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  • Awesome Music: In a nod to Diablo II, when you defeat the Overmage, some of the music from the first game plays in the background.
  • Complete Monster (Dungeon Siege II & Broken World): The Overmage of the Cinbri was Zaramoth he Unmaker's most ruthless ally. Binding shards of his former lord's soul to his own after the former's defeat, the Overmage crafted a long-term plan to return to his own native dimension, uncaring of all the suffering he would cause. His plan included enslaving a Dwarven expedition and manipulating Prince Valdis into believing himself to be Zaramoth reborn, leading him to a quest for power that once again plunged Aranna into war. In Dungeon Siege II, the Overmage poses as an Azunite scholar to manipulate the protagonist as well, leaving them and Valdis to their fate once they have caused the Second Cataclysm he needed. In Broken World, the Overmage torments the continent with the Familiar Surgeons, who tear their victims apart and painfully reassemble them into bloodthirsty minions; he also turns Mordens into ravagers with Blood Magic, all to gain time to complete his own fusion with Zaramoth.
  • Demonic Spiders:
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    • In DS II, for whatever reason one of the Undead Azunite Elite Mooks, more specifically the Archer one, is level 45, higher than even the final boss! Being an enemy that has a very large range of attack, and takes Scratch Damage due to how levels work, fighting these things will result in death unless you're grossly overlevelled, which you'll never be unless you've gone a couple of hours into New Game+ (if you're playing on vanilla DS II), or gone through the Broken World campaign once (if you're playing with the expansion on). The worst part is that sometimes these particular ones may spawn in place of other Undead Azunite Elite Mooks in one of the sidequests in the Azunite Burial Grounds, meaning you may be forced to kill at least one of these in order to complete it. Luckily you can just rush past these if you're not aiming for 100% Completion, so there's at least that.
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    • There's an enemy in the final dungeon of DS2 that casts a curse on the whole party which deals a lot of damage over time and can easily cause a Total Party Kill. This basically forces you to bring a nature mage with the curse immunity buff.
  • Disappointing Last Level:
    • The final level of DS II, Zaramoth's Horns. The good news is that there's a lot of good loot and experience to be had. The bad news is all that grinding can get rather boring after a while.
    • The final dungeon of Broken World has you traverse a seemingly endless series of identical rooms until you reach the final boss.
  • Game-Breaker:
    • Nature mages in 2. They have the best healing, powerful offensive ice magic, and a number of very strong party buffs. Their two best super moves are a short term full team invulnerability spell and the single strongest Fantastic Nuke in the game. Combined with extremely dangerous pets (nearly equal to another PC in many respects) many players just ended up running a bunch of nature mages with an Ice Elemental for mana recovery.
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    • The Ice Elemental pet in the same game was this due to its powerful Mana Regen aura. The pet itself was a little lackluster, but as long as it lived it was nearly impossible to run out of mana on your mages allowing them to spam spells, heals, and summons with impunity.
  • Goddamned Bats: Volatile enemies in Broken World. They always explode after you kill them, in an attempt at Taking You with Me. They're not very dangerous on their own, however, they're usually paired with much stronger enemies, who'd be more than glad to finish you off after taking a good explosive beating.
  • Narm:
    • Some of the dialog in Dungeon Siege II could get pretty goofy, such as this one Taar says in the second half of Act I: "You must take care when talking to strangers. You never know when someone is lying." It would seem that Taar took the expression Team Mom a bit literally.
    • Jeyne Kassynder is almost always referred by her full name, rather than simply Jeyne.
  • Nightmare Fuel:
    • The Bound creatures that make up a majority of the enemies in Broken World, especially since they can remind one of a notorious episode of Fullmetal Alchemist. Plus there's the Dark Wizards and the Familiars, and to some people, pretty much Broken World as a whole.
    • Of course, that's not to say that the prior games didn't have scary stuff of their own, but fortunately, in their case, it was safely distributed here and there. Broken World, on the other hand, just piled it all on.
    • There is also The Pit of Despair from the Utrean Peninsula. No enemies, near total darkness, and it can take hours to complete, since you are constantly backtracking.
    • In DSIII, when you enter the Gunderic Mansion, you can hear the ghost of Alice Gunderic speaking in a high-pitched voice that echoes throughout the mansion whenever she speaks.
  • Porting Disaster: Despite being a simultaneous release, the PC version of DS3 has serious interface problems, specifically requiring auto-lockon instead of the mystical, sophisticated computer-only peripheral known as a mouse in combat. There has since been a patch that added keybinding and the capacity to use a WASD layout. However, the targeting system has not been patched.
  • That One Attack:
    • Valdis in the second game is particularly fond of comboing your party with his sword slashes for massive area damage. If it doesn't outright kill your party members, it'll at least put them deep in the unconscious state.
    • Most of the Rogue Mages in Broken World have relatively simple attacks that don't deal much damage, in virtue of being Warm Up Bosses. However, all three of them possess an attack that consists of them teleporting right to the center of the party, forming a magic circle with a disgustingly large radius, then proceeding to unleash 3 blasts that will kill you if you don't get out of there in time, no matter how much HP you have. So if you see a red circle slowly forming on the floor, run for your life. Celeb'hel in particular loves to spam this attack. Have fun!
  • That One Boss: Rogue Mage Celeb'hel in Broken World is basically the previous two Rogue Mage bosses taken Up to Eleven. If you thought that Celeb'hel would be just as simple a fight as the previous two bosses (teleport-circle-of-death notwithstanding), you'd be wrong. He's a much faster and vicious opponent than them, with his standard moves hitting just as hard as his signature move. The fact that he fights with a strong Familiar alongside him is just the icing on the cake. You will suffer a party wipe to him if you don't play carefully.
  • That One Level: The goblin workshop in the first game will likely be the first stretch that forces you to backtrack to the nearest vendor for more potions. While you've seen a few bosses or midboss monsters that do massive area-effect damage before, the workshop is the first place with entire packs of them, often ambushes you with huge packs of them at the end of elevator/conveyor rides where you have no reasonable escape route (or from behind), and forces you to take them head-on in narrow corridors where you're unable to turn their blasts to the side. Heaven forbid you're playing on Hard — healers are mechanically incapable of keeping up with the damage flow of more than a couple of them, summoned monsters with three times the HP of party members dissolve in seconds, and you'll often have to clear rooms via ten minutes or more of tedious hit-and-run or summoning creatures around corners.

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