DUNGEON SIEGE II FAQ/WALKTHROUGH
Copyright 2005 by Barry Scott "PapaGamer" Will
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 GAMEPLAY BASICS
[2.2] 10 Tips to Get You Started
[2.3] Strategy, Tactics and Quests, Oh My!
[2.4] Known Bugs (as of release version 2.0)
 CHAPTER WALKTHROUGH
[3.1] Chapter 1: The Siege of Greilyn Beach
[3.2] Chapter 2: Prisoner of War
[3.3] Chapter 3: The Morden Towers
[3.4] Chapter 4: The Plague
[3.5] Chapter 5: The Dryad Exile Colony
[3.6] Chapter 6: Leaving Greilyn Isle
[3.7] Chapter 7: Secret of the Azunite Desert
[3.8] Chapter 8: The Lost Azunite Artifact
[3.9] Chapter 9: Windstone Fortress
[3.10] Chapter 10: The Temple of Xeria
[3.11] Chapter 1: The Town of Aman'lu
[3.12] Chapter 2: Finala and the Broken Bridge
[3.13] Chapter 3: The Elen'lu Isles
[3.14] Chapter 4: The Royal Caravan
[3.15] Chapter 5: The Vai'kesh and the Aegis of Death
[3.16] Chapter 6: Princess Evangeline
[3.17] Chapter 7: The Siege of Snowbrook Haven
[3.18] Chapter 8: The Siege of Snowbrook Haven, Part III
[3.19] Chapter 1: Restore Kalrathia's Water
[3.20] Chapter 2: The Morden Chief
[3.21] Chapter 3: The Kalrathian Rebellion
[3.22] Chapter 4: The Mines of Kaderak
[3.23] Chapter 5: The Mines of Kaderak, Part II
[3.24] Chapter 6: The Agallan Trial
[3.25] Chapter 7: The Agallan Giants
[3.26] Chapter 8: Zaramoth's Horns
[3.27] Chapter 9: The Final Ascent
To jump to a specific topic, open the Edit menu and choose Find in this Page
(or just press Control-F) and enter the bracketed number, including the
brackets. For example, enter [5.7.2] as the search text to jump straight to
the Ranged Item Sets.
Dungeon Siege II, like its predecessor, is a basic dungeon crawl--or "action
RPG" in modern parlance. The game's focus is destroying hordes of enemies
while completing a variety of quests (tasks) that are given you. As you lay
waste the quivering mass of foes that press upon you, your character gains
experience, which you can translate into extra power in the form of higher
ability scores, new weapons and spells and additional skills.
As in the original, DS2 is a point-and-click game and you can pretty much run
the whole show with just your mouse. Combat is real-time, but you just choose
your attack (melee, ranged or spell) and right-click an enemy. AI-controlled
characters will attack an enemy until it is dead. To make the player-
controlled character attack an enemy until it is dead, hold down the right
DS2 has a richer, more varied story than DS1, which makes it easier to
motivate oneself to venture forth into the slaughtering fields. There are
more conversations to be had in towns, and many more optional secondary
quests. Also, DS2, while still quite linear, feels less confined as you can
(and will) jump back and forth between areas to complete quests. All this
makes DS2 a much better game than DS1 and will make it more accessible to
some of the hardcore RPG players that normally eschew dungeon crawls.
Q. How do I unlock the higher difficulty levels?
A. Complete the game at the lower difficulty levels. You must finish the
game at Mercenary level to play at Veteran level. You must finish the
game at Veteran level to play at Elite level.
Q. How do I add more than four characters to my party?
A. Four characters is the limit for Merc difficulty. At Veteran difficulty
you can add a fifth party member. At Elite difficulty, you can add a sixth
Q. I'm at the Elven Shrine (Act I, Chapter 4) and I can't get through the
door because I need a level 6 ranger!
A. That's just a sanctuary door. (See Handbook Lesson #37) There's a bit of
treasure behind that door, nothing more. The door to take deeper into the
Elven Shrine is to the right of that door.
Q. Where are the set items?
A. Set items are random drops based on your character level. While certain
treasure chests and foes have a higher probability of dropping a set item,
no two people will find the same item in the same place. You can even find
multiples of set items (and other unique items). The items drop according
to your character level, so if you get past the intended level without
completing a set, you'll probably never complete it.
The exception are the set items that are part of a specific quest. These
include the Secrets of the Forgotten (Lost Jewels of Soranith quest), the
Ghostly Visions (Spirits of Aranna quest) and Luun's Deathblades (Mark of
the Assassin quest). Also, the Nature's Vigilance set items are placed in
specific treasure chests in Act I. These are mentioned in the Chapter
Walkthrough and under the Nature's Vigilance set description.
Q. Where's the best place to XP/item farm?
A. There's no really good place to farm for XP as power leveling is kind of a
useless activity. The best place to item farm is anywhere in a town or
near a teleporter so you can reload and quickly return to try again.
Probably the best place to item farm is the Aman'lu Arena. Don't open the
treasure rooms until after you've completed all ten matches. Then save
your game before examining your filthy lucre. If you don't like what
you're given, reload and go open the treasure rooms again. You can often
get a lot of set items this way.
Of course, if you are really into item farming, you might as well just use
an item-drop mod. There are several at this Web site:
I used a couple of these mods in writing this Guide.
Q. Can I earn any bonus skill points?
A. Yes. The following quests earn one (1) bonus skill point:
* Act I, Chapter 5: The Dryad Exile Colony
* Act I, Chapter 8: The Lost Azunite Artifact
* Act III, Chapter 6: The Agallan Trial
* Act I, Secondary Quest #7: The Hak'u, Part II
* Act II, Secondary Quest #13: A Servant's Haunt
You receive two (2) bonus skill points for completing these quests:
* Act II, Secondary Quest #6: Arinth the Mad
* Act II, Secondary Quest #12: The Aman'lu Arena
Q. Who is ??? What is with this Mysterious Bucket/Token/Stone/Book?
A. See The Mysterious Mystery Quest (section 4.7)
Some terms used in this guide that are common in CRPG "lingo":
Aggro: Aggression--refers to the focus of a monster's ire
AoE: Area of Effect--spells or powers that affect more than one monster,
typically all within a radius of the target point
Buff: A magical enhancement to skills, powers, damage, ability scores, etc.
DPS: Damage per Second--the amount of damage a character can inflict per
second of fighting
Mob: Any hostile creature, from one to many (a mob of mobs!)
In addition to the game manual (which is available in PDF on CD1) and
tutorial stage (Act I, Chapter 1), DS2 has an in-game Handbook that is part
of your Journal. If you want to know all the ins-and-outs of playing DS2,
refer to those resources. This section is intended as a quick-start guide for
players who don't like lots of reading before playing.
Movement & Camera
* Left-click accessible ground to move.
* Scroll the mouse wheel to zoom the camera.
* Move the mouse to the edges of the screen, or hold the mouse wheel button
and move the mouse to rotate the camera.
Combat & Interaction
* Right-click an enemy to attack, hold the right mouse button down to
continue attacking until the enemy is dead.
* Left-click doors, gates, levers, etc. to open/activate them.
* Right-click containers to open/destroy them.
* Press 'Z' to collect all nearby loot on the ground
* Left-click friendly NPCs to talk to them (if they display the talk
* Right-click an ally to cast a beneficial spell on him/her/it.
* Press 'H' to drink health potions (all party members who are
in need, drink).
* Press 'M' to drink mana potions (all party members who are in need, drink).
* Press 'G' to set the party in Rampage mode.
* Press 'F' to set party in Mirror mode.
* There are two other party modes: Defend and Wait. By default they do not
have hotkeys, so you can assign whatever you wish.
* Drag a character's portrait to re-order the party.
* Double-click a character's portrait to open that character's
* Left-click a character's portrait to set that character as the active
* Press 'I' to open the active character's Inventory.
* Press 'B' to open the active character's Spell Book.
* Press 'P' to open the active character's Specialties (skills).
* Press 'V' to open all character Inventories.
* Press 'K' to autosort all Inventories.
* Drag an item from one character's Inventory to a character portrait to give
the item to another character.
* CTRL-left-click while shopping to automatically buy or sell an item.
* Right-click an item in Inventory to automatically equip it.
* Press SPACE to pause the game.
* Press ESC to open the game menu.
* Press J to open the Journal.
* Press and hold TAB to view the overhead map.
[2.2] 10 Tips to Get You Started
#1 Pause the game. Frequently.
Don't try to play this as an action/combat game, relying on the twitchiness
of your trigger finger to win the day. The combat in DS2 is very tactical,
and pausing regularly during combat will help you assess your characters'
positions, their health and mana status and the best available targets.
You should also pause every time you stop to manage inventory or add skill
points--especially if you are in hostile territory where a monster could
wander up and start beating on you while you're absorbed in whether or not
you should equip the Sword of Uberness or the Axe of Leetness.
#2 Don't be afraid to use potions. And carry plenty around with you.
Whether you choose to invest in Natural Bond and Survival so you can harvest
potions, or you just buy some from the friendly neighborhood potion pusher
whenever you're in town; always keep plenty of health and mana potions in
#3 Versatility is a good thing.
Monsters are resistant--or flat out invulnerable--to different types of
damage, especially as you get deeper into the game. You must have a variety
of damage types available to you. If you've got a party of two fighters and a
ranger and you run into a mob that's resistant to melee and ranged damage,
you're in trouble.
The best way to handle versatility is to have one of each class in your party:
fighter, ranger, combat mage and nature mage. Of the four, the combat mage is
inherently the most versatile as she can fling death, fire or lightning
damage as needed; and, she can curse enemies to make them weak to her favored
Add a shield tank or mythrilhorn pet to Provoke mobs away from the caster and
you've got all you really need. You can then add in ranged or
healing/buffing/summoning support as suits your playing style.
#4 Don't forget the Summon Teleporter spell.
Summon Teleporter is a level-0 nature magic spell. Level 0 means any
character can cast it to open a town portal for a quick rest and refit. The
standard teleporters are rather thick throughout Aranna, but it never hurts
to have a quick escape method at hand. Make sure every one of your characters
has a spell book with Summon Teleporter in it, even if they never cast any
other spell throughout the entire game.
Just remember that town portals do not last through a save/reload and are
#5 You've got to know when to walk away, know when to run.
Sometimes, when you're being overwhelmed, a "tactical retreat" is in order.
In other words: run away, run away! This is especially important if you have
casters. If they get surrounded by brutish thugs, they'll end up unconscious
pretty quickly. Since your mages are generally your highest-damage dealers,
any time mobs gang up on them, running to a clear area and regrouping your
party is a good idea.
#6 Backup your saves.
By default, your save games are stored in
My Documents\My Games\Dungeon Siege 2\Save\SinglePlayer
The game keeps your most recent save and the one save right before that. This
doesn’t allow a lot of leeway if you get stuck, hit a glitch, etc. Every time
you start a new chapter, ALT-TAB out of the game, ZIP up your character's
save game folder and archive it somewhere. If you hit a showstopper bug,
replace your current save folder with the most recent archived save folder.
#7 Assign hotkeys to Defend and Wait.
The game basically assumes the Rampage and Mirror party orders are good
enough. However, you may also want to use Defend and Wait. Defend causes all
non-active characters to attack whatever is attacking the active character.
Wait essentially puts the active character into solo mode--the non-active
characters will hold their ground while the active character explores.
There are some specific situations where these party orders come in handy,
but, by default, there is no way to issue the commands. You'll have to go in
and assign hotkeys to these two party orders yourself.
#8 The toughest enemy isn't always the biggest enemy.
When in combat, try to identify the mobs that are hurting you the most. It
might be the boss, or it might be the boss' minions. You can even get
seriously injured by green-level mobs if you are especially vulnerable to
In boss fights, it is generally advisable to draw minions away from the boss
and destroy them piecemeal before confronting the boss party-a-mano. You also
need to be aware of any mobs that are hanging back casting nasty spells or
summoning critters. Destroying a summoner also rids you of their summons,
which is a good thing.
Again, use the PAUSE key a lot to keep an eye on the ebb and flow of battle.
Figure out which mobs pose the gravest danger to your health and focus your
attacks on them.
#9 Use the map.
If, for some strange reason, this guide alone isn't helping you find your way,
keep an eye on your map. It is full of helpful icons:
* Green dots point out friendly NPCs
* Blue dots point out interactive items (buttons, levers, doors, etc.)
* Gold stars mark primary quest objectives
* White stars mark secondary quest objectives
* The compass map always shows a gold arrow pointing you in the direction you
need to go to complete your current primary quest task
You can zoom the maps (both small and large) using the slider under the
compass map. Use it to search for secret switches and get your bearings.
#10 Use your powers, Luke!
Don't try hording your powers for boss fights. Use them for fighting off
standard mobs as well. They recharge pretty quickly, and the larger boss
fights always have plenty of war pedestals scattered around for instant
recharging. Area-of-effect powers are especially useful when you're
surrounded, so use 'em up.
[2.3] Strategy, Tactics and Quests, Oh My!
Calculating Damage Per Second
In order to truly understand how much damage you are doing, you must learn to
calculate DPS (damage per second). Since weapon damage is dependant on your
ability stats and class levels, it will vary from person to person. However,
you can compare two different weapons for your character by equipping each
and calculating DPS for each.
DPS can be calculated with this formula:
(MAX DMG + MIN DMG) / (2 * SPEED)
MAX DMG = Maximum damage of the weapon
MIN DMG = Minimum damage of the weapon
SPEED = Speed factor of the weapon according to the following table*:
* These factors are the attack duration times of the weapons taken from the
wpn_bases.gas game data file. It is the time, in seconds, it takes to
"reload" the weapon and attack again.
For example, you want to calculate DPS between a bow and crossbow. Bows are
Faster weapons while crossbows are Slow; but crossbows do more damage. Your
34th level ranger has a crossbow with a damage range of 97 to 165 and a bow
with a damage range of 78 - 134 (damage ranges are from equipped weapons).
The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each
As you can see, the bow in this case is clearly superior under normal
Now let's consider a 34th level fighter choosing between a one-handed and
two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is
67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:
The DPS of the weapons are almost identical. However, the 1h weapon allows
the fighter to use a shield, thus drastically increasing armor ratings. On
the other hand, the 2h weapon can stun enemies and would be greatly superior
used with Brutal Strike.
The upshot of all this: when choosing among several weapons, equip each one
and run the formula. Take the one with the higher DPS or one with only
slightly less DPS but more bonus enhancements. In the long run, the faster
your enemies die, the better off you'll be.
It's all about the armor, baby!
No matter how much DPS you're dishing out, some enemies still take a long
time to die because they have thousands of health points to your measly
hundreds. So, while you're beating them to pulp, you don't want them
returning the favor. There are three ways to keep your blood where it belongs
(inside your veins):
Now, why are they in that order?
Simple: Armor is king.
Yes, a chance to dodge melee/ranged attacks is nice. And all the various
resistances are nice (especially physical damage resistance). But, when push
comes to shove, you just don't want to get hit in the first place. Resisting
20% of an attack that does 500 damage still leaves you 400 health points
poorer. Dodging 25% of four attacks launched against you still leaves you to
grin-and-bear three attacks.
A well-armored tank can stand in the middle of a mob and lay about with his
weapon and take almost no damage. The vast majority of enemies you face in
DS2 are melee or ranged attackers. There really aren't that many spellcasters
outside of the bosses. And they usually have such crappy armor and health
(like your own mages) that they go down pretty quickly.
It's all the mutant dogs and kangaroos and sword fighters and archers that
come at you in droves that can really make your life miserable. That's why
you need armor, and lots of it. When picking out equipment, favor the stuff
that increases your armor rating over anything else.
Protect your combat mage
What do you do when you're in the middle of a mob and you notice some freak
is drawing the blood right out of your veins? You identify the little git and
give him what for! Well, your enemies do the same to you. Combat mages draw
aggro like flowers draw bees. Even the stupid dogs will run right past your
dual-flashy-pointy-thing-wielding monster of a tank and take nips at the
heals of your CM.
Since your CM, like any other mage, is a 90-pound weakling, he or she winds
up unconscious and you are deprived of the hundreds of points of damage he or
she can dish out every cast. What do you do?
First, consider not putting curses in the autocast slot. Yes, curses are
incredibly useful, but monsters don't like being cursed any more than you, so
they go for the curser. Let your fighter(s) get the mobs attention--then
curse them. They might still turn away from the fighter, but they'll likely
not survive to run to the CM.
Second, use Drown or Infect as both do a certain amount of DPS. Yes, your CM
will draw aggro from using them, but low-level monsters will be dead before
reaching the mage and blue and yellow mobs won't last much longer.
Third, use a weapon + shield fighter and the Provoke power--or, better, a
mythrilhorn pet--to keep enemies focus away from your mage.
Fourth, have a nature mage with a good insta-heal spell in the autocast slot
and plenty of mana potions to keep casting the spell. Your CM may still fall
unconscious once in a while, but your NM will get him or her back up in no
DS2 gives you a max of four party members in Merc difficulty, five in Vet and
six in Elite. With eight henchmen--each with his or her own quest--and ten
different pets, choosing your companions and rotating them in and out can get
You begin the game with just two party slots. To purchase additional slots,
you must talk to an Innkeeper. The first Innkeeper available is in Eirulan,
and she will sell you additional party slots immediately. Thus you could, if
you had enough money, buy your third and fourth party slots as soon as you
get out of prison in Merc. But, well, you won't have enough money, so that's
A third party slot costs 500 gold. The fourth costs 1,500. Under reasonable
circumstances, you should be able to cough up the 500 gold during Act I,
Chapter 3 and 1,500 by the time you reach Chapter 4. So you should be able to
add Deru, Taar and Lothar to your party (or a pet or two) by the time you
enter the Southern Greilyn Jungle.
The fifth slot costs 10,000, which is peanuts by the time you reach Vet
difficulty. The sixth slot costs 65,000--again, this is chump change even by
Vet difficulty, much more Elite.
To take someone out of your party open that person/pet's Character Window and
click the Disband button at the top left of the CW. If you are disbanding a
henchman, it asks if you're sure and then sends the henchman to the "party
inventory" at the Inn (more about that in a moment). If you disband a pet, it
asks if you want to send the pet to the Inn or release it to the wild. If you
release the pet to the wild it drops everything in its Inventory and
disappears--for good. You can't ever get that pet back again.
Henchmen and pets disbanded to the Inn are stored in a party inventory. You
can view this inventory by talking to the Innkeeper and asking about old
companions (conversation option #1). You get a screen that looks a little
like a shopping screen, with your Character Window on the left and a listing
of disbanded party members on the right. Underneath the Innkeeper's name are
* View: shows you a screen with the chosen companion's stats.
* Release: permanently removes the selected companion from the game.
* Add: adds the companion to your party (if you have an open slot).
Below the buttons are your companions, up to 20 can be stored at the Inn,
they are shown seven-to-a-page. Adding a companion from the party inventory
to your active party is pretty straightforward. Releasing a companion is not.
When you release a companion--whether pet or henchman--that character is gone,
never to return during the current game. (If you remove a henchman, you can
still encounter and hire the "new" version of that henchman when playing
again at a higher difficulty.) By default, only pets can be released. A
released companion drops all its inventory before disappearing.
Of course, not being able to release henchman can lead to problems when
playing through at higher difficulties. Typically, if you are a complete-nic,
you will have hired all eight henchman to do their quests, so all of them are
hanging around either in your active party or party inventory. This is fine,
if you like them as is. But what if you want the new, improved version of the
For example, what if you have Lothar leveled as a fighter and you want to use
the Combat Mage Lothar in Vet? Or you leveled Vix as a thrower, and now you
want to use him as a bowman? In order to hire the new versions of henchmen,
you have to first release the old henchmen, and the game doesn't want you to
do that--the Release button is grayed out when a henchman is selected.
There is a workaround and it involves filling the first page of your party
inventory with pets. Just buy enough pets (at least seven) to fill the first
page of your party inventory and disband them to the Inn. Then go to the Inn
and Add henchmen and disband them until they are all on pages 2 or 3 of the
party inventory. Now, when selected, the Release button should be available
for the henchman.
Remember! Don't release a henchman until you are finished with the game (or
have just started a new game at higher difficulty). Once released, they are
gone forever in the current game.
Henchmen do not level up when stored at the Inn. When you add a henchman to
your party (either for the first time or re-adding via the Inn), he/she will
only level up if more than 20 levels less than your PC. If more than 20
levels less than your PC, the henchman will level up to 2 levels below your
PC. Pets are always the same level as your PC.
Summoned monsters don't count against your party limit. You could,
technically, have every character summon a monster and have up to 12
"members" (6 party members in Elite + 6 summons). Practically, this isn't a
good idea as any character other than a full mage is going to have an
incredibly weak summons. To get rid of a summons before its time expires,
open the summoner's Character Window and click the View button over the paper
doll so you see the character's portrait. Right-click the summons icon to
remove it and dismiss your summons.
More Math (for the Geeks)
Some formulas for the more obsessive-minded among the faithful...
TALKIN' BOUT REGENERATION!
Health and mana regenerate at a relative rate roughly equal to Max (Health or
Mana) / 100 per second. I.e., base regeneration is scaled so the character
can fully recover health or mana in 100 seconds. Thus, the actual amount of
health or mana makes no difference. A fighter with 1,000 health who has
suffered 50% damage (500 points) and a mage with 500 health who has suffered
50% damage (250 points) will recover full health in the same amount of time
(assuming their regeneration bonuses are the same).
All potions restore health and mana at a rate that would restore the max
health/mana of the potion in 12 seconds. So a small health potion (125 max
health restored) restores at a rate of about 10.4 points per second (125 / 12)
while a colossal health potion (1,100 max health restored) restores at a rate
of about 91.6 points per second. The practical effect is the larger potions
seem to take as much time as the smaller potions since, by the time you get
the larger potions, your characters have much more health. For example:
5th level character with 100 health drinks small potion and regenerates 10%
health per second (10.4 of 100)
40th level character with 900 health drinks colossal potion and regenerates
10% health per second (91.6 of 900).
And, for the truly obsessed:
Max health is ((str * 0.6) + (dex * 0.25) + (int * 0.15)) * 5.0
Max mana is ((str * 0.02) + (dex * 0.08) + (int * 0.53)) * 5.0
XP (NOT THE WINDOWS KIND)
For mobs that are more than four (4) levels above or below a character,
earned experience is reduced by 20% per level to a minimum of 5% XP. For
example, if a character is level 15 fighting a level 10 or level 20 mob, the
character will receive only 80% XP; 60% XP for a level 9 or level 21 mob; 40%
XP for a level 8 or level 22 mob; 20% XP for a level 7 or level 23 mob and 5%
XP for mobs level 6 and under or level 24 and over.
This means two things:
1) XP farming has a rapidly diminishing rate of return. Once you get 9 or
more levels over the mobs you face, you earn virtually no experience.
2) To level up a low-level party member, you need to fight mobs near the same
level as the character. Taking a 20th level companion into a 30ish level mob
area will hardly level the 20th level companion at all. Take that companion
to an area with level 18 to 22 mobs and level him or her up a bit. Then go to
level 24 mobs, etc. until the companion catches up.
Experience is divided amongst non-pet party members. However, mobs scale
based on party size, so you end up coming out about even. If you want to
level up faster, take just your PC and a party full of pets. You'll face
stronger mobs and get all the XP yourself. Of course, it won't take long for
the law of diminishing returns to slow your level advancement to a crawl.
Conclusion: in DS2, there's no way to power level short of using a trainer.
For example, a level 1 dagger and a level 1 club would both have a base
damage range of 3 to 5. A level 30 bow would have a base damage range of 17
to 28 while a 30th level crossbow would be 31 to 52. Higher level items will
tend to have magic enhancements to damage. Plus, the actual damage range of
the weapon when equipped will be modified by Strength or Dexterity as well as
skills, other equipment, etc.
[2.4] Known Bugs (as of release version 2.0)
This game does have some showstopper bugs in it, but they don't hit everybody.
See hint #6 Backup your saves. Keep regular backups. If you hit a showstopper
bug, you can restore a previous save and try again.
Gas Powered Games is working on fixing the following bugs:
Ch4: Upon retrieving the cure for Taar, Taar asks to join you. If you accept,
the cure quest is not updated in the journal.
Ch5 Dryad Exile Camp: After battle is won, the Azunite Scholar won't stop
asking for help.
Ch6: Upon meeting Vix in Eastern Greilyn Jungle, he asks to join you. If you
accept, the cabin door does not open.
After Ch1: Found/rescued NPCs (but not hired) are not at the local Inn when
you return there.
Ch3: You run out of crystals before lighting all four lights, even though you
found all four crystals.
Ch3: After finishing Elen'lu island quest, Finala asks to join you. If you
accept, the Isles quest isn't updated in journal.
after Ch3: Finala fixes an elevator in Upper Greilyn Jungle cave, but it
stops working (or never works) although lever moves.
Ch5: Skipping a cutscene of Vai’kesh prophet running away, the prophet does
not escape nor to it’s followers get aggressive.
Ch7: In Snowbrook Castle, can't find the Commander at the North Gate after
fulfilling her request to destroy the rock-throwers.
Ch8: If leave the fight (save/die) with Talon the Dragon at the top of
Snowbrook Castle, can't continue the fight.
Ch6: Although water flows in all 4 waterways, all four parts of bridge in
Agallan trials haven't been raised.
Ch9: After saving where Valdis is, and reloading, there’s no cutscene or
Gas Powered Games is also adding four additional savegame backups (five total)
and changing the extension, so they don't get deleted by third-party cleanup
utilities. GPG is not saying exactly when the patch (v2.2) is coming that
will fix these bugs or even if all will be fixed. If you've been stopped by
one of these bugs, there are ***UNOFFICIAL*** fixes for a couple of them here:
Use at your own risk.
You can also do certain things to avoid some of these bugs:
Never skip cutscenes or ESC out of dialog. Doing so may cause certain
scripts to not run.
* When encountering the old man at the end of I.5, let the Dryads beat on him
for a little bit before running in to help.
* When placing crystals on refractors in the Elen'lu Isles, be very careful
to click the refractor only once and wait a moment before clicking it again
to turn it.
The following bugs don't appear to be on GPG's radar at the moment:
* When you add a party member at the Inn, instead of the party member you
selected, you get a duplicate of another party member. The first party
member is gone and you've now got two of another companion in your "party
inventory". There's no known workaround for this glitch except to reload
and try again.
* When you finish a difficulty level, you cannot get rid of previously hired
companions. Since you can't get rid of the "old" henchmen, the "new"
henchmen from the current difficulty level won't join your party. This is
not actually a bug, as you are not intended to release henchmen permanently.
See Party-a-go-go for full details on hiring/disbanding/releasing henchmen.
* Some doors, when opened, reveal nothing but black space and you cannot pass
through them. This is prevalent in Finala's Contempt. There is, at this
time, no known workaround except trying to reload a previous save.
* Characters can get stuck in the oddest places; even out in the middle of
empty space. If a character gets stuck and can't move, your only option is
to summon a teleporter and jump back to town and then return. If you're in
town when this happens, you have to quit the game and restart.
* The conversation triggers don't recognize any monsters nearby. Almost every
party conversation, and more than a few quest conversations, get
interrupted by attacks. This is nothing more than poor design; hopefully it
will be fixed in some way.
* The Take Aim power for Rangers uses Melee level for calculating bonus
damage for the first two levels of the power (Take Aim level 3 correctly
uses Ranged level for calculating damage).
This is a complete, step-by-step walkthrough of the game in sequential order.
If you need help with a specific quest, see Section 4: Quest Walkthrough.
This walkthrough is based on the Mercenary difficulty level (the first
difficulty level). The Veteran and Elite difficulties only open after you
complete the game on the lower difficulty level(s).
ACT I: GREILYN ISLE AND THE AZUNITE DESERT
[3.1] Chapter 1: The Siege of Greilyn Beach
"Having left your hometown to find fortune and glory and to see the world,
you and your best friend Drevin have been fighting as mercenaries in Valdis'
army for the last few years.
"You have been transported to Greilyn beach via Dragon flight, and ordered to
travel through the trenches the landing force has prepared to help Valdis
secure a powerful artifact. Not much is known about the artifact other than
that it lies within a temple nearby called the Temple of the Coast and that
the island's Dryad inhabitants currently protect it."
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel
Not much to talk about here. This is the main tutorial stage and the primary
purpose is to get you used to the game interface and controls. Most of the
creatures you will encounter during this chapter are weak to fire, so you
should either use a fire spell yourself or have Drevin use it. Follow the
trenches and the instructions given by the game.
Make sure you keep an eye out for barrels that can be opened. And, when you
reach a makeshift hospital, there's a bookcase that holds items.
Once you start encountering ketril, you can switch away from the fire spell
and concentrate on whatever class you want to be. When you finally reach the
tunnel entrance, you'll want to have a hero power or two available to use on
the Infused Ketril that's right inside. He's pretty tough. When you reach the
end of the tunnel, there will be an extended cutscene and Chapter 2 will
[3.2] Chapter 2: Prisoner of War
"After securing the Temple of the Coast at Greilyn beach, Valdis, rather than
giving a reward for his success, savagely attacked all of the mercenaries.
"You were knocked unconscious and, had it not been for your best friend
Drevin stepping in front of you at the last moment, you probably wouldn't
even be alive.
"You were discovered by the Dryads who took you back to the treetop village
of Eirulan as a prisoner where you overheard an Elf known as Amren asking
your warden to treat you kindly, but you do not know why."
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost
Once you are free, take the lift across to the merchant platform. If you want
to take a little break, you can wander around and talk to everyone. The main
person you need to see is Telinu, the armorer's apprentice. She has the
sharpening stones, and a secondary quest for you. Choose the #1 conversation
options to get her quest, which is to find the recipe for Dryad armor in a
book that is in the great hall.
You can also get a quest from Lumilla, the enchantress. She wants four nettle
clusters to make some of her famous salve. You can't do anything about either
of these quests now, so note them and continue on your way. You can't go
anywhere in town except the Inn, but there's really nothing you can do there
yet (unless you have somehow made 500 gold, in which case you could add a
third party member slot).
You can have one companion with you, and there are two hanging around just
inside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryad
ranger. If you take one at this early stage of the game, you can switch their
class focus; and, in fact, Lothar already has one level of combat mage and
Deru one of nature mage. Pick one up depending on your needs. Talk to the
Dryad guard to open the gate and take the lift to the Northern Greilyn Jungle.
Once down on the ground you'll find out about health and mana bushes. If your
character is a Dryad, or you brought Deru with you, you'll get some mana
potions from the mana bush. You won't be able to harvest health potions until
someone in your party reaches level 5 ranged and takes the Survival skill.
You'll also learn about incantation shrines because there's one right here.
The Dryad who teaches you about shrines will also teach you a chant, the
Lesser Chant of Fortification.
Due north of the shrine is a tower. Enter it and throw the lever to ride a
lift down to the basement where you will learn all about sanctuary doors and
find four sanctuary doors (one for each class). You'll need a character with
at least level 3 in a class to open these doors. There's also a lectern with
another chant on it (Lesser Chant of Dexterity).
Take what you can and ride the lift back up and head west for a little
looting side trip through some Hak'u caves. Once you've cleaned them out,
follow the Dryad guard a short distance east of the shrine to the Dryad
outpost. Dispose of the Morden, free the Dryads and start the next chapter.
[3.3] Chapter 3: The Morden Towers
"Freeing the captured Dryads has gained you more respect than is usually
given to a prisoner, but to earn full trust and freedom you must burn down
the four known Morden watchtowers in the jungles surrounding Eirulan."
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.
* Lumilla's Salve
* The Hak'u
Now would be a good time to head back to Eirulan and sell some of your excess
loot. Check the reagent merchant near the North Gate (he has an emerald
floating over his head) to see if he has any nettle clusters you can buy and
buy whatever you can afford. Head back to the Dryad outpost and continue
through the gate to the north.
After you cross the bridge, you'll see some Hak'u fighting a boarbeast.
Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast west.
After everything's dead, LEFT-CLICK the statue to reveal a hidden treasure
chest. You should receive the Vigilant Gloves, part of the Nature's Vigilance
Continue north. When you reach the stairs, head west to find another statue
and another hidden chest, though with less treasure. Then go up the stairs to
a gate guarded by some Morden. You can choose to lie about rejoining the army,
which will get you a pass through this gate, or you can be belligerent and
kill all the Morden and still get through the gate.
Before passing through the gate, go east and up to a series of plateaus where
you can find some more Hak'u and loot. Continue through the gate, then head
west to another plateau and a Hak'u encampment with some nice loot. Then back
to the main path and north a little more to the first Morden tower.
Regardless of which conversation path you followed before, this time you end
up in a fight.
Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT-
CLICK the wreckage of the cage, which should produce a cage fragment. Pick it
up (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfire
and then LEFT-CLICK the tower. You get a satisfying explosion and you now
know how to take out the other three Morden towers.
Continue northward, through the wreckage of the tower, and you'll soon come
to a teleporter. Across the path from the teleporter is a platform with two
books that will teach you the Lesser Chant of Strength and Lesser Chant of
Just north of the teleporter the path branches west and east. You can't go
east now because the way is blocked by a wall you cannot pass, so follow the
path west. At the top of the first ridge, enter the tower and find the
interactive brick on the east wall. Left-click it to raise the treasure chest.
Continue following the path west and up until you see a cutscene of a Dryad
fighting a Hak'u. Afterwards, make sure the area is clear of hostiles and
then talk to the Dryad, Morain, to get the first Hak'u quest: you must rescue
Morain's niece, Tanzi. After talking to Morain, head back the way you came
and go north, past the health shrine and over a bridge. You'll find a Hak'u
ritual camp. Try to take out the shamans first, to keep them from summoning
lots of other beasties.
Now would probably be a good time to use the Summon Teleporter spell (or walk
back to the teleporter you recently passed) and head back to Eirulan to sell
off some loot. You should have enough gold to buy as many nettle clusters as
you need from the reagent merchant.
Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla's
Salve, which is a pretty good reagent. Hang on to it until you get an
enchantable item. (You might want to stick it in the storage vault, for
Return to the main path and continue west. Soon the path will turn south and
you will find the second Morden tower. Burn it down as you did the first and
Look for a small Hak'u camp to your left (east) just past the tower. After
clearing it, go the opposite direction (west) to a waterfall and walk through
the falls into a small cave. There's nothing to fight in here, and you can't
talk to the ghost (yet); but you can pick up a Mysterious Chant from the
lectern and some high-quality swag from the treasure chest--including the
Vigilant Hauberk, armor from the Nature's Vigilance set.
Head back to the main path and continue south. The path will turn east and
you will soon come to the third Morden tower. This one is guarded by a
Morden-Viir Grunt Captain, who is pretty tough, but weak to ranged attacks.
Take him out first before dealing with the peons. Then burn down the tower.
If you go north from the tower, you'll complete the circuit, arriving back at
the broken bridge where you met Morain. There's some looting opportunities
around the bridge, then continue through the ruined tower.
The path turns south. Just past the tower is a path leading east that takes
you to a small plateau with a little loot. Continue on the main path until it
heads up and you enter the Western Greilyn Jungle. Soon after you reach the
top of the ramp, there will be a place to turn west and venture into the
Here you will find the back entrance to the Hak'u caves and Tanzi held
prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of frees
herself and runs back to Eirulan. If you explore the cave, you'll find a
partial bridge you may have noticed earlier when you were in the Hak'u caves
near the North Gate. Pull the lever to open a shortcut between the Western
Greilyn Jungle and Eirulan's North Gate.
You can't complete the Hak'u quest until you've finished with the Morden
towers, of which you have one more to burn. Leave the cave and continue south
along the main path.
There's nothing particularly exciting until you reach the fourth Morden tower,
which is guarded by a Morden-Viir Recruit Captain, who is a very tough ranger,
but weak to melee. After the fourth tower is burned, continue west until you
reach the teleporter.
Teleport back to Eirulan and take the lift over to the prison. Speak to
Warden Celia and she will tell you to go to the great hall and Taar will
remove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3
quests will end and Chapter 4 begins.
[3.4] Chapter 4: The Plague
"Burning down the Morden watchtowers has gained you the respect of the Dryads.
"Taar removed the prisoner's Ring of Submission from your neck, but the
Dryads believe that you were infected with a deadly plague. From what you've
been told, your only hope for a cure is to reach the Elven Shrine at the top
of the ridge in the western Greilyn jungle and drink from the fountain
* Find the ancient Elven shrine.
* Locate the Elven fountain.
* Fill the empty vial with water from the Elven fountain.
* Report back to Taar in the Eirulan great hall.
* The Hak'u
* The Hak'u Part II
* The Armorer's Apprentice
* Lelani's Sorrow
* Secrets of the Elven Shrine
* Kithraya Hive
* Secrets of Xeria's Temple
Across the room from Taar is the elf, Tellendril. He can tell you all about
war pedestals (and the entry will be added to your Handbook). Nearby, on a
shelf, is the Tome of Smithing that will tell you how to make Dryad armor.
Near the ramp to the lower level is Anerith, an elf who will instruct you in
how to obtain quests.
In the lower level you can pick up a book called "The Mothers of Eirulan".
Historian Arisu can tell you many tales of the history of Greilyn Island and
Aranna. Leave the hall and go to the infirmary next door. Speak to Hesla,
Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest.
Take the lift back to the merchant's area and talk to Telinu. Give her the
correct formula for making Dryad armor (conversation option #3). You'll
complete the Armorer's Apprentice quest and get a suit of magical Dryad armor
and another magic item.
You may be infected with plague, but all areas of Eirulan are now open to you.
Go to the pet shop and walk counter-clockwise around behind the pet shop to
find a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphire
of the Elves" hidden in the Elven Shrine. Since you're going there anyway...
You might want to buy a pet: the local pet store currently has a pack mule
(300 gold), ice elemental (500 gold) and scorpion queen (350 gold).
Next to the pet shop is a house where you meet Lelani. Talk to her to begin
the Lelani's Sorrow trading quest. This quest will span much of the game, but
you can make the first trade now. Take the child's doll Lelani gives you and
head for the Falls, which you can reach using a lift from the Inn.
In the first house, talk to Fenella and give her the doll. She'll give you a
flask of Elven ale in return. Walk through the back door of Fenella's house
and take the elevator down. Follow the path to another elevator, go up and
enter the house to talk to Tamari. She'll give you the Kithraya Hive quest.
Outside Tamari's house, activate the lever to lower the bridge for a shortcut
back. Head to the Inn and stop inside for a chat with the grizzled bar patron,
who is sitting, amazingly, at the bar. Keep choosing conversation option #1
to get a quest for the future, Secrets of Xeria's Temple.
If you want to add another companion slot to your party, speak to the
Innkeeper. Adding a companion slot costs 500 gold. While at the Inn, go into
the room behind the bar to pick up a book, The Hak'u.
Once you're done in town, teleport back to the Western Greilyn Jungle. From
the teleporter, head west, off the path, to find an incantation shrine and a
lectern with the Lesser Chant of Mage Health. Continue exploring westward to
find a Hak'u encampment that includes the house of the Hak'u usurper. You
can't do anything about him now, but you can loot the environs, picking up
some good magical items, the Lesser Chant of Casting and the Lesser Chant of
At the far west end of the map, you'll find a ghost (part of a later quest)
and the Vigilant Boots, part of the Nature's Vigilance set. Make your way
back to the main path and continue south. You'll come to a Dryad outpost.
They give you permission to loot them, so do so--don't miss the armor stand
in the corner or the Lesser Chant of Fighter Health on the lectern. Now all
you have left to do is follow the gray dirt road to the Elven Shrine.
In the first level of the shrine, you can find a sanctuary door that requires
ranged level 6 or better to open. Clear out a couple of rooms to find the
lift down to level 2. At the bottom of the lift, search for a button on the
west wall, near the lift, to open a secret room and begin your search for the
Lost Sapphire of the Elves.
Loot the room, then left-click the Green Life Cube pile to pick up a cube,
then left-click the Green Life Cube Socket to place the cube in the socket. A
lever is revealed. Activate the lever to be taken down a level. Find the
button on the north wall to open a secret room to the south. Get two cubes
from the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socket
in the south room.
Grab two Red Blindness Cubes from the pile in the south room, then activate
the revealed lever in the north room to go down one more level. Activate the
button in the east wall to open the room with the Red Blindness Cube Socket.
Place one cube there, then grab two Purple Death Cubes and put one in the
appropriate socket in the other room.
Another secret room opens. Put your remaining cubes in the appropriate
sockets in this order: Yellow - Red - Purple. Activate the lever to be taken
to the sapphire, as well as three chant books: Lesser Chant of Fighter Power,
Lesser Chant of Ranger Power and Lesser Chant of Mage Power.
You'll come back out in the lift room of level 2. Make your way south,
looting the side rooms. One side room has a sanctuary door that requires a
level 6 or higher nature mage to open.
Once you descend a flight of steps, prepare for a boss fight. There are three
very tough Hak'u in the next room, one of which keeps reviving as long as the
other two are alive. Once the three boss Hak'u are dead, the door to the
south opens and you can enter the fountain.
There are only a few weak Hak'u in this room. Kill them, then left-click the
fountain to fill your vial. Grab the Chant of Lesser Prosperity from the
north wall. Use the teleporter to the east to return to Eirulan. Go see
Laenne above the pet shop and give her the sapphire, then return to Taar to
complete Chapter 4.
[3.5] Chapter 5: The Dryad Exile Colony
"After drinking from the fountain in the Elven Shrine, you filled your vial
with the last of the curative water. You have been asked to bring it to a
colony of exiled Dryads who have the plague."
* Find the Dryad Exile Colony
* Save the old man
* Dire Wolf
* Taar's Investigation
Add Taar to your party. If all your slots are filled, disband a henchman or
go purchase a fourth slot from the Innkeeper (cost is 1,500 gold). With Taar
in your party and the active character, go to the house next to the great
hall and speak to Arianne. She tells of a great beast said to be controlled
by the Hak'u. Agree to track down this beast--if it exists.
Go over to the pet shop and talk to the merchant. Select conversation option
#2 about wanting something stronger. She will tell you about dire wolves.
Rokhar, a mage who hangs about in the great hall, knows quite a bit about
them. Go back to the great hall and speak to Rokhar. Agree to meet him in the
Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'u
ritual camp you cleared out earlier? Time to visit there again. Go north and
then west from the Northern Jungle teleporter until you reach the health
shrine. Then go north over the bridge to the ritual camp.
Clear the Hak'u, then click the carcass on the top of the altar. The Hak'u
Ceremonial Blade should drop on the ground. Pick it up and teleport back to
Eirulan. Go to the pet shop terrace and leave through the South Gate.
When the trail turns east, go south and pass through a gap in the rocks.
Enter a small cave and have it out with the garganturax--the "formidable"
creature that scared Arianne. The garganturax can't be hurt by melee weapons
other than the Ceremonial Blade, so equip that to your fighter. However, the
Blade doesn't do much damage against this little monster. Pepper it with
spells and ranged weapons--which do damage it--and try to keep it occupied
with the Blade wielder.
You can wait to finish Arianne's quest until you've finished the Dire Wolf
quest, so get back on the main path and continue east. Along the way you
should find Some Abandoned Ruins (yes, that's what they're called). Find the
interactive chalice on the north wall (it's the left of the two center cups)
to open a secret room with some decent loot in it. Just east of the ruins is
a cave with an elder Hak'u witch doctor. He has good loot as well.
Continue east until you reach the Southern Greilyn Jungle teleporter and,
just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-Viir
Spearman Captain who is weak to ranged attacks. Clear out the monsters and
continue east; don't go down in the ruins as you'll need a key to fully
explore them and you won't get the key for quite some time yet. Just past
Razka's Ruins, turn north and cross the bridge and enter the cave that's to
your right as you come over the bridge.
Fight your way through the cave to enter Rokhar's Rift Site. Talk to Rokhar
and he'll start summoning a dire wolf, while a horde of nawl beasts come
through the rift. Go into Rampage Party mode and lay into the nawl beasts
until Rokhar manages to bring the dire wolf through the rift. Then talk to
him and he will travel back to Eirulan to deliver the wolf to the pet