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Dungeon Siege II
Dungeon Siege II (DS2) is a computer role-playing game and is the sequel to 2002's popular Dungeon Siege. It was developed by Gas Powered Games and released on August 16, 2005, one year delayed from original projections. more...
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Story
The story is set a hundred years after the events that transpired in the Legends of Aranna. The game's website states it has a more complex and varied storyline as compared to Dungeon Siege. Like its predecessor, Dungeon Siege II takes place on the continent of Aranna.
The story begins with cinematics summarizing the Great Cataclysm, in which the Sword of Zaramoth struck the Shield of Azunai to create a world-changing magical catastrophe that ended the First Age; and one summarizing how a prince named Valdis was led by visions to find the Sword of Zaramoth and join extremely powerful mages called the Dark Wizards. The power of the Sword and that of the Dark Wizards have made Valdis the most powerful man in Aranna. Valdis's armies consist primarily of Morden, a race of brutish and surly creatures that do his bidding without question.
The game starts with you and your good friend Drevin, both mercenaries in Valdis's employ, being deployed on Greilyn Beach. In the ensuing tutorial quest you battle your way past various creatures summoned by dryad nature mages. Along the way Amren, a clairvoyant elf of great repute, prepares to shoot you, but then feels compelled not to. You and Drevin continue to battle the dryads' minions until reaching Valdis's target, the Temple of the Coast. Along the way Drevin has a feeling like something is going to happen and gives you a medallion. Once the Temple is taken, Drevin's suspicions are confirmed when Valdis betrays and attacks his mercenaries. Drevin dies protecting you.
You are knocked out and later awake in the dryad city of Eirulan. There Amren, a friend of the warden Celia, vouches for you. As a favor to Amren, Celia releases you and sends you on an errand making a delivery to a nearby dryad outpost. Along the way you can enlist the help of Lothar, a grumpy half-giant, or Deru, an effervescent dryad.
The outpost has been taken by a small party of Morden, which you easily dispatch, and in doing so rescue Kirani, evidently a high ranking employee of Celia's. Celia then appears at the scene and, after hearing Kirani's tale, decides to send you on a more important mission. The Morden have been constructing tower forts throughout the jungle from which to launch attacks. You are tasked to destroy these, a task made easier by dry weather and the explosives the Morden have stored.
Once all the towers are destroyed, you are granted freedom and sent to priestess Taar, a compassionate dryad who likes mysteries, to get your items back. However, Taar claims that you are infected with the Plague, a weapon of Valdis's Dark Wizards that transforms its victims into maniacal beasts. You must go to an elven shrine deep in the jungle to drink from its curative waters. The shrine, and indeed most of Greilyn, is infested with Hak'u, a race of technologically primitive pygmies. You defeat the Hak'u and drink from the shrine's fountain, and collect some water in a vial for Taar to help other Plague sufferers.
Read more at Wikipedia.org
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