Dungeon Siege II Walkthrough

Lesson 31: Death and Unconsciousness
------------------------------------
When a character loses all his health, he falls unconscious--his portrait 
gradually fills with red to indicate how far below zero health he has fallen.

An unconscious character regenerates normally and can be healed by magic. 
When his health rises above zero, he regains consciousness.

If an unconscious character takes enough damage to fill his portrait entirely 
with red, he dies. His portrait turns gray.

Dead characters do not regenerate and cannot be healed. They must be 
resurrected with a spell or a scroll. Resurrection scrolls can be purchased 
at the magic shop in town.


Lesson 32: Party Death
----------------------
If every character in your party dies or is knocked unconscious, the entire 
party dies and may respawn in a safe place, such as a town. If you choose to 
respawn, all of your party's equipped items and 25% of their gold will remain 
at the spot where they died, marked by a tombstone.

To recover their gear, the party must travel to where they died and approach 
their tombstones. When they are close enough, they will automatically reequip 
all the gear they can and place the rest in their Inventories.

If a character's Inventory is too full to retrieve all his gear, the 
remaining items will stay on his tombstone until he can make room for them. 
When all his equipment has been retrieved, his tombstone disappears.

If you choose, you can talk to a member of the Guild of Death, who can 
instantly warp your tombstones to town. He will keep the gold that the party 
dropped, but you will be able to retrieve your equipped items.

If you save and reload the game, the Guild of Death automatically warps your 
tombstones to town, and keeps the dropped gold.


Lesson 33: Hiring Companions and the Inn
----------------------------------------
Throughout your adventure, you'll encounter heroes who can join your party. 
It is your choice whether to take them with you; many are skilled fighters, 
and they may have skills that will complement your party.

You can't invite someone to join your party if you don't have an available 
party slot. You start with enough slots for two characters, and you may 
purchase more from the innkeeper at any major town.

If you decide that you no longer need a companion's company, open his 
Character Window and LEFT-CLICK the Disband Character button in the upper 
left of the window. Disbanded characters will return to the inn and will not 
gain experience while they are not in your party.

You can rehire disbanded characters by talking to the innkeeper at any major 
town. The innkeeper will show you a list of former companions and pets. LEFT-
CLICK the View button to see their statistics, and LEFT-CLICK the Add button 
to add them to your party.


Lesson 34: Managing Party Inventories
-------------------------------------
It is possible to view and manage the Inventories of the entire party at once. 
Press V to open the Inventories of all party members. DRAG items between 
character Inventories to trade, or DRAG an item to a Character Portrait to 
give the item to that character.

If multiple character Inventories are open, hold down CTRL and LEFT-CLICK an 
item in a character's Inventory to transfer it to the next character without 
dropping the item on the ground. This is a handy tool for rearranging items 
quickly.

You can still RIGHT-CLICK to equip gear from a character's Inventory Panel, 
even if multiple Inventories are open.

To close a single character's Inventory, LEFT-CLICK the X button in the 
upper-right corner of her Character Window, or hold down CTRL and LEFT-CLICK 
her portrait. You can also hold down CTRL and LEFT-CLICK a portrait to open 
an additional character's Inventory.

Party Inventory Hotkeys:
* Open Multiple Character Inventories: V
* Transfer Item to Another Party Member: CTRL and LEFT-CLICK the item


Lesson 35: Adventuring: Health and Mana Bushes
----------------------------------------------
Following the great cataclysm, as the newly formed web of ley lines spread 
across Aranna, small trickles of magical energy rose to the surface.

In some places, the flow was strong enough to create a permanent upwelling. 
Any plants growing in those places eventually take on magical properties of 
their own, becoming reservoirs of either health or mana replenishing energy.

Some adventurers have mastered the art of harvesting the energy from these 
bushes in the form of berries that can restore health or mana, like potions. 
Rangers harvest health bushes by specializing in the Survival skill, while 
Nature Mages harvest mana bushes by specializing in the Natural Bond skill.


Lesson 36: Adventuring: Incantation Shrines
-------------------------------------------
Incantation shrines are mysterious structures that stand on nodes of magical 
power. By standing in the shrine and reciting a chant, your party can draw 
upon that magical energy for temporary bonuses.

Incantation shrines are circular stone structures with five pillars, marked 
with runes and glowing with an eldritch blue light. When a character stands 
inside, the glow intensifies, indicating that a chant can be used.

To recite a chant, open the Chants page on the Lore tab of your Journal. 
Select a chant and then LEFT-CLICK the Recite Chant button in the lower right 
of the Journal.

You can also recite a chant directly. Open the chat interface by pressing 
ENTER, type the chant, and then press ENTER again.

There are many ways to learn chants. You can learn some chants from wise 
teachers, and others are written in tomes or on scraps of paper in long-
forgotten dungeons. When you learn a chant, it is added to the Chants page of 
the Journal's Lore tab.


Lesson 37: Adventuring: Sanctuary Doors
---------------------------------------
The origin of the traveler's sanctuaries remains shrouded in mystery. These 
small treasure rooms locked behind magical doors serve as a welcome boon to 
any traveler able to access them. They are usually found along the old trade 
routes within ruins of ancient civilizations--remote, dangerous regions where 
only adventurers dare to tread.

Each sanctuary door can only be opened by a character sufficiently skilled in 
a certain class; the necessary class is marked with an icon on the door. If 
you place the pointer over the door, the Status Bar at the top of the screen 
will display the level and class required to open it.

To open the sanctuary door, select a character with a high enough level in 
the necessary skill, equip him with the appropriate type of weapon or spell, 
and direct him to attack the door.


Lesson 38: Adventuring: Rare Items
----------------------------------
Most magical items in Aranna have only one or two modifiers, but some were 
forged by exceptionally skilled mages or under particularly intense 
circumstances. These rare items can have up to four modifiers, and are 
especially valuable to adventurers. These items' names are displayed in light 
blue.

Adventurers may also find lost magical relics. These weapons and pieces of 
armor once belonged to the legendary heroes of Aranna's past, and often carry 
a fragment of a hero's essence with them.

Some increase in power when combined with other items that once belonged to 
the same hero. These 'set' and 'unique' items are the most powerful tools in 
an adventurer's arsenal. Set item names are yellow, and unique items names 
are purple.


Lesson 39: Adventuring: War Pedestals
-------------------------------------
The origin of the war pedestals remains shrouded in mystery. These strange 
monuments are scattered throughout the ruins of Aranna and are avoided by 
most travelers.

Unknown to many, the war pedestals house magic that those with good hearts 
can use to instantly recover their powers.

To activate a war pedestal, RIGHT-CLICK it to attack it with your active 
character. This will release the pedestal's magic, and the active character 
will instantly recover his powers and will be able to use them again 
immediately.


Lesson 40: Adventuring: Monster Hatreds
---------------------------------------
Every time a character does something to oppose a monster, such as attacking 
it or healing his companions, the monster will become angry.

Normally, monsters attack whatever target is easiest for them to reach, but 
if a character makes it especially angry it will flare red with anger and 
attack only that character. Clever parties can use monster anger to their 
advantage.

Some monsters have hatreds--certain actions that make them particularly angry. 
When attacking a monster, look for information about its hatreds in its 
Health Bar at the top of the screen. Avoid performing that action with your 
character unless you want to make the monsters so angry that they attack him!

Some powers, such as Provoke and Summon Provoke, can instantly make monsters 
angry at the character of your choice. Use these powers to keep monsters away 
from vulnerable party members.
 

Walkthrough


Quest Walkthrough


Lore


Characters


Companions