Friday, November 15, 2013

Dragon Age Origins - Burning Bridge

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

Burning Bridge is a random travel encounter location in the Awakening expansion

Deadtime Stories - Locations

Fantasy game art from Deadtime Stories.


Dungeon Siege II - Scenes and Locations

Fantasy game art from Dungeon Siege II.










Thursday, November 14, 2013

Dragon Age Origins - Brecilian Forest

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

In the Brecilian Forest, the Warden/protagonist encounters a Dalish elf camp under threat from local werewolves who have a lair deep in the forest. The forest is divided into two explorable regions, East and West.



Deadtime Stories - Books

Fantasy game art from Deadtime Stories.

These are pages from the Flower Guide Book and Spell Book, which are featured in the stories.


Dungeon Siege II and the Broken World expansion - Cat Mansion Mod

Fantasy game art, featuring characters from the Dungeon Siege II the Cat Mansion mod.


Wednesday, November 13, 2013

Dragon Age Origins - Blackmarsh

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

The swamp of Blackmarsh and the ruins therein are explored in the Awakening expansion. During this expedition, the Grey Warden protagonist is drawn into the dreamworld of the Fade and a timeless mirror of the town called Blackmarsh Undying. The town catacombs can be accessed as an area called the Shadowy Crypt, which curiously does not have a similar Fade-like surrealness common to other Fade locations.





Deadtime Stories - Storyboards

Fantasy game art from Deadtime Stories.


Dungeon Siege II and the Broken World expansion - Portraits of Playable Races

Fantasy game art from Dungeon Siege II.


Information from In-Game Text:
Humans are adaptable and strong, capable of mastering any discipline. Humans are an aggressive, often warlike race, but believe they have the common good at heart. Their tightly knit civilizations and reinforced fortresses are often the strongest bastions against oppressors. Humans are outgoing, social, and curious as well. Their world is full of danger and history, but human explorers have pushed on despite the risks and discovered many wonders.
Elves are extremely well-educated in the scholarly arts of Combat Magic, and their society teaches study of the sword as a foundation for a disciplined lifestyle. Elves have a great love of learning, and teachers play an important role in their culture. Elven scholars have been responsible for many advances in magic theory. Their knowledge and empathy makes them an insular people, and while they believe that it is better to be among elves than among strangers, they feel compassion towards all races.
Dryads are excellent nature mages and highly skilled with the bow, which they use to protect their treetop homes. Dryads are a mysterious race, having emerged after the cataclysmic battle between Zaramoth and Azunai. They have an instinctive bond to living things and their appearance reflects their jungle heritage. Dryads are impulsive, wild creatures, and conflicts between them are common, but they live in close proximity, like packs of wolves, and have a strong sense of community. There are no male Dryads in Dungeon Siege II.
Half-Giants are large creatures, standing ten feet tall. They are also incredibly sturdy, capable of remarkable feats of endurance. Their life spans are long -- most giants are hundreds of years old -- but they don't truly appear old until the last few months of life. Ceremonial markings and tattoos tell the story of their culture's struggles and wartime experience. While Half-Giants are a formidable foe when angered, as a rule they are quiet and introspective creatures that prefer their own counsel. They have a strong work ethic, and take pleasure from simple tasks, but something about them is always sad in some way. Other races avoid Half-Giants, unsure of what to make of them. There are no female Half-Giants in Dungeon Siege II.
Dwarves are one of the shorter races of Aranna, but they're sturdy, strong, and smart. They make fierce fighters, tough mages, and great Fists of Stone. Dwarves are native to the Kingdom of Ehb, and are rarely found in the eastern regions of Aranna. They are unfailingly loyal to their families and communities, and spend most of their long lives living and working within the mines they call home. While they can be stubborn to a fault, they are better known for their generosity, good humor, and fine ale. There are no female Dwarves in Dungeon Siege II.

Tuesday, November 12, 2013

Monday, November 11, 2013

Dragon Age Origins - Anvil of the Void

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

The Anvil of the Void is used by the dwarves to make golems. Here, the player/Warden must make a moral choice between destroying the unethical process of creating golems or using it against the Darkspawn invasion.

Campfire Legends: The Hookman - Movies / Cutscenes

Game art from Campfire Legends: The Hookman.





Dungeon Siege II: Broken World - Multiclass Skills, Spells, and Powers

Fantasy game art from Dungeon Siege II.

It was always possible to develop skills in all four areas of Melee Combat, Ranged Combat, Combat Magic, and Nature Magic, although this was not usually done because a divided focus meant characters proceeded more slowly toward the better skills and powers available only at higher skill development. The Broken World expansion introduced special advantages to "multiclassing" with two career paths: the Fist of Stone and the Blood Assassin. These career paths had skills, spells, and powers that were available only if characters had developed both hand-to-hand combat and nature magic (Fist of Stone career) or ranged combat and combat magic (Blood Assassin career).

In play, the Fist of Stone resembled the stereotype clerics (fighter-priests) of many fantasy role playing games, while the Blood Assassin mimicked Diablo II's Assassin, but used ranged weapons instead of melee with katars.


Multiclass Skills

  • Tremor: Channeling the forces of nature and stone, a Fist of Stone's melee attacks occasionally unleash a minor quake, dealing damage to nearby opponents.
  • Chant of Stone: Fists of Stone draw power from earth and rocks. Training in this mantra allows the Fist of Stone to focus that power to fortify his armor and increase his health.
  • Soul of Protection: Soul of Protection not only enhances the Fist of Stone's defensive weapon enchantments, but also gives him a chance to recover instantly after using a defensive power.
  • Soul of Strength: Soul of Strength imbues the Fist of Stone's offensive weapon enchantments with great strength and sometimes allows him to recovery instantly after using an offensive power.
  • Fast Recovery: Major setbacks do not deter the determined Fist of Stone. They can recover quickly from being knocked unconscious, allowing them to heal their companions and return to battle.
  • Quake: The Fist of Stone Raknor Earthdelver perfected his Tremor skill, causing it to crack the earth with even greater force. Many students learned his techniques before his passing.
  • Improved Fault Line: Through meditation and practice, a Fist of Stone can maintain a Fault Line longer than normal, keeping its victims stunned.
  • Healing Hands: Channeling life and strength through his hands, a Fist of Stone can return mortally wounded soldiers to battle within seconds.
  • Strength of the Mountain: Tapping into the enduring power of the earth, warriors of stone enhance both their body's strength and their mind's wisdom.
  • Improved Tremor: The greatest Fists of Stone wade fearlessly in to hordes of foes, causing the earth to shudder with each blow.
  • Groundshaker: Raknor Earthdelver was called the "Groundshaker". when he unleashed his strongest powers, the destruction was fearsome.
  • Shred Blood: Reckless disregard for life can have benefits, however sinister. An Assassin's ranged attacks, through malicious intent and practice, can make their victims hemorrhage blood.
  • Mark Mastery: Through meditation and study, the Blood Assassin can drastically increase the potency of her marks. An enemy marked by a full master is truly living on borrowed time.
  • Bloodsoaked Shots: To a Blood Assassin, blood has power, especially her own. With no care for the consequences, trained Blood Assassins anoint their weapons with their blood, increasing their damage.
  • Rune Mastery: Through combining trapping techniques of Dryad Hunters and writing techniques of Elven Scribes, Blood Assassins gain the ability to recover quickly from preparing magical traps.
  • Living Death: Fearless of the hereafter, an Assassin can straddle the gap between life and death. Doing so allows her to shrug off attacks, but as she slips into realm of the dead her vulnerability to fire increases. She considers it a fair trade.
  • Improved Weapon Enhancements: Without heed or concern for the consequences, a Blood Assassin can pursue additional power through her weaponry. In doing so, she increases the potency of her weapon enhancements.
  • Ignite Blood: Not satiated with causing massive damage to foes, talented Assassins have learned to very blood of their foes struck by Ravaging Strike on fire.
  • Improved Runes: This skill increases the radius of the Blood Assassin's rune powers: Rune of Blood and Rune of Sacrifice.
  • Improved Execute: Talented Assassins scoff at those whose Execute ability does not reach far enough to slay all their marked foes at once.
  • Grace of the Night: By fully embracing the dark path of power at any cost, the Assassin enhances both her weapon skill and magical power.
  • Hemorrhage: Hemorrhage increases the damage of the Blood Assassin's Shred Blood skill, making it more painful as well.

Multiclass Powers

  • Stone Form: A Fist of Stone's initial training is only considered complete when he masters the ability to transform his allies into stone juggernauts with intimidating strength and resilience.
  • Earthquake Aura: Earthquake Aura causes the ground around the Fist of Stone to ripple and shake with his rage, destroying everything around him as he wades into battle.
  • Fault Line: A Fist of Stone need only gesture to create a Fault Line in the earth. The ground along the line trembles and shakes, stunning and pummeling any enemy that tries to cross it.
  • Eruption: Dark times require drastic measures. The Fist of Stone causes huge blocks of earth to rise up around him, encasing opponents in stone and inflicting tremendous damage.
  • Execute: Execute is a horrific finishing move that activates the marks on enemies around the Blood Assassin, rending them, cursing them, or immolating them, depending on the mark.
  • Ravaging Strike: With wanton disregard for her own life, the Blood Assassin pours her blood and health in to a devastating shot that rips through multiple foes in an instant, stunning them in pain.
  • Rune of Blood: Rune of Blood creates a deadly rune trap. The first enemy to draw near activates it. After a short delay, the rune's magic reaches out and tears the blood from everything around it.
  • Rune of Sacrifice: Intrepid Blood Assassins, inspired by circles of protection used during summoning rituals, have learned to create a rune that allows for augmented fighting abilities -- for a price.