Patch Lingua Italiana Dungeon Siege 3 Cheats. 6/1/2017 0 Comments Per fare un esempio. Uno dei suoi aspetti. Torrentz will always love you.
. Complete all dungeons in Altera on Very Hard. Have a Luto's Pass in your inventory.
(2 Luto's Passes is needed when entering Hell mode). Must be Level 60 or higher. Recommendations:. The difficulty of this boss is more gear dependent than any other boss in the game due to both the time limit and the healing spores. It is strongly recommended that you are equipped with a decent late-game weapon like a +6 high grade weapon near the current level cap or better before considering attempting Hell difficulty even in a party. If the mobs that are reanimated by the spores are attacked at all they have a high chance of sparking.
This does minor damage and induces KD. A few of the monster's attacks can curse, it may be best to memorize which ones since they are all generally telegraphed predicable despite being especially potent.
5 Piece Mechanized Mk.II set will act like an auto-manabreak if you get caught by Storm Blade if you can assemble the set. 500 Nature resistance will protect you from getting poisoned if you run out of time. (source: fr.elsword.org, tested by Aleyra).
With the title and 24 Nature Shards you can get 500 Nature resist cheaply with any 4 piece set of armor. Mobs: Monster Image Monster Description Corrupt Nasod Scorpion - Same as Nasod Scorpion, but will super armor during certain attacks.
Corrupt Nasod Guardian - Same as Elite Nasod Guard (Shield), except that it is now bigger, and its stun baton will induce Curse. Corrupt Nasod Blader - Same as Nasod Blader, except it is much faster, only found in Hell and Luto Modes. Corrupt Nasod Guard Type-ICE - Same as Nasod Guard Type-ICE, except that it super armors during certain attacks and will poison instead of frostbite when shooting a cannonball. Corrupt Nasod Scout Type-L - Same as the Nasod Scout Type-L aside from that the zap attack deals Curse rather than stun.
The zap attack can now also be used while its being combo'd and gives it super armor frames during the animation. Corrupt Elite Cannon - Same as the Elite Nasod Guard: Cannon; however, its horizontal triple-shots now cause Curse and penetrate multiple times. Also will super armor during it shot a cannon that no longer inflict Confusion. Corrupt Nasod Assault: Type-W9 - Same as the Assault Nasod Type-W9 except bigger (as big as Corrupt Nasod Guardian) and with higher attack speed. Evolved Alterasia - Same as the regular Alterasia. They will lose a negligible amount of HP per each spore spawned.
Evolved Alterasia Spore - Same as the Alterasia Spores, all mobs can absorb these on contact to regain HP. In Luto Mode these spores will emit an electric field that will inflict Curse on anyone hit. After The Fields update the spores are now easier to push around and so less difficult to prevent from reaching Type-H.
They have also had their ability to phase past players attacks removed, simply staying grounded will prevent them from getting past. Contents. General Monster Image Monster Description Infected Nasod Driller - This mob's attack virtually similar to Nasod Driller.
Infected Wally No.9 - This mob's attack virtually similar to regular mob have. Infected Nasod Scorpion King - This mob's attack virtually similar to Scorpion King. Obstacles: Monster Image Monster Description Poisonous Air - While the Anti-Alterasia Capsule keep the poisonous air from affecting you at first, its effects are only temporary and after 10 minutes (12 on Hell) the poisonous gases begin to take their toll, dealing non-lethal DoT damage (This debuff cannot kill you unlike other debuff). Press - Same as the presses in Nasod Foundry, but it does more damage and the flattened effect will last longer.
Electrifying Tong - Same as the Electrifying Tongs in the Altera Plains, except it springs up with much greater frequency. Alterasia Type-H The boss's attacks are basically mixture of 's. Knows ^XXX, XXZ, ZZX, ZZZ ^XXX and ^XZ. Moves.: Same as Magic Knight's Wind Blade skill, causing moderate damage to target. Type-H usually uses this move to finish off his combos.: Larger and longer than Sword Knight's version (more than half the screen), causing enormously high damage on activation.(During activation you're unable to move.) Type-H will use this whenever he has full mana. Sometimes he will refuse to use it unless he feels he can hit someone with it on activation.: Same as Magic Knight's Storm Blade skill, dealing extremely high damage.
Be warned that it is tall enough to reach the top platforms from the bottom of the stage. After being reduced to a certain amount of HP, Type-H will automatically perform Storm Blade.
In addition, Type-H will retain stoic for several seconds preventing him from being immediately caught right after this skill. He will usually use during his stoic phase after if he has the MP. Type-H will Storm Blade at 13.5, 11.1, 8.7, 6.4, 3.9, and 0.5 life bars on Normal and in Henir. Type-H will Storm Blade at 24.5, 20.9, 17.3, 13.8, 10.4, 6.8, and 3.4 life bars on Hell Difficulty.
Type-H will Storm Blade at 28.8, 25.7, 22.6, 19.5, 16.4, 13.3, 10.2, 7.1, and 4.0 life bars on Luto Difficulty. After Secret Dungeon Revamp, Type-H will Storm Blade at 40.7, 34.8, 28.8, 22.9, 17.3, 10.4, and 5.6 life bars on any difficulty.: An exact copy of Sword Knight's Air Slash. Tends to use it in a middle of a combo or for catching purposes. Alterasia Combo 1: His most commonly used combo: ZZZ → → ^XXX →. Notes. Has on when it attacks. Very fast in terms of Attack and Movement Speed.
Pulls combos similar to Elsword's. Stoic is off when it falls from a platform. Has higher resistance to all elements than most other monsters.
(Roughly 200/500 resist to everything). Assuming level 60:.
The spores in the boss room have roughly 200k HP on Normal difficulty and 220k HP on Hell difficulty and will be produced every 10 seconds by the Alterasia(s) on the ceiling. Type-H has roughly 3.75M HP on Normal Mode (15 Life-bars), and 5.5M HP on Hell Mode (27 Life-bars).
Type-H's defense will reduce damage by approximately 28% on Normal Mode and 47% on Hell Mode. (needs more testing). Spores have just slightly less defense power than Type-H itself. After The Fields update, his attack damage has been significantly reduced while the Spore spawn rate was increased from every 15 seconds to every 10 seconds. Basic Tactics:. Split your team into two groups, one on spores and one on Type-H. Lure Type-H onto the right platform away from the spores and fight him there.
Always watch its health bar; at certain HP thresholds Type-H will unleash Storm Blade. Type-H will Storm Blade at 13.5, 11.1, 8.7, 6.4, 3.9, and 0.5 life bars on Normal and in Henir.
Type-H will Storm Blade at 24.5, 20.9, 17.3, 13.8, 10.4, 6.8, and 3.4 life bars on Hell Difficulty. Type-H will Storm Blade at 28.8, 25.7, 22.6, 19.5, 16.4, 13.3, 10.2, 7.1, and 4.0 life bars on Luto Difficulty. After Secret Dungeon Revamp, Type-H will Storm Blade at 40.7, 34.8, 28.8, 22.9, 17.3, 10.4, and 5.6 life bars on any difficulty. If you get hit by it, quickly MP Break as fast as you can before you take serious damage.
Triple Frozen Master is recommended due to Type-H's fast movement and high defense. Never have everyone on boss unless you're confident in your team's attack power. After The Fields update spores can no longer phase through players, so as long as the blockers remain grounded it is possible to block the spores without doing anything. This allows them to be 'saved' for building MP Awakening later should that be desired, they additionally have very low resistance to dark element. Tactics Advanced Tactics: This is much more difficult after The Fields update due to Freezing status not being extended by skill delay. Focus everyone on Type-H. Have someone freeze him either with Blizzard Shower, Freezing Arrow, or use a Water Orb.
Freezing Arrow is more difficult to work with due to its extremely short duration on Type-H. Have someone use a Wind Orb on him to break his defenses. Chain Special Actives against him to keep him frozen and defenseless, he cannot Storm Blade while frozen. Repeat starting off with a freezing attack again until he dies. If any of his HP thresholds are exceeded while he is frozen he will fail to use Storm Blade, this will additionally put him into super armor for roughly 10 seconds during which he is unable to use Storm Blade again until it wears off. During this super armor phase he is unable to attempt Storm Blade again if HP thresholds are exceeded, even if frozen status wears off.
This allows the party to safely skill chain him for the duration of his super armor state, skill delays will further extend his super armor frame's duration. If he is hit by a non-freezing attack after surviving until his super armor ends there is a chance he may use Storm Blade after every hit due to the HP thresholds exceeded. Exceeding HP thresholds while frozen SA will often cause him to 'forget' to ever use Storm Blade for that threshold, but this is not 100%, especially if you exceed multiple in one skill chain. Tactic:.
activate and immediately use MP Potions. Execute against him. Hit, hit and hit. Tactic:.
'Run away' by not attacking and just letting the spores spawn (jump on the upper platform, go right, wait until he comes, press down, go left and jump on the platform again. Repeat until there are a lot of spores. Go on the platform with the spores. Wait until he stands on it, too. Activate Awakening Mode. Use.
Use. Use. Demonstration of Void Princess' Tactic: In Hell mode: 's Tactic:. Wait for alterasia spores to spawn and lead them to the bottom while running away from Type-H. Once gathered enough spore (fill up bottom?) Use Tactics:. Supporting Against Type-H:. Use first.
Fire, to freeze boss at certain points to bypass Storm Blade thresholds. XX combo can be used to catch him for party members. Alternatively prepare siege and snipe him from long range. Supporting Against Spores (normal mode only):. After 6/4/2013 patch, you can simply just ZZZZ kick spam them.
Prepare Siege to the right of where it spawns when you hear a spore spawning. Siege Z to knock it down to the platform on the left. Siege X to kill the spore. Charge mana for next spore. Solo Method: Wind Ward (Must have enough damage to defeat spores with Wind Ward). Fight Type-H normally until any spore(s) comes close. both Type-H and the spore(s) Alternatively if Wind Ward is not available.
Retreat when Type-H is near a Storm Blade threshold. Catch and repeat until Type-H is defeated.
Tactics:. Supporting Against Type-H:. Lure him to the right platform.
Use to slow down his attacks and hit recovery. Use and combo him while keeping an eye on his HP bar. If a spore approaches when it is in range for you to hit both it and Type-H. (After 6/4/2013 patch, you need only maintain your grounding to prevent spores from coming in contact with Type-H and don't need to Sharp Fall every approaching spore anymore.). Escape backwards and attack him from a safe range when he is about to to trigger it safely. Alternatively use a skill with long invincibility frames like. Catch him after and repeat combo until next.
Wind Sneaker may support with Siege from long range much like a Grand Archer. may be used in advance to negate the skill delay of Type-H's. Supporting Against Spores (normal mode only):. After 6/4/2013 patch, you can simply just ZZZZ kick spam them. Prepare Siege to the right of where it spawns when you hear a spore spawning.
Siege Z to knock it down to the platform on the left. Siege X to kill the spore. Charge mana for next spore. Solo Method: Sharp Fall (Must have at least near enough damage to OHKO spores). Get Type-H to the right, onto the platform if Hell Mode. Catch and combo Type-H until close to a Storm Blade threshold while approaching spores.
After 6/4/2013 patch, you need only maintain your grounding to prevent spores from coming in contact with Type-H and don't need to Sharp Fall every approaching spore anymore. Trigger Storm Blade and retreat. Repeat from Step 1 until Type-H is defeated. 's Tactic. Spam Luna Blade and/or Wind Blade (With the skill note) to prevent Type-H from using Armageddon Blade.
Phoenix Talon helps here too, as it gets rid of the spores that spawn. 's Tactic. Keep running away from Type-H by jumping on the platforms and falling down, while the spores are spawning. If you need to get the spores with Type-H together, use. Use, and then. Demonstration of Deadly Chaser's Tactic:. Type-H will heal if he eats the spores generated by the (inaccessible and invincible) Alterasia(s) at the top of the level (1 in normal, 2 in hell).
It would be wise to have at least 1 person on spores. Sometimes the Alterasia plant will fail to generate spores, dying and reviving will sometimes fix this. The timing on spore release has been altered after the Hunting Fields patch reducing the occurrence of this glitch.
Type-H has a fast hit recovery. 20% Attack Speed strongly recommended. Helpful Skills: For dungeon.
Skills that can literally wipe the floor clean. Every party buff For boss. and / to freeze the boss for skill chains. These can also allow players to skip Storm Blade thresholds, though this does not work all the time. and to stun the boss and deny it its stoic.
These can also deal damage without triggering sometimes but usually Type-H will do it anyways. can be used to prevent Type-H from coming in contact with a spore in an emergency. Drops: Image Name Class Stats Set Bonus. Alterasia Type-B Weapon All Lv50 Weapon: Critical Hit Rate +1% Attack Speed +2% 1% chance to release Poison Cloud Trivia: BGMs:. In the earliest versions of 4-X there were no spores and Type-H would automatically stoic and use Storm Blade after every 10 hits outside of stoic frames with a cooldown on Storm Blade of 15 seconds, it would also have stoic active at almost all times unless it was falling from a platform.
There was a timer but upon reaching 0 the player would instantly be defeated regardless of remaining HP instead of becoming poisoned. Elsword NA used to have that version of Type-H in the previous version of Henir as a secret stage boss.
Later versions would remove the timer and then even later modifications would re-add it but the system was altered so that the player would instead be poisoned once time ran out instead of automatically failing. Type-H would also no longer be stoic while moving, and Storm Blade activation would be triggered by HP thresholds instead of hits. The healing spores came with the latest updates to the 4-X dungeon, the initial version though only dropped them down once every couple minutes instead of every 15 seconds. When the Type-H execute a skill,there is deaf sound clips from Elsword's voice clip modified to sound like a monster. Type-H is not the first boss to have this feature, Crow Rider from 4-5 also has a robotized clip voice of Raven. Type-H is one of the few bosses to have a skill cut-in inside the.kom files that contain the character skill cut-ins, but was never used for some reason.
Dungeon Boss Gallery:.
. April 5, 2002 (Windows).
May 2, 2003 (Mac OS X) Mode(s), Dungeon Siege is an video game developed by and published by in April 2002, for, and the following year by for. Set in the pseudo-medieval kingdom of Ehb, the game follows a young farmer and his companions as they journey to defeat an invading force. Initially only seeking to warn the nearby town of the invasion of a race of creatures named the Krug, the farmer and the companions that join him along the way are soon swept up in finding a way to defeat another race called the Seck, resurgent after being trapped for 300 years.
Unlike other of the time, the world of Dungeon Siege does not have but is a single, continuous area without that the player journeys through, fighting hordes of enemies. Also, rather than setting and manually controlling all of the characters in the group, the player controls their overall tactics and weapons and magic usage, which direct their character growth. Dungeon Siege was the first title by Gas Powered Games, which was founded in May 1998 by, then known for the 1997 game. Joined by several of his coworkers from, Taylor wanted to create a different type of game, and after trying several concepts they decided to make an action role-playing game as their first title. Taylor also served as one of the designers for the game, joined by Jacob McMahon as the other lead designer and producer and as the lead story and dialogue writer.
The music was composed by, who had also worked on Total Annihilation. Gas Powered Games concentrated on making a role-playing game that was stripped of the typical genre elements they found slow or frustrating, to keep the player focused on the action.
Development took over four years, though it was initially planned to take only two; completing the game within even four years required the team to work 12- to 14-hour days and weekends for most of the time. The game was highly rated by critics upon release; it is listed by review aggregator as the third-highest rated computer role-playing game of 2002. Critics praised the graphics and seamless world, as well as the fun and accessible gameplay, but were dismissive of the plot. Dungeon Siege sold over 1.7 million copies, and was nominated for the 2003 Computer Role-Playing Game of the Year award by the. Gas Powered Games emphasized creating and releasing tools for players to use in making for the game during development, which resulted in an active modding community after release.
An, Dungeon Siege: Legends of Aranna, was released in 2003, and a further series of games was developed in the franchise, consisting of (2005) and its own expansion (2006), a spinoff game titled (2006), and a third main title, (2011). A trilogy of movies, with the first loosely inspired by the plot of Dungeon Siege, were released as (2007, theaters), (2011, ), and (2014, home video). An eight-person party fights robots in the Goblin mines. The character statuses are in the upper left, while the tactical controls are in the lower right. Dungeon Siege is an set in a pseudo-medieval world, presented in with a third-person under the control of the player, in which the navigate the terrain and fight off hostile creatures. The player chooses the gender and customizes the appearance of the main character of the story prior to the start of the game and typically controls them. The main character is joined by up to seven other characters, which are controlled via; the player may switch which character they are controlling at any time.
The other characters move in relation to the controlled character according to the and level of aggression towards enemies chosen by the player. The additional characters can be disbanded from the group and re-recruited. The game world is not broken up into, but is instead one large area not separated. As the player journeys through the largely linear world, they encounter numerous monsters and enemies of varying types that attack whenever the party of player characters approach. The party defends themselves and attacks enemies using melee and ranged weapons, and nature and combat magic. The player does not select a for the characters, unlike other; instead, using weapons or magic of a particular type increases the character's skill with them over time.
Whenever a player gains enough from killing enemies and reaches a new level in that weapon type, they gain some amount of points in their strength, dexterity, or intelligence statistics, which in turn relate to the amount of and that they have, and damage that they do with weapons. Characters can equip weapons, armor, rings, and amulets, which provide attack or defense points, or give bonuses to some other statistic. There are also usable items such as potions to restore a character's health or mana. Weapons, armor, and other items are found by killing enemies, breaking containers, or by purchase from vendors. Each character has an, represented as a fixed grid, with each item depicted by a shape taking up spaces on the grid. One character type, the mule, cannot use weapons or magic, but has a much larger inventory. Dungeon Siege has both a and mode.
The single-player mode consists of a single story and world; players can either create a new character when starting the story or use one created in a prior playthrough. The mode allows for up to eight players to play through either the single-player storyline or in the multiplayer map, which features a central town hub with increasingly difficult enemies as players move away from it.
Multiplayer games can be set to different difficulty levels, allowing accommodation of higher-leveled characters. Additional maps can be created by players that can allow for competitive multiplayer instead. Multiplayer matches can be created and joined via, direct, and, prior to its closure in 2006, through the matchmaking service. Plot Dungeon Siege is set in the Kingdom of Ehb, a varied region on the continent of Aranna containing deserts, swamps, forests, and mountains, created three centuries earlier at the dissolution of the Empire of Stars. At the beginning of the game, the player character's farming village is attacked by a race of creatures named the Krug.
The main character, a farmer with no given background who is named by the player, journeys through the Krug forces to the town of Stonebridge. Upon breaking the siege of the town, and gaining their first companion, the player character is tasked by the town's garrison leader Gyorn with journeying to the town of Glacern and alerting the Ehb military forces, called the 10th Legion, of the incursion and defeating any forces they encounter along the way. After journeying through crypts, mines, and mountains, the player character reaches Glacern, where they are informed that the Krug invasion happened the same day that the Grand Mage Merik disappeared, and are charged with traveling over the mountains to Fortress Kroth to assist the legion there. In the mountains they find Merik, who informs them that the Krug invasion is part of a larger invasion by the Seck, who destroyed the Empire of Stars before being imprisoned underneath Castle Ehb, and who have escaped and taken the castle. Merik asks the player to help recover the Staff of Stars from the Goblins. Prior to its theft, the Staff had kept the Seck imprisoned in the Vault of Eternity.
The player fights through monsters and bandits in crystal caves, a forest, a swamp, and an underground Goblin fortress filled with mechanical war machines. After recovering the Staff from the Goblins, the player character meets a division of the 10th Legion and is pointed towards Fortress Kroth, which has been overrun with.
After clearing the fortress and fighting monsters and a dragon in the Cliffs of Fire, they march on Castle Ehb. The player characters then storm the castle and fight through the Seck forces to rescue King Konreid. He informs the party that the Seck's leader, Gom, is seeking the magical weapons from the Empire of Stars stored in the Chamber of Stars, and that the characters must secure the weapons and then defeat the remaining Seck. The player character collects the weapons and fights through lava caves and the Vault of Eternity where the Seck had been imprisoned. The player character kills Gom, defeating the Seck and saving the kingdom.
Development. Designer and founder in 2006 was founded in May 1998 by, then known for the 1997 game. Joined by several of his coworkers from, Taylor wanted to create a different type of game than before, and after trying several concepts the team decided to make an action role-playing game as their first title.
As well as helping create the initial concept, Taylor served as one of the designers for the game, joined by Jacob McMahon as the game's other lead designer and producer and as the game's lead story and dialogue writer. Hallford was brought onto the project after it had already started; Taylor had devised the start and end of the game but left the intervening details and background story to him. The game's music was composed by, who had also worked on Total Annihilation. The development team included around thirty people during development, with changes over time, and reached forty at the project's conclusion. The development of the game took over four years, though it was initially planned to take only two.
Dungeon Siege was inspired by prior such as and the series, but primarily by, which Taylor admired for having an experience that 'concentrated on action' that players could jump into without first researching the gameplay details and settings. Taylor wanted to expand that concept into a streamlined, immersive, and action-heavy role-playing game that removed common elements of the genre that he found boring, frustrating, or slow. Taylor also wanted to make the gameplay itself simpler than contemporary role-playing games, so as to appeal to a wider audience. To that end, he asked Hallford to craft a narrative that was also fast and streamlined; he had him write a detailed backstory for the game, which would not be presented to players but would inform and inspire the developers, leaving the in-game text restrained to keep players engaged with the action.
Hallford described the process of writing for the game as similar to other game projects, besides a greater emphasis on brevity, though he has said that he was brought onto the project much later than he usually is, which meant that he had to create a story that worked as a background to the set pieces that had already been developed. The plot of the game was intended by Taylor to be subordinate to the gameplay; to that end, he was unconcerned that his overall story arc was considered, even by the development team, to be somewhat of a, as he felt that journeying to defeat an 'ultimate evil' was very motivating to players. Taylor and Hallford discussed producing a Dungeon Siege novel to explore Hallford's story, though it never came to fruition.
Taylor wanted to further improve on the Diablo role-playing game formula by removing the concept of picking a at all and omitting Diablo 's long loading times. The development team also tried to make the game more streamlined by removing the need to backtrack to previously visited towns to sell items, by adding inventories to companion characters and pack mules. At one point in development, they planned to have a 'helper' character who would pick up items dropped by enemies to let the player avoid doing so themselves. The developers also changed some elements that were standard in role-playing games that Taylor and the other developers found frustrating, such as letting players resell items to vendors for the same price that they were bought for instead of a steep discount, and 'sipping' or only partially using potions instead of always using up the whole item. Gas Powered Games included their, called the Siege Editor, as a tool for players to the game. Having seen the output of players creating mods for Total Annihilation, Taylor wanted to 'take that to the extreme' and provide a full set of tools to foster a community of players enhancing and changing the game after release. He felt that the tools, which could allow players to make new game worlds, characters, and gameplay, would help support a large, long-term community of players around the game.
Gas Powered Games hoped that providing what called 'one of the most comprehensive level toolsets we've ever seen' would allow players to quickly and easily create small game regions, as well as allow more serious modders the ability to develop entire parallel games using the Dungeon Siege. They also hoped that this modding community would be able to enhance and extend the multiplayer gameplay beyond what they could release. Taylor attributed his enthusiasm for releasing their own development tools for modding to both his enjoyment of seeing mods for Total Annihilation produced years after its release as well as the lack of negative consequences to and 's historical tendency to release the entire to their games. Taylor later estimated that the company spent around twenty percent of their budget on developing the modding tools. After the first year of development, Gas Powered Games found that they were not going to be able to finish the game within the planned two years; not only was the seamless world without loading screens harder to create than they had thought, but, according to lead developer Bartosz Kijanka, they had been overambitious in choosing how many innovative features they could put into the game's custom engine, such as the wide range through which the could zoom in and out. Other features supported and later dropped included allowing up to ten characters at once—and therefore maintaining up to ten areas of the single-player world—instead of the final maximum of eight, and a weather system that included wind blowing projectiles off course.
According to Kijanka, the developers also spent a lot of time changing technologies mid-development, such as building a custom animation editor before moving to a licensed one, and starting with the graphics library only to switch to. As a result, the team was required to work 12–14 hour days and weekends for most of the development time in order to complete the game within four years.
In a 2011 interview, Taylor stated that in retrospect the final cost in development time of the seamless world may have been too high, and also that the team tried to make too large of a game for their budget; he believed that a game with closer to 35 hours of playtime instead of 70 would have been a better and more polished experience given their constraints. By 2000, Gas Powered Games had begun to search for a publisher for the game.
Taylor claims that multiple publishers were interested in the game, but he was convinced by to partner with the newly established PC publishing group. Although Microsoft's publishing wing was established in part to publish games for the newly announced console, Gas Powered Games and Microsoft did not strongly consider bringing the game to the console. Taylor believes that this was due to the size of the game itself, as well as the small market for role-playing games on consoles at the time. Dungeon Siege was initially planned for release in the third quarter of 2001, before being delayed to the following year, and Gas Powered Games spent the added time tuning and polishing the game and expanding the game's items and multiplayer features. Dungeon Siege was released for on April 5, 2002, by, and for on May 2, 2003,.
Reception Reception Aggregate score Aggregator Score 86 / 100 (29 reviews) Review scores Publication Score 4.5 / 5 9.25 / 10 5 / 5 8.4 / 10 89 / 100 8.5 / 10 91 / 100 Dungeon Siege was commercially successful, selling over 1.7 million copies. According to the, preorders of the game in the month before its release made it the eighth-best selling computer game of March 2002, and upon release in the following month it rose to second-best selling, after. It fell to seventh and then thirteenth place the following two months, and finished in 14th place for the year overall.
By August 2006, it had sold 360,000 copies and earned $14.5 million in the United States alone. This led to declare it the country's 44th-best selling computer game between January 2000 and August 2006. By September 2002, Dungeon Siege had also received a 'Gold' certification from the Verband der Unterhaltungssoftware Deutschland (VUD), indicating sales of at least 100,000 units across Germany, Austria and Switzerland.
The game was highly rated by critics upon release; it is listed by review aggregator as the third-highest rated computer role-playing game of 2002, behind and, and the twenty-first-highest computer game overall for the year. The graphics were highly praised; Dan Adams of called it 'ridiculously pretty to watch', while reviewers for and praised the environments as being detailed and varied. Robert Coffey of and Greg Vederman of similarly lauded the detailed environments, while Andy McNamara and Kristian Brogger of and 's Peter Suciu called out the seamless world without loading screens as especially worthy of note. Suciu further praised how the freeform, seamless map was used to create areas that were not shaped like rectangular regions with a winding path filling up the space, as was typical with other role-playing games of the time. The IGN and GamePro reviewers commended the sound effects as excellent and for helping to create the atmosphere of the game, while the IGN and GameSpot reviewers also praised the 'ambient orchestral score'. The gameplay was similarly lauded; the GamePro review claimed that ' Dungeon Siege 's gameplay is perhaps its biggest and most transparent improvement over previous titles in the genre.'
Several reviewers compared it favorably to (2000), then one of the most popular computer action role-playing games, with Adams of IGN claiming that it was very similar to Diablo II with some changes and improvements, and Coffey of Computer Gaming World stating that the only thing keeping it from being directly rated as better was that the shift to a more tactical gameplay made it too different of a game to directly compare. PC Gamer 's Vederman, Computer Gaming World 's Coffey, and the GameSpot reviewer praised the gameplay as being streamlined and accessible; they liked the tactical nature of controlling a party of adventurers who improved according to how they were used rather than directly controlling their actions and statistics.
IGN's Adams, however, said that the gameplay could get monotonous, Vederman of PC Gamer felt that the gameplay combat choices were somewhat limited, and GameSpy's Suciu disliked the linearity of the single-player game. Adams further added that many of the tactical choices in the game were inconsequential, as all battles quickly devolved into brawls, and that the freeform system of leveling was essentially the same as four character classes as pursuing multiple tracks was ineffective.
The multiplayer content received mixed reviews: Adams praised the amount of additional content, while Suciu and the GameSpot reviewer noted that the multiplayer gameplay could easily become unbalanced between different players. The single-player plot was generally dismissed as inconsequential: the GamePro reviewer termed it 'skeletal' and the Game Informer reviewers 'lackluster', and the GameSpot reviewer called it 'bland and forgettable' and concluded that players who wanted a 'deeper role-playing game' would be disappointed. Overall, Vederman of PC Gamer called Dungeon Siege 'one of the best, most enjoyable games of the year' and GamePro 's reviewer claimed it 'walks all over its competition with almost effortless grace', while Adams of IGN concluded that it was entertaining but had 'untapped potential'. Legacy After it was showcased at 2000, Dungeon Siege proceeded to win the Best RPG award from and Most Immersive Role-playing Game award from GameSpot. After release, it was nominated for the 's 2003 in the Computer Role-Playing Game of the Year and Innovation in Computer Gaming categories, though it did not win either, losing to Neverwinter Nights and, respectively. The game was also a nominee for PC Gamer US 's '2002 Best Roleplaying Game' award, but lost again to Neverwinter Nights.
It did win the Best PC Game Graphics award from IGN. Gas Powered Games' release of the Siege Editor did spark the rise of a modding community around the game; even before release several modding groups announced intentions to use the engine to create large-scale mods remaking games from the series of role playing games. After the game's release, numerous mods were created, including several 'total conversion' mods that made wholly new games and stories such as 'The Lands of Hyperborea' and 'Elemental'. Gas Powered Games released one mod of their own in July 2002 titled 'Yesterhaven', created by six designers over six weeks, which provided a short multiplayer storyline for low-level characters wherein they defended a town from three thematic plagues of monsters. It was followed up by Legends of Aranna, a full developed by and released on November 11, 2003 for Windows and Mac OS X by Microsoft.
The expansion pack added little new gameplay besides new terrains, creatures, and items, but featured an entirely separate story from the original game. In Legends, the player controls another unnamed farmer; after the Staff of Stars is stolen by a creature called the Shadowjumper, they set off to retrieve it. After fighting their way through monsters in icy hills, jungles, and islands, the player arrives at the mystical Great Clock, a giant artifact which controls Aranna's seasons. There they defeat the Shadowjumper and retrieve the Staff of Stars.
It received generally less positive reviews than the original, with critics praising the amount of content but criticizing the lack of changes to the base gameplay. Several other games have been released in the Dungeon Siege series, beginning with (2005). That game received its own expansion pack, (2006), and was followed by a spinoff game titled (2006) and a third main title, (2011). A movie directed by and inspired by the original game, was released in theaters in 2007; it has been described as being 'loosely based' on the game, and was a commercial and critical failure. It was followed by the sequels (2011) and (2014). References. April 10, 2002.
From the original on March 17, 2016. Retrieved February 8, 2017. ^ Vederman, Greg. Archived from on November 6, 2005. Retrieved February 8, 2017. ^ Adams, Dan (April 4, 2002).
From the original on December 23, 2015. Retrieved January 27, 2017. ^ Coffey, Robert (July 2002). Dungeon Siege manual.
Dungeon Siege manual. Dungeon Siege manual. (April 5, 2002).
Dungeon Siege. Narrator: A long time ago, on the continent of Aranna, the once-magnificent Empire of Stars had crumbled into oblivion. Here, in the rugged mountains and rich valleys of their new home, they founded the Kingdom of Ehb, a Kingdom that has embraced peace and freedom for 300 years. (April 5, 2002).
Dungeon Siege. Norick: The Krug are attacking! I couldn't hold them back.
You have long been my friend, but. You can do nothing more for old Norick.
Go to Stonebridge. If the Krug have elsewhere betrayed us, your bravery will be needed by the King. (April 5, 2002). Dungeon Siege. Gyorn: It don't take a wizard to smell the Goblins behind this Krug raid, but the Overseer of Glacern needs to be told what happened here nonetheless. If you're up for the task, can I come along?. (April 5, 2002).
Dungeon Siege. Overseer: Doesn't take a fool to see this all started the day our Grand Mage Merik vanished. Find him, and you'll find the cause of all this mess. If you want to make yourself useful, go reinforce the men at Fortress Kroth. (April 5, 2002). Dungeon Siege. Merik: I've been suspended for what.nearly a month now?
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Most astonishing! Their powers have grown.
I should have been paying closer attention. I should have foreseen this, blast it! The forces behind this violence will be searching for my Warding Staff.
That's the magical artifact they're after. Thanks to me, they believe it to have powers it doesn't actually possess, but it could still be a terrible weapon in the wrong hands. It must be recovered!.
(April 5, 2002). Dungeon Siege. Lord Bolingar: By all the powers that be, a friendly face! The castle's overrun! The bloody Seck came up from below, but I don't know how. King Konreid was still alive when last I saw him, but I cant find him now.
I hope he's in hiding and that those slimy Seck haven't got him bottled up somewhere in the Castle. Shall we join forces to find him or go on separately?. (April 5, 2002). Dungeon Siege. Lord Bolingar: Three hundred years ago, our ancestors entombed Commander Gom with the remnants of his Seck army, following their craven surrender to the 10th Legion. Rather than obliterate the remains of their race, our forefathers magically bound them one by one in the Vault of Eternity as a sentence for their savagery against our people. It would appear the magical wards have weakened during Merik's long absence.
Within the bowels of the castle there is a hidden sanctuary known as the Chamber of Stars. If what you say is true, the Seck must be plotting to acquire the Imperial relics concealed therein.
They could possibly hold the power to revive their dark lord Gom and the rest of their kin. You should hurry to retrieve the artifacts from the Chamber to safeguard them. If any of them can be of use to you, so much the better. (April 5, 2002). Dungeon Siege.
Narrator: With the Seck defeated, peace once again returned to the kingdom. History would record the names of those brave heroes that drove the Seck back to the hell from which they came from. A hell they would never return from again.
PC Gameworld. Gameworld Industries.
September 24, 2003. Archived from on March 20, 2005. Retrieved January 27, 2017. August 22, 2015. From the original on May 20, 2016. Retrieved January 27, 2017.
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^ Yans, Cindy (April 2, 2001). Strategy Plus. Archived from on April 6, 2005.
Retrieved May 9, 2017. Planet Dungeon Siege. Archived from on December 1, 2001. Retrieved May 16, 2017. Noman (2002). All Out Games. Archived from on June 3, 2002.
Retrieved May 23, 2017. ^ Yans, Cindy (April 3, 2001). Strategy Plus. Archived from on April 6, 2005.
Retrieved May 17, 2017. ^ Williams, Bryn (April 2001). Archived from on February 2, 2002. Retrieved May 17, 2017.
Barton, Matt (September 24, 2011). Retrieved May 25, 2017. Aihoshi, Richard (March 1, 2000). Archived from on March 10, 2005.
Retrieved May 24, 2017. Keefer, John (August 7, 2001).
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Cross, Jason (January 23, 2002). Archived from on February 5, 2002. Retrieved May 17, 2017.
From the original on January 1, 2015. Retrieved January 27, 2017. From the original on May 8, 2016. Retrieved January 27, 2017. ^ Brogger, Kristian; McNamara, Andy (June 2002).
Archived from on February 25, 2005. Archived from on November 23, 2008. Retrieved February 8, 2017. ^ Suciu, Peter (April 12, 2002). Archived from on August 11, 2002. Retrieved February 8, 2017. (July 28, 2009).
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September 2002. October 2002. (PDF) (Report). Archived from (PDF) on 2003-06-11.
August 25, 2006. Archived from on October 17, 2012. Retrieved August 28, 2017. (in German). Verband der Unterhaltungssoftware Deutschland. September 2002.
Archived from on November 7, 2002. Retrieved July 18, 2018. Horn, Andre (January 14, 2004). From the original on July 18, 2018. Retrieved July 18, 2018. From the original on January 17, 2017.
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Retrieved February 9, 2017. External links. (archived).
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