    enchantment of +1 intelligence.  All other spell books are merely combinations of modifiers
    listed below.
    
    You can read elsewhere how to hack into the game and cheat, and add whatever modifiers
    you want in almost any combination.  Minako and Jericho wrote a nice guide on this called
    "dungeon_siege_item_editing.txt".
    	[ http://www.gamefaqs.com/computer/doswin/game/27336.html ]
    		Or, see section 7.
    
    However, most people feel a more "pure" way to play, is to get the items legitimately through
    playing the game.  If you do so, the enhancements are added via some "rules" the game uses
    to assign them.
    
    Here is my understanding of the rules...
    
    (1) Each modifier has a certain "power" assigned to it.  The higher the power, the better
    the enhancement.  The power levels were assigned by the game designer(s), so, there is a
    factor of personal opinion.  YOU might prefer a lower powered modifier more than a higher
    one, especially with the "combos".  It depends on what weaknesses your character has, among
    other things.   I am not going to bother listing the power level for each modifier below.
    Suffice it to say they are all high - - in the range of >70 up to the highest -
    "ofattainment" - at 208.   You can find a detailed list at:
    	[ http://www.dsnetguide.com/items/modifiers-prefixes.php ]
    	[ http://www.dsnetguide.com/items/modifiers-suffixes.php ]
    
    (2) Each base item has a predetermined modifier/power range - min & max, and this controls
    the power level of enhancements that might be assigned to the item.
    
    (3) Finally, certain modifiers are assigned only to certain base items.  For example, an
    enhancement related to magic or intelligence might only be "allowed" to be assigned to a
    spell book, rings or amulet.  Another example might be an enhancement to melee damage -
    obviously this will only be assigned to a melee weapon.
    
    Therefore, when an item pops out of a chest, or when you kill the mini-boss, the game
    somewhat randomly assignes the magical enhamcements, a.k.a modifiers, a.k.a. prefixes &
    suffixes, according to the above rules.  I believe you can break these rules if you
    hack & cheat.
    
    I may have this all wrong because I am making some educated guesses.  If it's wrong then
    all I've done is confuse the issue by sounding like I know it all, when in fact I don't.
    At this point I'll play the "Nubedad" card one more time.
    
    Also, Nivisec wrote probably THE definitive guide on this at:
    	[ http://ds.nivisec.com/tutorials.php ]
    
    
    Here are the best modifiers:
    
    ==================================================================
    
    ---------
    | STATS |
    ---------
    
    [ofcolossus]		Adds 11 to Strength
    [oftheeffortless]	Adds 11 to Dexterity
    [ofomniscience]	Adds 11 to Intelligence
    ------------------------------------------------------------------
    Combos related to strength...
    
    [majestic]		Adds 3 to Strength, 2 Health Stolen Per Hit,
    			   +5% Chance to Block Magic Attacks,
    			   +4% Chance to Hit Enemy with a Melee Weapon,
    			   +7% Chance to Hit Enemy with a Ranged Weapon
    
    [immense]		Adds 3 to Strength, Adds 5 to Melee Skill,
    			   Adds 7 to 16 Piercing Damage, and Magic Damage Reduced by 5%
    
    [offortitude]		Adds 3 to Strength, Adds 1 to Dexterity, Adds 1 to Intelligence
    
    [unfathomable]	Adds 2 to Strength, 1 Health Stolen Per Hit,
    			   +5% Chance to Dodge Melee Attack,
    			   3% of Damage Reflected to Enemy,
    			   and Adds 2 to Intelligence
    
    [ofprivilege]		Adds 2 to Strength, 1 Health Stolen Per Hit
    
    [oftheforgiven]	Adds 2 to Strength, Adds 3 Health Per Hit,
    			   Adds 1 to 4 Piercing Damage, and Adds 2 to Max Damage
    
    [ofaspiration]	Adds 2 to Strength, Adds 33 to Health, Adds 71 to Mana
    
    [ofemphasis]		Adds 2 to Strength, Adds 1 to Intelligence, Adds 163 to Health
    			   and 6% of Damage Reflected to Enemy
    
    [admired]		Adds 1 to Strength, Adds 3 Health Per Hit,
    			   4 Mana Stolen Per Hit, Piercing Damage Reduced by 16%,
    			   and 10% of Damage Reflected to Enemy
    ------------------------------------------------------------------
    Combos related to dexterity...
    
    [sacred]		Adds 6 to Dexterity, Adds 2 to Melee Skill,
    			   Ranged Damage Reduced by 12%, and
    			   3% of Damage Reflected to Enemy
    
    [utmost]		Adds 2 to Strength, Adds 3 to Dexterity,
    			   Adds 1 to Intelligence, and Adds 50 to Armor
    
    [respected]		Adds 1 to Strength, Adds 2 to Dexterity,
    			   Melee Damage Reduced by 9%,
    			   and 3% of Damage Reflected to Enemy
    
    [ofcourage]		Adds 1 to Strength, Adds 2 to Dexterity, Adds 1 to Intelligence
    
    [ofrisk]		Adds 2 to Dexterity, +3% Chance to Inflict a Piercing Hit,
    			   and Adds 1 to Min Damage
    ------------------------------------------------------------------
    Combos related to intelligence...
    
    [praised]		Adds 4 to Intelligence, Adds 3 Health Per Hit,
    			   Adds 223 to Mana, and Adds 1 to Ranged Skill
    
    [distinguished]	Adds 4 to Intelligence, Adds 79 to Mana,
    			   Adds 1 to Nature Magic Min Damage,
    			   and Adds 2 to 6 Combat Magic Damage
    
    [valued]		Adds 3 to Intelligence, Adds 47 to Health, 1 Mana Stolen Per Hit,
    			   and +7% Chance to Hit Enemy with a Ranged Weapon
    
    [supreme]		Adds 2 to Intelligence, +6% Chance to Hit Enemy with a Melee Weapon,
    			   Adds 3 to 5 Lightning Damage, and Adds 2 to Strength
    
    [ofthebanished]	Adds 2 to Intelligence, Adds 17 to Mana, Adds 22 to Health
    
    [ofpatience]		Adds 2 to Intelligence, Adds 46 to Mana,
    			   Adds 1 to Max Combat Magic Damage
    
    [ofvalor]		Adds 1 to Strength, Adds 29 to Health, Adds 2 to Intelligence
    
    [ofconfidence]	Adds 2 Health Per Hit, 5% of Damage Reflected to Enemy,
    			   and Adds 2 to Intelligence
    
    [ofcontempt]		Adds 2 to Intelligence, 1 Mana Stolen Per Hit,
    			   and 1 Health Stolen Per Hit
    
    [ofsecrecy]		Adds 2 to Intelligence, +8% Chance to Hit Enemy with a Melee Weapon,
    			   and Adds 22 to Health
    
    
    ==================================================================
    
    ----------
    | SKILLS |
    ----------
    
    [eradicating]		Adds 10 to Melee Skill
    [propelling]		Adds 11 to Ranged Skill
    [refined]		Adds 9 to Nature Magic Skill
    [warring]		Adds 9 to Combat Magic Skill
    
    
    ==================================================================
    
    -------------------------
    | HEALTH, MANA, DEFENSE |
    -------------------------
    
    [ofthelion]		Adds 529 to Health
    [ofperjury]		6 Health Stolen Per Hit
    [ofbounty]		Adds 11 Health Per Hit
    [elevated]		Adds 163 to Health, +7 to armor, +11% chance to dodge ranged attacks
    				and +3% chance to hit with melee weapon.
    
    [ofinvigoration]	Adds 541 to Mana
    [oftheslayer]		16 Mana Stolen Per Hit
    [ofdawn]		Adds 17 Mana Per Hit
    [praised]		Adds 223 to Mana, Adds 4 to Intelligence,
    			   Adds 3 Health Per Hit, and Adds 1 to Ranged Skill
    
    [hulking]		Adds 150 to Armor
    [tenacious]		Piercing Damage Reduced by 20%
    [ofvindication]	18% of Damage Reflected to Enemy
    
    ==================================================================
    
    ---------
    | MELEE |
    ---------
    
    [offangs]		Adds 35 to 82 Piercing Damage, MELEE
    [ofthedestructive]	Adds 120 to Max Damage, MELEE
    [ofpestilence]	Adds 85 to Maximum Damage, MELEE
    [ofagony]		Adds 84 to 140 Damage, MELEE
    [offire]		Adds 65 to 133 Fire Damage, MELEE
    [ofthezapped]		Adds 105 to 124 Lightning Damage, MELEE
    [ofwinter]		+15% Chance to Freeze and Adds 29 to 50 Cold Damage, MELEE
    [offrostbite]		+10% Chance to Freeze and Adds 47 to 82 Cold Damage, MELEE
    [ofice]		+5% Chance to Freeze and Adds 56 to 99 Cold Damage, MELEE
    [ofintent]		+12% Chance to Inflict a Piercing Hit, MELEE
    [ofexcellence]	+20% Chance to Hit Enemy with a Melee Weapon
    [defiant]		Melee Damage Reduced by 20%
    [wiley]		+15% Chance to Dodge Melee Attack
    [uncompromising]	+16% Chance to Block Melee Attack
    
    
    ==================================================================
    
    ----------
    | RANGED |
    ----------
    
    [ofvelocity]		Adds 30 to 70 Piercing Damage, RANGED
    [oftheeagle]		Adds 67 to Max Damage, RANGED
    [ofepidemic]		Adds 60 to Maximum Damage, RANGED
    [ofattainment]	Adds 15 to 218 Damage, RANGED
    [oftranscendence]	Adds 45 to 104 Damage, RANGED
    [ofignition]		Adds 46 to 93 Fire Damage, RANGED
    [oflightning]		Adds 74 to 87 Lightning Damage, RANGED
    [ofhail]		+7% Chance to Freeze and Adds 18 to 32 Cold Damage, RANGED
    [ofblizzards]		+5% Chance to Freeze and Adds 31 to 51 Cold Damage, RANGED
    [ofglaciers]		+3% Chance to Freeze and Adds 45 to 76 Cold Damage, RANGED
    [ofpremeditation]	+12% Chance to Inflict a Piercing Hit, RANGED
    [ofremoteness]	+20% Chance to Hit Enemy with a Ranged Weapon
    [impeding]		Ranged Damage Reduced by 20%
    [recoiling]		+15% Chance to Dodge Ranged Attack
    [cunning]		+20% Chance to Block Ranged Attack
    
    
    ==================================================================
    
    ---------
    | MAGIC |
    ---------
    
    [merciless]		Magic Damage Reduced by 25%
    [unwavering]		+15% Chance to Block Magic Attacks
    [ofmagnitude]		Adds 25 to Max Nature Magic Damage
    [ofzeal]		Adds 23 to 70 Nature Magic Damage
    [ofhostility]		Adds 25 to Max Combat Magic Damage
    [ofantagonism]	Adds 23 to 70 Combat Magic Damage
    
    There is a typo in the description that shows up in the game, for antagonism.
    It says "Nature" but it actually increases "Combat" magic damage.
    
    
    ==================================================================
    
    ----------------
    | MISC. COMBOS |
    ----------------
    
    [unsurpassed]		6 Mana Stolen Per Hit, Adds 3 to Combat Magic Skill,
    			   Adds 25 to Armor, Piercing Damage Reduced by 13%,
    			   and Adds 3 to Max Combat Magic Damage
    
    [unparalleled]	+8% Chance to Block Melee Attack,
    			   +13% Chance to Block Magic Attacks,
    			   and Melee Damage Reduced by 11%
    
    [spectacular]		2 Health Stolen Per Hit, 5 Mana Stolen Per Hit,
    			   Adds 2 to Melee Skill, Adds 3 to Combat Magic Skill,
    			   Ranged Damage Reduced by 8%
    
    [celebrated]		Adds 4 to Nature Magic Skill, Adds 4 to Ranged Skill,
    			   Adds 23 to Armor, and +2% Chance to Block Melee Attack
    
    [treasured]		Adds 6 Mana Per Hit, Adds 1 to Melee Skill,
    			   Adds 28 to Armor, +2% Chance to Block Melee Attack,
    			   and +5% Chance to Dodge Melee Attack
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 3 - EXPERIENCE & LEVELS  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    To be the "best of the best" you need to achieve high levels, preferably in all skills
    & stats.  Having a "well-rounded" character is very difficult to achieve as you will
    see below.
    
    How the levels work is probably explained better in other guides, such as in Tom Church's
    very thorough FAQ/walk-through.  But here is my 2 cents on how your character levels up.
    First I will define terms:
    	SKILLS = melee, ranged, combat magic, nature magic
    	STATS = strength, dexterity, intelligence
    	UBER = overall character level or XP
    		(does anyone know what "uber" literally means ? - it looks German?)
    	XP = experience
    	LEVEL = self explanatory
    
    When you attack an enemy and do damage, this adds to your XP in whichever skill you are
    using.  If you hit with a melee weapon, your melee XP goes up.  Ranged weapons add to
    ranged XP, and magic adds XP to whichever form you are casting, nature or combat.
    Casting "non-combat" spells also *does* add to your magic XP - each spell has a formula
    for how much XP it adds.
    
    SKILL levels start at level 0.  As XP in each skill increases, the level increases along
    with it.  The game uses something of a log scale so that it is increasingly harder to get
    to each succeeding level.  In the later levels, above ~80, each level requires about
    1.2 times more XP than the previous.  Here is the full table:
    
    Level	   XP  		Level	      XP    		Level	         XP
    -----	 ------		-----	   -------- 		-----	    ------------
     0	      0
     1	     70		 51	   11263782 		101	    126731805919
     2	    650		 52	   13066188 		102	    155243764829
     3	   1450		 53	   15156978 		103	    190170914494
     4	   2350		 54	   17582294 		104	    232956672834
     5	   3350		 55	   20395661 		105	    285369226800
     6	   4650		 56	   23659167 		106	    349574605408
     7	   6650		 57	   27444833 		107	    428226194203
     8	   9450		 58	   31836207 		108	    524574390477
     9	  12950		 59	   36930200 		109	    642600930913
    10	  17100		 60	   42839232 		110	    787183442946
    11	  22000		 61	   49780637 		111	    964297020188
    12	  27800		 62	   58283859 		112	   1181261152309
    13	  34300		 63	   68700306 		113	   1447042214156
    14	  41300		 64	   81460453 		114	   1772624014920
    15	  49191		 65	   97091634 		115	   2171461720855
    16	  58327		 66	  116239830 		116	   2660037910626
    17	  68882		 67	  139696370 		117	   3258543743095
    18	  81054		 68	  168430631 		118	   3991713387870
    19	  95071		 69	  203630102 		119	   4889846202719
    20	 111190		 70	  246749453 		120	   5990058900910
    21	 129706		 71	  299570658 		121	   7337819456193
    22	 150954		 72	  364276635 		122	   8988826136414
    23	 175317		 73	  443541456 		123	  11011309319686
    24	 203567		 74	  540640862 		124	  13488851219194
    25	 236338		 75	  659587634 		125	  16523840046091
    26	 274352		 76	  805297430 		126	  20241701359039
    27	 318449		 77	  983791930 		127	  24796081467402
    28	 369600		 78	  1202447693		128	  30375197100145
    29	 428936		 79	  1470301002		129	  37209613750256
    30	 497766		 80	  1798421306		130	  45581774146643
    31	 577609		 81	  2200368678		131	  55837670632215
    32	 670226		 82	  2692754209		132	  68401143827042
    33	 777662		 83	  3295926485		133	  83791398490705
    34	 902288		 84	  4034812522		134	 102644460453692
    35	1046855		 85	  4939947918		135	 125739461358351
    36	1214551		 86	  6048738778		136	 154030837466559
    37	1409080		 87	  7407007581		137	 188687773199113
    38	1634732		 88	  9070886865		138	 231142519471492
    39	1896489		 89	 11109138988		139	 283149583655156
    40	2200128		 90	 13605997839		140	 346858237280144
    41	2552348		 91	 16664649931		141	 424901337970755
    42	2960924		 92	 20411498744		142	 520504136316754
    43	3434872		 93	 25001388540		143	 637617564290602
    44	3984651		 94	 30624003540		144	 781081513558566
    45	4622395		 95	 37511706915		145	 956824851411821
    46	5362179		 96	 45949143550		146	1172110440282060
    47	6220327		 97	 56285003427		147	1435835286648100
    48	7215779		 98	 68946431776		148	1758898223446500
    49	8370504		 99	 84456681504		149	2154650321024540
    50	9709985		100	103456737421		150	2639446640557650
    
    
    You have to waste a bunch of baddies to get to level 150 !   "In-between" levels, you can
    view your progress accurate to 2 decimal places by rolling the pointer over the
    weapon/spell icon.  Or you can view the bar within the inventory screen.  As your skill
    increases, among other things you get a better chance to hit (melee), higher accuracy
    (ranged), or more powerful spells (magics).
    
    Now, how STATS work is more complicated.  STATS start at XP=0, but level 10.  UBER level
    and XP both start at 0.   As your skills increase in XP, you are also adding the same amount
    of XP to your uber XP.  (Side point:  skill *levels* do NOT have anything to do with uber
    *level*.)  The uber-XP is the sum of the 4 skills' XP's.  Then, to determine your uber
    LEVEL, you look up the uber-XP in the same table of levels above.  Your uber level is the
    amount of "points" you have to divide up between the 3 stats.
    
    As your uber-level creeps up, the uber-level points are divided up among the 3 stats
    depending on which skill you are using.  This is how & why the stats' levels also creep up.
    The uber-level points are divided up as follows:
    
    			Melee		Ranged	 C-Magic	N-Magic
    			-----		------	 -------	-------
    Strength		64%		25%		 13%		 9%
    Dexterity		27%		62%		 17%		18%
    Intelligence  	 9%		13%		 70%		73%
    
    
    Let's say you start the game and only use your knife for the first few minutes.  You kill
    a few Krug, and accumulate exactly 70 XP.  Here is how the whole picture would look:
    
    	melee level = 		 1.00
    	melee XP =			70.00
    	ranged level =		 0
    	ranged XP =			 0
    	combat magic level = 	 0
    	combat magic XP =		 0
    	nature magic level = 	 0
    	nature magic XP =		 0
    	---------------------------------
    	strength level =		10.64
    	strength XP =  		44.80	--->	(64% of 70)
    	dexterity level =		10.27
    	dexterity XP =		18.90	--->	(27% of 70)
    	intelligence level = 	10.09
    	intelligence XP =		 6.30	--->	( 9% of 70)
    	---------------------------------
    	uber level =  		 1.00
    	uber XP =			70.00
    
    Why the game also assigns you XP in each of the 3 stats, I don't know - it seems unnecessary.
    (Think "Nubedad" again.)
    
    OK, now suppose you switch to your bow, and get another 70 XP, this time in your ranged skill.
    While you've achieved level 1 in ranged, you are only (140-70)/(650-70)=0.12069 or ~12% of
    the way towards uber-level 2.  These 0.12 uber level points are split up between the 3 stats
    according to the %'s above (ranged).  For dexterity, the stat most affected, you get
    0.12069*0.62 = 0.07483 added to your DEX level.  Use the same logic for the other 2 stats.
    Then finally for stat-XP's, let's take strength for example... (STR-10)=0.67017,  so you
    are ~67% of the way to the next level, or ~67%*(70-0)=46.9119 would be your STR-XP.
    
    Anyway, here is the picture after leveling up 1 in ranged...
    
    	melee level =  		  1.00
    	melee XP =			 70.00
    	ranged level =		  1.00
    	ranged XP =			 70.00
    	combat magic level = 	  0
    	combat magic XP =		  0
    	nature magic level =  	  0
    	nature magic XP =		  0
    	---------------------------------
    	strength level =		 10.67017
    	strength XP =  		 46.9119
    	dexterity level =		 10.34483
    	dexterity XP =		 24.1381
    	intelligence level =  	 10.10569
    	intelligence XP =		  7.3983
    	---------------------------------
    	uber level =    		  1.12069
    	uber XP =			140.00
    
    
    As pointed out in other guides, it is VERY HARD, especially later in the game, to level up
    your character in all 3 stats !  Credit where it's due - - I will basically 'parrot' here
    what Tom Church teaches in his guide, with a few more specifics.
    
    For example, let's say you achieved level 50 in both melee and ranged, but you haven't yet
    used any spells.  Now, let's suppose you want to start rounding out your character in magic
    skill and increase your intelligence by exactly 1.00.  Here is how that would work...
    
    Your uber XP would be 2*9709985=19419970, and uber-level is therefore ~54.  If you want
    to know exactly, it's 54+(19419970-17582294)/(20395661-17582294)= 54.6532.  To increase
    your intelligence level by exactly 1.00, using combat magic spells, you would have to
    increase your uber-level by 1.00/0.70=1.4286.  To achieve this you need to get to
    uber-level 56.0818.  The uber-XP required for this level is 23659167+ 0.0818*
    (27444833-23659167) =23968834.  That's a difference of 4548864 XP you need to accumulate
    using combat magic.  If you start at skill level 0 in combat magic, you would have to
    almost reach skill level 45 before you would earn that much XP and get the 1.00 point
    in intelligence.   And remember you would be starting with the measly fireshot
    level 0 spell !
    
    Again, 'Nubedad' had to make some educated guesses on the formulas.  I finally wrote
    an Excel spreadsheet to figure this out - at least the way I think it works.  Then after
    those untold hours, I found almost the exact same thing on the web at:
    	[ http://www.dsnetguide.com/downloads/statcalc.php ]
    
    However, really the only reason you need to know this many specifics is so you can hack & cheat.
    
    Another way to cheat a bit less blatantly is to use one of the mod's that are out on
    the Internet.  I like Reaper's XP mods, if you lean this way.
    	[ http://www.dsnetguide.com/siegelets/siegelets.php?id=61 ]
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 4 - HEALTH & MANA  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This is a short section to help explain how health and mana "level up" during the game.
    
       Max HEALTH is defined according to the formula:
          = [ (STR-9) * 29.4 ] + [ (DEX-9) * 9.8 ] + [ (INT-9) * 9.8 ]
    
       Max MANA formula:
          = [ (STR-9) ] + [ (DEX-9) * 4 ] + [ (INT-9) * 25 ]
    
    
    If you remember the %'s above, (for example, melee: 0.64, 0.27, 0.09)  then you can
    calculate that for each 1.00 increase in UBER level (while using melee), your health
     will increase 18.816+ 2.646+ 0.882 =22.344
    
    [What, so simple ?  Come on GPG, you could have atleast used Fourier transforms or something!]
    
    Why, you say, is this important ?  Well it's really not but I'm on a geek-roll here.
    Let's say you find two rings, one "of Colossus", and one "of the Lion", and you wanted
    to keep the better one and sell/trade the other.  You would know by the formula that
    the STR+11 will give you only 323.4 additional health, vs. the 529 from the other ring.
    (I am ignoring the other benefits of STR such as increase in melee damage.)
    
    BTW - does anyone know the formulas for STR/DEX/INT vs. melee/ranged damage?
    It looks to me like...
    	delta melee damage (min) = delta STR * 2.0625
    	delta melee damage (max) = delta STR * 2.125
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 5 - INVENTORY  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This section is written to help you figure out where your stuff is in your inventory.
    An item's location is defined by one or more of 3 things:  (1) equipment slot,
    (2) inventory location, (3) grid X & Y.  For the items you are carrying "on your body",
    (1) and (2) are shown below, whereas (3) does not apply.
    
    			equip_slot =	  inv_location =
    			------------	  --------------
       Armor		es_chest		  il_main
       Helmet		es_head  		     "
       Gloves		es_forearms		     "
       Boots		es_feet  		     "
       Amulet		es_amulet 		     "
       Spell Book 	es_spellbook  	     "
       Rings		es_ring_0	  	     "
       			es_ring_1 		     "
       			es_ring_2 		     "
       			es_ring_3 		     "
       Melee weapon	(n/a)			  il_active_melee_weapon
       Ranged Weapon	(n/a)			  il_active_ranged_weapon
       Shield		(n/a)			  il_shield
    
    For other items you are carrying "in your pack", the inventory location is always "il_main",
    except for spells carried inside a spell book.  Then a grid location is specified via X & Y.
    I am not sure if the grid numbers change (for example, depending on screen resolution?).
    I decoded the grid on my installation as follows:
    
    	     |            X          |
    	     |------------------------
    	  Y  | 255 | 287 | 319 | 351 |
    	==============================		As you can see
    	  30 |     |     |     |     |		it is a grid
    	------------------------------		4 squares wide
    	  62 |     |     |     |     |		and 13 squares
    	------------------------------		high.  Each
    	  94 |     |     |     |     |		square is
    	------------------------------		32 x 32 units
    	 126 |     |     |     |     |		(pixels?).
    	------------------------------
    	 158 |     |     |     |     |		The location of
    	------------------------------		large items is
    	 190 |     |     |     |     |		determined by
    	------------------------------		specifying
    	 222 |     |     |     |     |		the grid location
    	------------------------------		of the upper left
    	 254 |     |     |     |     |		corner of the
    	------------------------------		item.
    	 286 |     |     |     |     |
    	------------------------------		For example a 2x3
    	 318 |     |     |     |     |		crossbow in the
    	------------------------------		extreme lower
    	 350 |     |     | *CB | CB  |		right corner
    	------------------------------		would be assigned
    	 382 |     |     |  CB | CB  |		"grid_x = 319" and
    	------------------------------		"grid_y = 350".
    	 414 |     |     |  CB | CB  |
    	------------------------------
    
    
    If you use one of the "back-pack" mods, then you just expand the 32x32 grid accordingly.
    This type of mod is very useful and since it only allows you to carry more, its sort of
    not cheating, in my opinion.  If you're going to get one, might as well get the BEST !
    This would be the biggest - -
    	[ http://www.geocities.com/gamers554/ds.htm ]
    The above does require a screen res of 1024x768.  Otherwise you need one of the smaller
    ones such as:
    	[ http://www.dungeonsiegecenter.com/downloads/mods.phtml?id=138347 ]
    	[ http://www.dsnetguide.com/siegelets/siegelets.php?id=4 ]
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 6 - HACKING   }
     ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Using the above info, if you are an unabashed hacker you should now be able to give
    yourself whatever items you want, with the highest level of magical enhancements
    possible.  You will first need the Tank Viewer and Tank Creater programs available from:
    	[ http://www.game-editing.net/                     ]
    	[ http://www.dsnetguide.com/downloads/modtools.php ]
    
    ! - ! - ! - ! - !
    NOTE - Some published FAQ's/guides instruct that you can edit your single-player files
    (*.dssave).  In my experience this does not work.  If you want to do play a hacked
    character in the single player map, you could play the Kingdom of Ehb
    campaign from within the multiplayer menus.
    ! - ! - ! - ! - !
    
    Example - - suppose you want to fight with a devastating crossbow.  Just hack into your
    *.dsparty file and edit the resulting "party.gas" file.  Find whatever ranged weapon
    you have currently, and change it to:
    	gold_value = 9999999;
    	inv_location = il_active_ranged_weapon;
    	modifier_prefix_name = sacred;
    	modifier_suffix_name = oflightning;
    	template_name = cw_g_c_l_p_avg;
    	variation_name = o_mag;
    
    You can do this with any of the items and modifiers listed above.  Finding it hard to
    stick to your "pure ethics" of game playing ?  VERY tempting isn't it?  You can resist
    though - just pray harder.
    
    Of course, you can give yourself lots of gold too.  Obviously the first thing to do is
    edit your overall gold amount.  Another trick to "store" even more extra gold is to hack
    the sell-value of any potions or other small & expendable items you own, to 9999999, and
    then if you run low on gold you can sell one.
    
    Finally, if you know the template name(s) of any unique items you want (such as
    Town-stones, the Fury's Eye, books, knife, etc.) - you can just place them in an
    empty spot (grid) in your pack.
    
    A note for more dedicated hackers - - if you know where to look you can find
    the base file that determines how much damage the crossbow does (or defense
    for armor, etc.) and change these values too.
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 7 - MULTIPLAYER WORLD  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
              --------------------------
              Section 7-a... Town Stones
              --------------------------
    
    In case you dont feel like getting your 30-50 bucks out of the game, you can hack and just
    give
    yourself all the items needed to complete the game.  These are the 8 town-stones, plus the
    final
    "Ten Stone" you need to complete the last Dungeon.  Once you have the 8, the last one is given
    to
    you in Hiroth.  To put them in your inventory, again, hack the character  *.dsparty  file,
    and type in lines such as the example below:
    
    	[1]
    	{
    		grid_x = ___;
    		grid_y = ___;
    		inv_location = il_main;
    		template_name = ~~~~~~~~~~~~~~~;
    	}
    
    
            A L L   9   S T O N E S
    ---------------------------------------
    template_name = stone_glb_elldim_01;		all of these are size = 1x1
    template_name = stone_glb_crystwind_01;
    template_name = stone_glb_fallraen_01;
    template_name = stone_glb_meren_01;
    template_name = stone_glb_lang_01;
    template_name = stone_glb_quillrabe_01;
    template_name = stone_glb_hiroth_01;
    template_name = stone_glb_grescal_01;
    
    plus the one you need in the last Dungeon...
    template_name = tenstone_glb;			this one is size = 2x2
    
    
              -------------------------
              Section 7-b... DISPLACERS
              -------------------------
    
    In multiplayer, after doing it once, I hate having to go back again and find the forward displacer
    to "calibrate it".  There are mods you can download to fix this such as:
    	[ http://www.dsnetguide.com/siegelets/siegelets.php?id=84 ]
    
    However, with versions >1.1, you can also do this from within your character "party.gas"
    file !!    :)     Simply add a section called "QUESTBITS" and include whichever displacers
    you want turned on.  The section goes near the end, just before "SKILLS".  Make sure "QUESTBITS"
    lines up with "SKILLS" (same number of tabs) and be sure to include all sub-sections using
    tabs & { } .  Each displacer (I think) requires 2 sections to turn it on.  Not totally sure
    about this but it works.  You might get away with only one or the other, but I haven't felt
    like
    spending the time to test this.
    
    Let's suppose you want to turn on the first displacer, the one outside
    of Elddim just before the Crypt.  The syntax within your "pary.gas" file would be:
    
    [questbits]
    {
    	[0]
    	{
    		_key = "multiplayer_world";
    		[_value]
    		{
    			[0]
    			{
    				_key = "2w_teleport_river_forest_path2crypts_active";
    				_value = "true";
    			}
    			[1]
    			{
    				_key = "teleport_river_forest_path2crypts_active";
    				_value = "true";
    			}
    		}
    	}
    }
    
    
    You must add additional sections, numbered [2], [3], [4], etc., for each of the remaining "keys":
    
    ELDDIM
    ------
    	_key = "2w_teleport_river_forest_path2crypts_active";
    	_key = "teleport_river_forest_path2crypts_active";
    
    	_key = "teleport_river_forest_path2mines_active";
    	_key = "2w_teleport_river_forest_path2mines_active";
    
    CRYSTWIND
    ---------
    	_key = "2w_teleporter_mine_town_mines2_active";
    	_key = "teleporter_mine_town_mines2_active";
    
    
    FALLREAN
    --------
    	_key = "teleporter_snow_town_sno_r1_active";
    	_key = "2w_teleporter_snow_town_sno_r1_active";
    
    	_key = "2w_teleporter_snow_town_sf_r2_active";
    	_key = "teleporter_snow_town_sf_r2_active";
    
    MEREN
    -----
    	_key = "2w_teleport_ocean_dark_forest_active";
    	_key = "teleport_ocean_dark_forest_active";
    
    LANG
    ----
    	_key = "2w_teleporter_swamp_town_gi_a_r2_active";
    	_key = "teleporter_swamp_town_gi_a_r2_active";
    
    	_key = "teleporter_swamp_town_of_r1_active";
    	_key = "2w_teleporter_swamp_town_of_r1_active";
    
    QUILLRABE
    ---------
    	(none)
    
    HIROTH
    ------
    	_key = "2w_teleport_castle_town_desert_active";
    	_key = "teleport_castle_town_desert_active";
    
    GRESCAL
    -------
    	(none)
    
    
    !*}
    !*!*} - - Be careful because many displacers set you down in the midst of a deadly battle.
    !*}
    
    
              ------------------------------------------
              Section 7-c... LEVELS needed for the HUB's
              ------------------------------------------
    
    You must achieve the levels below to use the HUB transporters
    (through the basilicus) to move from town to town.
    
    		Regular	Veteran	 Elite
    		-------	-------	-------
    Elddim		   1		  54		   83
    Crystwind	   5 		  56		   87
    Fallrean	   9 		  59		   90
    Meren   	  18 		  64		   96
    Lang    	  25 		  75		   99
    Quillrabe	  42 		  77		  103
    Hiroth  	  46 		  79		  105
    Grescal	  50 		  80		  106
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 8 - CHICKEN LEVEL  }
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
        "Climb to the sky on the sunbaked mesa
         Give to the moon with the treble stones
         Place down the eye of the crystal temple
         Gift of the steel from a virgin hand
         The final piece within your grasp
         A leap of faith convenes his trial."
    
    There are published guides, such as Michael Wu's, for the chicken level, so I won't
    repeat all of the instructions here.
    	[ http://www.gamefaqs.com/computer/doswin/game/27336.html ]
    
    However, my small contribution is the following:
    
    
    3 ITEMS YOU NEED:						TEMPLATE:
    =====================			======================================
    
    Eye of the Crystal Temple:			 fury_eye			(size 2x2)
    --------------------------
    (The Fury's Eye)
    
    Note - You get this item in the Kingdom of Ehd campaign.  The above guide advises you
    to start in Jeriah's Cabin.  I'm not sure about this.  I don't think you can
    go "backwards" from there into the Alpine Caverns.  Instead, I recommend starting
    in Glacern and go forwards to the Alpine Caverns.  You can skip the mini-dungeon
    on the right that is on the way.  Once in the Alpine Caverns, you need to find 3 or 4
    'shrines'.  The eye is in the last shrine.  They are sort-of hard to find - go
    through narrow passage-ways on the right as you go through the dungeon.  Sometimes
    it will be "up a ramp" which will be hard to see.  You will go "up", and outside
    of dungeon/cave to each shrine.  Use the pressure plates to assemble the bridge
    to the last shrine.  If you grab the eye during the single player campaign, you have to
    carry the useless thing around for a very long time until you finally finish multi-player!
    
    
    Virgin Blade:					 dg_g_d_1h_fun		(size 1x2)
    -------------
    (The knife your 'nube' character has at the start of the game, level 0.)
    
    
    Piece within your grasp:			 book_glb_lore_riddle	(size 1x2)
    ------------------------
    (The book in the first room of the Hiroth dungeon, in the
     Utraean Peninsula map.  Must collect all eight town-stones to get this.)
    
    
    Or you can download the items here (one of many mod's for these items):
    	[ http://www.dsnetguide.com/siegelets/siegelets.php?id=386 ]
    
    
    
     ~~~~~~~~~~~~~~~~~~~~~~~
    {  Section 9 - CONTACT  }
     ~~~~~~~~~~~~~~~~~~~~~~~
    
    I am interested in what kind of feedback I might receive.  I'll give it a try for
    a while but if I get a lot of BS pouring in, I'll just yank the email account
    I have set up for this.
    
    I very much welcome sincere corrections, additions, other ideas, etc.
    BS will be ignored and blocked.
    
          \                            ______________________
    =======\                          |                      |
    ========\     Contact me at       |  dsbest@charter.net  |
    ========/                         |______________________|
    =======/
          /
    
    
    If you're playing a pirated game please go buy the real thing - - to encourage
    GPG & Microsoft to make more great games like Dungeon Siege !
    
    
    Thanks for reading.