Dungeon Siege 2: Broken WORLD: Game Walkthrough and Guide

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March 10, 2022
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By Jonny Gamer

Dungeon Siege 2: Broken World: Passage
Dungeon Siege 2: Broken WORLD: Game Walkthrough and Guide
Supplement Dungeon Siege 2: Broken World IS Designed Exclusive ON The Fans of the Original Game. YES, REDESIGNED A LOT. Much added. But The Schedule A Year Later Looks Terrible. Many Mistakes Were Never Eliminated, And The Gameplay Gives Naphtalin.

However, If You Attracted Dungeon Siege, I Advise You to Pay Attention to Broken WORLD. The Game IS Still Fascinating. Calculating Damage, The Output of The Formulas and The Search for Weak Places from Monsters. Everything is As Before, Everything is in place.

• • •

What’s New in Broken World? Much, Very Much. Want to Briefly in to be in the essence? Please.

  • Monsters and Subjects.
  • Rasa Karlikov.
  • Two Multi-Lass – Blood Assassin and Fist of Stone.
  • Code for TRANSFERRING CHARACTSERS AND ITEMS WITH PC ON SPS – Dungeon Siege 2: Throne of Agony.
  • Two Domestic Types.
  • Three Mercenaries.
  • NEW COACH WHO CAN RE-DISTRIBUTE GLASSES IN SKILLS FROM ANY CHARACTER (FIRST CITY, MAN WITH A BLUE ARROW ABOVE HIS HEAD).
  • Fully Converted Skills and Techniques. In addition, You Will Meet Complety Different Values and Modifiers, So The Time of Action, The Radius Caused by Damage and Others Differ from Those in the Original Game.
  • Recipes in Which: What Reagents Are Needed to Encode The Subject. Recipes Are Collected During Travel, Reagents – Too.

NEW CLASSES

INDITION TO NEW CLASSES IN BROKEN WORLD Added One Race: DWARFS. In General, The Difference Between Races Is Felt Only at a High Level of Complexity. ON AVERAGE AND EASY, ALMOST ANY CHARACTER MAY GREATLY MASTER ANY PROFESSION.

What Dwarfs Differ From Other Races, What Are Their Advantages? Plus Three Units To Force, Plus One To Intelligence. One Point – In Critical Strike, Survival and Chant Of Stone. Pretty Modest Differences. SO IF You Are the Old Character to You can not suffer with dwarf. Nothing Particularly Unusual You Will Not Get Get Get Get Get Get Get.

But The Game Added Two Interesting Multiklate: Blood Assassin – A Mixture of Archer And Combat Mage, Fist of Stone – A Cocktail of a Fighter and A Magician of Nature. To Create A MultiClass, You Need to Earn A Few Levels in Each of the Classes Mentioned Above.

After That You Will Get a Special Weapon and a New Tree Skills. Archer And Fighter – Primary Class, Combat and Natural Magician – Secondary. The Distribution of Experience Occurs In This Way: Primary – 70%, Secondary – 30%.

More Blood Assassin and Fist of Stone Can Explore The Skills That Require Only One Development Point. THEY USUALLY ENHANCE INDIVIDUAL RECEPTION OR RAISE ANY CHARACTERISTIC. AND NOW IN DETAIL.

Blood Assassin

The “Bloody Killer” Can Enchant The Weapon, IT IS NOT SY TO “MARK” GOALS. The Marked Enemy Receives Additional Damage; WHEN Applying The Reception Execute – An Effective Tool, If You Skillfully Use IT. This Requires a Certain Skill.

The Bad “Bloody Killer”? HE IS NO FISH MEAT. As Arrows – Mediocre. AS A Combat Mage – Also Does Not Boast of Special Achevements. Open Only Techniques. THEY ARE VERY USEFUL AND CAN EASE PASSAGE. In Addition, If in the Detachment A Shortage of Places, It Can Replace The Magician and Archer.

Skills

  • Shred Blood. 8 Eger, 6 LEVEL OF COMBAT MAGE. Gives A Chance To Inflict An Additional Damage – ITS Size Depends on Intelligence.
  • Mark Mastery. 8 Eger, 6 LEVEL OF COMBAT MAGE. Increases The Damage CauseD by Enemies.
  • Bloodsoaked Shots. 26 Eger, 19th Level Of Combat Mage, One Point in Shred Blood. Causes The Goals Greater Damage by Reducing Your Health.
  • RUNE MASTERY. 17 Eger, 12 Combat Wizard, One Point in Mark Mastery. Increases The Recovery Rate Of Rune Reception, There IS A Chance to Instantly Restore The Reception.
  • Living Death. 36 Eger, 29 Combat Magic Level, One Point in Improved Weapon Enhancement. Increases Resistance To Physical Damage, But Reduces Resistance To Fire.
  • Improved Weapon Enhancement. 17 Eger Level, 12 Level Of Combat Mage, One Point in Shred Blood. INCREASES THE POWER AND DURATION OF ARBITRARITY.
  • Ignite Blood. Required Ranged 17, Combat Magic 12, Shred Blood 6, Improved Weapon Enhancement 3. 70 Damage Points For 5 Seconds.
  • Improved Runes. Required Ranged 26, Combat Magic 19, Mark Mastery 3, Rune Master 6, Bloodsoaked Shots 3. Increases Rune Of Blood and Rune Of Sacrifice Radius.
  • Improved Execute. Requires Ranged 17, Combat Magic 12, Mark Mastery 6, Rune Master 3. Adds 4 METERS TO EXECUTE RECEPTION RADIUS.
  • GRACE OF THE NIGHT. Ranged 36, Combat Magic 29, Improved Weapon Enhancements 7, Living Death 4. Gives 24 Units to Agility and 16 to Intelligence.

Receivers

Execute

Strikes The Opponent Nearby.

FIRST LEVEL. MARK MASTERY 1 REQUIRED. Radius – 8 Meters. Damage: 90 + 1.0 * ((Eger LEVEL + Level of Combat Mage + 15) * 0,5).

SECOND LEVEL. Need Mark Mastery 3, Improved Weapon Enhancements 1. Radius 10 Meters. Damage: 100 + 2.0 * ((Eger LEVEL + Level of Combat Mage + 15) * 0,5).

Third Level. Mark Master 7, Improved Weapon Enhancements 3, Living Death 3. 12 Meters Radius. Damage: 135 + 2.2 * ((Eger LEVEL + Level of Combat Mage + 15) * 0,5).

Ravaging Strike

Powerful Onion Shot / Crossbow, Which Takes Health from the Character.

FIRST LEVEL. Need Shred Blood 3, Improved Weapon Enhancements 1. Stunned Enemy for 5 Seconds. Damage: 750 + 7.5 * Eger.

SECOND LEVEL. Weed Shred Blood 5, Improved Weapon Enhancements 3, Bloodsoaked Shots 1. Stunned Enemy for 8 Seconds. Damage: 1000 + 14.5 * LEVEL OF EGER.

Third Level. Shred Blood 8, Improved Weapon Enhancements 5, Bloodsoaked Shots 6. Stunned for 10 Seconds. 1250 + 18 * Eger.

Rune of Blood

Creates A Magic Mine, Which After A While Attracts Opponents and Explodes.

FIRST LEVEL. Need Shred Blood 1. Radius – 4 Meters. Damage: (58 + 14.5 * (Eger Level + Level of Combat Mage + 15) * 0,5)) * ((1.25 + 0,015 * ((Level of Magnificent + Level of Combat Mage + 15) * 0.five)).

SECOND LEVEL. Shred Blood 2, Rune Master 4, Bloodsoaked Shots 1. Radius 4.5 Meters. (58 + 14.5 * ((OREMAN’S LEVEL + LEVEL OF COMBAT MAG + 15) * 0,5)) * ((1.7 + 0.029 * ((LEVEL OF MAGNA + LEVEL OF COMBAT MAGE + 15) * 0,5)).

Third Level. Need Shred Blood 5, Rune Mastery 8, Bloodsoaked Shots 4. Radius 5 Meters. (58 + 14.5 * ((Oreman’s Level + Level of Combat Mage + 15) * 0,5)) * ((2,3 + 0.036 * ((LEVEL OF MAGNA + LEVEL OF COMBAT MAGE + 15) * 0,5)).

Rune of Sacrifice

Adds 300% to Restoring The Health of the Entire Party, The Damage Applied.

FIRST LEVEL. MARK MASTERY 2, RUNE MASTERY 3. Radius 3.5 Meters. Duration 10 Seconds. Gives An Increase In Damage BY 30%.

SECOND LEVEL. Need Marstery 4, Rune Master 6, Living Death 1. Radius 4 Meters. Duration 15 Seconds. Increases Damage BY 55%.

Third Level. Mark Master 6, Rune Mastery 9, Living Death 4. Radius 4.5 Meters. Duration 20 Seconds. Increases Damage BY 90%.

Fist of Stone

This MultiClass Looks Pretty. Thanks to The Power of Warrior, Therapeutic Spells of the Magician and Protective Techniques, It Is Great As Bait for Opponents. While Monsters Gnaw His Armored Heels, He Restores Health and Enhances The Detachment.

The Rest of The Characters, Especially Combat Magicians, Destroy Monsters. And The Fist of Stone Helps Them in Every Way In This Noble Case When The Charms – And When The Receptions. The Lack of a Character Is Quite Typical For Such “Spreading” Personalities – Lags Behind in the Growth of Skills, IF Compared With “Clean” Magicians and Warriors. Personally, I Would Advise You to Use IT, Only If There Is A Shortage of Place in the Detachment and Lacks The Right Fighters.

Skills

  • Tremor. With Each Impact There Is a Chance to Cause Earthquake.
  • CHANT OF STONE. Enhancees Armor and Health. Increases The Effect of Protective Techniques, Gives A Chance to Instantly Recover Reception.
  • Soul Of Strength. Increases The Effect of the Attacking Reception, Gives A Chance to Instantly Restore The Reception.
  • Fast Recovery. Provides Rapid Restoration of Health and More Life When The Character Comes Into Consciousness.
  • Quake. Increases Radius and Damage When Receiving, Beating Around The Area.
  • Improved Fault Line. MELEE 8, Nature Magic 6, Tremor 6. Up to 3 Seconds Increased Fault Line.
  • Healing Hands. MELEE 17, Nature Magic 12, CHANT OF STONE 4, FAST RECOVERY 6. Attending Spells ACT 125% Better.
  • Strength of the Mountain. Melee 26, Nature Magic 19, CHANT OF STONE 6, SOUL OF PROTECTION 4. Plus 16 to Strength and 12 to Intelligence.
  • Improved Tremor. MELEE 36, Nature Magic 29, Tremor 8, Soul Of Strength 4, Quake 4. Plus 15 WHEN HITTING THE EARTH.
  • Groundshaker. MELEE 36, Nature Magic 29, Tremor 8, Soul Of Protection 2, Quake 6. Plus 0.5 METERS TO THE EARTHQUAKE RADIUS AND 0.75 to the Eroup.

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