/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/                                                                        \
\   /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\    \
/   \                                                                 \   /
\   /     ___                                   __                    /   \
/   \    |   \                                 /  \                   \   /
\   /    |   |            __   __  __          \__     __  __   __    /   \
/   \    |   | |  | |\ | | _  |_  |  | |\ |       \ | |_  | _  |_     \   /
\   /    |___/ |__| | \| |__| |__ |__| | \|    \__/ | |__ |__| |__    /   \
/   \                                                                 \   /
\   /                                                                 /   \
/   \                 "B E S T   o f   t h e   B E S T"               \   /
\   /                                                                 /   \
/   \                            by Nubedad                           \   /
/   /                                                                 /   /
\   \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/    \
\                                                                        /
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


|------------------------------------------------------------------|
|  version 1.0 - September 15, 2002                                |
|  Copyright to me, all rights reserved.                           |
|  If you want to use this guide on your website please just ask.  |
|  If you make any money from it, give me a cut.                   |
|------------------------------------------------------------------|


I have written this 'guide' to hopefully add to the body of knowledge about Dungeon Siege.
It is a great game that I have enjoyed playing, and even more enjoyed "figuring out" _some_
of
it's secrets.  Hopefully you will get something out of this too.

Everyone is looking for better weapons, armor, spells, etc.   There are multiplayer games on
ZoneMatch where you can trade for better items.  You can even find Dungeon Siege items
FOR-SALE on Ebay!  Wouldn't you like to know what is the BEST ?

Well, read on and you will learn the "best of the best".  This is not a comprehensive list
-
in fact only a small percentage of items are covered here.  Why bother with anything else
when you can have the best ?!

Some will wonder, where in the game can these items be found?  I don't want to spoil all the
fun though, so you'll have to figure that out for yourself.  However, once you find something
you can check it against this list and when it matches, you'll know your long search is over
and anything else you find can just be left behind or sold/traded.

I am "NubeDad" for 2 reasons.  One is I have a new child.  The other is I am new to RPG's.
When you have a child you start spending a lot of time at home, so I decided to revisit an
old childhood hobby:  RPG's.  I think the last game I played all the way through was Ultima
3
in the 80's.  So, that's my excuse, in case I have made a mistake or broken any "etiquette"
rules with this list.


One final caveat - - M A J O R   S P O I L E R S   B E L O W   ! !
                    ~~~~~~~~~   ~~~~~~~~~~~~~~~   ~~~~~~~~~

Enjoy.




         C O N T E N T S :
---------------------------------------
Section 0       - Introduction & Contents
Section 1       - Best Items (weapons, armor, etc.)
Section 2       - Best Modifiers (prefixes & suffixes)
Section 3       - Experience & Levels
Section 4       - Health & Mana
Section 5       - Inventory
Section 6       - Hacking a.k.a Cheating
Section 7       - Multiplayer World
                       - Town Stones
                       - Displacers
                       - Levels for HUB
Section 8       - Chicken Level
Section 9       - Contact




~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 1 - BEST ITEMS  }
~~~~~~~~~~~~~~~~~~~~~~~~~~

These are the best "legally achievable" BASE items in the entire game (version 1.0 - I will
check v1.1 in near future to see if any better were added.)
Note you do not need a hacked up 'mod' such as the "Samurai set" !
       [ see, for example - http://www.dungeonsiegecenter.com/downloads/modsindex.phtml ]
Great items can be found in the game!  Now, often you can find a "magical item" with additional
benefits & power.  When you add a magical prefix and/or suffix, then you have an even more
powerful
item.  More on magical items in section 2.

Again, these are the best BASE items in version 1.0.
                         ----


Best Armor
----------
Battle Plate
       defense = 659
       strength = 77
       template = bd_bp_f_g_c_avg
       variation = o_mag
       modifier range = 34-47

2 honorable mentions for better chance of magical properties...
You would probably look for the first one for an archer and the second one for a mage.
Thin Plate
       defense = 341
       strength = 20
       template = bd_fp_m_g_o_mag
       modifier range = 63-87

Compact Brigadine
       defense = 145
       strength = 14
       template = bd_ra_br_m_g_o_fin
       variation = c_mag
       modifier range = 26-97


Best Boots
----------
Full Plate Greaves
       defense = 69
       strength = 77
       template = bo_gr_fp_f_g_c_avg
       variation = o_mag
       modifier range = 17-24

Honorable mention for better chance of magical properties...
Molten Boots
       defense = 57
       strength = 52
       template = bo_un_bo_ro_m_molten
       modifier range = 5-42


Best Gloves
-----------
Full Plate Gauntlets
       defense = 60
       strength = 77
       template = gl_ga_fp_f_g_c_avg
       variation = o_mag
       modifier range = 17-24

Honorable mention for better chance of magical properties...
Chief Gauntlets
       defense = 55
       strength = 71
       template = gl_ra_ga_fp_f_g_o_avg
       variation = o_str
       modifier range = 15-112


Best Helmet
-----------
Sightless Helm
       defense = 57
       strength = 58
       template = he_fu_pl_knight_fin_03
       modifier range = 12-17

2 honorable mentions for better chance of magical properties...
Warlock Hat
       defense = 8
       template = he_un_ca_ro_warlock
       modifier range = 2-100

Bloody Helm
       defense = 53
       strength = 53
       template = he_ra_fu_pl_knight_fin_02
       modifier range = 6-87


Best Shield
-----------
Savior Shield
       defense = 104
       bonus = 35% chance to Block Melee & Ranged attacks.
               (You wouldn't be able to tell without knowing where to look,
                but I think the actual ranged-block value is really only 20%.
                I think there is a typo in version 1.0 of the program.)
       strength = 75
       template = sh_ra_w_g_o_t_l_avg
       variation = c_mag
       modifier range = 14-101


Best Amulets
------------
Gold Sniffer's
       bonus = +2 Dexterity
       template = amulet_horseshoe

Elder Wood Amulet
       bonus = Adds 3 Mana per hit
       template = amulet_keeper

All others are made up of modifiers below.
Best chance of magical properties comes with either of these:
       template = amulet_common
       variation = g_o_mag
       modifier range = 150-500

       template = amulet_ra_common
       variation = s_o_fin
       modifier range = 150-500


Best Rings
----------
Lloyd's Ring
       bonus = +3 Armor
       template = ring_lloyd

Signet Ring of the Utraean Protectors
       bonus = +3 Armor
       template = ring_utraean

All others are made up of modifiers below.
Best chance of magical properties comes with either of these:
       template = ring_common
       variation = g_o_mag
       modifier range = 150-500

       template = ring_ra_common
       variation = g_o_fin
       modifier range = 150-500


Best Spell-Book
---------------
Spell Book
       bonus = +1 Intelligence
       template = book_glb_magic_Tas

All others are made up of modifiers below.
Best chance of magical properties comes with:
Spell Book (Rusted?)
       intelligence = 70
       template = book_glb_magic_27
       pcontent_level = 240
       modifier range = 1-24


Best Spells
-----------
Which spells are the best is debatable and depends on whether you like to see things
burned, zapped, blown up, etc.  Also, spell preference may depend on fighting style
and terrain -- do you creep up and pick off enemies 1 by 1, or rush in and take them
on en-mass?   Therefore, the highest level spells are listed, plus a few lower ones I
think are notable.  Keep in mind that Combat Magic is better for - guess what - combat.
On the other hand, Nature Magic is better for protection, healing, and increased abilities,
but fortunately there are also a couple of good NM spells for fighting.


===>  Combat Magic  <===
     ------------

Tremor          "Calls forth a violent earthquake, shaking apart Enemies caught within.";
       damage = 370-502 up to 411-557
       damage radius = 10
       range = 12
       reload delay = 1
       mana = 1250 up to 1389
       required level = 108
       template = spell_tremor


Meteor Storm    "Calls forth (4) Meteors from the sky and smashes them into the target area."
       damage = 313-425 up to 367-497
       damage radius = 7
       range = 15
       reload delay = 5
       mana = 1849 up to 2174
       required level = 102
       velocity = 20
       template = spell_meteor_storm

Dragon Fire     "Invokes a searing gout of Flame to rake the Enemy."
       damage = 302-409 up to 348-470  per second
       range = 8
       duration = 1
       reload delay = 1
       mana = 192 up to 221
       required level = 104
       template = spell_dragon_fire

Bombard "Catapults several exploding balls of fire towards the Enemy."
       damage = 191-260 up to 225-305
       damage radius = 2
       range = 13
       reload delay = 1
       mana =  163 up to 192
       required level = 100
       template = spell_bombard

Cyclone Of Fire "Calls forth a massive cyclone of fire from the sky
                        that incinerates Enemies caught in its path."
(...a personal favorite...)
       damage = 399-540 up to 530-715  per second
       range = 12
       duration = 20
       reload delay = 3
       mana = 335 up to 445
       required level = 90
       template = spell_fire_cyclone

Summon Fire Elemental   "Summons a Fire Elemental to guard the Caster."
       damage = 206-252
       health = 3780-4032
       range = 10
       duration = 240
       mana = 1589 up to 1694
       required level = 105
       template = spell_summon_fire_elemental

Fireshot Armor  "Adds 15-23 to Armor and blasts a Fireshot
                        back at attacking Enemies."
       damage = 62-68 up to 90-99
       range = 8
       duration = 147 up to 210
       mana = 504 up to 744
       required level = 63
       template = spell_fireshot_armor



===>  Nature Magic  <===
     ------------

Killing Fist    "Strikes the Target with a titanic force of pure will."
       damage = 436-483 up to 513-567
       range = 13
       reload delay = 1
       mana = 269 up to 317
       required level = 102
       velocity = 20
       template = spell_killing_fist

Chain Lighting  "Arcs a powerful bolt of lightning through up to four Enemies at once."
(...a much lower level spell, but fairly useful in my opinion...)
       damage = 154-190 up to 210-257
       range = 10 (1st enemy)
       jump radius = 15 | falls off by 0.5 for each jump, I think.
       reload delay = 1
       mana = 80 up to 109
       required level = 60
       template = spell_chain_lightning

Summon Rock Beast       "Summons a Rock Beast to guard the Caster."
       damage = 396-484 up to 427-521
       health = 3074 up to 3280
       range = 10
       duration = 120
       mana = 1801 up to 1920
       required_level = 105
       template = spell_summon_rock_beast

Shock Armor     "Envelops the Target in a cloak of electricity, adding (12-30)
                to Armor and causing electrical damage to attackers."
       damage = 39-44 up to 100-111
       range = 8
       duration = 120 up to 257
       mana = 157 up to 395
       required level = 34
       template = spell_shock_armor

Stone Skin      "Surrounds the Party with a shell of magical energy,
                adding 13-63 to Armor."
       range = 8
       duration = 180 up to 619
       mana = 194 up to 750
       required level = 28
       template = spell_stone_skin

Shared Pain     "Reflects 50% of damage back to the attacker."
       range = 14
       duration = 30 up to 42
       mana = 351 up to 489
       required level = 50
       template = spell_shared_pain

Merik's Windfall        "Greatly enhances the capabilities of the entire Party,
                        adding 3-4 to Strength, 5-6 to Dexterity
                        and 4-5 to Intelligence."
       range = 10
       radius = 20
       duration = 100 to 120
       mana = 1235 up to 1583
       required level = 70
       template = spell_meriks_windfall

Major Heal      "Restores up to __ Health to a single Party Member."
       range = 12
       mana = depends
       required level = 32
       template = spell_major_heal

Nurture "Heals the entire Party by 37-86 Health per second."
       range = 14
       duration = 10
       mana = 639 up to 1523
       required level = 46
       template = spell_nurture

Harmony "Combines the resonant power of Life and Mana,
                balanced between all Party Members."
       range = 15
       duration = 80 up to 95
       mana = 749 up to 980
       required level = 80
       template = spell_harmony

Full Resurrect  "Grants the power to raise the dead and
                        restore them to full Health. Mana cost
                        dependent on power of the Target."
       range = 5
       required level = 40
       template = spell_full_resurrect


Best Melee Weapons
------------------
Leg Cleaver
       damage = 246-738
       strength = 64
       template = sd_ra_g_o_st_2h_avg
       variation = c_mag
       modifier range = 98-112

Axe of Kill Kill Carnage        (spelling error with double word?)
       damage = 342-421
       range = 0.5
       reload delay = 0.3
       strength = 78
       template = ax_carnage
       modifier range = 1-100

Serrated Sword - *2 handed*
       damage = 306-414
       strength = 73
       template = sd_un_big_2h_d_serrated
       modifier range = 31-77

Dragon Wing Sword - *1 handed*
       damage = 247-334
       strength = 74
       template = sd_un_g_1h_wing
       modifier range = 47-81

Wound Mallet
       damage = 292-412
       range = 0.5
       strength = 50
       template = hm_ra_g_c_2h1m_fin
       variation = c_mag
       modifier range = 1-370

Wing Staff
       damage = 223-335
       bonus = 10% Chance to Block Melee Attack
       intelligence = 70
       template = st_un_b_wing
       modifier range = 38-67


Best Ranged Weapons
-------------------
Long Crossbow
       damage = 214-262
       range = 15
       velocity = 75
       reload delay = 0.7
       strength = 31
       dexterity = 63
       template = cw_g_c_l_p_avg
       variation = o_mag
       modifier range = 53-73

Long Backed Bow
       damage = 280-328
       range = 13
       velocity = 14.0
       reload delay = 0.3
       strength = 30
       dexterity = 59
       template = bw_g_c_c_l_4_avg
       variation = o_mag
       modifier range = 49-67

Chicken Gun
(Not my choice for best - velocity too slow.)
       damage = 200-350
       range = 10
       velocity = 5
       reload delay = 0.5
       strength = 25
       dexterity = 25
       template = chicken_gun
       modifier range = n/a



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 2 - BEST ITEM MODIFIERS  }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As mentioned in section 1, you have a BASE item, and then with luck (or hacking) there will
be items with magical benefits, a.k.a prefixes and suffixes, a.k.a modifiers - added on to
an item.  These are either more expensive to buy, or rarer to find.  When you kill a mini-boss,
they drop a couple of cool items.  If you go back and replay the scene, you might find the
item is slightly different.  This is part of the fun.

Do not confuse "modifiers" with "enchantments".  Modifiers add benefits to a base item with
prefixes or suffixes.  Enchantments are magical qualities held within the BASE item.  This
is
why the fairly 'low level' spell book above is the best - because the base item has an
enchantment of +1 intelligence.  All other spell books are merely combinations of modifiers
listed below.

You can read elsewhere how to hack into the game and cheat, and add whatever modifiers
you want in almost any combination.  Minako and Jericho wrote a nice guide on this called
"dungeon_siege_item_editing.txt".
       [ http://www.gamefaqs.com/computer/doswin/game/27336.html ]
               Or, see section 7.

However, most people feel a more "pure" way to play, is to get the items legitimately through
playing the game.  If you do so, the enhancements are added via some "rules" the game uses
to assign them.

Here is my understanding of the rules...

(1) Each modifier has a certain "power" assigned to it.  The higher the power, the better
the enhancement.  The power levels were assigned by the game designer(s), so, there is a
factor of personal opinion.  YOU might prefer a lower powered modifier more than a higher
one, especially with the "combos".  It depends on what weaknesses your character has, among
other things.   I am not going to bother listing the power level for each modifier below.
Suffice it to say they are all high - - in the range of >70 up to the highest -
"ofattainment" - at 208.   You can find a detailed list at:
       [ http://www.dsnetguide.com/items/modifiers-prefixes.php ]
       [ http://www.dsnetguide.com/items/modifiers-suffixes.php ]

(2) Each base item has a predetermined modifier/power range - min & max, and this controls
the power level of enhancements that might be assigned to the item.

(3) Finally, certain modifiers are assigned only to certain base items.  For example, an
enhancement related to magic or intelligence might only be "allowed" to be assigned to a
spell book, rings or amulet.  Another example might be an enhancement to melee damage -
obviously this will only be assigned to a melee weapon.

Therefore, when an item pops out of a chest, or when you kill the mini-boss, the game
somewhat randomly assignes the magical enhamcements, a.k.a modifiers, a.k.a. prefixes &
suffixes, according to the above rules.  I believe you can break these rules if you
hack & cheat.

I may have this all wrong because I am making some educated guesses.  If it's wrong then
all I've done is confuse the issue by sounding like I know it all, when in fact I don't.
At this point I'll play the "Nubedad" card one more time.

Also, Nivisec wrote probably THE definitive guide on this at:
       [ http://ds.nivisec.com/tutorials.php ]


Here are the best modifiers:

==================================================================

---------
| STATS |
---------

[ofcolossus]            Adds 11 to Strength
[oftheeffortless]       Adds 11 to Dexterity
[ofomniscience] Adds 11 to Intelligence
------------------------------------------------------------------
Combos related to strength...

[majestic]              Adds 3 to Strength, 2 Health Stolen Per Hit,
                          +5% Chance to Block Magic Attacks,
                          +4% Chance to Hit Enemy with a Melee Weapon,
                          +7% Chance to Hit Enemy with a Ranged Weapon

[immense]               Adds 3 to Strength, Adds 5 to Melee Skill,
                          Adds 7 to 16 Piercing Damage, and Magic Damage Reduced by 5%

[offortitude]           Adds 3 to Strength, Adds 1 to Dexterity, Adds 1 to Intelligence

[unfathomable]  Adds 2 to Strength, 1 Health Stolen Per Hit,
                          +5% Chance to Dodge Melee Attack,
                          3% of Damage Reflected to Enemy,
                          and Adds 2 to Intelligence

[ofprivilege]           Adds 2 to Strength, 1 Health Stolen Per Hit

[oftheforgiven] Adds 2 to Strength, Adds 3 Health Per Hit,
                          Adds 1 to 4 Piercing Damage, and Adds 2 to Max Damage

[ofaspiration]  Adds 2 to Strength, Adds 33 to Health, Adds 71 to Mana

[ofemphasis]            Adds 2 to Strength, Adds 1 to Intelligence, Adds 163 to Health
                          and 6% of Damage Reflected to Enemy

[admired]               Adds 1 to Strength, Adds 3 Health Per Hit,
                          4 Mana Stolen Per Hit, Piercing Damage Reduced by 16%,
                          and 10% of Damage Reflected to Enemy
------------------------------------------------------------------
Combos related to dexterity...

[sacred]                Adds 6 to Dexterity, Adds 2 to Melee Skill,
                          Ranged Damage Reduced by 12%, and
                          3% of Damage Reflected to Enemy

[utmost]                Adds 2 to Strength, Adds 3 to Dexterity,
                          Adds 1 to Intelligence, and Adds 50 to Armor

[respected]             Adds 1 to Strength, Adds 2 to Dexterity,
                          Melee Damage Reduced by 9%,
                          and 3% of Damage Reflected to Enemy

[ofcourage]             Adds 1 to Strength, Adds 2 to Dexterity, Adds 1 to Intelligence

[ofrisk]                Adds 2 to Dexterity, +3% Chance to Inflict a Piercing Hit,
                          and Adds 1 to Min Damage
------------------------------------------------------------------
Combos related to intelligence...

[praised]               Adds 4 to Intelligence, Adds 3 Health Per Hit,
                          Adds 223 to Mana, and Adds 1 to Ranged Skill

[distinguished] Adds 4 to Intelligence, Adds 79 to Mana,
                          Adds 1 to Nature Magic Min Damage,
                          and Adds 2 to 6 Combat Magic Damage

[valued]                Adds 3 to Intelligence, Adds 47 to Health, 1 Mana Stolen Per Hit,
                          and +7% Chance to Hit Enemy with a Ranged Weapon

[supreme]               Adds 2 to Intelligence, +6% Chance to Hit Enemy with a Melee Weapon,
                          Adds 3 to 5 Lightning Damage, and Adds 2 to Strength

[ofthebanished] Adds 2 to Intelligence, Adds 17 to Mana, Adds 22 to Health

[ofpatience]            Adds 2 to Intelligence, Adds 46 to Mana,
                          Adds 1 to Max Combat Magic Damage

[ofvalor]               Adds 1 to Strength, Adds 29 to Health, Adds 2 to Intelligence

[ofconfidence]  Adds 2 Health Per Hit, 5% of Damage Reflected to Enemy,
                          and Adds 2 to Intelligence

[ofcontempt]            Adds 2 to Intelligence, 1 Mana Stolen Per Hit,
                          and 1 Health Stolen Per Hit

[ofsecrecy]             Adds 2 to Intelligence, +8% Chance to Hit Enemy with a Melee Weapon,
                          and Adds 22 to Health


==================================================================

----------
| SKILLS |
----------

[eradicating]           Adds 10 to Melee Skill
[propelling]            Adds 11 to Ranged Skill
[refined]               Adds 9 to Nature Magic Skill
[warring]               Adds 9 to Combat Magic Skill


==================================================================

-------------------------
| HEALTH, MANA, DEFENSE |
-------------------------

[ofthelion]             Adds 529 to Health
[ofperjury]             6 Health Stolen Per Hit
[ofbounty]              Adds 11 Health Per Hit
[elevated]              Adds 163 to Health, +7 to armor, +11% chance to dodge ranged attacks
                               and +3% chance to hit with melee weapon.

[ofinvigoration]        Adds 541 to Mana
[oftheslayer]           16 Mana Stolen Per Hit
[ofdawn]                Adds 17 Mana Per Hit
[praised]               Adds 223 to Mana, Adds 4 to Intelligence,
                          Adds 3 Health Per Hit, and Adds 1 to Ranged Skill

[hulking]               Adds 150 to Armor
[tenacious]             Piercing Damage Reduced by 20%
[ofvindication] 18% of Damage Reflected to Enemy

==================================================================

---------
| MELEE |
---------

[offangs]               Adds 35 to 82 Piercing Damage, MELEE
[ofthedestructive]      Adds 120 to Max Damage, MELEE
[ofpestilence]  Adds 85 to Maximum Damage, MELEE
[ofagony]               Adds 84 to 140 Damage, MELEE
[offire]                Adds 65 to 133 Fire Damage, MELEE
[ofthezapped]           Adds 105 to 124 Lightning Damage, MELEE
[ofwinter]              +15% Chance to Freeze and Adds 29 to 50 Cold Damage, MELEE
[offrostbite]           +10% Chance to Freeze and Adds 47 to 82 Cold Damage, MELEE
[ofice]         +5% Chance to Freeze and Adds 56 to 99 Cold Damage, MELEE
[ofintent]              +12% Chance to Inflict a Piercing Hit, MELEE
[ofexcellence]  +20% Chance to Hit Enemy with a Melee Weapon
[defiant]               Melee Damage Reduced by 20%
[wiley]         +15% Chance to Dodge Melee Attack
[uncompromising]        +16% Chance to Block Melee Attack


==================================================================

----------
| RANGED |
----------

[ofvelocity]            Adds 30 to 70 Piercing Damage, RANGED
[oftheeagle]            Adds 67 to Max Damage, RANGED
[ofepidemic]            Adds 60 to Maximum Damage, RANGED
[ofattainment]  Adds 15 to 218 Damage, RANGED
[oftranscendence]       Adds 45 to 104 Damage, RANGED
[ofignition]            Adds 46 to 93 Fire Damage, RANGED
[oflightning]           Adds 74 to 87 Lightning Damage, RANGED
[ofhail]                +7% Chance to Freeze and Adds 18 to 32 Cold Damage, RANGED
[ofblizzards]           +5% Chance to Freeze and Adds 31 to 51 Cold Damage, RANGED
[ofglaciers]            +3% Chance to Freeze and Adds 45 to 76 Cold Damage, RANGED
[ofpremeditation]       +12% Chance to Inflict a Piercing Hit, RANGED
[ofremoteness]  +20% Chance to Hit Enemy with a Ranged Weapon
[impeding]              Ranged Damage Reduced by 20%
[recoiling]             +15% Chance to Dodge Ranged Attack
[cunning]               +20% Chance to Block Ranged Attack


==================================================================

---------
| MAGIC |
---------

[merciless]             Magic Damage Reduced by 25%
[unwavering]            +15% Chance to Block Magic Attacks
[ofmagnitude]           Adds 25 to Max Nature Magic Damage
[ofzeal]                Adds 23 to 70 Nature Magic Damage
[ofhostility]           Adds 25 to Max Combat Magic Damage
[ofantagonism]  Adds 23 to 70 Combat Magic Damage

There is a typo in the description that shows up in the game, for antagonism.
It says "Nature" but it actually increases "Combat" magic damage.


==================================================================

----------------
| MISC. COMBOS |
----------------

[unsurpassed]           6 Mana Stolen Per Hit, Adds 3 to Combat Magic Skill,
                          Adds 25 to Armor, Piercing Damage Reduced by 13%,
                          and Adds 3 to Max Combat Magic Damage

[unparalleled]  +8% Chance to Block Melee Attack,
                          +13% Chance to Block Magic Attacks,
                          and Melee Damage Reduced by 11%

[spectacular]           2 Health Stolen Per Hit, 5 Mana Stolen Per Hit,
                          Adds 2 to Melee Skill, Adds 3 to Combat Magic Skill,
                          Ranged Damage Reduced by 8%

[celebrated]            Adds 4 to Nature Magic Skill, Adds 4 to Ranged Skill,
                          Adds 23 to Armor, and +2% Chance to Block Melee Attack

[treasured]             Adds 6 Mana Per Hit, Adds 1 to Melee Skill,
                          Adds 28 to Armor, +2% Chance to Block Melee Attack,
                          and +5% Chance to Dodge Melee Attack



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 3 - EXPERIENCE & LEVELS  }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To be the "best of the best" you need to achieve high levels, preferably in all skills
& stats.  Having a "well-rounded" character is very difficult to achieve as you will
see below.

How the levels work is probably explained better in other guides, such as in Tom Church's
very thorough FAQ/walk-through.  But here is my 2 cents on how your character levels up.
First I will define terms:
       SKILLS = melee, ranged, combat magic, nature magic
       STATS = strength, dexterity, intelligence
       UBER = overall character level or XP
               (does anyone know what "uber" literally means ? - it looks German?)
       XP = experience
       LEVEL = self explanatory

When you attack an enemy and do damage, this adds to your XP in whichever skill you are
using.  If you hit with a melee weapon, your melee XP goes up.  Ranged weapons add to
ranged XP, and magic adds XP to whichever form you are casting, nature or combat.
Casting "non-combat" spells also *does* add to your magic XP - each spell has a formula
for how much XP it adds.

SKILL levels start at level 0.  As XP in each skill increases, the level increases along
with it.  The game uses something of a log scale so that it is increasingly harder to get
to each succeeding level.  In the later levels, above ~80, each level requires about
1.2 times more XP than the previous.  Here is the full table:

Level      XP           Level         XP                Level            XP
-----    ------         -----      --------             -----       ------------
0            0
1           70          51        11263782             101         126731805919
2          650          52        13066188             102         155243764829
3         1450          53        15156978             103         190170914494
4         2350          54        17582294             104         232956672834
5         3350          55        20395661             105         285369226800
6         4650          56        23659167             106         349574605408
7         6650          57        27444833             107         428226194203
8         9450          58        31836207             108         524574390477
9        12950          59        36930200             109         642600930913
10        17100          60        42839232             110         787183442946
11        22000          61        49780637             111         964297020188
12        27800          62        58283859             112        1181261152309
13        34300          63        68700306             113        1447042214156
14        41300          64        81460453             114        1772624014920
15        49191          65        97091634             115        2171461720855
16        58327          66       116239830             116        2660037910626
17        68882          67       139696370             117        3258543743095
18        81054          68       168430631             118        3991713387870
19        95071          69       203630102             119        4889846202719
20       111190          70       246749453             120        5990058900910
21       129706          71       299570658             121        7337819456193
22       150954          72       364276635             122        8988826136414
23       175317          73       443541456             123       11011309319686
24       203567          74       540640862             124       13488851219194
25       236338          75       659587634             125       16523840046091
26       274352          76       805297430             126       20241701359039
27       318449          77       983791930             127       24796081467402
28       369600          78       1202447693            128       30375197100145
29       428936          79       1470301002            129       37209613750256
30       497766          80       1798421306            130       45581774146643
31       577609          81       2200368678            131       55837670632215
32       670226          82       2692754209            132       68401143827042
33       777662          83       3295926485            133       83791398490705
34       902288          84       4034812522            134      102644460453692
35      1046855          85       4939947918            135      125739461358351
36      1214551          86       6048738778            136      154030837466559
37      1409080          87       7407007581            137      188687773199113
38      1634732          88       9070886865            138      231142519471492
39      1896489          89      11109138988            139      283149583655156
40      2200128          90      13605997839            140      346858237280144
41      2552348          91      16664649931            141      424901337970755
42      2960924          92      20411498744            142      520504136316754
43      3434872          93      25001388540            143      637617564290602
44      3984651          94      30624003540            144      781081513558566
45      4622395          95      37511706915            145      956824851411821
46      5362179          96      45949143550            146     1172110440282060
47      6220327          97      56285003427            147     1435835286648100
48      7215779          98      68946431776            148     1758898223446500
49      8370504          99      84456681504            149     2154650321024540
50      9709985         100     103456737421            150     2639446640557650


You have to waste a bunch of baddies to get to level 150 !   "In-between" levels, you can
view your progress accurate to 2 decimal places by rolling the pointer over the
weapon/spell icon.  Or you can view the bar within the inventory screen.  As your skill
increases, among other things you get a better chance to hit (melee), higher accuracy
(ranged), or more powerful spells (magics).

Now, how STATS work is more complicated.  STATS start at XP=0, but level 10.  UBER level
and XP both start at 0.   As your skills increase in XP, you are also adding the same amount
of XP to your uber XP.  (Side point:  skill *levels* do NOT have anything to do with uber
*level*.)  The uber-XP is the sum of the 4 skills' XP's.  Then, to determine your uber
LEVEL, you look up the uber-XP in the same table of levels above.  Your uber level is the
amount of "points" you have to divide up between the 3 stats.

As your uber-level creeps up, the uber-level points are divided up among the 3 stats
depending on which skill you are using.  This is how & why the stats' levels also creep up.
The uber-level points are divided up as follows:

                       Melee           Ranged   C-Magic        N-Magic
                       -----           ------   -------        -------
Strength                64%             25%              13%             9%
Dexterity               27%             62%              17%            18%
Intelligence     9%             13%              70%            73%


Let's say you start the game and only use your knife for the first few minutes.  You kill
a few Krug, and accumulate exactly 70 XP.  Here is how the whole picture would look:

       melee level =            1.00
       melee XP =                      70.00
       ranged level =           0
       ranged XP =                      0
       combat magic level =     0
       combat magic XP =                0
       nature magic level =     0
       nature magic XP =                0
       ---------------------------------
       strength level =                10.64
       strength XP =           44.80   --->    (64% of 70)
       dexterity level =               10.27
       dexterity XP =          18.90   --->    (27% of 70)
       intelligence level =    10.09
       intelligence XP =                6.30   --->    ( 9% of 70)
       ---------------------------------
       uber level =             1.00
       uber XP =                       70.00

Why the game also assigns you XP in each of the 3 stats, I don't know - it seems unnecessary.
(Think "Nubedad" again.)

OK, now suppose you switch to your bow, and get another 70 XP, this time in your ranged skill.
While you've achieved level 1 in ranged, you are only (140-70)/(650-70)=0.12069 or ~12% of
the way towards uber-level 2.  These 0.12 uber level points are split up between the 3 stats
according to the %'s above (ranged).  For dexterity, the stat most affected, you get
0.12069*0.62 = 0.07483 added to your DEX level.  Use the same logic for the other 2 stats.
Then finally for stat-XP's, let's take strength for example... (STR-10)=0.67017,  so you
are ~67% of the way to the next level, or ~67%*(70-0)=46.9119 would be your STR-XP.

Anyway, here is the picture after leveling up 1 in ranged...

       melee level =             1.00
       melee XP =                       70.00
       ranged level =            1.00
       ranged XP =                      70.00
       combat magic level =      0
       combat magic XP =                 0
       nature magic level =      0
       nature magic XP =                 0
       ---------------------------------
       strength level =                 10.67017
       strength XP =            46.9119
       dexterity level =                10.34483
       dexterity XP =           24.1381
       intelligence level =     10.10569
       intelligence XP =                 7.3983
       ---------------------------------
       uber level =                      1.12069
       uber XP =                       140.00


As pointed out in other guides, it is VERY HARD, especially later in the game, to level up
your character in all 3 stats !  Credit where it's due - - I will basically 'parrot' here
what Tom Church teaches in his guide, with a few more specifics.

For example, let's say you achieved level 50 in both melee and ranged, but you haven't yet
used any spells.  Now, let's suppose you want to start rounding out your character in magic
skill and increase your intelligence by exactly 1.00.  Here is how that would work...

Your uber XP would be 2*9709985=19419970, and uber-level is therefore ~54.  If you want
to know exactly, it's 54+(19419970-17582294)/(20395661-17582294)= 54.6532.  To increase
your intelligence level by exactly 1.00, using combat magic spells, you would have to
increase your uber-level by 1.00/0.70=1.4286.  To achieve this you need to get to
uber-level 56.0818.  The uber-XP required for this level is 23659167+ 0.0818*
(27444833-23659167) =23968834.  That's a difference of 4548864 XP you need to accumulate
using combat magic.  If you start at skill level 0 in combat magic, you would have to
almost reach skill level 45 before you would earn that much XP and get the 1.00 point
in intelligence.   And remember you would be starting with the measly fireshot
level 0 spell !

Again, 'Nubedad' had to make some educated guesses on the formulas.  I finally wrote
an Excel spreadsheet to figure this out - at least the way I think it works.  Then after
those untold hours, I found almost the exact same thing on the web at:
       [ http://www.dsnetguide.com/downloads/statcalc.php ]

However, really the only reason you need to know this many specifics is so you can hack & cheat.

Another way to cheat a bit less blatantly is to use one of the mod's that are out on
the Internet.  I like Reaper's XP mods, if you lean this way.
       [ http://www.dsnetguide.com/siegelets/siegelets.php?id=61 ]



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 4 - HEALTH & MANA  }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a short section to help explain how health and mana "level up" during the game.

  Max HEALTH is defined according to the formula:
     = [ (STR-9) * 29.4 ] + [ (DEX-9) * 9.8 ] + [ (INT-9) * 9.8 ]

  Max MANA formula:
     = [ (STR-9) ] + [ (DEX-9) * 4 ] + [ (INT-9) * 25 ]


If you remember the %'s above, (for example, melee: 0.64, 0.27, 0.09)  then you can
calculate that for each 1.00 increase in UBER level (while using melee), your health
will increase 18.816+ 2.646+ 0.882 =22.344

[What, so simple ?  Come on GPG, you could have atleast used Fourier transforms or something!]

Why, you say, is this important ?  Well it's really not but I'm on a geek-roll here.
Let's say you find two rings, one "of Colossus", and one "of the Lion", and you wanted
to keep the better one and sell/trade the other.  You would know by the formula that
the STR+11 will give you only 323.4 additional health, vs. the 529 from the other ring.
(I am ignoring the other benefits of STR such as increase in melee damage.)

BTW - does anyone know the formulas for STR/DEX/INT vs. melee/ranged damage?
It looks to me like...
       delta melee damage (min) = delta STR * 2.0625
       delta melee damage (max) = delta STR * 2.125



~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 5 - INVENTORY  }
~~~~~~~~~~~~~~~~~~~~~~~~~

This section is written to help you figure out where your stuff is in your inventory.
An item's location is defined by one or more of 3 things:  (1) equipment slot,
(2) inventory location, (3) grid X & Y.  For the items you are carrying "on your body",
(1) and (2) are shown below, whereas (3) does not apply.

                       equip_slot =      inv_location =
                       ------------      --------------
  Armor                es_chest                  il_main
  Helmet               es_head                      "
  Gloves               es_forearms                  "
  Boots                es_feet                      "
  Amulet               es_amulet                    "
  Spell Book   es_spellbook         "
  Rings                es_ring_0                    "
                       es_ring_1                    "
                       es_ring_2                    "
                       es_ring_3                    "
  Melee weapon (n/a)                     il_active_melee_weapon
  Ranged Weapon        (n/a)                     il_active_ranged_weapon
  Shield               (n/a)                     il_shield

For other items you are carrying "in your pack", the inventory location is always "il_main",
except for spells carried inside a spell book.  Then a grid location is specified via X & Y.
I am not sure if the grid numbers change (for example, depending on screen resolution?).
I decoded the grid on my installation as follows:

            |            X          |
            |------------------------
         Y  | 255 | 287 | 319 | 351 |
       ==============================          As you can see
         30 |     |     |     |     |          it is a grid
       ------------------------------          4 squares wide
         62 |     |     |     |     |          and 13 squares
       ------------------------------          high.  Each
         94 |     |     |     |     |          square is
       ------------------------------          32 x 32 units
        126 |     |     |     |     |          (pixels?).
       ------------------------------
        158 |     |     |     |     |          The location of
       ------------------------------          large items is
        190 |     |     |     |     |          determined by
       ------------------------------          specifying
        222 |     |     |     |     |          the grid location
       ------------------------------          of the upper left
        254 |     |     |     |     |          corner of the
       ------------------------------          item.
        286 |     |     |     |     |
       ------------------------------          For example a 2x3
        318 |     |     |     |     |          crossbow in the
       ------------------------------          extreme lower
        350 |     |     | *CB | CB  |          right corner
       ------------------------------          would be assigned
        382 |     |     |  CB | CB  |          "grid_x = 319" and
       ------------------------------          "grid_y = 350".
        414 |     |     |  CB | CB  |
       ------------------------------


If you use one of the "back-pack" mods, then you just expand the 32x32 grid accordingly.
This type of mod is very useful and since it only allows you to carry more, its sort of
not cheating, in my opinion.  If you're going to get one, might as well get the BEST !
This would be the biggest - -
       [ http://www.geocities.com/gamers554/ds.htm ]
The above does require a screen res of 1024x768.  Otherwise you need one of the smaller
ones such as:
       [ http://www.dungeonsiegecenter.com/downloads/mods.phtml?id=138347 ]
       [ http://www.dsnetguide.com/siegelets/siegelets.php?id=4 ]



~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 6 - HACKING   }
~~~~~~~~~~~~~~~~~~~~~~~~

Using the above info, if you are an unabashed hacker you should now be able to give
yourself whatever items you want, with the highest level of magical enhancements
possible.  You will first need the Tank Viewer and Tank Creater programs available from:
       [ http://www.game-editing.net/                     ]
       [ http://www.dsnetguide.com/downloads/modtools.php ]

! - ! - ! - ! - !
NOTE - Some published FAQ's/guides instruct that you can edit your single-player files
(*.dssave).  In my experience this does not work.  If you want to do play a hacked
character in the single player map, you could play the Kingdom of Ehb
campaign from within the multiplayer menus.
! - ! - ! - ! - !

Example - - suppose you want to fight with a devastating crossbow.  Just hack into your
*.dsparty file and edit the resulting "party.gas" file.  Find whatever ranged weapon
you have currently, and change it to:
       gold_value = 9999999;
       inv_location = il_active_ranged_weapon;
       modifier_prefix_name = sacred;
       modifier_suffix_name = oflightning;
       template_name = cw_g_c_l_p_avg;
       variation_name = o_mag;

You can do this with any of the items and modifiers listed above.  Finding it hard to
stick to your "pure ethics" of game playing ?  VERY tempting isn't it?  You can resist
though - just pray harder.

Of course, you can give yourself lots of gold too.  Obviously the first thing to do is
edit your overall gold amount.  Another trick to "store" even more extra gold is to hack
the sell-value of any potions or other small & expendable items you own, to 9999999, and
then if you run low on gold you can sell one.

Finally, if you know the template name(s) of any unique items you want (such as
Town-stones, the Fury's Eye, books, knife, etc.) - you can just place them in an
empty spot (grid) in your pack.

A note for more dedicated hackers - - if you know where to look you can find
the base file that determines how much damage the crossbow does (or defense
for armor, etc.) and change these values too.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 7 - MULTIPLAYER WORLD  }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


         --------------------------
         Section 7-a... Town Stones
         --------------------------

In case you dont feel like getting your 30-50 bucks out of the game, you can hack and just
give
yourself all the items needed to complete the game.  These are the 8 town-stones, plus the
final
"Ten Stone" you need to complete the last Dungeon.  Once you have the 8, the last one is given
to
you in Hiroth.  To put them in your inventory, again, hack the character  *.dsparty  file,
and type in lines such as the example below:

       [1]
       {
               grid_x = ___;
               grid_y = ___;
               inv_location = il_main;
               template_name = ~~~~~~~~~~~~~~~;
       }


       A L L   9   S T O N E S
---------------------------------------
template_name = stone_glb_elldim_01;            all of these are size = 1x1
template_name = stone_glb_crystwind_01;
template_name = stone_glb_fallraen_01;
template_name = stone_glb_meren_01;
template_name = stone_glb_lang_01;
template_name = stone_glb_quillrabe_01;
template_name = stone_glb_hiroth_01;
template_name = stone_glb_grescal_01;

plus the one you need in the last Dungeon...
template_name = tenstone_glb;                   this one is size = 2x2


         -------------------------
         Section 7-b... DISPLACERS
         -------------------------

In multiplayer, after doing it once, I hate having to go back again and find the forward displacer
to "calibrate it".  There are mods you can download to fix this such as:
       [ http://www.dsnetguide.com/siegelets/siegelets.php?id=84 ]

However, with versions >1.1, you can also do this from within your character "party.gas"
file !!    :)     Simply add a section called "QUESTBITS" and include whichever displacers
you want turned on.  The section goes near the end, just before "SKILLS".  Make sure "QUESTBITS"
lines up with "SKILLS" (same number of tabs) and be sure to include all sub-sections using
tabs & { } .  Each displacer (I think) requires 2 sections to turn it on.  Not totally sure
about this but it works.  You might get away with only one or the other, but I haven't felt
like
spending the time to test this.

Let's suppose you want to turn on the first displacer, the one outside
of Elddim just before the Crypt.  The syntax within your "pary.gas" file would be:

[questbits]
{
       [0]
       {
               _key = "multiplayer_world";
               [_value]
               {
                       [0]
                       {
                               _key = "2w_teleport_river_forest_path2crypts_active";
                               _value = "true";
                       }
                       [1]
                       {
                               _key = "teleport_river_forest_path2crypts_active";
                               _value = "true";
                       }
               }
       }
}


You must add additional sections, numbered [2], [3], [4], etc., for each of the remaining "keys":

ELDDIM
------
       _key = "2w_teleport_river_forest_path2crypts_active";
       _key = "teleport_river_forest_path2crypts_active";

       _key = "teleport_river_forest_path2mines_active";
       _key = "2w_teleport_river_forest_path2mines_active";

CRYSTWIND
---------
       _key = "2w_teleporter_mine_town_mines2_active";
       _key = "teleporter_mine_town_mines2_active";


FALLREAN
--------
       _key = "teleporter_snow_town_sno_r1_active";
       _key = "2w_teleporter_snow_town_sno_r1_active";

       _key = "2w_teleporter_snow_town_sf_r2_active";
       _key = "teleporter_snow_town_sf_r2_active";

MEREN
-----
       _key = "2w_teleport_ocean_dark_forest_active";
       _key = "teleport_ocean_dark_forest_active";

LANG
----
       _key = "2w_teleporter_swamp_town_gi_a_r2_active";
       _key = "teleporter_swamp_town_gi_a_r2_active";

       _key = "teleporter_swamp_town_of_r1_active";
       _key = "2w_teleporter_swamp_town_of_r1_active";

QUILLRABE
---------
       (none)

HIROTH
------
       _key = "2w_teleport_castle_town_desert_active";
       _key = "teleport_castle_town_desert_active";

GRESCAL
-------
       (none)


!*}
!*!*} - - Be careful because many displacers set you down in the midst of a deadly battle.
!*}


         ------------------------------------------
         Section 7-c... LEVELS needed for the HUB's
         ------------------------------------------

You must achieve the levels below to use the HUB transporters
(through the basilicus) to move from town to town.

               Regular Veteran  Elite
               ------- ------- -------
Elddim             1              54               83
Crystwind          5              56               87
Fallrean           9              59               90
Meren             18              64               96
Lang              25              75               99
Quillrabe         42              77              103
Hiroth            46              79              105
Grescal   50              80              106



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{  Section 8 - CHICKEN LEVEL  }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   "Climb to the sky on the sunbaked mesa
    Give to the moon with the treble stones
    Place down the eye of the crystal temple
    Gift of the steel from a virgin hand
    The final piece within your grasp
    A leap of faith convenes his trial."

There are published guides, such as Michael Wu's, for the chicken level, so I won't
repeat all of the instructions here.
       [ http://www.gamefaqs.com/computer/doswin/game/27336.html ]

However, my small contribution is the following:


3 ITEMS YOU NEED:                                               TEMPLATE:
=====================                   ======================================

Eye of the Crystal Temple:                       fury_eye                       (size 2x2)
--------------------------
(The Fury's Eye)

Note - You get this item in the Kingdom of Ehd campaign.  The above guide advises you
to start in Jeriah's Cabin.  I'm not sure about this.  I don't think you can
go "backwards" from there into the Alpine Caverns.  Instead, I recommend starting
in Glacern and go forwards to the Alpine Caverns.  You can skip the mini-dungeon
on the right that is on the way.  Once in the Alpine Caverns, you need to find 3 or 4
'shrines'.  The eye is in the last shrine.  They are sort-of hard to find - go
through narrow passage-ways on the right as you go through the dungeon.  Sometimes
it will be "up a ramp" which will be hard to see.  You will go "up", and outside
of dungeon/cave to each shrine.  Use the pressure plates to assemble the bridge
to the last shrine.  If you grab the eye during the single player campaign, you have to
carry the useless thing around for a very long time until you finally finish multi-player!


Virgin Blade:                                    dg_g_d_1h_fun          (size 1x2)
-------------
(The knife your 'nube' character has at the start of the game, level 0.)


Piece within your grasp:                         book_glb_lore_riddle   (size 1x2)
------------------------
(The book in the first room of the Hiroth dungeon, in the
Utraean Peninsula map.  Must collect all eight town-stones to get this.)


Or you can download the items here (one of many mod's for these items):
       [ http://www.dsnetguide.com/siegelets/siegelets.php?id=386 ]



~~~~~~~~~~~~~~~~~~~~~~~
{  Section 9 - CONTACT  }
~~~~~~~~~~~~~~~~~~~~~~~

I am interested in what kind of feedback I might receive.  I'll give it a try for
a while but if I get a lot of BS pouring in, I'll just yank the email account
I have set up for this.

I very much welcome sincere corrections, additions, other ideas, etc.
BS will be ignored and blocked.

     \                            ______________________
=======\                          |                      |
========\     Contact me at       |  [email protected]  |
========/                         |______________________|
=======/
     /


If you're playing a pirated game please go buy the real thing - - to encourage
GPG & Microsoft to make more great games like Dungeon Siege !


Thanks for reading.