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Character and companion window

The character development system in Dungeon Siege III is a tree of 9 abilities and 10 talents. Each hero has specific skills for his class, which allow him to choose his own style of passing the game.

All characters are capped at level 30 (35 in Treasures of The Sun).

Indicators[]

Consumable resources[]

  • Health - allows you to withstand any incoming damage.
  • Focus is a mana-like resource. It is spent on using offensive abilities and when blocking attacks. Recovers during normal / combo attacks and when killing enemies.
    • Maximum - 100 units.
  • Power - special orbs that the player receives as the game progresses. The first sphere is given at level 2. It is spent on using defensive and improved abilities. Recovers when taking damage and when blocking attacks.
    • Maximum - 5 spheres.

Character Statistics[]

  • Attack- a general criterion for a hero's ability to inflict damage on opponents. When using weapons and armor that increase the level of attack, your character will have an increase in the level of “UR / S attack”.
  • Block Value- the ability of the character to reflect enemy damage when blocking. Doesn't take damage every time blocking an enemy attack. However, he loses focus points in a specified percentage of the damage that a blocked strike would have dealt. The blocking level is subtracted from the incoming damage, after which this percentage is calculated. Thus, the higher the blocking, the less the hero spends on blocking enemy attacks.
  • Stamina- is the ability to tolerate injuries and damage received. Each point of stamina adds 10 points. health .
  • Will- is the ability to use magical or supernatural powers. When using weapons and armor that increase willpower, your character will increase the level of his “UR / S abilities”.
  • Protection(Armor) is the amount of damage restrained by the equipment of the character. The higher the level of defense, the more damage the hero absorbs during an enemy attack.
  • 'Agility - reflects the accuracy of the character's actions, on which thechance of critical strike(200%damage, or more with the indicatorRock depends '). The higher the character's level, the less his chance of a critical strike, received per unit of dexterity.
Critical strike table
Character level % Chance of critical strike per 1 dexterity Character level % Chance of critical strike per 1 dexterity
1 1.39 16 0.30
2 1.17 17 0.28
3 1.01 18 0.27
4 0.88 19 0.25
5 0.78 20 0.23
6 0.70 21 0.22
7 0.63 22 0.21
8 0.57 23 0.20
9 0.52 24 0.18
10 0.48 25 0.17
11 0.44 26 0.16
12 0.41 27 0.15
13 0.38 28 0.14
14 0.35 29 0.14
15 0.33 30 0.13


  • Attack DPS- the criterion of the average damage inflicted by your character every second. The actual damage from an attack depends on the attack speed and the number of targets hit.
  • Ability DPS- a criterion for the average efficiency of a character's abilities.
    • In the case of using offensive abilities, the “UR / S attack” ”is added to this indicator, determining the damage done.
    • In the case of using defensive abilities, only this indicator is used.
  • Momentum- increases the focus of the hero when striking the enemy. The amount of focus received per unit of impulse depends on the character's level (the dependence on the level is exactly the same as in the table of critical strike chance).
  • Doom- gives a chance to deal additional damage on a critical hit. The amount of damage is inversely proportional to the attack speed and grows with this indicator.
  • Retribution- gives your hero a high chance of dealing damage to his attacking opponents. The amount of damage dealt is equal to your character's total Retribution. Works even with blocked attacks.
  • Stagger- gives a chance with each attack to stun the enemy for 3s. The chance to stun depends on the character's level (the dependence on the level is exactly the same as in the critical strike chance table).
  • Warding' - gives your hero a small chance to stun attacking opponents for3s. The chance to stun depends on the character's level (the dependence on the level is exactly the same as in the critical strike chance table). Works even with blocked attacks.

Chaos Statistics[]

These characteristics make it possible to have an additional impact on the enemy during a normal attack. The chance of exposure and its duration are always the same, but the higher the chaos indicators, the greater the damage from the exposure.

  • Vampire- gives a chance 15%to drain the enemy's life energy and transfer it to you.
  • Withering- gives a chance 20%to exhaust the enemy and inflict small damage on him for 9s. At the same time, the damage received by the enemy increases by 20%.
  • Bloodletting- gives a chance 33%to cause the enemy to bleed, which deals medium damage for 6s.
  • Ice- gives a chance 20%to freeze the enemy and inflict small damage on him for 9s.
  • Lightning- gives a chance 10%to shock the enemy and inflict average damage on him for 2s.
  • 'Fire- gives a chance 20%to set fire to the enemy and inflict average damage to him for' 6s.
  • Weakening- gives a chance 20% At the same time, the damage inflicted by the enemy is reduced.
  • 'Poison- gives a chance 15%to poison the enemy and cause him great damage for 9s.

Heroes and their abilities[]

Racks[]

Each character has a choice between two fighting stances. Switching them allows you to effectively cope with both groups of enemies and single targets.

This also includes a defensive stance, which is activated only when blocking an attack (block button, space bar).

Abilities[]

Each stance includes 3 abilities. Any hero starts the game with the most initial attack ability. Their use requires focus , or power . The opportunity to open a new ability appears at 2, 5, 9, 12, 15, 17 and 20 levels (the abilities of the Legionnaire open from 5th level, Master - from 12).

Abilities can be developed by increasing your skills in them. At the maximum mastery level, it becomes possible to use an improved version of the ability, but with a higher power cost . Maximum mastery is achieved when a character uses the ability:

  • 200 times if it is an offensive ability (first two stances).
  • 150 times if protective (activated by the block button).

Skills[]

Each ability has “2” skills that improve it in one direction or another. For each new level, the hero receives one skill point. The total sum of the skills invested in the ability cannot exceed 5 eyes, so you can either fully pump a certain skill, or partially both.

Talents[]

Unlike abilities, talents do not need to be used - they all act passively, increasing the character's characteristics and giving unique enhancements. Each talent is capped at 5 points invested in it. For each level, the hero receives 1 talent point.

Stronger talents unlock when you reach level 10 and 20.

Unique abilities[]

Altar of Gatra'unok

Shrine of Gatra'unok in the Aranoi Desert

In the Treasures of the Sun expansion, all heroes have three more unique abilities.

In different locations in the Aranoi Desert there are three shrines, each of which gives the player a unique ability. On your first visit to the altar, light a sacred fire and you will receive one of the abilities. Lighting every shrine is the goal of the quest 'Fires of Faith'.

You can have only one unique ability at a time. Each time you get a new such ability, you lose the old one. After you get all 3 such abilities, you can change them at any sanctuary by simply selecting the desired item in the menu.

The activation takes all the power of the player (at least 1 sphere). The "M" button is default.

Effect
Elisheva's Shield
Elishev's Shield
Creates a force barrier that temporarily protects the wearer.
  • The duration depends on the number of full orbs of power , which are at the time of activation.
Gatra'unok's Embrace
Gathra'unok's Embrace
Significantly increases the player's healing speed.
  • The level of healing is directly proportional to the current number of orbs of power , and the duration is inversely proportional to this number.
Xeria's Wrath
Xeria's Wrath
Causes a huge blast wave that knocks down everyone in its path and damages all enemies around the player.
  • Damage depends on the number of full orbs of power that are at the time of activation.
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