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    FAQ/Walkthrough by KChang

    Updated: 01/16/04 | Search Guide | Bookmark Guide

                  Dungeon Siege : Legends of Aranna
                  Unofficial Strategy Guide and FAQ
                           by Kasey Chang
                      released January 7, 2004
    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.
    I already wrote a FAQ for Dungeon Siege, and I started
    playing Legends of Aranna, so I decided to write a FAQ for
    LOA as well.
    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.
    This document is copyrighted by Kuo-Sheng "Kasey" Chang (c)
    2004, 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: Legends of Aranna
      Unofficial Strategy Guide and FAQ" is copyrighted (c)
      2004 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
    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
      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.
    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.
    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. If you downloaded the game off the Internet
    (warez, abandoneware, or P2P networks), you're DESPICABLE
    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
    To contact me, see 0.4 above.
    Gas Powered Games (http://www.gaspoweredgames.com/) created
    Dungeon Siege
    Mad Doc Software (http://www.maddocsoftware.com/) created
    Legends of Aranna
    Microsoft (http://www.microsoft.com) published Dungeon Siege
    and LOA.
    This USG is not endorsed or authorized by ANY of the
    companies mentioned above.
    The information compiled in this USG has been gathered
    independently through the author's efforts except where
    noted otherwise.
    This document is primarily aimed at the single-player game.
    However, the tactics discussed applies to all game modes.
    Official site is at
    0.7   HISTORY
    01-JAN-2004         Initial release
    1    Dungeon Siege General Info
    Q: Can you send me the game (or portions thereof)?
    A: No.
    Q: Can you send me the manual (or portions thereof)?
    A: It's on the CD, you *****!
    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, and on the back of the manual.
    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.  Go to the official site for
    some help.
    Q: How about a patch?
    A: Don't need one yet. Installing it patches DS to V1.5.
    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. Click on
    the "community link", and you'll see a LOT of them.
    Q: How many CD's are there in the package?
    A: Three. This also includes the original Dungeon Siege.
    Q: Can I buy Legends of Aranna alone as I already own
    Dungeon Siege?
    A: Unfortunately, no.
    Q: Can I import my characters from Dungeon Siege into
    Legends of Aranna?
    A: Only your multiplayer characters can be imported into
    multiplayer. You MUST start a new character to play the
    single player campaign.
    NOTE: There has been reports of people loading a saved game
    from their regular DS into LOA. However, it's NOT guaranteed
    to work, and thus should NOT be relied upon.
    Q: How about a sequel?
    A: The trailer for Dungeon Siege II is on the first CD. It's
    due sometime in 2004.
    Q: How do I disband a member?
    A: Select the member, hit disband button. Confirm the
    Q: My guy(s) 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 over the
    portrait will steadily decrease. When the red is gone, the
    character will wake up (hopefully not still in the midst of
    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, or someone
    keep beating on his unconscious body and killed him. If
    there's someone left in your party with resurrect scroll or
    spell (or revive), cast it and bring him back to life. Then
    he can be healed and regain his stuff. Else, you need to
    load a saved game. (Same with the pack animal)
    If you're in MP, you'll come alive as a ghost. Look for a
    resurrection shrine to revive yourself.
    Q: Why can't I join any multiplayer games?
    A: If it says "Game no longer exists", keep trying.
    Sometimes if you try multiple times (like 5 times or so)
    it'll let you in. If it won't let you in after 10 times, try
    a different one. This happens especially on Zonematch.
    Q: I get this message about 5 different dsres files are
    different and I can't join any MP games. Why?
    A: You have a mod that's active. Usually, it's Circle of
    Lorent, which is both a siegelet and a mod. Disable the mod
    portion with some sort of Mod/Siegelet Manager and you
    should be okay.
    Q: How do I start in the game?
    A: Try reading the manual, then the "Beginner's Guide" below
    at [2]
    Q: What should I start as?
    A: Same answer. :-)
    Q: I have a router sharing my broadband and I can't join MP
    games. Any ideas?
    A: DirectPlay, the DirectX connection protocol, doesn't
    support NAT unless you do port forwarding. Try DXPort from
    Puffinsoft.com to help you with that. Please note that you
    also need a router that supports port forwarding properly.
    See Puffinsoft.com for details.
    Dungeon Siege is the game Chris Taylor set out to make after
    Cavedog went under. It was mainly designed as Diablo-
    killer... It has full 3D, seamless world, no poison, no
    ammunition, weapons don't break, self-healing, and things
    like that.
    If you don't know what Diablo is... Diablo is a 2D isometric
    view dungeon game where you play a single character fighting
    and casting spells. You can choose three classes to play:
    fighter, rogue, or mage. You are fighting to rid the town of
    an evil that has infested the land, corrupted the local king
    and his knights, and threaten to unleash the ultimate
    evil... Diablo himself. You must go down there, confront all
    the minions in your way, and locate Diablo himself...
    Diablo itself was inspired by the old dungeon games in text
    such as DND, Moria, and Rogue, where the Dungeon is
    generated randomly every time you play.
    Diablo was a major hit. It simplified and streamlined.a lot
    of the conventions of computer role-playing game. Fighting
    is real-time so satisfaction is instantaneous. There is both
    ranged and melee combat, in addition to spellcasting, with
    then impressive special effects (albeit in 2D). The
    prefix/suffix system was introduced to create nearly
    infinite number of items. You can also play online where up
    to 3 other people can join you in the dungeon.
    Diablo also introduced battle.net, an online player matching
    service. The service is free, as it merely matches the
    player and provides some chatrooms for the players. It was
    also an instant hit and quickly emulated by other companies.
    Diablo followed with an expansion pack Hellfire, produced by
    a different company under license from Blizzard. Hellfire
    introduced several new classes you can play with, as well as
    more items and a new shorter quest.
    Diablo has a sequel, Diablo II, where the levels are bigger,
    the spells are larger, and more. Diablo II has an expansion
    pack called "Lord of Destruction".
    Dungeon Siege basically was created to eliminate all the
    things Diablo (and Diablo II) has failed to do or is
    extremely annoying to new players. Poison has been
    eliminated altogether. Character self-heals over time.
    Multiple party members will follow you to fight and support
    as needed. You can even hire packmules to carry things for
    you. Items do not break in Dungeon Siege (they do in Diablo
    and must be periodically repaired).
    By now, everybody has a free playmatching service. Microsoft
    uses ZoneMatch at Zone.com.
    After Dungeon Siege was launched, initial reactions were
    quite good, though a lot of people claimed that they aren't
    really "playing", but rather just click and look at figures
    fight. People lauded the nice aspects of Dungeon Siege, but
    say it doesn't really have "legs", due to simplified damage
    model and such.
    Still, the open-ended toolkit that allows total conversions
    (called Siegelets) as well as minor modifications (called
    Mods) are possible, and the community responded with some
    truly impressive content. Some of the better known are
    "Circle of Lorent", "Land of Hyperborea", "Hopeless Quest",
    and "Steel's World".
    GPG contracted Mad Doc Software to create an official
    expansion pack for Dungeon Siege while GPG work on Dungeon
    Siege II. The result was Legends of Aranna.
    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
    The Expansion Pack alone needs about 550 megs of space. So
    if you are installing from scratch, you need about 1.6 gigs
    of space.
    From the official website:
    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.
    In multiplayer, the player controls a single character,
    making it very much like Diablo.
    Download the demo from the official website and see for
    yourself, or from the 3dGamers.com mirror at
    1.5   BUGS AND FIXES
    For list of improvements, see [1.7] below
    The full list of fixes is in the README file of LOA.
    This is the expansion pack.
    Sequel is coming soon (2004)
    From the official website
    Combat & Adventuring
    Improved Control Groups
    Increase the effectiveness of your party (mages in
    particular) by using the improved control groups. In
    addition to switching among ten different slot combinations
    for your party, you can now use the control groups to switch
    instantly among ten different spells, even if the spells
    aren't active.
    Localized Attacks
    Avoid accidentally running into the clutches of a horrid
    beast by holding down the SHIFT key when you attack. This
    causes your characters to target the monster closest to the
    area where you click (a localized attack). When no monsters
    are around, holding down the SHIFT key will order your
    characters to break open the nearest treasure chests.
    Multiplayer Save
    Experience improved group gameplay. Now each time you exit a
    multiplayer game, the journal state of your character will
    be saved. Play through with friends and complete all the
    quests together!
    Overhead Map
    Fully appreciate the epic scale of your adventures with the
    new Overhead Map. As you travel through the world, quests,
    locations and region names appear on the map.
    Off-Screen Attack Warning
    Remain alert to the status of fellow party members through
    the new off-screen attack warning. If a party member is
    under attack out of your view, their Character Portrait will
    flash orange, alerting you to rally to their aid.
    Group Awareness
    Watch properly equipped party members rush to each other's
    aid. Characters you have not ordered to hold their ground
    will run to help if their fellow party members come under
    Transformation Spells
    Change your magic users into powerful melee combatants with
    new Transformation spells. Experience the earthshaking power
    of playing as a Rock Beast, or try playing with the deadly
    sting of a scorpion.
    Unsummon and Untransform Buttons
    Cancel Combat spells for better control. If you are about to
    head into battle and your Summon or Transformation spell is
    getting close to expiring, use the Unsummon Monster or
    Untransform buttons, located in the Field Commands, to
    negate the spell. Recast the spell and enter battle at full
    Orb Spells
    Cast new Orb spells, which create powerful magical orbs that
    revolve around you and automatically target nearby enemies,
    thereby leaving your hands free for melee combat, ranged
    combat, or additional spell casting.
    Glyph Traps
    Experience the satisfaction of killing monsters with the new
    Glyph spells. Place five to ten Glyphs on the ground to
    create a lethal trap, and then lure monsters to their doom.
    Treasure Sets
    Discover pieces of rare "item sets." Composed of three to
    five pieces of weapons, armor, or other equipment, each of
    these related magical items is powerful in its own right,
    but when combined, they are endowed with additional bonuses.
    Utilize the tragg, a new pack animal that delivers powerful
    attacks and can carry almost as much loot as a packmule.
    Traggs rapidly become attached to their owners and will rush
    into battle to gore any monster that threatens the party.
    And unlike packmules, you can order traggs to attack
    Redistributable Potions
    Click the Redistribute Potions button at the bottom left of
    the screen, or press the R key, to give all party members
    their fair share of the party's potions. Mages get all of
    the mana potions and melee warriors get more health potions.
    Imbued Items
    Keep an eye open for "imbued" items, armor, and weapons.
    These special objects buff party members and significantly
    increase their prowess in battle.
    Increase the load each character can carry by using new
    backpacks. Each character is limited to one backpack. Right
    click your backpack to open it. You can also drop an item
    directly onto a closed backpack to stash the item away. If
    your main Inventory has no room, items you pick up off the
    ground will automatically go into the backpack, if there is
    room there.
    Sell All
    Quickly convert all unequipped loot to gold with the new
    Sell All button.
    1.8   HOW ABOUT A DEMO?
    Try here:  http://www.3dgamers.com/games/dungeonsiege/
    Beware, it's a HUGE file (almost 250 megs) at the very
    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.
    2    Beginner's Guide
    If you are just starting in Dungeon Siege, you should read
    this section.
    This part is NOT changed from the original FAQ.
    2.1   WHAT DO I START AS?
    If you are playing for the first time, 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
    For the ultimate challenge, try "solo" the adventure, by not
    hiring anybody! Just hire packmules to carry your stuff.
    Once you've done that, try the different maps, pump up the
    difficulty level and/or the map challenge level (if any).
    If you start as mage, you can hire melee fighters, summon
    beasts, and so on to supplement your party. There are many
    ways to play the game.
    If you start as a ranged fighter, you can learn some lower-
    level spells and/or branch into melee.
    It does NOT matter how you start. You can finish the game as
    ANY of the professions. You can hire other party members to
    help you in areas that you're weak in.
    The easiest way is to wear items that give magic bonus for
    that attribute, like "Add 3 to Strength" or "Add 2 to
    Dexterity". Of course, you have to find them.
    You can "grow" 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. The more tough
    opponents you kill (the more damage you do), the more likely
    your STR will go up.
    You enhance DEX by using ranged weapons a lot, and I mean a
    LOT. Ranged weapons are already weak and this doesn't help
    that much.
    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
    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
    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, which means
    crossbows. However, the more damage you do, the more of it
    penetrates. Crossbows do less damage than regular bows, so
    this evens out in the end.
    NOTE: In reality, crossbows fire SLOWER than regular bows,
    but the shots are straighter and have more armor piercing
    capabilities. DS is exact opposite of real-life.
    Fight as few enemies as possible at one time, divide and
    You may also want to keep a melee weapon around, just in
    case. You would want to level up your STR a little to get
    better armor.
    2.3.3     Mage (Nature or Combat)
    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, so they
    fight better. You can also heal your party to keep them in
    the fight.
    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
    Get better armor and better weapons ASAP. Dump the wimpy
    When you get a party, it gets easier, as others can fight
    and/or cast heal.
    Initially, grab EVERYTHING. Look for item you can use that
    does the most damage, or best protection, or most enhancing
    your attributes.
    2.5.1     Keep the sets
    If you can accumulate a set, you'll gain LOTS of bonuses
    from ALL the items in the set. Arhok's set is the first one
    you'll get. By mid chapter 2 you should have 3 out of 4
    pieces, and there are better stuff to come.
    2.5.2     What armor to keep
    You need STR to wear better armor. Look for items that
    enhance STR or any other attributes you need enhanced.
    Lighter chainmail with good protection are a bit hard to
    You want items that maximize BLOCKING. Large Kite Shields
    (many varieties) can block 35% of melee and 35% of ranged
    attacks when using single-handed weapons, NOT counting any
    magical bonuses. There are also ones that reduce damage.
    Enhance your armor reading. Go for items that have better
    armor values.
    If you see two shields, one with higher armor but lower
    blocking, and the other with lower armor but higher
    blocking, pick the one with higher blocking.
    2.5.3     What weapons to keep
    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.
    2.5.4     What to do with things you don't want
    Dump the items you don't need on the ground or the packmule
    or traag (if you got one).
    Later, when you get transmute spells, you can transmute the
    items you don't want into potions, gold, etc.
    You get more gold by killing lots of bad guys. Bad guys
    (including monsters) will occasionally drop gold when you
    kill them. Near the end, 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
    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 (only 15
    gold). 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.
    NOTE: Remember to keep the spells you want before selling
    the whole book!
    This is especially true for LOA players, as you would find
    MANY more spells than you could EVER use, esp. if you get
    into the habit of smashing every urn/container/crate/etc. in
    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
    13 or higher. Mage progress is much slower than melee
    Another way to get more gold is have your mages (or you)
    cast "transmute" on the discarded items. It's a level 1
    spell so just about any one can do it. You won't make as
    much gold as you would have if you had sold the item, but at
    least you're getting SOMETHING, whereas if you left the
    items behind you won't get anything.
    Your party can hold up to 10 million gold pieces (9,999,999
    to be exact), in the SP campaign. Some siegelets have
    expanded this limit, with possibility of overflow (i.e. you
    may end up with NOTHING if you go over).
    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.
    Or just sit still and wait for the mana to regenerate.
    2.8   WHO DO I RECRUIT?
    See [9] 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/traag), 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.
    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
    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, or at least
    soak up more enemy damage. 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).
    New to LOA: Glyph spells -- basically "trap spells", cast
    them on the ground and lure monsters over them. Haven't
    tried them, but should help with mage solo'ing a bit.
    New to LOA: Orb spells -- basically "mini-helper", an orb
    that stays with you automatically casting spells like heal,
    lightning, acid, fire, and such, for limited duration, while
    you keep on casting other spells. Sort of useful as
    supplemental firepower.
    In general, if you want to gain levels faster, fight tough
    enemies. The more damage you do, and the more you fight, the
    more you level. Of course, the tough enemies hit back harder
    as well.
    As mages, cast spells that affect multiple enemies. Damage
    spells that hurt multiple monsters do more damage (and gives
    more experience) than damage spells that hurt a single
    3    Single Player Hint Guide
    This is a list of questions often asked about the specific
    "Legends of Aranna" single-player campaign, divided by
    Q: What do I do after the guy comes and inform me?
    A: That's your first quest. As he said, circle around your
    house, open the basement, and grab everything that can be
    grabbed. Then move to center of town, near the well. Talk to
    the mayor for your first quest.
    Q: Anything else I should do before I go?
    A: Explore the town for the other quest.
    Q: Can you tell me where is the other quest?
    A: *sigh* Kron the trapper wants you to kill the bear to
    north. He's between the mage guild and the west gate.
    Q: What do I do next?
    A: Go through the north gate, and fight your way to the
    "Cold Storage" cave. Fight your way inside and slay the
    giant. Take the displacer back into town.
    Q: Where is the bear?
    A: Look for an alternate path as you head north. The bear
    "Yellow Eye" is somewhere down there.
    Q: Where is Jondar?
    A: Just ahead of you.
    Q: I killed the ice giant and I'm back in town. Now what?
    A: Talk to the mayor again, then look for the other quest.
    Q: Can you tell me where IS that other quest in Arhok?
    A: Look on top of the western towers. (Yes, you can go up
    Q: Where is Lyssa?
    A: At the entrance of Halls of the Lost.
    Q: Where is the secret room in Halls of the Lost?
    A: Well, if I tell you it wouldn't be a secret. However,
    look for levers on the walls...
    Q: How do I kill the Lost Queen?
    A: Kill the tails to stop the spiders from spawning, THEN
    kill the head.
    Q: What happens after the queen? I don't see the staff.
    A: The staff is NOT here. Go beyond her for displacers.
    Q: I'm at the "island way station". Now what?
    A: Well, go find some sunlight, and keep going.
    Q: Where is Najj the half-Giant?
    A: Just ahead on the beach.
    Q: So where is his fellow half-giants?
    A: Long ways away (not until chapter 3) so don't worry about
    it yet.
    Q: I see somebody on the beach. How do I reach him?
    A: Facing the cave entrance, turn left into the ravine, then
    head out to the beach.
    Q: Where is Ilorn's amulet?
    A: The "boss" slinger has it. Go RIGHT facing the cave
    entrance and fight your way to the beach.
    3.5   THE COUNTDOWN...
    Q: Is there really a clock I must beat?
    A: No. Take as long as you want.
    Q: How do I defeat the Shadowjumper? His lieutenants just
    kill me! How many are there any way?
    A: Unlimited number of lieutenants. They're generated by the
    dark generators. There should be two of them around the
    clock, destroy the dark generators, THEN hit the lieutenants
    and Shadowjumper.
    4    Classes and how they affect your play style
    Note: This section is unchanged from the original Dungeon
    Siege FAQ.
    4.1   MELEE
    Melee fighters are the ones who head in a bash enemies with
    their hand-to-hand weapons. In Everquest terminology, they
    are the "tanks".
    4.1.1     Pros and Cons
    Pro: Melee characters do the most damage, in general, and
    gets a lot of kills. Thus they level up faster as well. With
    fast weapons, they can do a LOT of damage. They gain a lot
    of STR thus can wear the best armor. Early on, they do a lot
    of damage.
    Con: Does not deal with ranged threats effectively, also
    takes most of the damage (and the risks of dying). Melee
    tops out at about 800 or so base damage, due to lack of
    advanced weapons. Therefore when the level gets REALLY high
    (say, 80-100+) magic is more powerful.
    4.1.2     How to be effective
    Melee guys are simple, give them the hefty weapons. The
    "tank" should be one-handed weapon only, with a good shield.
    Alternatively, you can also make a "basher", who has the
    hefty two-handed weapon and no shield, though the basher is
    more effective when you have a guy WITH the shield to soak
    up more damage and attract attention.
    Give them plenty of potions, and back them up with buffs and
    healing spells.
    4.1.3     How to Improve
    Melee characters should use Melee whenever possible, and
    wear things as close to their STR requirement as possible.
    That helps them "grow" in STR. Give them STR enhancing
    jewelry as they need the STR to wield the heaviest weapons.
    4.1.4     How to equip
    Give them the healing potions, the best armor (and shields,
    if applicable), and the most damaging weapons.
    4.1.5     How to Support
    Melee characters need ranged support to deal with ranged
    attackers. Range support can be in form of ranged combat or
    ranged attack spells.
    If there are no ranged support available, it may be best to
    make your melee character a dual-role melee/ranged character
    They will also need healing support if possible. Solo-ing
    requires a lot of potions. When you run out, it's time to
    4.1.6     Ultimate Melee Fighter
    The ultimate melee fighter would have strength at roughly
    80, which is enough to wear the best armor (the "black"
    battle plate STR 77) and wield the heaviest weapon (axe of
    kill kill carnage STR 78). After that, choose equipment
    depending on what type of resistance you are seeking: melee,
    ranged, or magic.
    4.2   RANGED
    Ranged combat specialists concentrate on the ranged skill,
    bows and crossbows (and launchers of one sort or another).
    4.2.1     Pros and Cons
    Pro: Does damage at longer ranges (up to 15 meters), which
    is beyond vision distance of some enemies. This may mean you
    can shoot without fear of retaliation. You can always run
    away, and avoid enemy shots.
    Con: Ranged fighters must use both hands, which means they
    are more vulnerable to damage, requiring them to wear
    heavier armor unless there are "tanks" around to soak up the
    attack. Lack of STR means they can't wear heavy armor.
    Ranged damage is usually quite a bit less (tops out at about
    350 max base damage), which can be seriously reduced by
    enemy armor.
    4.2.2     How to be effective
    Range fighters are pretty much self-maintained. They will
    move to engage (if you turned "engage" or "attack freely"
    on). Though in general you will want to keep them in
    formation, behind the melee guys.
    4.2.3     How to Improve
    The only way is by using those bows a LOT. The more you
    shoot, the more you gain. Bows and crossbows closest to your
    stats may help you gain EXP faster.
    4.2.4     How to equip
    Ranged specialists need a good set of armor as they can't
    use shields. (You can still equip one for the magical
    bonuses, but it won't block any shots)  Melee weapon is
    optional as they are able to do a LOT of damage at any range
    with their weapon. They need a few heal potions for
    emergencies, but otherwise they don't need much potions at
    all if your melee "tanks" are doing their jobs.
    Also give them any items that improves DEX and/or ranged
    Sometimes, it is necessary to give them STR enhancing items
    so they can wear better armor. Or let them do a little melee
    to get their STR up.
    4.2.5     How to support
    Ranged specialists need someone up front (the tanks) to soak
    up enemy attention, to prevent enemies from getting into
    their melee range. They also need healing support if
    4.2.6     Super Ranged Fighter
    Ranged fighters don't do that much damage overall, when
    compared to magic or even melee. The ultimate ranged fighter
    would probably be armed with a very good crossbow (the
    second highest punisher crossbow is DEX 59). He or she will
    need pretty high STR (say, over 40) to wear some of the best
    armor available.
    4.3   COMBAT MAGE
    Combat mage, who deals mainly in pyromancy, has a LOT of
    attack spells of various ranges. Combat mage's spells tend
    to be more of direct damage and summon, with a small
    percentage of buff and heal.
    4.3.1     Pros and Cons
    Pros: combat mage has a lot of "group damage" spells, with
    ability to damage a large number of enemies. They can also
    do more damage in late game than melee with their magic
    attacks. Dragon Fire and Cyclones of Fire are some of the
    best spells in the game, doing THOUSANDS of points of
    Cons: Magery requires mana, which aren't that easy to come
    by, esp. larger sized bottles. They are usually very weak in
    STR and thus cannot wear heavier armor, and have LOUSY melee
    skills (so those staves are nearly worthless). Requires high
    intelligence for large mana reserves.
    4.3.2     How to be effective
    Combat mage need to know when to use which spells, and even
    when to use melee and ranged attack (just to increase in STR
    a bit).
    In general, buff the party up and summon critters before
    going into a battle. Once in a battle, use pause to give you
    more time to issue additional buffs, heals, and so on.
    Summon only the toughest critter you got, as you can only
    have one summon active at a time. Trolls are good as those
    self-heal (up to a point).
    Remember there are FOUR types of spells: heal, buff, damage,
    summon. You can cast all four types before and during the
    battle to help the battle along. Direct-Damage is NOT the
    only way to help your party. You can buff up the party or
    summon creatures before the battle. During the battle you
    can heal your party and do some damage to enemies.
    4.3.3     How to Improve
    Mages need to cast a LOT of spells, as high level as
    The more damage the spells do, the faster you will gain
    experience. For example, flame ring, burning six different
    enemies, makes 6 times as much XP as when burning only one
    As there are four types of spells, cast some or all of them.
    Direct-combat is NOT the only way. Use up those mana potions
    you find.
    4.3.4     How to equip
    Mages need a few heal potions for emergencies, and a LOT of
    mana potions.
    Mages need a good set of armor. Thin mail and such are fine
    for mages if you can get their STR up to 12 or even 16. If
    you stay at STR 10, you can only wear robes and such, and
    those have armor value well below 100 unless you find some
    really special robes.
    Look for items that improve combat magic ability, their INT,
    and so on. Any mana-increasing rings and amulets and weapons
    are good as well.
    Needless to say, give your combat mage your combat spells.
    Be ready with both a long-distance and a short-distance
    spell. Also assign spells in terms of distance.
    4.3.5     How to support
    Combat mage need someone in front to soak up enemy damage,
    even if it means summoning some critters to serve as bait.
    4.4   NATURE MAGE
    Nature mage has control over forces of nature. Nature mage
    deals with more healing and buff spells in general.
    4.4.1     Pros and Cons
    Pros: their healing spells are indispensable, such as
    healing wind. You can't live without them.  Nature mages
    also gets more summon spells and buff spells.
    Cons: Nature mage does not deal out that much damage in
    general, and requires a lot of help. They also level up much
    slower than combat mages as they do less damage over all.
    4.4.2     How to be effective
    You may need two of them in a party. One of them to do more
    damage spells to level up, while the other do heal spells
    (left on "auto") so he'll heal the party when appropriate.
    Then swap the two as needed to keep them growing equally.
    4.4.3     How to Improve
    Cast a LOT of spells, enough said. Healing spells are slower
    than combat spells, so nature mages have a tough time
    leveling up. Keep them busy with buff spells and such.
    4.4.4     How to equip
    Mages need a bit of STR to wear better armor, so if the
    enemies are weak, you MAY want to let them fight melee
    and/or ranged a little so they can gain a bit of STR.
    Otherwise, give them the best armor, staff, and so on.
    4.4.5     How to support
    Don't let them fight directly. Let the "tanks" be up front,
    followed by ranged fighters and combat mages. Nature mages
    go in the back (or if there is no "back", in the middle).
    Being a single class is actually somewhat discouraged in
    Dungeon Siege, and you can branch out of as many disciplines
    as you want. Just beware that progression will be slower if
    you spread out. Still, here are some helpful combinations
    4.5.1     Melee / Ranged
    If you specialize in both, you can deal out a LOT of damage
    at ANY range. If enemy is closer, switch to melee. If enemy
    chooses to stay back, use ranged attack. The only problem
    with this combo is you can't "heal" yourself much. You may
    want to keep "healing hands" spell around, and see if you
    can get your nature magic up to level 9, so you can use
    healing wind (on yourself, after you run away from a big
    4.5.2     Melee / Nature Mage
    This may be a decent combo as you can use a bit of ranged
    attack like zap, as well as heal yourself, and fight
    4.5.3     Combat Mage / Nature Mage
    By being both, you get the best of both worlds... Ability to
    do a LOT of damage, as well as heal your party members. Of
    course, you have to constantly run away as you can't fight
    the enemies head-on.
    On the other hand, with spells like "conversion" (which
    turns you into the other type of mage temporarily) this
    combination is not that useful any more. Of course, that's a
    high level spell...
    5    Interface Tips
    This section is virtually unchanged from the original
    Dungeon Siege FAQ, but with some more tips added at the end.
    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.
    WARNING: if you right-click on enemy when you have selected
    melee weapons, your character will RUN toward the target and
    attack it point-blank! Make sure you have the right weapons
    selected before you attack!
    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
    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)
    Or "maximum firepower mode"
    Character 1 to "melee"
    Character 2 to "melee"
    Character 3 to "melee"
    Character 4 to "fire rain" (magic slot 1)
    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.
    NOTE: LOA allows you to set up to ten different combinations
    that you can switch in an instant.
    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.
    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.
    If you think the game is too fast, slow the game with Ctrl -
    (control MINUS).
    5.7   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.
    5.8   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. Use quicksave or regular save as you
    need to!
    You can't really save in MP.
    6    Tactical Tips
    The creatures in DS are quite dumb. Lure them into your
    party's ambush and you can vanquish them one at a time.
    Rushing into their midst is a BAD idea.
    A typical ambush is like this. You set your team in a
    corridor, 2-wide, front row with melee, back row with ranged
    and magic. Send your archer out (turn FOLLOW off) with the
    longest ranged weapons, or a combat mage with "exploding
    powder" or "bomb" spell, and send them forward a little to
    tease the creatures back one at a time. Everybody else,
    STAND GROUND to maintain the formation. Once the creature
    responds, have the guy run back to the party, and WHAMMO!
    Repeat as necessary to clean out the room.
    NOTE: In LOA, the AI is somewhat improved, Sometimes, the
    entire local pack will follow the initial creature that move
    out against you. At other times the rest of the pack are
    hidden in trees and such.
    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.
    If you see altars, fight on/near it as much as possible.
    Life altar recharges your life, 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.
    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!
    One place NOT to use "move freely" is when you just got down
    or up the elevator. If you move off the elevator, you can't
    make it go back up again without you on it!  And remember, a
    ghost cannot use elevators!
    Auto-targeting has only three choices: strongest, weakest,
    closest. It does NOT have the setting you actually need:
    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? The ranged shooters are easier to kill, and you cut
    down on number of hits sooner.
    Here's another example. In the crypts and dungeons, you
    usually end up with Wraith Piercers (bowmen) and a few
    zombies (dungeon crawlers). The crawlers don't do much
    damage if you have good armor, but those bowmen WILL shoot
    you full of holes. Yet the zombie has like 600+ hps, so it
    will take you a WHILE to kill them, while bowmen shoot you.
    Therefore, go after the piercers (making sure you don't run
    into a bunch of wraith mages!) first, then take care of the
    zombies. They're so slow any way you can outrun them.
    When a boss creature show up, you MAY want to go after it
    with "target strongest".
    In general, you should use melee for melee enemies, and use
    range attack on ranged attack enemies (both shooters and
    magic users).
    You can also RUN after the ranged attack enemies, but that
    MAY trigger more enemies. Consider the terrain before
    charging in.
    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
    Use "force cast" to pop the spell, which will fly out like a
    grenade and bounce around until it detonates.
    If you need to shoot around corners, these projectiles can
    also bounce around corners.
    A lot of bows and crossbows have range 15 m, which means you
    can hit enemies before they can hit back. With a good range
    weapon, you can inflict a LOT of damage on enemies before
    they can close their distance, esp. on slower-moving enemies
    like Braak, Zombies, and so on.
    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.
    Note: some enemies may follow other fellow creatures. So if
    one creature comes to attack you, others may follow it.
    "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. While some buff spells are weak, the higher level ones
    are quite good.
    Triple strike is crucial when fighting a mob. It also pumps
    up your exp quickly as you are getting 3 times the
    experience while the spell is active.
    In places like Hiroth Castle, where you have doors, use
    them! Tease enemies into the room, then close the door.
    Enemy creatures don't open doors, allowing you to divide and
    conquer. Kill those that moved inside, kill them, heal
    yourself, then repeat.
    If there are no doors, retreat just around the corner. Once
    enemy comes around the corner, charge in with melee weapons.
    Not only do you take less hits, you also divide up the
    enemies to be taken out individually.
    The orb spells and glyph spells are there to supplement the
    firepower of mages, which are needed to help them level up
    faster. Nature mages are notoriously slow to level as they
    don't do much damage, and these two categories of spells
    changes all that.
    7    Solo'ing Tips
    These tips apply to the players who wish to go through the
    game with just a single character, not hiring any body.
    You will need several large health potions, in addition to
    any mana potions (depending on if you use a lot of magic). I
    suggest at least 10 large health potions, maybe even 20. If
    you can get super potions, do so.
    NOTE: Potions are available in UNLIMITED quantities. Just
    switch to spells screen, then back to potions, and more will
    be available for sale.
    You need at least "healing wind" if you don't want to end up
    filling your inventory with health potions. Retreat and get
    some room to heal yourself, then get back into the fight!
    Battle healing just doesn't heal enough points to be that
    useful, but it'll make do.
    7.3   RETREAT!
    A tactical retreat is better than dying. Retreat the way you
    came from, so you don't run into any more enemies. If
    enemies chase you, this will spread them out, giving you
    chance to pick them off one by one.
    Think of it as the one-man version of the ambush tactic.
    You need those potions and gold, if any. Get into the habit
    even if you don't need the gold and such. You may need them
    NOTE: In LOA, hit SHIFT-LEFTCLICK will attack the area,
    which means it will hit the nearest chest, crate, barrel,
    container, and whatnot.
    You can use the "exploding powder" spell to help lure single
    enemies to you to kill.
    To level up, you need to fight only the toughest enemies.
    This means either bump up the game difficulty, or turn up
    the challenge level of the map (if available).
    For example, the Utrean Peninsula map has regular, veteran
    and elite challenge levels. The enemies on veteran are MUCH
    harder, and drop more stuff. The shops also offer a lot
    better merchandise on higher levels. Of course, you need to
    be very high level to get into those levels.
    Triple Strike is great against groups of archers and melee
    fighters. With a good weapon, it also helps you gain lots of
    experience during those 20 seconds. Combine with mana
    potions, you can clear out crowds easily.
    Fire Ring is great against hordes of animals that melee with
    you. This is a great way for you to gain experience in
    combat magic as it does damage continuously (for those few
    If you need slightly more range, try pillars of fire or
    cyclones of fire, but those are extremely high level (level
    90 or so).
    Those spells are there to make mage's life easier and level
    up faster. Use them!
    8    Item Guide
    In DS, each character is allowed to equip up to the
    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 nearly 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.
    LOA just added more items, but did not change the system.
    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, but there may be exceptions.  They
    usually have one set of suffix applied to them. EX: Steel of
    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 single RARE prefix. They have at least 4
    bonus modifiers, sometimes 5. It has only a prefix. Some
    claim they've seen rare item with suffix. This has NOT been
    confirmed. EX: Exalted 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
    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.
    LOA  adds two more types
    PURPLE BACKGROUND items are "imbued", which basically means
    they grant the holder a "permanent spell". In practice, they
    have cool visuals, but otherwise the modifiers aren't that
    exciting. For example, Ogre's Might spell increases target's
    STR. So something "of Ogre's Might" will grant STR +2, for
    AQUA BACKGROUND items are parts of "treasure set". If you
    own multiple pieces of the set, each of the pieces will give
    you a bonus. The more pieces you own, the more bonus you
    get. So even a wimpy leather armor may become quite powerful
    when reunited with helmet, bow, and shield.  In practice,
    the first set, Arhok's Lot, turns out to be quite
    underwhelming, as it's quite weak overall, even with all the
    Melee weapons are for hand-to-hand combat. They come in two
    varieties: one-handed, and two-handed.
    NOTE: LOA added a "damage over 10 seconds" rating for all
    weapons, which helps in judging which weapons to keep.
    Remember though, that's assuming all hits, and you may
    Still, keep in mind that sometimes, the
    STUN/FREEZE/FLEE/ACID weapons are more useful than their
    damage value would indicate. If the enemy is stunned, other
    party members can hit on it as well, etc.
    8.2.1     One-handed
    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). They also strike faster (usually speed
    rating of fast or faster) However, they also do less damage,
    and thus does less "armor penetration".
    One-handed weapons include
    Blade, dagger, sword, long sword, steel, axe, scythe,
    gladius, falchion, Mace, spiked mace, winged mace, flanged
    mace, hammer, club, branch, cudgel, scepter, mincemeat, etc.
    The best is "dragon wing" sword. It can do 3500 damage in 10
    secs, based on LOA measurements.
    8.2.2     Two-handed
    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. They also swing
    slower (usually speed rating of slow or slower).
    They include:
    Great steel, great sword, gut splitter, assault axe,
    cleaver, impaler, mallet, wound mallet, ram, squasher,
    masher, etc.
    The best axe is axe kill kill of carnage and leg cleaver
    8.2.3     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, at high INT ratings, can be a
    very powerful weapon.
    Staff can also go by other names, like leg-breaker, bladed
    staff, hooked staff, bent staff, destroyer, etc.
    The best staff is "wing staff".
    All ranged weapons in DS are two-handed weapons.
    8.3.1     Bow
    There are plenty of bows, from simple peasant bow to
    advanced long-backed 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.
    8.3.2     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). Crossbows, like bows, require DEX
    and some STR. They come in long, medium, and short
    varieties. There are also unique crossbows.
    8.3.3     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 dragon minigun. They do use ammo.
    however, ammo is magically self-replenishing, given some
    There may be other launchers as well, you'll just have to
    find them.
    They have their own DEX and STR requirements.
    8.4   ARMOR
    DS has armor in five different areas on the character's body
    8.4.1     Headgear
    Headgear ranges from simple hats to heavy helmets. Most of
    these have STR requirements. Mage's headgear has INT
    requirements instead.
    They don't protect much, so you mainly wear them for the
    modifiers, like dodge/block melee damage, reduce damage,
    increase STR / DEX / INT, and so on.
    8.4.2     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 (highest so far: "black"
    battle plate STR 77).
    Some of the special cloaks, garments, and so on may have
    high INT requirements instead.
    LOA: There are some newer armor that requires high DEX
    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. Dark Scale, at STR 20, can
    go up to armor of 300.
    8.4.3     Gloves/Gauntlets
    Gloves and gauntlets protect the hands. Most have high STR
    requirements. You mainly wear them for the modifiers, and
    that depends on the specific items.
    The best gauntlet is "full plate gauntlet", with STR 77.
    8.4.4     Shields
    Shields are only used with one-handed weapons. In general,
    the larger the shield, the more attack it blocks.
    In general, you want shields that block better instead of
    chasing for purely higher armor value.
    The best shield is Savior Shield (unique), with STR 75.
    8.4.5     Footgear
    Footgear is your basic boots, greaves, and such that protect
    the feet. Usually they have STR requirements, esp. the
    heavier ones.
    Best ones are those with good modifiers, as they don't add
    that much protection overall.
    The best footgear is "full plate greaves" STR 77.
    8.5   JEWELRY
    8.5.1     Amulets
    Amulets are worn around the neck. Each character can wear
    only one. So pick the right one.
    8.5.2     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.
    8.6   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.
    You can add spells to inactive spellbooks by dragging the
    spell ONTO the inactive spellbook. If the spell is not
    already in the book, it will be added.
    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.
    LOA added books that can give you discount or enhancement on
    spells. Such as decreased mana requirement for fire spells,
    increased damage for cold spells, etc.
    8.7   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 (at
    least not in regular DS. )
    NOTE: Some siegelets may allow inventory items to affect the
    A shield's bonus modifiers STILL apply even if you are using
    a two-handed weapon, as long as the shield is still
    "equipped". However, blocking is NOT applied.
    It is better to pick items that add to your ATTRIBUTES (i.e.
    STR, DEX, INT) than the SKILLS (melee, ranged, nature,
    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. Get the good
    stuff out, put the better stuff in, and so on.
    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,
    and sell 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.
    8.9   SPECIAL SETS
    LOA added "treasure sets". If you collect the pieces of a
    set, you'll gain extra benefits greater than the sum of
    their individual powers.
    Here is the list of known sets in SP. There are more sets in
    MP, but I don't list those as I haven't seen them yet.
    Note: the bonus for each item is written as a list of the
    bonus you'll get when you get enough pieces. For example,
    say for Arhok's Leather. If you only have that one piece,
    the bonus is just +1 armor. However, if you have 3 of the
    pieces in Arhok's Lot, you get +32 armor as well as the +5%
    8.9.1     Arhok's Lot
    This set is composed of four pieces: leather armor, short
    bow, shield, and sword. This, being the first set, is
    relatively weak and quite useless near the end.
       Arhok's Leather
    This can be found in the basement where your character
    starts out. (A1 R1)
    Bonus1: adds 1, 16, 32, 48 armor
    Bonus2: adds 0, 0, 5%, 10% chance of casting fireshot upon
    taking damage
       Arhok's Short Bow
    This is found in "caves of the lost", (A1 R5), guarded by
    the spider boss
    Bonus1: adds 5, 10, 20, 40 to health
    Bonus2: adds 0, 4, 12, 20 to Ranged Damage Max and Min
       Arhok's Shield
    Arhok's Shield is a relatively normal Defense 8 shield. It's
    quite weak for a shield, but at least it has no STR
    It can be found in Tidal Caves (A2 R4)
    Bonus 1: 1%, 2%, 3%, 4% of blocking melee damage
    Bonus 2: 0, 0, +2, +6 armor
       Arhok's Long Sword
    Arhok's Long Sword will not be found until the Dig site (A3
    R3). It's a one-handed sword that does decent damage.
    Bonus1: adds 1, 2, 5, 10 health per hit
    8.9.2     Air of Illicor
    Air of Illicor is for mages. It is comprised of a Ring, an
    Amulet, a Beaded Hauberk, a Staff, and a Spellbook.
       Illicor's Ring
    This ring requires INT 12. It can be found in Halls of the
    Lost. (specifically, after that huge room, go through the
    door to your right and look for levers on the wall).
    Bonus 1: Adds 10, 17, 31, 59, 115 to mana
    Bonus 2: Adds 0, 5, 10, 15, 20 to armor
       Illicor's Amulet
    This amulet requires INT15. It's found in the Dark Jungle
    (after Illicor) on top of one of the temples, AFTER you pass
    the bridge.
    Bonus 1: Adds 1, 2, 4, 8, 16 to Max Nature Magic Damage
       Illicor's Beaded Hauberk
    This item requires INT18, and can be found in Mountain of
    the Dead (A4, R2). It's in a little "side trip" area.
    Bonus 1: 4%, 6%, 9%, 14%, 20% of casting zap upon damage
    Bonus 2: add 5, 10, 20, 35, 55 to armor
       Illicor's Staff
    This staff requires INT20, which can be difficult. It has
    the typical staff functions, like 2-handed, 10% block melee,
    etc. It can be found in Jherkal's Crown (A5 R3) in one of
    the rooms.
    Bonus 1: Adds 1, 1.5, 2, 2.5, 3 to Nature Magic Skill
       Illicor's Spellbook
    This spellbook requires INT24, and can be found in Kmethket
    Tower (A6 R6)
    Bonus 1: Adds 1%, 2%, 3%, 4%, 5% to Nature Magic Damage
    8.9.3     Kit of Kajj
    Kit of Kajj is for melee fighters. It has 3 pieces of armor
    and a set of claws as melee weapon.
       Kajj's Breastplate
    A decent piece of armor, it gives a LOT of STR bonus. You
    can find it in "dungeons of the dead", before you get to
    Requires STR 18, defense of 50 natively.
    Bonus 1: Adds 1, 2, 3, 4 to STR
    Bonus 2: Adds 5, 10, 25, 50 to armor
    Bonus 3: Adds 0, 2, 4, 6% to dodge melee attacks
       Kajj's Gauntlets
    This can be found in Jherkal's Crown, in the Zaurask
    "training" facility.
    Requires STR 18
    Bonus 1: Adds 5, 10, 15, 20 to armor
       Kajj's Helm
    This can be found in Demlock's Ravine, a bit out of the way.
    Requires STR 20
    Bonus 1: Adds 1, 1.5, 2, 2.5 to melee skill
       Kajj's Claw
    Kajj's Claw can be found near the Cliff City Gates. Go up
    the ramp and kill scorpions to find it.
    Requires STR 22
    Bonus 1: Steals 2, 4, 7, 12 health per hit
    8.9.4     Patents of the Inventor
    A mage set, this one has 3 pieces.
       Solov's Ward
    This shield can be found around Walls of Jherkal's Crown
    Req INT 20
    Bonus 1: 5%, 10%, 20% change of casting fireball on damage
    Bonus 2: adds 1, 2.5, 4 to INT
       Solov's Spellbook
    This can be found in Jherkal's Crown Prison (Zuarask
    training area)
    Req INT 20
    Bonus 1: Reduce cost of fire spells in spellbook by 10%,
    20%, 40%
       Solov's Bow
    This can be found in Demlock's Cut (underground part)
    Req INT 20
    Bonus 1: Adds 4, 6, 8, to combat magic max damage
    8.9.5     Demlock's Compendium
    Another mage set, this one has three pieces as well.
       Demlock's Spellbook
    Demlock's Spellbook is given by Lhuk Torath when you
    complete the quest and kill all the Runemaster and minions
    Req INT 23
    Bonus 1: Increases Combat Magic Spell Damage by 1%, 2%, 3%.
       Demlock's Amulet
    Demlock's Amulet is in Xot's Badlands.
    Req INT 24
    Bonus 1: Adds 1, 2, 3 to Combat magic skill
       Demlock's Ring
    Demlock's Ring can be found in the stronghold tunnel / caves
    leading into the stronghold.
    Req INT 22
    Bonus 1: Adds 1, 2, 3, to INT
    Bonus 2: Adds 0, 30, 65 to health
    8.9.6     Clockwork Posture
    Clockwork Posture is a set of staff, armor, and crossbow
    useful for archers.
       Clockwork Boots
    The boots is near the healing well, near two large crystals,
    under the "temple" roof.
    Req DEX 24.
    Bonus 1: Adds 1, 2, 3, 4 to DEX
       Clockwork Amulet
    The amulet is in a room near the mainpath in the Zuarask
    Req DEX 25
    Bonus 1: Adds 15, 20, 30, 50 to health
       Clockwork Staff
    The staff is right next to the displacer going to Mount
    Kreth / Clock Wastelands
    Req DEX 24, does nice amount of damage
    Bonsu 1: Adds 1, 1.5, 2, 2.5 to ranged skill.
       Clockwork Crossbow
    The crossbow is under one of the walkways that is very close
    to the entrance to the Great Clock.
    Req Dex 22, very nice damage bonuses
    Bonus 1: Adds 5, 10, 15, 20 to range min damage
    Bonus 2: Adds 5, 10, 15, 20 to range max damage
    Bonus 3: Steals 0, 2, 4, 6 health per hit
    9    SP Campaign Recruitable Characters
    Here is a list of all the recruitable characters in the
    single player campaign in Legends of Aranna:
    The stats present are as when you encounter them at first.
    Obviously stats will change if you recruit them and fight
    some battles.
    9.1   JONDAR
    Where: Snowy canyon, north of town
    Stats: STR 10, DEX 10, INT 10, Melee 0, Ranged 0, Nature 1,
    Combat 0.
    What to do: Jondar is a friar with some ability in nature
    magic. Keep him as your nature mage until you find someone
    9.2   LYSSA
    Where: Frozen lake, west of town, near the cave entrance
    Stats: STR 10, DEX 13, INT 10, Melee 0, Ranged 2, Nature 0,
    Combat 0.
    What to do: she's an archer, keep her that way. By the end
    she'll deal out a LOT of damage, esp. with the Clockwork
    9.3   NAJJ
    Where: Main island beach (chapter 2). Just get out of the
    way station, straight out, and he's at the beach.
    Stats: STR 13, DEX 11, INT 10, Melee 5, Ranged 0, Nature 0,
    Combat 0.
    What to do: Najj is a tank, enough said.
    9.4   NARDULO
    Where: Inside Illicor, the Utrean city, he stays at one of
    the islands
    Stats: STR 11, DEX 12, INT 15, Melee 0, Ranged 3, Nature 0,
    Combat 8
    What to do: Nardulo will be your combat mage, and he's quite
    decent... Until you meet up with Konus. Then Nardulo is
    Where: In the Dark Jungle (chapter 2, after Illicor). You'll
    find him fighting a few Hassat.
    Stats: STR 15, DEX 12, INT 10, Melee 9, Ranged 0, Nature 0,
    Combat 0
    What to do: Kraal is a decent tank as well, good as your
    Where: In the dig site, lower levels. He's at the altar-like
    Stats: STR 15, DEX 14, INT 11, Melee 8, Ranged 8, Nature 0,
    Combat 0
    What to do: Algher is a combination melee/archer.
    9.7   MHEAGAN
    Where: In the Half-Giants Trader camp, after you made it out
    of the dig site
    Stats: STR 12, DEX 16, INT 11, Melee 0, Ranged 11, Nature 0,
    Combat 0
    What to do: She's a very decent archer. If your archer
    (Lyssa) haven't quite developed as far or you have room for
    another archer, then have her join up.
    9.8   KONUS
    Where: Just at the entrance to the "Mountain of the Dead".
    Stats: STR 13, DEX 12, INT 16, Melee 4, Ranged 0, Nature 0,
    Combat 12
    What to do: He's your best combat mage so far. Nardulo is
    probably not too advanced so replace Nardulo with Konus.
    9.9   JHARMAYA
    Where: Entrance to Jherkal's Crown (the underground
    transportation center)
    Stats: STR 11, DEX 12, INT 20, Melee 0, Ranged 0, Nature 14,
    Combat 0
    What to do: Jharmaya is an excellent nature mage, and is
    worth replacing Jondar with if Jondar haven't developed
    10   SP Campaign Outposts and Shops
    Here is a full list of outposts and shops in the single
    player campaign.
    10.1  ARHOK / LHARNOB
    There's a smithy in Arhok, just southwest of the town
    center. As this is the beginning, most of the stuff is not
    that good. Still, he's the only smithy in town. He sells
    only armor, weapon, and shields.
    10.2  ARHOK / KIIRA
    Kiira is in the Mage's Guild, near the center of town, north
    side, next to the mayor.
    She sells only potions, spells, and misc items.
    10.3  ILORN
    Illorn is on the beach at "the Bluffs" in chapter 2.
    Note: you must complete "Ilorn's Amulet" quest before he'll
    sell you anything.
    To reach him, you must reach the bluffs by going through the
    "tunnel" cave, and find the cave entrance guarded by the
    Zuarask (with flags at the entrance). Then facing the cave,
    turn left, go down into the ravine, and head out to the
    Ilorn's amulet is held by the slinger boss. You can get
    there by heading RIGHT from the cave entrance, go up the
    slopes, then down to the other beach. Kill the slinger boss
    and you get his amulet back.
    Note: you must complete "Clear Illicor of Zuarask" before
    he'll sell you anything.
    He sells packmules at the central plaza.
    Note: you must complete "Clear Illicor of Zuarask" before
    he'll sell you anything.
    He sells Traags at the central plaza.
    Note: you must complete "Clear Illicor of Zuarask" before
    he'll sell you anything.
    Blacksmith is in one of the one-story rectangular buildings
    off to one side of the city. Go north, then east.
    10.7  ILLICOR SEER
    Note: you must complete "Clear Illicor of Zuarask" before
    she'll sell you anything.
    The potion seller is in the two "two-story" houses in
    Illicor. Go west and north. She's on the first floor.
    One of Professor Therg's students is a bit of entrepreneur.
    You can trade with him a bit before you descend into the
    underground city's upper level.
    The half-giant smithy has some goods. Armor / Weapon /
    Shields only.
    10.10      TRADER CAMP MEDIC
    The half-giant healer has some goods as well. Potion /
    Spells / Misc only.
    In Jherkal's Crown (transport center), in a room with three
    doors. This trading post sells everything.
    10.12      LHUK TORATH
    NOTE: You must defeat the Runemaster then talk to Luhk to be
    able to trade.
    This father/son team is at Demlock's Cut near the
    Runemaster. Only the son is the trader.
    There is one merchant in Xulphae's Cove selling everything.
    She's in the cave opposite from Ghage's cave. Go through her
    cave on the other side to exit the cave and get back into
    the canyon to kill more Zaurask.
    10.14      NEENER'S TRADING POST
    Neener the goblin is willing to trade for items. He's fairly
    fully equipped. He's in the Zuarask Stronghold, almost near
    the end. There's a sign that points to his outpost. Kill a
    couple Shadow Minions, and you're in.
    There is an automated trading machine inside the Goblin
    level, before you take the elevator up to the Shadowjumper
    final showdown.
    11   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.
    11.1.1    First Trial
    What to do: Find and slay the monsters who ambushed the
    caravans and threaten the town
    How to get: Talk to the mayor Hardison Dhon near the well
    How to solve: fight your way through the north gate into the
    caves, and kill the boss monster at the end. Take the
    displacer back into town.
    Reward: (Talk to Mayor again to get it) Helm of Khar, Orb of
    Fire spell, Backpack with 7 health potions, 3 mana potions,
    5 resurrect scrolls
    11.1.2    The Trapper
    What to do: Kill the Bear outside Arhok
    How to get: Talk to Kron the old hunter. He's in the hut
    between the mage guild and the west gate.
    How to solve: The bear is just beyond the bridge after you
    go out the north gate, in a section deeper down.
    Reward: go back to town to talk to the hunter. He'll give
    you 90 gold.
    11.1.3    Family Bow (Q2)
    NOTE: This quest is Single-Player only.
    What to do: Find Lyssa and give her the family bow
    How to get: Find and talk to Reynard, who's on the north
    tower at the west gate. He'll only give you the quest after
    you finish Q1 though.
    How to solve: Lyssa is in front of the Caves of the Lost.
    You can't miss her.
    Reward: You get to use the bow later.
    11.1.4    The Staff of Stars (Q3)
    What to do: Seek the Staff of Stars
    How to get: Talk to the Mayor in town, after completing Q1
    How to solve: This is an ongoing quest.
    11.2.1    A Giant Task
    What to do: Find Najj's Kinsmen (Given by Najj) CRITICAL
    How to get: Najj the half-giant will offer to join your
    party. Accept him to get the quest.
    How to solve: keep going, you'll run into the Half-giants
    after Illicor and Dark Jungle
    Reward: nothing in particular
    11.2.2    Recover Ilorn's Amulet
    What to do: Find and slay the monsters that stole Ilorn's
    Amulet, recover the amulet and give back to Illorn
    How to get: Ilorn is the guy on the beach
    How to solve: Back track a bit and fight a boss monster.
    He'll drop the amulet.
    Reward: ability to trade with Ilorn. .
    11.2.3    The Wizard City
    What to do: Clear Illicor of Zuarask raiders
    How to get: Get into the Illicor's "central plaza" with the
    packmule and traag dealers, and talk to the Elder Quadydhar
    (who's standing alone).
    How to solve: explore the city of Illicor a bit. As you
    travel over each bridge it will light up, thus letting you
    know if you've been through or not. Clear each little island
    until the quest is complete. Use the opportunity to map the
    city so you can get back to the blacksmith and the potion
    Reward: you get access to all the merchants in the city. The
    Elder also tell you to seek Therg, who will help you on your
    11.2.4     Therg's Apprentice
    What to do: Find and rescue Algher Mhankur
    How to get: You'll find Therg at the dig site
    How to solve: Keep going, you'll find Mhankur after a bit of
    Reward: you can recruit him
    11.2.5    The Stone of Lhoac
    What to do: Find Stone of Lhoac
    How to get: Talk to Mhankur when you find him
    How to solve: Keep going, it's quite a while later when you
    get to it
    Reward: the stone itself, gives bonuses.
    11.2.6    The Dark Acolytes
    What to do: Destroy the Dark Acolytes
    How to get: Talk to Kirr the half-giant in the trader camp
    How to solve: Keep going, the Dark Acolytes are on the other
    side of the swamp, around the sarcophagus that lights up.
    Kill as many as you can until the objective says complete.
    Reward: neh...
    11.2.7    Scourge or Cicatrix
    What to do: Destroy Cicatrix the undead centaur
    How to get: Talk to Konus, at the beginning of the level.
    How to solve: Kill Cicatrix, the undead centaur
    Reward: Nothing except a few goodies
    Your journey takes you to Jherkal's Crown and Demlock's Cut,
    both named after great wizards...
    11.3.1     The Sacred Guardian
    What to do: Rescue the displacer from the Zuarask and
    How to get: Talk to the dying Guardian
    How to solve: Keep fighting through. Near the end, when you
    see the displacer, destroy the dark generator connected to
    the displacer.
    11.3.2    Special Delivery
    What to do: Deliver a letter to Jaff at Xulphae's Cove
    How to get: Talk to Nirrt, who's in one of the rooms near
    the exit from Jherkal's Crown underground.
    How to solve: keep going, Jaff's deep in chapter 4
    11.3.3    Horror of the Runemaster
    Defeat Runemaster and his minions (given by the Toraths)
    How to get: Talk to the father Bran Torath
    How to solve: kill all the baddies nearby, including
    Runemaster himself.
    Reward: You get to trade with Luhk Torath. You also get the
    Demlock's Spellbook as a reward from Luhk Torath.
    11.3.4    The Sunken Tower
    Search for alternate exit to the Sunken Tower of Demlock's
    Cut (given by Therg the Historian) CRITICAL
    How to get: Therg is there, talk to him at the entrance
    How to solve: keep going, kill all the baddies, and you'll
    eventually make it out
    11.4.1    Healing well
    Destroy the Zaurask polluting the Healing Well (given by
    How to get: Talk to Eradi just past Xulphae's Cove
    How to solve: Kill all the Zaurask around the Healing Well
    should do it
    11.4.2    Redemption
    Rescue Umberteen being held prisoner by the Droc!
    How to get: Keep exploring and you'll run into Uelda at the
    entrance to Droc territory next to a tower.
    How to solve: Keep going and you'll find Umberteen in a cave
    with water held by Droc. Kill the Drocs and he's free.
    Destroy the cage he's in , then talk to him.
    Reward: You get his "Book of Trickery", a pretty good
    11.4.3    Reunion
    Umberteen want you to locate his brother Ghage in Xulphae's
    How to get: Save Umberteen, then talk to him
    How to solve: Ghage is on the far edge of Xulphae's Cove.
    Xulphae's Cove is the city near the beach that has those
    open-top "caves".
    11.4.4    Nossirom's fall
    Kill Nossirom, the Zaurask King (Given by Ghage)
    How to get: Talk to Ghage, Umberteen's brother, at Xulphae's
    How to solve: explore the "palace", and you'll see this
    large double-door in a room with blue light (all the other
    rooms have orange light). On the other side is Nossirom.
    Beware, he's a big and nasty guy... And he has a lot of
    helpers nearby.
    11.4.5    crystal guardians
    Defeat the 4 Crystal Guardians (given by goblin trader
    How to get: Talk to Neener at his trading post
    How to solve: These guardians are in your way when you wind
    your way through the caves into the Clock Tower region. Just
    kill them all and move through.
    11.5  CHAPTER 5
    No quests for the final part, just the standing quest to get
    back Staff of Stars and defeat Shadowjumper.
    12   Town Layout
    12.1  AHROK
    Town of Ahrok is pretty small and not that hard to locate
    things. All references are given from the "center" of town,
    which is assumed to be the statue and the well.
    Smithy: Just south-southwest of center
    Mage Guild: Just northwest of center
    Displacer Station: Just southeast of center
    Kron the Trapper: Just west of the mage guild
    North gate: north, of course, leads to canyons, then storage
    West Gate: west, of course
    12.2  ILLICOR
    Illicor is composed of various islands. All referneces are
    given based on the "central plaza" where the Elder and the
    two pack animal dealers are.
    Smithy: north, then east
    Potion Seller  west
    Entrance from Bluffs: south
    Exit to Dark Forest: north, north
    Displacers: Don't know of any
    12.3  XULPHAE'S COVE
    Only two rooms worth mentioning: Ghage's cave, and the
    merchant's cave.
    13   The enemies
    This section is not complete.
    13.1  CHAPTER 1
    13.1.1      Ice Grub, Varg, Snow Wolf, etc.
    Just some wild critters in your way, nothing too serious.
    These have few hitpoints (usually in single digits), so
    should be pretty easy to kill. They usually move pretty
    slowly too esp. ice grub. Shoot them from a distance would
    be good. Don't get mobbed though.
    13.1.2     Ice Moth
    The only one using projectile attack, the shots can be
    dodged. Attack, dodge, attack, dodge. Doesn't do that much
    damage, but along with several other nasties biting your
    ankles you CAN be overwhelmed. Open up the distance and use
    your bow/X-bow.
    13.1.3     Yellow eye the bear
    This is the bear you need to take out for Kron the trapper.
    It's not really that tough at all, but he has quite a few
    hitpoints. Think of him as practice for your first boss
    13.1.4     yeti / ice golem
    These guys are a little tougher, and can do a bit more
    damage. They have hitpoints in the teens and 20's.
    13.1.5     Ice giant
    Your first "boss", this guy has hp of about 50. He's not
    that tough, really. Though you'll need some potions. Try to
    lure away his golem minions, bash them first, THEN take on
    the giant himself.
    13.1.6    Frostnid / Frostnid spitter / Ice Flies
    These ice spiders either melee or spit ice against you, but
    generally pretty weak. Ice flies appear singly but not that
    hard to kill.
    13.1.7    Spider / Emerald Spider / Spitter / etc.
    The little ones are no danger but shows up in mobs. Other
    spiders can do some damage so be ready to heal up.
    13.1.8    Mucosa / Mucosa Spitter
    Mucosas are like super-spiders... Results of horrific Utrean
    experiments, they are left to roam the land preying on the
    13.1.9    Twisted Mucosa / Twisted Mucosa Brute
    Twisted Mucosa has two heads... Doesn't make them any more
    intelligent though.
    Brute is the miniboss (red highlight) you may encounter in
    the dungeon, usually accompanied by several other mucosas.
    13.1.10   Spider Boss
    This extra large spider sits off a tunnel branch on the way
    to Halls of the Lost. She guards the treasure set piece
    "Ahrok's Bow" (see [])
    13.1.11   Lost Queen
    This is the final "boss". Defeat her and you're done. Kill
    the tail first or you'll run out of potions fighting her
    lieutenants, those purple twisted mucosas.
    Once the queen's tail is done, shooter her from the side
    with your arrows. She has two primary attacks: the spit
    (which does QUITE a bit of damage), and the "stomp", which
    generates a purple energy wave that will do you serious
    damage as well.
    13.2  CHAPTER 2
    13.2.1    Hogs / Bees / Popups / Killer Vines / Amphib Fish
         / Lizards
    These are just regular critters, not that hard to kill
    13.2.2    Shooter / Shooter boss
    Now these guys are annoying, and they can be dangerous in
    large groups
    13.2.3    Chompers
    Mini-gorillas, can punch pretty hard, beware.
    13.2.4     Zaurask
    The Utreans created this reptilian race as slave labor. They
    rebelled. They have three types: fighter, archer, and mage.
    13.2.5    Klaws / etc.
    More jungle creatures to keep you company... and for you to
    13.2.6    Hassat
    Hassat comes in five types: Claw (fighter), archer, mage,
    commander (miniboss), and panther. In large groups they can
    be a problem.
    13.2.7    Scorpions
    These appear underground. The regular is black, while the
    minibosses are orange. Not that tough actually, at least for
    guys on normal level.
    13.2.8     Weathered Automatons
    The Automatons are Utrean automatic defenses. They've been
    worn down a bit by time so they only have like 300 or so
    13.2.9    Shadowjumper minions
    You'll see a few at the end of Underground City (the Dig)
    These guys are pretty tough, and they have this weird
    jumping movement.
    13.2.10   Mantrap / Bark Runner/ Swamp Creatures
    These are 200+ hp, but you're more powerful now. There
    aren't hard to kill, just tedious.
    13.2.11   Fleshrenders, Zombies, Spirits, etc.
    The undead haunts the graves and such as you may your way up
    Mountain of the Dead to confront Cicatrix.
    13.2.12   Dark Acoloytes and Battlewraiths
    Black wraiths... Pretty hard to kill. and do pretty
    impressive damage. Battle wraiths are lesser versions of
    dark acolytes.
    13.2.13   Skeletons and Dark Knights
    Dark Knights wear black leather armor, but otherwise is
    similar to a skeleton. They have slow movement speed so you
    can peck them to death from a distance if you keep backing
    up. Their melee is pretty good, and they can use weapons.
    13.2.14   Chitterskragg
    Combination of huge hermit crab with cockroach... These can
    be difficult as they come in 2 types and 2 sizes. The small
    ones just melee, but big ones comes in spewing and normal.
    13.3  CHAPTER 3
    13.3.1    Skiitterclaw
    Cute looking birds with sharp claws, comes in two sizes,
    Skitterclaw, and Skitterling.
    13.3.2     Hassat
    As mentioned before, Hassat has several types.
    13.3.3    Chitterskragg
    Combination of huge hermit crab with cockroach... These can
    be difficult as they come in 2 types and 2 sizes. The small
    ones just melee, but big ones comes in spewing and normal.
    13.3.4    Zaurask
    Zaurask has several types as well, and new types includes
    Slavemaster (miniboss) and Adept (magic caster).
    13.3.5     Rune master / rune minions
    The "witches" and rune fiends patrol the area for Rune
    Master. The witches will summon more rune fiends so kill the
    witches first.
    13.3.7     Goblins / Gobbots / Goblin Blackguard
    The goblins received some upgrades since the Ehb attacks.
    There's mutated goblin guard, many upgraded weapons such as
    gas gun, flameblaster, napalm gun, and mini-grenade
    launcher, and the old favorites like those tanks and
    13.3.8    Automatons
    Goblins were able to reprogram many of the Utrean defense
    automatons and you'll need to destroy them as well.
    13.4  CHAPTER 5
    13.4.1     Elementals
    You'll see air, water, fire, and earth elementals near the
    "final fight". They have quite a few hitpoints.
    13.4.2     Shadowjumper and Elite Minions
    Shadowjumper himself has 3300+ hps (at normal difficulty)
    His lieutenants have about 1100+ hps (at normal difficulty).
    All are hard to kill. However, the dark generators create
    the lieutenants, so take out the dark generators first (only
    600 or so hps each)
    14   Single Player Walkthru
    14.1.1    Arhok (A1 R1)
    You start as a farmer, when you got summoned to defend the
    town. (Quest 11.1.1)
    Go around to the side of your house against the cliff and
    you'll see the door to basement. Open the door, then enter
    the basement to get your existing equipment. Check the armor
    stand and weapon stand and bookshelf and more. Grab Arhok's
    Leather, the special body armor (treasure set
    When ready, exit the basement, then follow the path north
    and head into the middle of town to talk to the mayor,
    Hardison Dhon. He's standing in front of mages guild. He'll
    give you your first quest. (Quest 11.1.1) to take out the
    attackers that destroyed the caravan.
    Explore the town to locate the other quest. The old hunter
    Kron will tell you to kill the bear (Quest 11.1.2). He's in
    the house between the mage guild and west gate.
    How out the north gate when you're ready.
    14.1.2    Snowy Canyon (A1 R2)
    Go through the north gate and get started in the canyons.
    You'll find mainly critters to kill. Follow the only path
    and take it slow. You're still a bit weak. Try different
    combat spells and bows and weapons and see which one you
    You'll come to a bridge. Cross it and you'll find Jondar
    (9.1). Recruit him for a bit of assistance. He's a fair
    nature mage at this point. Have him use zap to help you
    fight and healing hands so you use less potions.
    To find the bear "Yellow Eye" that Kron wanted... He's right
    below you at the bridge. To get to him, head north from the
    bridge (the path goes east), go down, and you'll find the
    bear. Kill the bear, then resume course east. (11.1.2
    complete). Follow the path, which will take you to the
    14.1.3    Storage Cave (A1 R4)
    You'll get to cold storage cave. There's a sign outside that
    says "Cold Storage".
    Continue into the cave, kill critters, mainly yetis and
    frost golems. You'll find the easy boss at the end, the ice
    giant. Kill the ice giant boss and first quest is done
    (11.1.1 complete), and take the displacer back into town.
    14.1.4    Back to Ahrok (A1 R1)
    Talk to the mayor to claim the reward: Helm of Khar, Orb of
    Fire spell, Backpack with 7 health potions, 3 mana potions,
    and 5 resurrect scrolls (11.1.1 reward)
    The mayor is not happy. While he's pleased that the
    creatures that attacked the convoy are gone, Staff of Stars
    is too dangerous in the wrong hands! You must go out and
    search for it. (Quest 11.1.4)  This time, go through the
    west gate.
    Go up the towers, locate Reynard, and talk to Reynard. He
    has a quest for you... deliver his bow to Lyssa. (11.1.3)
    Go back to Kron to get your 90 gold reward. (11.1.2 reward)
    Refit your character(s), then head out through west gate.
    14.1.5    Frozen Lake (A1 R3)
    Exit through the west gate. You can go either left (south)
    or right (north). It doesn't matter, since you'll end up on
    the same path. I'd go south just to kill more monsters.
    The southern path takes you down a slope and basically keep
    killing frostnids and ice flies until you make it to the
    house next to a dead displacer. Go up the slopes, and you
    end up where you started: the west gate.
    Go across the long bridge, follow the path, and kill more
    Eventually you'll run into Lyssa (9.2) just outside the cave
    entrance into Halls of the Lost. An emerald spider will come
    out. Kill it. Talk to Lyssa to finish the quest (11.1.3
    complete) Give the bow to her as you probably can't use it
    yet. Recruit her if you wish. You can use the firepower.
    When ready, enter the cave...
    14.1.6    Caves of the Lost (A1 R5)
    The cave is full of little spiders, medium spiders, emerald
    spiders, and later, mucosas and such nasties. Some spit,
    while others are just melee.
    Keep going down the tunnels and explore every branch. You'll
    start encountering some skeletons along with mucosas and
    later, vile / twisted mucosas (with 2 heads). Just keep
    going. Soon, you'll find real walls as you walk into a
    corridor... You're almost at the Halls of the Lost...
    14.1.7    Halls of the Lost (A1 R6)
    Continue deep into the dungeon known as "Halls of the Lost".
    You'll start running into spiders, and Mucosas and such.
    Keep going deeper and deeper into the place. Explore every
    room. It's not that hard to find your way through. You'll
    find notes about horrible Utrean experiments on "criminals"
    and lesser creatures, and those experiments have come back
    to haunt them...
    NOTE: There's a room with two levers on the wall, which
    opens a secret room that gives you Illicor's Ring (
    You'll eventually run into the Lost Queen, who keeps
    taunting you.
    The Lost Queen has two parts: head, and tail. If you kill
    the head, the tail dies with it. However, the tail
    periodically hatches 2 nasty spiders or mucosas. You have to
    decide what to do, as it will take you a while to kill
    either part. Go for the quick kill by sending everybody at
    the head, or take out the tail and the hatchlings first,
    heal up, THEN go after the head.
    You'll find Ahrok's Bow here in a special chest. (see  Open all the other chests for more goodies.
    NOTE: the Staff of Stars cannot be found until the very end,
    and thus you should NOT worry about it.
    Keep going past her, and you'll find the 2 displacers. Take
    the one going back to Arhok and report to the mayor.
    14.1.8    Back to Arhok (A1 R1)
    The mayor is pleased that you've defeated the evil here, but
    he's concerned about the bad guy with Staff of Stars. He
    orders you to use the other displacer and head to the
    After outfitting your party, head back to displacer, use it,
    use the other displacer, and you're in the next chapter...
    14.1.9    The Way Station (A2 R0)
    You're in the way station under the main island. Fight your
    way through a couple giant rats to the surface...
    14.2.1    Island Beach (A2 R0)
    You're at the beach. Continue straight ahead to find Najj,
    the half-giant (9.3). He wishes to join his kinfolks (Quest
    11.2.1) and is willing to join your party.  Recruit him if
    you wish.  Continue down the path. There are just some
    critters in your way, nothing too serious. Najj makes a good
    tank for additional melee power.
    14.2.2    Tidal Caves(A2 R1)
    Follow the only path available. You'll go through a bit of a
    jungle and little bit of a beach and a cave or two...
    Watch for a cave entrance off to the side. Watch out for
    cave that contains Ahrok's Shield (see, along with
    a miniboss inside.
    14.2.3    Seacave Tunnel (A2 R2)
    You''ll have to make your way through one of the caves,
    which is actually a tunnel. Fight a few more critters here
    and there. Get through to another jungle.
    14.2.4    Tidal Caves (A2 R4a)
    You'll continue to a long tunnel. Stop at the final exit, as
    you'll get a cutscene. You get to see the Shadowjumper...
    Enjoy the cutscene, and get ready to fight the Zaurask as
    you come out the cave.  Zaurask can be tough, so you may
    want to save here before charging out.
    When ready, go out and kill the Zuarask. Retreat and heal
    inside the cave if you must.
    14.2.5    Bluffs (A2 R3)
    Go through another cave and explore a bit more of the hills.
    Zaurask are pretty tough, so don't be surprised if you lose
    one or two party members here. That's that those
    resurrection scrolls are for.
    Head to your left and explore. You'll find the cave with
    Zaurask flags in front. Do NOT enter the cave yet.
    Explore to your left, fight your way to the beach, and
    you'll run into Ilorn on the beach. He has a quest for
    you... Find his amulet (11.2.2) to trade with him.
    Return to the cave entrance. This time, turn RIGHT, go up
    slope, then down to the beach. His amulet is on the slinger
    boss. Kill the boss to get it. Once you get that, go back
    and trade with Ilorn. (11.2.2 complete)
    When ready, head through the tunnel.
    14.2.6    Seacave / Tunnel (A2 R4b)
    Fight more critters and you'll emerge into the hills.
    14.2.7    The Hills (A2 R5)
    Fight your way through the hills. When you see a short
    "plaza" with a statue floating in mid-air above a base
    you're very close to Illicor, the Wizard City. Go across the
    bridge and you're there.
    14.2.8    Illicor (A2 R6)
    You come to the central plaza with Elder Quayhdar,
    accompanied by packmule and traag dealers. However, they
    won't sell anything until you clear Illicor of Zaurask.
    Illicor is composed of a series of small islands. Just move
    to each one and kill Zuarask until you've been to all of
    them. The paths are lighted so you know whether you've been
    here before or not.
    On one of the islands you'll find Nardulo (9.4). He lusts
    for revenge against the Zaurask. Feel free to hire him as
    your combat mage for now, but Konus not too far later is
    better. Still, you could use the help now...
    Once you cleaned up the city, Elder Quayhdar is pleased. Go
    back to talk to him, and he will tell you to go find Therg
    the Historian through the Dark Jungle. (11.2.3 complete).
    Run around the city a bit to locate the two merchants, then
    exit into the Dark Jungle to continue your journey.
    14.2.9    Dark Jungle (A3 R1)
    Follow the only path north, then west.
    As the path turns south onto a set of stairs, keep going
    west instead. You'll find a path to the north, and a small
    cave entrance to a "hidden" area. Inside this area you'll
    find a special chest containing "Illicor's amulet". (see
    Come back out and go up those stairs. You'll make your way
    to the dig site.
    14.2.10   Dig Site (A3 R2)
    Keep fighting Hassat and various critters until you break
    through. You find lots of shrines and what not as you go
    down the path.
    You'll see a set of stairs heading up, and up. That's the
    telescope. It's more of a sidetrip, nothing really important
    up there. But feel free to kill more Hassat and critters.
    Continue to the dig site as you locate even more shrines.
    14.2.11   Entrance to Underground City  (A3 R3)
    You'll get into the dig site where Therg's students are
    finding more stuff.
    You'll run into Ezmera, one of the apprentices of Therg. She
    said Algher Mhankur and Jhermaya went off to locate Stone of
    Lhoac, a powerful artifact. If you can find Mhankur you may
    know more. (11.2.4)
    You can also do a bit of trading here. When ready, head into
    the underground city.
    14.2.12   Underground City (A3 R3a)
    Get into the ruins and kill some Hassat. You'll find
    professor Tharg at the level with elevator going down into
    the "lower levels".
    Talk with the professor. He'll tell you that he's looking
    for the Stone of Lhaoc, which will help defeat Shadowjumper.
    (11.2.5) Don't bother looking for the stone, as it's WAY in
    the future (Chapter 4). His assistant, Algher, is down there
    somewhere. So go find Algher for more answers, he said.
    Summon the lift, and let's head down there...
    14.2.13   Underground City (A3 R3b) lower levels.
    Once you get down there, you're in Hassat territory. Fight
    your way through Hassat (a couple Hassat commanders as
    minibosses), scorpions, and such.
    You'll find Ahrok's Long Sword (see in the
    meditation room in the lower level. The meditation room has
    blue light, very unique.
    You'll find Algher, but he's on the other side of the rocks,
    and he'll get beaten up by the Hassat. You'll have to go all
    the way AROUND to get to him.
    So follow the path and eventually you will find Algher
    Mhankur (9.6). Feel free to recruit him as well.
    NOTE: some people have reported that Algher does NOT get up
    when you get there. Some have tried to resurrect him, which
    works. Other people simply do NOT have such luck at all. You
    may need to reload an earlier saved game if that happens.
    Continue make your way through the underground city.
    Shadowjumper will taunt you and his minions will be near the
    end of the city to give you a hard time.
    Eventually, you find the stairs up, and you're out...
    14.2.14   Trader Camp (A4 R1)
    Continue up the path and you'll run into the Half-Giant
    trader camp. You've found Najj's people! (11.2.1 complete)
    when you talk to Kirr
    Kirr tells you that Cicatrix, the undead Centaur, and its
    minions, the Dark Acolytes, are causing trouble nearby, and
    can you PLEASE destroy the Dark Acolytes for them. (11.2.6)
    One of the two human twin sisters, Mheagan (9.7), is willing
    to join your party as an archer. Your party should be full
    now, so you'll need to consider who to let go.
    Trade your stuff and prepare your team. When ready, head
    through the swamp.
    The swamp is full of mantraps, barkrunners, and
    fleshrenders, plus some nasty fishies in the water. The
    baddies aren't that tough though. Just do them slow, one at
    a time.
    Make your way through the swamp onto solid land on the other
    side, and you're going up Death Mountain...
    14.2.15   Mountain of the Dead (A4 R2)
    Continue to follow the path, kill zombies and such. You'll
    start to run into more fleshrenders, death knights and
    skeletons. Even a few spirits will be popping up among the
    Continue and you'll find Kraal Yellowtalon (9.5) fighting a
    couple Hassats. Help him kill the hostiles, then recruit him
    if you wish.
    Make your way up the mountain slowly. Eventually you'll get
    to a huge skull near the top. That's the entrance to
    Cicatrix's lair... Defeat his door guardians (2 death
    knights), and gain entrance to his lair...
    14.2.16    Death Mountain Interior (A4 R3)
    As you head down the stairs, you'll find Konus (9.8), who
    implores you to defeat Cicatrix. (11.2.7) He also wishes to
    join you.
    Konus is a pretty good Combat Mage, so feel free to let
    Nardulo go and get Konus in there. Grab all of Nardulo's
    stuff first, of course.
    14.2.17   Dungeons of the Dead
    You have to go through a series of "dungeons", most of which
    are infested with the undead. Keep going, and going, and
    going... Then you get to the lava lakes...
    14.2.18   Cicatrix's Lair (A4 R4)
    The lair itself is basically volcanic rocks and lava pools
    all over the place, some of those flying specks of light,
    and even more death knights and zombies and corpses and
    Follow the only path available, and you'll come to a "plaza"
    where Cicatrix will make his "final stand". He has several
    death knights, and he can summon more skeletons. Have your
    party cast those orb spells and be ready to charge.
    I recommend going after Cicatrix first, to avoid being
    overwhelmed by the skeletons. He drops quite a few goodies,
    and those boxes all around the plaza have a lot of goodies
    You will also find Kajj's Breastplate here (see
    When ready, explore the rest of the plaza, then head o the
    opposite side, which has a small stairs up, then follow the
    You'll find a displacer. Use it to go back to the trading
    camp to unload the loot. Go back and continue up the path.
    Fight your way past some drakes, and you'll be out in fresh
    air in no time...
    14.2.19   Mountain of the Dead 2
    You get to play outside a little bit, then you get to go
    underground again.
    Near the exit Death Mountain you should see one of those
    special chests, containing Illicor's beaded Hauberk (see
    You're almost at Jherkal's Crown, the ruined city. Follow
    the path and explore the ruins. You'll find Nirr, an old
    Utrean. He had a big fight with his son Jaff, and Jaff left
    to plead peace with Nossirom, the Zaurask king (boy, is that
    dumb...). Nirr wants you to deliver a letter to Jaff to say
    they should reconcile. Jaff is all the way at Xulphae's
    Cove. (11.3.2)
    Keep going and you'll be almost at Jherkal's Crown...
    14.3.1    Jherkal's Crown / Ruined City
    You arrived at Jherkal's Crown... You run into the Guardian,
    who was just defeated by the Shadowjumper. Shadowjumper will
    use the displacers to charge his Staff of Stars, and use
    that to destroy the Utreans and the world! The Guardian
    wishes you to clear the Zuarask around the displacers, then
    he died. (11.3.1)
    Clear the Zurausk from the various ruined temples and ruined
    city as much as you can. Follow the path and defeat the
    various critters including giant stingers, cobble man,
    skitterskagg, and lots of different Zaurask.
    On one of the side temples you'll find Illicor's Staff (see
    Continue down the path. If you see a body of water, explore
    it. You should find "Solov's Ward" ( in a special
    chest. You'll have to fight some nasty spiders, but by now
    they should not be that hard for you.
    Eventually you'll come to find Jhermaya (9.9), another one
    of Therg's apprentices. She's at the entrance to the
    underground city.
    By this time Jondar proves to be a very disappointing nature
    mage, so you should probably strip Jondar and disband him,
    and have Jhermaya to join your party.
    Continue into the underground part of Jherkal's Crown
    14.3.2    Underground City
    Clear out the sunken city. If you keep to your left, you'll
    come to Zaurask Trainer's Area, It's now a prison. Go
    14.3.3    Underground Prison
    The lift goes down to a "pit" of a couple rooms with Zuarask
    and other stuff to kill. Clear it out. In one of the "jails"
    you will find a dead body. You can use resurrect / revive on
    him, and talk to him. He's the last of the fallen warriors
    trying to protect the displacer from the Zuarask horde.
    You'll find Solov's spellbook ( in one of the other
    Come back up, then explore the rest of the rooms.
    14.3.4    Underground City Continued
    Clear out each and every room.
    Eventually, you'll get the to displacer room. A "dark
    generator" has been patched into the displacer. Kill all the
    Zuarask in the room (there's quite a few), then attack the
    dark generator itself. It'll short out after a couple
    strikes, then the displacer will be usable. As you can see
    from the sign, it goes to Demlock's Cut, and that is where
    you must go...
    14.3.5    Demlock's Cut (A6 R1)
    After the displacer ride, you're now in Demlock's Cut...
    green lush terrain, filled with killer Hassat and cute-
    looking but deadly Skitterklaws and Skitterlings. Follow the
    only path available and clear out Hassat as you go.
    You'll start running into Rune Fiends (wear cow's skull
    mask). Kill them and those "witches" that summon them.
    Keep going until you get to the long bridge and Bran Torath.
    He will tell you that his son is beyond the bridge, please
    "save" him (by clearing most of the enemy around). If you
    can kill the Runemaster and his minions, and you'll get his
    Scythe of Angk, which is a staff that can bring down a
    lightning strike for additional damage (11.3.3).  Then you
    can trade with his son.
    Just to right of Bran Torath is the waterfall. Cross the
    bridge and turn right, and you can walk BEHIND the
    waterfall. Under the waterfall is a special barrell
    containing Solov's Bow (
    Continue through the bridge, and kill Rune Fiends and
    witches as you go. You'll soon get a cutscene about this
    extra-large rune fiend with the scythe... Just fight them
    normally with your mages doing support. You'll take them
    down and see another bridge up ahead.
    Continue past the bridge, and you'll find the other Torath,
    who'll be happy to trade with you. If he is still not
    willing to trade, you may have missed a few rune fiends. Go
    back and search for them.
    Also note the displacer nearby. You're expected to make a
    return trip here to clear out your inventory before
    continuing your mission.
    Just keep fighting your way on the path, and you'll get to
    Demlock's Ravine.
    14.3.6    Demlock's Ravine (A6 R3)
    When you find a path that goes south, one heads up a small
    hill and deadends, while the other goes to a bridge that
    goes east, there's a hidden area beyond it (go south, then
    west). You'll find Kajj's Helm ( there.
    Continue down the path, fight some more rune fiends, climb
    the stairs, down the ramp, and you'll see Therg at the
    entrance to Tower of Kmethket. He wishes you to clear the
    place of the dopplegangers (who copies the first party
    member they see). (11.3.4)
    When ready, head down into the sunken city.
    14.3.7    Tower of Kmethkhet  (A6 R5) (also towers and
    Head down into the dungeon, and fight your way through the
    dopplegangers and spitters and those lightning bugs and
    You'll find Illicor's spellbook ( in one of the
    rooms you come across in one of those special chests.
    Eventually, you'll come to a room with a displacer, 1
    doppleganger boss, and 4 other dopplegangers. It'll be tough
    so cast all your orb spells now. Then get in there and start
    bashing. Consider letting your weakest guy open the door and
    get cloned, then send in the rest of your team.
    When the room's cleared out, take the displacer back to
    Torath for better equipment. Then displace back to resume
    the journey into the caves.
    Continue out a bit and you'll see the exit... And you'll be
    in Xot's Pass
    14.4.1    Xot's Pass (A7 R1)
    As you come out, explore the beach a little bit, kill more
    Hassat before following the path. Also note there's a small
    path leading up to a plaza that has more Hassat, one of them
    has the Stone of Lhoac. Kill them all to reclaim the stone.
    (11.2.5 complete).
    Continue down the path and you'll run into some more rune
    fiends. Kill them. You'll come to a ruined tower where
    you'll find Uelda. She'll ask you to rescue her husband
    Umberteen from the Droc (11.4.3).
    Continue down the path and kill more Droc, and you'll be in
    Xot's Badlands.
    14.4.2    Xot's Badlands (A7 R2)
    Xot's badlands have a path, but also a lot of territory
    that's NOT covered by the path. There are quite a few side
    When you see the river, explore its banks carefully. You'll
    find Demlock's Amulet ( in a chest next to the
    river, where you see lots of scorpions.
    Continue down the path and around, kill more scorpions, then
    it's mostly Droc, and lots of them.
    Explore the side caves, as it gives you more kills. However,
    always return to the main path for a clean sweep.
    You'll come to a big lake, inside is a giant krakbone and
    several lesser krakbones. Kill those first, THEN worry about
    the Droc on land. The giant krakbone drops a unique scepter
    that's pretty good.
    Continue head east along the path and you'll see a cave to
    your left. Inside is another small lake, and Umberteen on
    the little island. Kill all the Droc around him, then
    destroy the cage to free him. (11.4.3 continued).
    Umberteen was grateful and gives you his spellbook as a
    reward (Req INT 12, +2 STR +2 DEX). He asks you to get to
    his brother Ghage in Xulphae's Cove and give him the good
    news that they're fine. (11.4.3 continued).
    Continue down the path and kill more Drocs. Then you go
    through this "mountain pass". When you see Zaurask, you're
    in Cliff City, i.e. Xulphae's Cove.
    14.4.3    Cliff City
    Climb up the stairs, clear out the Zaurask and scorpions and
    such in your way. Go between the two poles into the city
    itself. However, before you get into the city, go up the
    ramp at the entrance, and follow the sign to the "bridge
    out" to locate Kajj's Klaw ( to complete your Kajj
    Cliff City only has two rooms: if you are facing the
    "entrance", to right is Ghage, the person you need to find.
    To left is Ohna, the merchant.
    Talk to Ghage first. That'll finish the quest from
    Umberteen. (11.4.3 complete). Ghage then implore you to find
    a way to stop Nossirom, the Zaurask king. (11.4.4) You can
    then visit Ohna to stock up on the stuff.
    Remember that letter you got to be delivered to Jaff? Jaff
    has left with the delegation to see if they can deal with
    Nossirom. You have to go find them too.
    When you're done with your preparations, head up the ramp
    inside Ohna's room, continue down the path a bit (kill more
    Zaurask) and you'll run into Eradi next to a tower. She asks
    you to eradicate the Zaurask from the healing well. (11.4.1)
    Follow the path, kill Zaurask, and more Zaurask... That will
    take you eventually to the caves
    14.4.4    Caves
    In the caves, you get skicks and Zaurask after you. As long
    as they don't mob you should be fine. Go across lots of
    bridges and take out lots of Skicks and such.
    Eventually you'll get to the healing well. It's a sickly
    purple color. Just kill all the Zuarask in the area should
    clean it up. You'll be blessed for about 300 seconds.
    Search near the pool and you'll find the first piece of
    Clockwork posture: the clockwork boots. It's under a temple
    roof. (
    Fight your way through the caves and you'll reach the
    exterior of the stronghold, known as the Ramparts.
    14.4.5    Ramparts
    Climb up a long set of stairs, and fight a few bees... And
    you're at the Ramparts. However, the bridge is down. Fight
    your way through the canyon and you'll find a way around the
    Once you got to lower level, you see enemies beyond the
    wall, but you can't get to them. Instead, look for a cave
    entrance, where you find the negotiating team from Xulphae's
    Cove... all dead except Jaff. Talk to him to finish the
    quest (11.3.2). He begs you to kill Nossirom (11.4.4
    Go through the prison cave, fight lots of rock man and such.
    You'll also fight a Fury. Just keep going. Lots of stuff to
    Eventually you'll reach a door, which will take you into the
    14.4.6    Stronghold
    Keep exploring the dark dungeons and clearing it room by
    Eventually you will get into a room with BLUE lights (all
    other rooms have yellow lights) and has a huge double-door
    on the far wall. Beyond are Nossirom and his minions (lots
    of Zaurask fighters). Have your orbs cast first, then get in
    there and give them hell. Kill Nossirom. (11.4.4 Complete).
    After killing Nossirom, get back into the "castle" and keep
    exploring in the direction you haven't been before. You'll
    find a large room with a sign in the corner that points to
    the trading post by the Goblin Trader Neener. Trade there.
    He also wishes you to clear the 4 Crystal Guardians from the
    caves ahead if you get into the badlands...(11.4.5).
    After you restock, come out to the room with the sign and
    head to the door on the far side. Go through and destroy the
    dark generator(s). Keep going and destroy more dark
    generators to left and right. Then head through that
    depression in the middle of the room into the caves.
    14.4.7    Caves
    Continue down the path, and you'll run into the 4 "boss"
    crystals one at a time. Kill them and any one stand in your
    way. Eventually you'll kill all 4. (Q??? complete). On the
    way, you'll find Zaurask and Gobbots. The Gobbots are
    wielding new weaponry such as napalm gun and mini-grenade
    launcher and such. .
    If you can't see where to go, look for torches or flags
    nearby. That will lead you to a path.
    You'll make it to a displacer guarded by Zuarask and Shadow
    Minions. Next to the displacer is a chest containing
    clockwork staff ( for the archer. Clear the area of
    all nasties. Grab all the treasures you want.
    Take the displacer and you'll hit the next chapter...
    14.5.1    Clock Wastelands
    You emerge at "Great Clock" region, center of the island.
    You found Ghage there again (huh?) He finally confesses that
    in addition of being the Utrean historian, he's also the
    guardian. You must destroy Shadowjumper and reclaim Staff of
    Continue down the path and kill the baddies as you go. This
    region is mainly Gobbots, Mutated Goblin Guards, Goblin
    Blackguards, and more. This part is still "outdoor". Random
    lightning, and a couple "gates" that light up as you go
    past... and lots of boxes and such to whack.
    Keep moving as you need to make your way to the top section.
    Find the ramp going up, go across some bridges, and you'll
    see a cave that leads into the goblin's lair.
    14.5.2    Tunnels
    Goblin's lair has the usual goblins, gobbots (all sorts of
    new weaponry though), and automatons (blade and mech types).
    If you explore a little to your "right" as you enter the
    tunnels, you'll find a set of doors that cannot be opened.
    That's the "secret area". Come back after you defeat the
    Shadowjumper and you'll get some special items here. It's
    kinda cute.
    You'll find an automat for a big of trading as you go.
    You'll also find the clockwork bow near the end as well.
    Some of the paths here are like a maze, but just be patient
    and try to track where you need to go backwards until you
    can get there.
    You should be able to find Clockwork Crossbow here, which is
    a very good bow (about 1200+ damage).
    Once you've gone ALL the way into the lair (and some parts
    are pretty confusing) you'll reach an elevator guarded by 2
    Clock Tower Automatons. Destroy the guards and take the
    elevator to get into the Great Clock itself.
    14.5.3    Halls of The Great Clock
    Once you're in, you need to defeat the four elements
    itself... Air, Fire, Water, and Earth. In between, you need
    to take out some shadow minions (archer and slasher). Though
    each platform has two chests full of various potions. Grab
    them all, as you will need them.
     The elementals are not that tough, and each room yields
    some nice treasures.  There are spellbooks, rings and
    amulets, armor, weapons, and so on. Distribute them as you
    see fit.
    When ready, head down the stairs to the final showdown...
    14.5.4    The Great Clock
    The Shadowjumper lieutenants have like 1100 hp's each, and
    they are generated by the dark generators as long as
    Shadowjumper is alive. Destroy the dark generators first
    (three (?) of them), then most of you hit Shadowjumper while
    a few deal with the lieutenants.
    Shadowjumper himself has like 3300 hps, so it'll take a
    while to whittle him down. Have a LOT of heal and potions
    standing by. You should have a good collection going around
    the 4 elementals room.
    Once you defeat Shadowjumper, you get to watch a cool in-
    game cutscene. Grab the staff stars, and you get a story
    voiceover... then you get to continue playing, or import the
    save into MP.
    If you continue playing, the remaining door that was locked
    is now open, and you can continue to the final displacer,
    which will take you to a displacer just outside Arhok's west
    Or you can backtrack and try to locate that secret "disco",
    or any treasures and areas you did not previously explore.
    15   Miscellaneous
    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.
    You can issue the "guard" order, which means you just follow
    the other character around and protect him/her depending on
    the current weapon/spell selection. That cuts down on the
    If you are playing solo, things can get interesting, as
    being mobbed can be a serious problem, esp. if you're
    playing on tougher difficulty levels.
    The enemies are "scaled" to the size of your party, 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.
    In some maps and siegelets, you can hire AI players to
    follow you around.
    In LOA, many of the special "treasure sets" such as
    armor/shield/weapon/bow sets are found ONLY in multiplayer.
    DirectPlay, the DirectX connection protocol, doesn't support
    NAT unless you do port forwarding. Try DXPort from
    Puffinsoft.com to help you with that. Please note that you
    also need a router that supports port forwarding properly.
    See Puffinsoft.com for details.
    I don't use a router so please do NOT ask me on how to set
    one up.
    The game itself has three difficulty levels: easy, normal,
    and hard.
    The map itself may offer multiple challenge levels, like
    normal, veteran, and elite. In general, veteran is for level
    50 and up, and elite is for level 100 and up. The enemies
    are scaled up accordingly, but they're also more likely to
    drop better items. The merchants will also offer better
    items as well.
    Beware that not all merchants offer the same variety of
    items. Some merchants have a larger selection, esp. the
    merchants in a town. Other merchants would have worse
    selection, esp. the ones between towns.
    Should these difficulty levels be insufficient, you can
    download and install mods that add even more challenge
    There are command-line parameters for Dungeon Siege that
    makes the game behave differently. There obviously are more,
    but I'm not going to list them all. Try reading the README
    file for more information.
    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
    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
    15.4.1    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
    15.4.2    Windows Mode
    If you want to run Dungeon Siege in a window (sharing the
    desktop with other programs), use this parameter
    15.4.3    Skip the Intro Movies
    If you want to skip the Microsoft and Gas-Powered Games
    intro movies, add this parameter
    15.5  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.
    +version         Displays game version.
    +drdeath         All stats go to 150.
    +shootall        Make it even easier, no more bothersome
    +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 for those "beauty shots")
    +movie           Record a movie.  (Warning: HUGE file sizes,
    as it saves BMPs!
    +faertehbadgar   gives you full set of Badger items. FAER
    TEH BADGAR!!1!
    (NOTE: This may not work in LOA)
    +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
    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, as well as
    links to other fan sites.
    There are also websites that explain the process of
    scripting the dungeon such as ScriptFu and more.
    --THE END--

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