Sacred82
Self-Ejected
"If you trust in yourself. . .and believe in your dreams. . .and follow your star. . . you'll still get beaten by people who spent their time working hard and learning things and weren't so lazy.”
- Terry Prattchet
Let's Play Dungeon Siege II:
Lazy Man Edition
"A thousand years ago, a magic sword, wielded by Zaramoth the Unmaker, and a mighty shield, worn by Azunai the Defender, clashed upon the field of battle. In the ensuing cataclysm, the very souls of both generals' armies were ripped from their bodies, and the world of Aranna was changed forever..."
Greetings ladies and gentlemen, and welcome to this Let's Play of a 2005 - let's say classic -, Dungeon Siege II. When the first Dungeon Siege was released in 2002, it met with generally favorable reviews, and it succeeded in bringing together the hack&slash and loot gathering of Diablo clones and the party management of more traditional RPG's. Despite my faint recollection of the first game I'll go out on a limb and say Dungeon Siege II improved upon its predecessor in virtually all aspects, while keeping the basic ideas intact. The story and characters are more fleshed out, the locations memorable, and - most importantly - the character and party building more complex. Come on then, let's venture into the world of Aranna one more time, and do it by exerting a modicum of energy. For loot!
Valdis, before and after doing roids claiming the sword of Zaramoth
Our story begins when a young prince named Valdis, aided by the grim necromancy of the Dark Wizards™, reclaims the sword of Zaramoth, and follows in the latter's footsteps by plunging the world into war. Our hero, a young mercenary, and their friend Drevin, decide to throw in their lot with Valdis' Morden army, a bunch of butt-ugly alien soldiers. The elf Drevin and the hero grew up in the Elven town of Aman'lu together (you can be any race thogh - hello?).
Oh forsooth Valdis, the company you keep leaves much to be desired.
Not the hero we deserve, but the one we need right now. Trust this guy to never clean his kitchen.
Our goal in this playthrough will be to do as little as possible ourselves, while our pets and especially our summons clear the way for us. To achieve this we will need two casters both training in combat magic and nature magic, which will allow us to improve or summons' attack speed and power. Every caster can have only one summoned monster around at any time, so better make sure they are as powerful as possible.
For race we pick human; the choice of race is largely inconsequential, any race can train in any skill, and the bonuses quickly become negligible. Humans actually seem to get the best bonus, as 10% chance to find magic items can matter quite a bit early on in my experience. Half-Giant bonuses OTOH are a joke, as you can't just sit around with an empty HP bar waiting for it to refill. Also, as a human, we get 2 skilll points that we can allocate as we like. Also we make him an ugly, unkempt old geezer. This is the Codex after all.
Flash Gordon anyone? The intro movie is okay-ish, but it doesn't look any better than the Orc warmachines in Warcraft III's intro from 2002, and no amount of harpy butt could change that. No wonder reviewers tended to focus on Dungeon Siege II's outdated graphics.
Arriving on the beach of Greylin Isle, a heavily forested patch of land inhabited by wild beasts and skillful Dryad hunters, Drevin and our hero first learn how to merc. We will use this little (mandatory) tutorial to level up our combat magic skill. We also level up our Devastation and Brilliance skills, which unlocks the Energy Orb power, a nifty little device that keeps firing even after our hero bites the dust. Noice.
Drevin also entrusts to our hero a special amulet, which we are to safeguard. Sure thing, Drevin. Your valuables are safe with us.
At the end of the tutorial, our two friends join the Morden host as they advance upon a temple of the Dryads, to obtain a shiny... thing. Valdis arrives in a foul mood and slaughters everyone. This is apparently a great time to ask for a raise, and Drevin tries to work his charms on Valdis ('gib moneyz, nao'). Predictably, Valdis flips his shit and kills Drevin dead.
NOOOOO, DREVIN!! You were an... ok henchman.
Our hero tries to valiantly shield Drevin from harm, but Zaramoth's sword flashes once, and the world goes dark...
- Terry Prattchet
Let's Play Dungeon Siege II:
Lazy Man Edition
"A thousand years ago, a magic sword, wielded by Zaramoth the Unmaker, and a mighty shield, worn by Azunai the Defender, clashed upon the field of battle. In the ensuing cataclysm, the very souls of both generals' armies were ripped from their bodies, and the world of Aranna was changed forever..."
Greetings ladies and gentlemen, and welcome to this Let's Play of a 2005 - let's say classic -, Dungeon Siege II. When the first Dungeon Siege was released in 2002, it met with generally favorable reviews, and it succeeded in bringing together the hack&slash and loot gathering of Diablo clones and the party management of more traditional RPG's. Despite my faint recollection of the first game I'll go out on a limb and say Dungeon Siege II improved upon its predecessor in virtually all aspects, while keeping the basic ideas intact. The story and characters are more fleshed out, the locations memorable, and - most importantly - the character and party building more complex. Come on then, let's venture into the world of Aranna one more time, and do it by exerting a modicum of energy. For loot!
Our story begins when a young prince named Valdis, aided by the grim necromancy of the Dark Wizards™, reclaims the sword of Zaramoth, and follows in the latter's footsteps by plunging the world into war. Our hero, a young mercenary, and their friend Drevin, decide to throw in their lot with Valdis' Morden army, a bunch of butt-ugly alien soldiers. The elf Drevin and the hero grew up in the Elven town of Aman'lu together (you can be any race thogh - hello?).
Our goal in this playthrough will be to do as little as possible ourselves, while our pets and especially our summons clear the way for us. To achieve this we will need two casters both training in combat magic and nature magic, which will allow us to improve or summons' attack speed and power. Every caster can have only one summoned monster around at any time, so better make sure they are as powerful as possible.
For race we pick human; the choice of race is largely inconsequential, any race can train in any skill, and the bonuses quickly become negligible. Humans actually seem to get the best bonus, as 10% chance to find magic items can matter quite a bit early on in my experience. Half-Giant bonuses OTOH are a joke, as you can't just sit around with an empty HP bar waiting for it to refill. Also, as a human, we get 2 skilll points that we can allocate as we like. Also we make him an ugly, unkempt old geezer. This is the Codex after all.
Arriving on the beach of Greylin Isle, a heavily forested patch of land inhabited by wild beasts and skillful Dryad hunters, Drevin and our hero first learn how to merc. We will use this little (mandatory) tutorial to level up our combat magic skill. We also level up our Devastation and Brilliance skills, which unlocks the Energy Orb power, a nifty little device that keeps firing even after our hero bites the dust. Noice.
Drevin also entrusts to our hero a special amulet, which we are to safeguard. Sure thing, Drevin. Your valuables are safe with us.
At the end of the tutorial, our two friends join the Morden host as they advance upon a temple of the Dryads, to obtain a shiny... thing. Valdis arrives in a foul mood and slaughters everyone. This is apparently a great time to ask for a raise, and Drevin tries to work his charms on Valdis ('gib moneyz, nao'). Predictably, Valdis flips his shit and kills Drevin dead.
Our hero tries to valiantly shield Drevin from harm, but Zaramoth's sword flashes once, and the world goes dark...
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