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Submitted by System on 09/03/2006, 09:50. Print file.
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tremendously high STR requirements.

Some of the special cloaks, garments, and so on may have high INT requirements instead.

Consider giving your mages some STR enhancing jewelry and items so they can wear better armor. If you can get them up to STR of 12 or so, they can wear thin chainmail, which has protection of around 100. Some better chainmail, at STR 16 or so, have protection up to 200.


6.4.3     Gloves/Gauntlets

Gloves and gauntlets protect the hands. Most have high STR requirements. Still, that's not a lot of protection. You mainly wear them for the modifiers.


6.4.4     Shields

Shields are only used with one-handed weapons. In general, the larger the shield, the more attack it blocks. So the best would be "large kite shield", blocking 35% of melee and ranged attacks. Of course, you also need to be at least strength 38 to wield one.

The next best down is heater shield (20%/10% blockage), then painted shield.


6.4.5     Footgear

Footgears are your basic boots, greaves, and such that protect the feet. Usually they have STR requirements, esp. the heavier ones.

Best ones are those with modifiers, as they don't add that much protection overall.


6.5   JEWELRY


6.5.1     Amulets

Amulets are worn around the neck. Each character can wear only one. So pick the right one. They usually provide only one bonus.


6.5.2     Rings

The character can wear up to four different rings. The effects are cumulative with any other items the character may be wearing. Some special rings may be rare or unique, providing multiple bonus modifiers.


6.6   SPELLBOOKS

A character is allowed to OWN more than one spellbook, but can only be equipped with one spellbook at a time.

To add spells to the spellbook, drag the spells from your inventory list onto the spellbook's slots. Remember, only two spells can be active at the same time.

Consider giving spellbooks to non-spellcasters. They can help you store the extra spells for sale later.

More expensive spellbooks can have bonuses, like blocking magic damage, increase dexterity, and so on. You can still buy them, but you can't equip them.


6.7   NOTES ON ITEMS

Only "equipped" items (i.e. those IN the slots on the "paper doll" screen) apply their bonus to the character. Items in inventory do NOT apply their bonus to the character.

A shield's bonus modifiers STILL applies (from what I heard) even if you are using a two-handed weapon, as long as the shield is still "equipped".


6.8   TIPS ON ORGANIZATION

Give each character a set of armor and weapons and such that they will "soon" be able to use. For example, if the character's STR is 24, give him/her some stuff that requires
STR 25 or 26. That way, the character can upgrade as soon as their attributes improve.

Any stuff that you can't use in the near future (i.e. stuff that requires too much STR or DEX or INT) should be dumped on the packmule to be sold for lots of gold. Revise the packmule inventory as your character grows.

Any stuff that is WORSE than what you can use should probably be transmuted into gold (if possible) and you're running out of room to carry them all.

When you get to a shop, sell the stuff you have on the mule, the spare spellbooks (with the extra spells). Then buy stuff for your characters so you maintain a full set of things you can use (if possible). Pass down the items from one character to next to make sure everybody has the best items available.



7    SP Campaign Recruitable Characters

Here is a list of all the recruitable characters in the single player campaign:


7.1   ULORA

Where: Ulora is hiding near the end of the Crypt of the
Sacred Blood.  She'll join for free for rescuing her from the Crypt.

Stats: STR 10, DEX 10, INT 10, Melee 1, Ranged 1, Nature 1,
Combat 0.

What to do: She is a bit weak melee-wise, so you may want to push her toward archer or nature mage (or both), though she can work as a melee if you train her up a bit. Still, it's better to have a complementary team member.


7.2   GYORN

Where: Gyorn, your first objective, is near the entrance to the town of Stonebridge. Go in, look a little to the right, and there he is. He's also free.

Stats: STR 11, DEX 10, INT 10, Melee 2, Ranged 0, Nature 0,
Combat 0.

What to do: He is already a melee fighter, so keep him that way. You can also train up a bit on ranged fighting.


7.3   RUSK

Where: Rusk is on the second floor of the inn at
Stonebridge.  He is sleeping in a bed, and once you get near him, he falls off and staggers to stand up. Rusk needs some gold to pay off his drinking debt.

Stats: STR 11, DEX 10, INT 10, Melee 3, Ranged 0, Nature 0,
Combat 0.

What to do: Rusk is a melee fighter, so keep him that way, if you hire him.


7.4   NAIDI

Where: Naidi the archer was recuperating at the temple in
Stonebridge.  She, unfortunately, has a healing bill she needs to pay.  She is a bit expensive, so unless you've dumped a lot of loot at the shop, you may not be able to afford her.

Stats: STR 10, DEX 11, INT 10, Melee 0, Ranged 3, Nature 0,
Combat 0.

What to do: She's already an archer, so keep her that way.


7.5   ZED

Where: Zed is near the exit to the next level in
Stonebridge. He said he needs some excitement, so why does he ask for a ton of gold?

Stats: STR 10, DEX 10, INT 12, Melee 0, Ranged 0, Nature 3,
Combat 0.

What to do: He's a Nature Mage, so if you've made Ulora nature mage already, you may not need Zed.


7.6   GLOERN

Where: Gloern is at the entrance to the Glitterdelve Mines, fighting all the Krug raiders. Help him, then talk to him, and he'll join your party for free.

Stats: STR 13, DEX 11, INT 10, Melee 5, Ranged 0, Nature 0,
Combat 0.

What to do: He's a decent fighter, so keep him that way.


7.7   KRODUK

Where: Kroduk is in Glacern, on the second level of the inn, near the Overseer.

Stats: STR 15, DEX 12, INT 10, Melee 8, Ranged 0, Nature 0,
Combat 0.

What to do: He likes to smash, bash, and crash things.
Therefore, he makes a good fighter, right?  Consider replacing your worst fighter with him.


7.8   LORUN

Where: Lorun is next to Kroduk in the Inn at Glacern, second floor.

Stats: STR 11, DEX 11, INT 16, Melee 0, Ranged 0, Nature 0,
Combat 9.

What to do: He's already a combat mage, so keep him that way!


7.9   MERIK

Where: Merik, the objective of one of your quests, can be recruited as well, and he's a very good nature mage. You can't miss him near the exit of the level... Break the hold, and watch the cutscene... Then talk to him to recruit him.

Stats: STR 11, DEX 12, INT 21, Melee 0, Ranged 0, Nature 13,
Combat 4.

What to do: Merik is an excellent nature mage, with some good equipment as well. Use him!


7.10  PHAEDRIEL

Where: Phaedriel is just down the road from the Traveler's
Camp. She costs quite a bit to hire though...

Stats: STR 14, DEX 20, INT 12, Melee 0, Ranged 17, Nature 0,
Combat 0.

What to do: She's already an excellent archer, so give her some armor and your best bows and crossbows... Her strength means she can wear some decent armor as well.
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