Some great products don't even make it that far. And the shame of it is, some really fine products end up being quickly remaindered because of nothing worse than low public visibility and shallow pockets. Divine Divinity certainly qualifies on this score, lacking the marketing campaign and heavy commercial presence to draw your attention. Worse still, perhaps, it suffers from a godawful game name that sounds like a Mel Brooks satire. These factors aside, however, Divine Divinity is a truly fine CRPG, more varied and interesting than some recent, far more highly touted titles cough, Neverwinter Nights , cough in many respects.
It's also pretty apparent at least, to me, but I could be hallucinating that Divine Divinity draws heavily upon two other famous games for its structure and gameplay. Let's take a glance at those titles, to see how they strongly influenced the development of Divine Divinity. Do you remember that hit, Ultima VII? It hasn't been seen much since then, because the developers, Origin Systems, used a proprietary form of memory management that conflicts with Windows.
But what blew most of us away at the time weren't the great graphics or multiple person parties, but the fact that for the first time we could actually walk through a world that moved and regulated itself despite our presence: a world containing its own weather, day and night cycles, merchants who closed up shop at the end of business and went home, and thousands of items that existed as separate objects?
You also lead only one character in this 2D, isometric game. On the other hand, rooms in buildings are extremely detailed, with even pots and pans in a kitchen rated for durability, weight and wear. You'll find barrels, chests and boxes you can move, wardrobes you can open, cattle and chicken roaming about pastureland and coops, glowing gemstones that can be picked up, and torches you can damp or light with a touch. Not to mention food: fish, boar meat, rabbit meat, cheese, apples, tomatoes, oranges, carrots, etc are found everywhere.
Especially in houses. You can steal anything as long as you aren't seen, which seems a bit odd for a savior type.
Each of them is rated for an effect on your metabolism, too, so if you eat some boar meat, you can expect to regain lost hitpoints, as well as a temporary boost of two points to strength. The stomach isn't an infinite stacking location, though. You can only consume a couple of items before getting "stuffed. This gives its locales a more substantial texture, simulating to a limited extent a genuine 3D environment.
The attractive bit graphics up to x help create atmosphere, as does the music, which changes to match the geographical area you're currently in. All except the title cut. It features a wordless vocal that sounds like a mouse being choked to death.
Its four huge screens don't include the diversity of environment offered by the earlier game, but they do supply a playing field of vast dimensions.
By contrast, I've been playing Divine Divinity for more than 60 hours, and I'm not in the endgame. Ultima VII supplied three ingenious ways of allowing players to teleport vast distances through their enormous world. Divine Divinity furnishes you with three, as well.
The first is a series of minor teleportal plates, usually placed to negotiate difficult terrain over short distances such as the island dwellings in the Dwarven halls, separated by a river of bejeweled lava.
The second is a major teleportal plate system that links specific sights at vast distances. You can't simply trigger these latter plates by stepping on them, but have to acquire empowering scrolls from a specific member of each of the seven major races in the game.
The third method is to use a pair of small pyramids that supply instant point-to-point travel when dropped. It all works very well and smoothly, particularly the pyramids: running out of vitality and mana? Just drop and activate a pyramid, sending you back to the other pyramid's location. If you place one by the bed that was given to you free, upon arrival, you can sleep off the effects of battle.
Drop a few chests down there, and you can also store items you've come across but don't need, to sell later when you visit merchants. As a result, accumulating gold is never a problem. Interacting with Divine Divinity 's world is simple. To move, you right-click; to do anything else, you left-click. If you left-click on a guard, he'll talk to you. If you left-click on a potion, you'll pick it up. If you left-click on that troll standing behind you right now, you'll attack it.
There are mini-screens you'll want to check that allow you to prime a skill or spell, study your active and finished quests, look at your inventory, your attributes, potions, a mini-map with all enemies helpfully shown as red dots , etc, but these are quickly activated through the button bar at the bottom of the screen, or by using configurable hotkeys.
You awaken in a small healer's town only to find that dark forces are at work in the world. You soon learn that you are one of the Marked Ones, one of the three that could become the Divine One, but the evil machinations of man and magic are determined to prevent any of you from succeeding. When creating a character, you can choose to play as a warrior, wizard or survivor. Divine Divinity includes male and female versions of each, but you should be prepared to be called "sir" and referred to in masculine terms regularly regardless of which sex you choose.
There are four core abilities strength, agility, intelligence and constitution and ninety-six skills that any of the classes can choose from, each with five ranks of their own.
Deadly gift allows you to lay traps, including some extremely powerful steel scorpions, and with aura of command, you can then make sure those steel scorpions stay at your side until you rest. Another useful skill, alchemy, lets you combine potions to make new potions and use herbs and mushrooms lying on the ground to make potions with the empty flasks you'll acquire alone the way. By the end of the game, you will probably have a smattering of different skills, such as a few spells you can cast, some weapon specialization, etc.
Divine Divinity is not just a hack-and-slash RPG. In fact, similarities to the Diablo series fade the longer you play the game. When you start the game, you have a reputation, which is set to zero neutral. Completing quests can raise your reputation, while stealing, pickpocketing or attacking innocent civilians are some a few ways to lower your reputation.
People will react to you differently depending on your reputation, and a bad rap may even cost you in the wallet if traders decide to hike up prices for you. To help you get around the huge game world, teleporters are placed at various locations throughout the game that can be activated once you've obtained the correct scroll. Off-topic Review Activity. When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting.
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VAT included in all prices where applicable. View mobile website. You will only be able to lockpick the door before you find the note exposing Elrath. In the first room there are three lanterns, one to the left and right of the entrance and one on the west wall. First click on the lantern to the right of the entrance, then the one on the west wall to open the southern door. Go through the southern door into a small room with another locked door to the south. Click on the lantern in this room to close the door you just came through and open the door to the south and the door to the bedroom.
Now go back to the first room and click on the west wall lantern again, this will close the two southern doors again. Click on the west wall lantern a second time to open the southern door. Go into the small room and click on the lantern to open the south door, and the door to the basement should be open.
Inside the basement move the stack of boxes next to the west wall to find a door hidden behind the pile. This door is locked, but you can find the key inside a chest that is in this room. Follow the hallway south there are traps here, so watch out to a room with a Djinn inside who attacks you. Be careful, it can take off nearly health with each hit, so try to kill it with ranged attacks if you can. Take the note Drag and drop it into your inventory, just like the Teleport Stones.
Be sure to grab the two Cure Potions that are sitting on a cabinet in the eastern part of the room, as this is the only chance you will have at getting them. You will likely be attacked by Assassins sent by Elrath to try and stop you on your way there. The problem is that he usually manages to lock himself INSIDE his room, meaning you will be unable to speak to him and finish the Elrath quest.
The gold that Hugh gives you, however, is bugged. Talk to Randell and ask to see Sir Dante and he will unlock the door to Dante. He wants you to steal a Title Deed from Sir Patrick. Agree to do this for him. When you get there search the grounds outside the mansion for a Portal Stone. It is in the western half of the estate near the fence and is partially obscured by a hedge.
When you find on it click on it to be transported inside the mansion. You are teleported to a room with five exits: two to the north, two to the south, and one to the west. The room to the west has the Deed you want, but to get to it you first need to unlock the door.
To do that you need to go into the northwest room and flip the lever there, then go into the southeast room and flip the lever there, and finally flip the lever in the center room to open the door to the west.
Take the Deed and return to Sir Dante. Go there and talk to Yarun and tell him that Sir Dante sent you. Kill the assassins and then click on the cupboard in this room to find a secret passage to a new area.
When you arrive in the new area go south to find Yarun, who will send more assassins after you before running off again. Note that you can use the bed in the first room to rest. Who can sleep inside a den of assassins, anyways? Go east through the hall way to come to a large room; take the northern exit to find a hallway lined with cells.
Go into the farthest southwestern cell and you will find Yarun hiding there. This time he will make a bargain with you; he will arrange a meeting with the assassin who killed the Duke in exchange for his life. Agree to this and he will run off, and your character will make a comment about telling Commander Ralph about this, but then they start to have second thoughts about telling him.
Either way, go to the burned-out building that Yarun marked on your map to find Cybu. Approach him and you will get him to confess to killing the Duke.
When Cybu is dead go talk to Ralph and he will give you an invitation to Stormfist Castle. The idea is to use the teleport stones to teleport you past the spot where the guards stop you. Go to the entrance of Stormfist Castle and drag one of your Teleport Stones as far as you can into the entrance of the castle. Now just use the other stone to teleport, and if you did it correctly you should be able to walk through and into the castle courtyard.
If you do this before you get an invitation to enter Stormfist Castle, everyone inside will act like you have been named Lord Protector. Doing this will mess up your game, however, as some cutscenes that are needed to advance the game will not trigger, causing a broken game.
If you go after the Stormfist Castle event, well, not much happens. Before you can meet with Janus, however, you are stopped by an Imp named ZixZax. You will also gain 10 reputation points!
After he finishes his speech and leaves you are free to look around the castle. You can go anywhere you want, except for the cellars. The door to the armory is locked, but you can find the key to the door is in the study directly north of the armory. When you are done exploring, go to Janus and receive the first of your labors. When you get near the cat you will automatically call out to the cat. To your surprise the cat will talk back! The cat tells you his name is Arhu and that he is actually a spy for Zandalor.
He tells you that Zandalor has gone into the cellars of Stormfist Castle but has not returned. After you tell him that Janus is looking for him he will run off. You will not be able to get into the cellars so just return to Janus, who will berate you for not bringing him his cat before he gives you a new job. Deliver a Love Letter to Lela Now Janus gives you a letter to give to his girlfriend Lela.
Of course, Lela is an even bigger brat than Janus is. Just give her the letter and go back to Janus for your next job. Flowers for Lela After delivering the letter, Janus tells you to go pick some flowers and take them to Lela. The flowers are just to the east of the entrance to Stormfist Castle. Yeah, right! Go back to Janus, who has returned to the throne room.
Use the Alt key to find it and take it to Lela. He tells you that there is an important meeting between Janus and some merchants, and your attendance is required. Head to the throne room and the meeting will start automatically. The meeting is interrupted, however, when group of Orcs suddenly emerge from the cellar and try to assassinate Janus.
You will also lose 15 reputation points! You end up locked in a dungeon without any of your equipment. Elona then shows up to taunt you sporting a new look. After she leaves just sit tight as Arhu will eventually show up and free you from of your cell. There is nothing of value on this floor, so just take the stairs up to the first floor. Unfortunately the door is locked, but Arhu shows up and tells you that the key should be nearby.
After he leaves, continue searching to the east and you will find the key you need inside another room. Take the key and unlock the door to the chest with your equipment and take your equipment back. Now that you have your stuff back this is a pretty straight-forward dungeon, as your only real goal in this dungeon is to get out alive and if you need heath or mana just use one of the Healing or Mana Shrines conveniently scattered throughout the level.
From the starting point head west into the next room and take the west door. Take the only exit to the south and pass by the Mana Shrine and go through the first western door. This door is locked, but the switch is just south of the door.
Continue west then turn north until the path splits. Take the west path and go through the door to come to a room that has a Healing Shrine and the stairs that will lead you out of this dungeon in it. He suggests enlisting the help of the Thieves Guild of Verdistis in searching the sewers for an alternate entrance to Stormfist Castle. After Arhu leaves Iona returns and is none too happy that you escaped her dungeon.
She threatens you for awhile and then she causes the dead of the cemetery to rise. Just fight your way out of the cemetery. I would suggest raising your levels to about 30 or so through killing enemies and doing sidequests before continuing. Tell him you want to join the guild and he will give you the first of the two tests needed to join the Thieves Guild.
First Test: Steal from Sweeny For the first test Rob tells you to steal a necklace from Sweeny. To accomplish this you will need at least 1 skill level in the Pickpocket skill, then just use Pickpocket on Sweeny to get the necklace. Take the necklace back to Rob to get the next test. Second Test: The Beer Run Next Rob wants you to grab a bottle of ale that is behind a locked door. The door you need to pick is in the basement of the inn.
You will need 1 skill level in the Lockpicking skill and a set of Lockpicks to open the door. Just lockpick the door and take the bottle of ale that is inside and take it back to Rob to become a card-carrying member of the Thieves Guild.
Now that you have joined the Thieves Guild you can ask Rob for help in entering Stormfist Castle and he will give you a key, Which unlocks another entrance to the sewers, and is only moderately helpful.
Which is VERY helpful. You want to be in the sewers under Rivertown, as that is where the entrance to Stormfist Castle is. The sewers under Rivertown are a huge, sprawling maze of pathways and any attempt by me to give directions will likely end up you getting hopelessly lost. So you are on your own exploring these sewers. When you enter the treasure room you will be trapped inside as the Black Ring makes their move against Zandalor.
A cutscene will play showing the third Marked One getting killed and Zandalor being cornered by a Deathknight and some Orc flunkies. Go east and take the gold and gems in the room, Always remember your priorities Follow the hallway west and go into the north room and kill the Deathknight and his Orc posse. Be sure to take and use the potions in the room if you need them. After beating them, go west and talk to Zandalor there, he will ask you to check the treasure vault to see if the Sword of Lies is still there.
Retrace your steps back to the hallway south of the room with the gold and gems, but this time continue on and follow the hall to the east. There are traps all over this area, so be careful. After following the hallway to the east and then the north, you will come to a door with a face on it. Inside the center of the vault your character will make a comment that The Sword of Lies is nowhere to be found, so go back to Zandalor, and he will surmise that Janus has taken the sword and has been corrupted by the Lord of Chaos.
He wants to go check on Wouter, the second Marked One and teleports the both of you out of there to the Dwarven Bread Inn. Wouter rushes outside only to find a Dragon Rider waiting for him, who promptly blasts poor Wouter to Kingdom Come. Zandalor rushes off to try and save Wouter, go and follow him but when you reach him it will be too late, Wouter is dead. There is no way you can save Wouter.
When you are ready tell him to take you to the Council of Seven Chambers. That something turns out to be a Succubus who traps Zandalor inside an Energy Cage and then runs off. Zandalor tells you that you will need to destroy the Succubus to purify the chamber and Zandalor will then be able to free himself. The Council of Seven chamber is so tiny that it is impossible to get lost in. If you get hurt here you can either go back to Zandalor and he will heal you if you want, or you can just use one of the abundant Healing or Mana Shrines here.
There is one of each in just about every single room on this map! The Succubus attacks mostly with a rather strange physical attack Is she trying to Which you can use Aura of Command on to make it attack the Succubus When you kill her Zandalor will be free and come up to you and tell you to follow him.
The Almost Wise Not only will he thank you for rescuing him, but he will also give back the Teleport Stones that he took! You will come to a room with seven statues and seven stones sitting in front of them. Zandalor will explain that in order to become the Divine One you will need to receive the blessing of the Seven Races, and to do this you will need to assemble a new Council of Seven.
To find the members of the council you just need to drag and drop one of the scrying stones onto the pedestal of the appropriate statue. This will give you a vision about the Council Member of that race. The scrying stones have been arranged so that they are sitting in front of the statue they go in to.
Drag and drop the stones onto the pedestal, receive a vision then go and do the quest to get them to join the council. There is an obscure glitch here where it is possible to lock yourself out of the Council Chambers if you use your Teleport Stones to leave without unlocking the Teleporter. If this happens you will be unable assemble the Council of Seven, resulting in a broken game.
The only way to fix this is to go back to an earlier save. I think you have to complete 5 other Council Member quests see below before you can start the Dwarf quest. When you first try to get a vision of the Dwarven Council you will just see an unknown Dwarf out in the middle of nowhere. Come back later After completing 5 other Council Member quests and try again and you will see that the Dwarf is now standing at an altar of some kind.
Zandalor recognizes the altar as the one in the Dwarven Village in Rivertown. He thinks that the Elves were the ones who stole the axe and says that they have captured an Elf and are getting ready to beat a confession out of him. When you ask to help recover the axe he reluctantly tells you to talk to the mayor and the captured Elf. After you speak to Eolus he will retire to the house directly south of the altar. Go and speak to Arandalis, the captured elf being held in the basement of the Black Hammer Inn.
He will tell that he was kidnapped by a Human and a Dwarf and was left near the altar where the Axe of Stone was stolen. When you ask him how much ale he has had he will go ballistic and give you a long speech about how mead is much better than ale. When he finishes he tell you that if you bring him some mead he will promise to tell you a story.
Go to the Brewery in the western half of town and buy some ale from Rimmer there. Take the ale back to Glenborus Town Hall and give some to Gregor. After you give him the ale he will let it slip that he is part of a conspiracy to make war against the Elves.
He tells you his fellow conspirators are holed up inside a secret cave inside the mines underneath the Dwarven Halls and he will tell you the password needed to get past the sentry inside the cave. Enter his chamber you will have to give up all of you equipment before you can enter and talk to the King. Ask him permission to enter the mines and he gives it to you. Be sure to double-check your equipment because they always seem to mix up what you had equipped before you went in.
When you are ready, go and enter the mines. Dwarven Mines Follow the tunnel around until you come to a fork. Take the eastern route then go north through the door. Follow the tunnel northeast then turn west until find an entrance that will take you deeper into the mines. Go east until you run into the Sentry and give him the password Gregor gave you.
In the next room go east and continue through a door into another room. Go to the far eastern end of the room then turn north.
Go north through a small connecting hallway and into the next room where you will come face-to-face with Moriendor, a Member of the Black Ring. After a bit of the usual explaining-his-diabolical-plan-to-the-protagonist spiel he attacks. He likes to use HellSpikes, so be careful! This battle gave me a whole new appreciation for the Freeze skill After you beat him he will run off into a back room and locks the door.
Even when you run into him again at the end of the game he will still be the rabbit that you turned him into during this fight. The lever to unlock the door is right next to the door he ran through. Flip it and go into the north room then take the first western door to find Moriendor and the Axe of Stone. Moriendor will teleport away, leaving the Axe of Stone behind. Also be sure to talk to him about the note you found in the Mines. This will open up the Dragon Armor Set quest.
Return to the Dwarven Village. Dwarven Village Go to the house to the south of the Stone Axe Altar and talk to Eolus again and now that the Axe of Stone has been recovered he will gladly join the Council of Seven.
Zandalor will suggest going to the Elven Village in the Dark Forest. Elven Village You will find Bronthion in the West side of the village. Leave the town to the south and follow the ravine southward until you come to the Elven Burial Grounds. Elven Burial Grounds When you arrive at the burial grounds there is a quick scene with a group of strange dwarves.
They are actually polymorphed Imps. Follow them to the west and you will stumble onto an Orc camp. Kill them all then search the northern cliff face to find a cave. When you enter the cave head south into a donut-shaped room, from there head west to a small room. Look for lever in this room that will open a door on the western wall.
In the next room there is a floor tile that you can click on to take you to a lower level. You had better be prepared to go down there, because one of the most difficult battles of the game awaits you down there. When you go under the floor tile you are met by Josephina, a Black Ring Member. Not only do you have do you have to deal with Josephina in this battle, you also have to face over a half a dozen Dwarfs.
The Dwarves alone can easily surround you and cut you to ribbons without Josephina continually launching HellSpikes at you. The first thing you should do is get rid of the dwarves as quickly as possible, escaping back up the ladder to heal and save if things become too hairy.
Then when the dwarves are finally dealt with you can turn your attention to Josephina. When if you finally defeat Josephina you just need to find the three Elven Ceremonial Relics and take them back to Bronthion.
Unfortunately, if you look around the chamber you will only find two relics. The third relic is actually the Quarter Staff that Josephina drops when you defeat her. Take the staff and have it identified to get the third relic. Take all three Elven Ceremonial Relics back to Bronthion and he will accept the council position. Aleroth Your homecoming to Aleroth is sort-lived, as there are now Orcs roaming the town and Mardaneus is trapped inside his house.
Go talk to Mardaneus and he will gladly accept the council position. Zandalor comments that he seems to be to be staying at The Ducal Inn in Verdistis. He will then explain that Antx is actually hiding inside a Magic Sphere that Zaknadrix is carrying. Zaknadrix tells you that the only way to get inside the sphere and talk to Antx is to touch the sphere, so go ahead and touch the sphere and you will be warped to Arakand.
If you refuse to enter the sphere the first time he offers it will create a glitch where he will never give you another chance to enter it again, resulting in you being unable to recruit Antx and complete the game. If you are a victim of this bug, the only thing you can do reload to a point before you talk to Zaknadrix for the first time. Arakand Go through the gate to the north of the starting position. You will be stopped by Lysandra, Queen of the Bees. She will beg for your assistance in fighting against the Wasps.
In return for your help she promises to give you the key to the mansion that Antx is hiding in. Immediately after Lysandra leaves you will be approached by Ragon, the leader of the Wasps. He will try to convince you to join with the Wasps. Accept or refuse his offer and he will leave. What you say to Lysandra is inconsequential.
Mow through the enemies until you reach the door to the mansion, where you will be approached by Lysandra. If you sided with Ragon she will attack you, kill her and take the key she drops. If you killed almost every Bee. Take the key that Lysandra gave you one way or the other and use it to open the door to the mansion. Talk to Antx and he will reveal that he was hiding in Arakand because he was once a member of the Black Ring, but he has defected from them.
He will gratefully accept the council position and give you a crystal ball that you can use to get back to the real world before he leaves. To leave Arakand, just go into your inventory and click on the crystal ball that Antx gave you and you will be warped back to The Ducal Inn.
Talk to one of the other Healers from Aleroth and you will learn that Goemoe has just left with some other Lizardmen and that he does not intend to return. You will just see him traveling with some other Lizardmen. Zandalor suggests that you try again later. When you try again later I have no idea what triggers this. Ask him about a warlock renting a house from him and he will mark it on your map. Go to the house and kill all the thugs inside.
Go downstairs through the hatch to come face to with Cornelius, another Black Ring Member. He will Freeze you before you can do anything then runs off to brag to his buddies.
Fortunately Zandalor will show up and rescue you before Cornelius can return to finish you off. Go south and take the Polymorph Wand that is leaning against the wall and return to the starting room. The eastern door is locked but the key is sitting on a box in the northwestern corner of the room.
Unlock the door and you will find Snake-Goemoe inside the east room. Zandalor will comment that it looks like the Orc Council Member is being held in an Orcish Prison Pit and marks where you can find some deep inside the Orc camp in Rivertown. Orc Camp When you arrive at the spot Zandalor marked you see that there are actually four prison pits.
The prison where you will find the Orc Council Member is the southwestern one. Go inside the prison and you will find an Orc named Kroxy. Talk to him and tell him that is the Orc Council Member and he will accept the position. The only enemies you will have to fight here are the Orcs that were already inside the camp. Any unfinished quests will fail and any items that you are not carrying in your inventory will be gone forever.
Be sure that you have everything you need before you start the ceremony. After the meeting of the Council of Seven and receiving the Blessing of the Seven Races you will end up in a strange wasteland as the Divine One. You will also gain a LOT of experience.
I gained FIVE levels here! The Orc Shaman will also mark the exit to the canyon you are in. After speaking with both of them head east then take the southern ravine that the Orc Shaman marked on the map.
Continue south until you run into Zandalor and Arhu battling some Imps. Zandalor and Arhu will be overjoyed to see you again and teleport you to safer location. Basically the Black Ring is holed up inside their fortress and is trying to summon the Lord of Chaos, and you have to go and stop them. The fortress, however, is surrounded by a poisonous marsh and you will need the Spirit Form skill to be able to cross it.
Zandalor will tell that the dragon Patriarch might be able to help train you in the Spirit Form skill. Or you could just spend a skill point yourself to learn the skill, but why do that when you can get it for free?
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