Divinity II: Ego Draconis is a role-play on PC Rivellon set in a magical world out of time shaken by the apocalyptic wars. You play as a Dragon Slayer, which may evolve Dragon Lord. It must make good use of every skill, potion or trick to overcome the formidable fantasy creatures he encounters. The year 2009 was marked by the release of many western RPGs. Besides the excellent Dragon Age: Origins and Sacred 2, fans of the genre have also been playing more hardcore titles, as well Risen who offered a rather original approach and presented some great ideas. Larian Studios, a small Belgian studio in also used to exit Divinity II: Ego Draconis, an app that has received virtually no media coverage but which may yet surprise many .
Divinity II - Ego Draconis brings you back to Rivellon, a timeless world of awe and magic, torn and scarred by successions of apocalyptic wars. Ever since the Great War ended, the Order of the Dragon Slayers has had eyes only for their number one enemy: the Dragon Knights who killed their Divine hero. But all the while the true enemy ? the Black Ring ? still festers beneath the surface, ready for its next move, poised to strike. For their leader Damian tirelessly plots silent schemes with utterly malign intent.
Then one day, an event takes place that will reshape the history of Rivellon: a dying Dragon Knight gives her powers to a member of the order that seeks to destroy her: you. Perhaps you, blessed as you are with the powers of the Dragon, will be able to stop the black tides that threaten to engulf Rivellon. Many adventures await you, many mysteries yearn to be unraveled and all the world awaits the outcome of your new destiny.
Divinity II opens on a small level of introduction, a sort of academy of Draconis, who can get an idea on the choice of character development. Nothing very original, it's role play rather simple with only five basic characteristics - Vitality, Strength, Spirit, Intelligence, Dexterity - among which we will distribute four-point improvement in each passage level. There is also a skill tree divided roughly into three areas that are magic, melee and ranged combat.
There are the classics of the genre, a fireball, hooking, invocation of creatures and tons of different attacks that are triggered as World of Warcraft with a shortcut keypad and generally have a cooldown result. Let's be straight, level of specialization of the character in Divinity II is fairly narrow. For example, even a magician can be the biggest armor and fight in melee swirling his mace. It is far, for example, the degree of customization that can offer personal Oblivion, with its much more detailed stats. It is also in the introductory level we can try all three fighting styles on the target drive and discover that everything is very simple battles "click-click" to the sword without even the possibility of achieving in combos or to counter the moves (this is done automatically depending on the level of dexterity of Me) and automatic lock on an opponent while holding down the Left Trigger, handy for the arrows of a Ranger or balls of fire a image.
Game Features :
1. Sequel to the award-winning Divine Divinity and Beyond Divinity Role Playing Games. : Following the lineage of these two much-acclaimed RPGs, Divinity II: Ego Draconis has adapted many of the most famous elements that made these two original games classics. Divinity II: Ego Draconis makes use of the same classless system that was incorporated in Divine Divinity, which allows you to choose your own path as you become a Dragon Knight.
2. Fight as both a human and a dragon. : Don't settle for taming and riding a dragon when you can be the Dragon! For the first time, an RPG unleashes the very power of the Dragon on you! Climb high and vaporize all that stands in your way as you strategically use both your human and dragon forms to defeat Damian and become the ultimate Dragon Knight.
3. Dynamically unfolding storyline depending on your choices and skills.: Divinity II : Ego Draconis gives you a wide range of moral choices when deciding on how to act on quest objectives. When you make these choices, the consequences of your actions appear throughout game play. Consequences such as up to 20 possible quest solutions, new quest chains, NPC reactions, vendor pricing and other experience-altering consequences make Divinity II: Ego Draconis very interesting and engaging.
4. Use your powerful Battle Tower as base of operations.: Looming like a colossal stone claw over Sentinel Island, stands the Battle Tower, a vast citadel built many centuries ago by Maxos, the Dragon Mage. Become bound to the Battle Tower through a mystical relic known as the Dragon Stone. The Dragon Stone allows you to teleport to the Battle Tower at any moment so that you can utilize the powers within.
5. Build your very own ultimate fighting creature.: Conjure the spirits to bring to life a creature made from body parts you have collected during your battles. This creature’s power is literally the sum of its body parts; the composition of various limbs determines its strengths and abilities. Once you are able to assemble this abomination, you may summon it to support you in combat.
6. Action Oriented : The adventure really begins after half an hour with the primary mission of our young Draconis: find and bump a dragon spotted near a small quiet village in the region of Broken Vallon, under the orders of his supervisor . After the first quests among the inhabitants - the release of a pig farmer, find some off-the-law hid in the forest, bring a letter to a lady in a remote farm . You can start exploring a world that does not seem as open as that of Oblivion. A quick glance at the map of the world confirms this: there is a side corridor, the topography, with deep valleys and fjords that limit the axes of movement. The environments are quite successful, with lush vegetation and a nice use of HDR, but soon we notice that there is no day / night.
By chaining the first quests in the game, be it missions "Fedex" where to go from point A to point B (with shrines of teleportation which fortunately avoid round trips clumsy) or fighting in series Outdoors and in dungeons, we note that Divinity II offers some extravagant compared to its competitors, sometimes welcome, sometimes poorly chosen. Thus, there is no automatic search indicator on the mini-map to guide the player, he must be careful and remember the locations visited for getting together. We also see with surprise the adventurer to fall from 50 meters without losing a single life point. There it is not possible to transfer the contents of the inventory to a safe open, and that guns do not deteriorate. And most importantly, great question that has often players of RPG, you soon realize, an ax by a level 12 Goblin Warrior crossed the corner of a bush, there is no automatic adjustment of difficulty (the famous self-leveling so maligned on Oblivion).
Splintering is a Troll cons with two or three levels higher than the hero is quite common and is often where the battles are more fun because it must show some tactics. Found in Divinity II sticks, all the classic elements of a good RPG with action-oriented management tight mania and cooldown on spells, the crucial choice of ranged combat or melee depending on the type of enemy and especially the consumption of hectoliters of various potions. The further into the adventure and fighting gets hot, he must then play on the creatures to invoke - a beautiful system of necromancy can carve an undead tailor made to suit the style of player - and the enchantments of Weapons and armor will be more or less effective depending on the breed of the enemy.
Managing aggro is paramount and is made with lots of polymorphisms (the enemies here are transformed into giant beetles), sorcery, panic, blindness. All this provides strong fighting, and sometimes quite nervous when tactics are found in front of five or six bandits can sway spells to cure their colleagues or to send their big arms to tanks to protect the archers that water distance. And so much better because these are well furious half of the game, the rest being devoted to the exploration decorated with a few not very difficult puzzles, often involving reading the minds of NPC with special competence of Draconis or crossing platform in which, moreover, the vagueness of the jump can be unnerving.
The Game Story :
Chapter 1: Back to Rivellon ---
Divinity 2: Ego Draconis brings you back to Rivellon, a timeless world of awe and magic, torn and scarred by successions of apocalyptic wars. What the peace-loving people of the land did to deserve such terrible calamity, not even the gods can tell, but as any of their warlords will snidely say, the time to wonder and question quickly vanishes when the Lord of Chaos is slaughtering your kin, burning your cities and sowing the onetime fertile soil with salt. Twice this incarnation of evil burst forth from its hellish dimension to wade in valiant blood against the blackened sky, and twice Rivellon’s defenders would not back down despite appalling losses. Still, victory brought no relief, for they knew that someday, the Demon would be back.
And back he’d be, sooner than anyone could have anticipated, because, as is so often the case, evil festered from within: humans, loyal to the Damned Hordes, sought not only to ensure the return of their dark master, but to give his Demonic form human semblance, so that rather than to destroy Rivellon, he would come to rule her. This group, known as the Black Ring, were close to achieving their goal and would doubtless have succeeded had it not been for both the tireless vigilance of the famed wizard Zandalor and the startling fate of an unsung adventurer named Lucian. This adventurer, guided as he was by the forces of good, exposed the Black Ring’s sinister schemes and when the time came willingly underwent a daring ritual that infused him with the powers of the gods. So the Divine was born.
Leaving but grim corpses in his wake, the avatar of light followed the enemy to its stronghold, nestled deep beneath the desert wastes of Yuthul Gor, where he stalked and killed every Black Ring elder until finally he and their diabolic leader, the Demon of Lies, stood snout to face. The fiend smiled and told the Divine he was too late: the transfer was complete and the Lord of Chaos would walk again. Indeed, behind him, on a large altar lay a newborn infant, a shell of innocence wrapped around a soul of utter corruption. The Divine’s sword saw the Demon dead, but despite being able to put an end to the vast plague that had almost brought Rivellon to her knees, he could not bring himself to kill the child.
Chapter 2: Damian - The Damned One ---
He named him Damian and for years the Damned One, unaware of the terrible forces that brimmed beneath his boyish exterior, grew up under the Divine’s tutelage. Until he met Ygerna. Sent to seduce Damian by her father, the Black Ring necromancer Kalin, she befriended the young man, who was instantly infatuated with her. Not only did she return his affections, but also his long slumbering powers. They practiced innocent spells at first, but later on more sinister magic, rarer incantations, and, most dangerous of all, they unraveled forbidden knowledge. For some time, Damien’s Divine foster parent was blissfully oblivious of Ygerna’s ominous influence on his son, until evidence connected her to Kalin, whom he recently executed. When questioned she confessed that she supported his rotten stratagems, the most important of these being the renascence of Damian’s dark, dormant powers.
After hearing such hideous testimony, Lucian had no choice but to execute Ygerna in turn: the Black Ring never enjoys clemency, whatever the circumstances. Under the eyes of the wise, but worry-plagued Zandalor, the Divine’s sword severed Ygerna’s head from her body. Yet, at that prophetic moment, while Ygerna’s blood was still claiming more territory on the floor, Damian entered and gave voice to a spell that utterly stunned even that mighty ensemble: the spell of Soul Forging. Before anyone could react, Damian turned back and seemingly disappeared. The Divine knew his son would from then on be his greatest foe and understood that Damian had already realized a great deal of his black potential: he who can Soul Forge, is a stupendous adversary indeed. The Damned One walked again.
As Lucian and Damian gathered their armies, Zandalor contemplated the repercussions of Damian’s acts. A Soul Forge is an exceptional enough event in its own right; a Soul Forge with a soul as it dwells amidst the few fragments of time between life and death, was unprecedented. Uncertain of the consequences for either him or Damian, he entrusted Ygerna’s body to the care of embalmers, forgoing the usual ritual burning of Black Ring corpses.
Chapter 3: Soul Forge, Battles, Ataraxis ---
Within days, the Black Ring and Divine Paladins clashed. Damian though, had eyes for Lucian only: he would show him the same kindness he had shown Ygerna. What he did not know, was that the Divine was ready for him. He would lure his son to a Rift Temple and, if all went according to plan, banish him to another dimension. Blinded as he was by his all-consuming wrath, Damian did not realize he was being drawn into a trap and soon he was locked away in shadow haunted Nemesis. The Divine returned to Rivellon, glad that the threat his foster son posed was eliminated, yet strangely mournful because he realized that despite the evil that had taken hold of him, Damian’s spur-of-the-moment Soul Forge was essentially an act of love.
The Damned One however, made the best of his situation in Nemesis. He bode his time, grew in stature and power, until he did what most thought could not be done: he broke free from his prison dimension and initially overran the surprised Rivellonian forces. His thoughts were still wholly focused on one thing: to destroy the Divine and so revenge Ygerna. The war changed the face of Rivellon: for years it raged and one catastrophic event followed the other. Where once there were mountains there are now flat scorched plains and picturesque farmlands have been pushed up and turned into jagged cliffs. Nevertheless mankind faced its infernal foes with remarkable courage and tenacity. A decisive reason for their stubborn optimism was the new forged alliance between the Divine and the rare, but immensely powerful Dragon Knights, the last and elusive proponents of Dragon magic in the Demon-swept realms.
Throughout the climactic battle, the scales of victory could have tipped either way. But then the unthinkable happened: one of the Dragon Knights betrayed and slew the unsuspecting Divine. During the confusion that ensued, the Paladins started to fight Dragon and Demon alike. Luckily Zandalor was able to rally the troops and so narrowly avoid disaster. Damian, who had already lost much of his forces and had seen his revenge materialized, ordered his army to abandon the field. His dominion over Rivellon could wait. And besides, he had other things on his mind.
After the bitter stalemate that resulted, both sides took the time to lick their wounds and mankind prepared for yet another war. When this war did not take place after a year and not even after a decade, the good people of Rivellon were convinced Damian no longer posed a significant threat, started to relax and rebuild their lives. Now more than half a century has passed and though the Damned One still has a more than frightful reputation, he is regarded as a distant threat at best.
Whether this ataraxis is justified, remains to be see.
Battle Tower :
Looming like a colossal stone claw over Sentinel Island, stands the Battle Tower, a vast citadel built many centuries ago by Maxos, the Dragon Maze. It was his house, his palace, his workplace, his laboratory and thus the scene of countless experiments of the most fantastical kind. But what makes the tower a true hub of might and the envy of all who aspire to own it, is its Throne Room, where Maxos could ascend his most proven acolytes to the rank of Dragon Knight, an ability hitherto given only to the Ancient Race of Dragons.
Long the tower and its ruler withstood the ages unchallenged until one day Maxos vanished and his fortress was locked by a seemingly impenetrable spell, which proved to be an insufficient deterrent for the vile necromancer Laiken, who, some two hundred years after Maxos’ disappearance, broke the spell and claimed the Battle Tower as his own. Should some adventurer challenge his dominion over this mighty structure though, he or she would gain access to its highly interesting features. The Battle Tower is a central structure to which you can teleport at all times (once it is yours, that is) using a mystical device called the Dragon Stone. More than that, the tower houses multiple rooms and terraces where different attendants provide a variety of services.
The Platforms :
1. The Necromancy Ring - On this platform, a pupil of the black arts will seek to build you the ultimate Creature. As you travel through Rivellon, you will be able to collect the limbs of the foes you have slain. The necromancer will then assemble these limbs to form the Creature, its powers depending on their composition. You can summon this Creature in combat to serve as an ally by using a unique item: the Crystal Skull.
2. The Alchemy Garden : The Alchemy Garden is the domain of your alchemist. This character is in charge of the herbs and plants that grow in the tower, with which he brews his potions. But, of course, he will need you to provide him with ingredients and formulas should you want to expand his repertoire.
3. The Enchanting Platform : The workshop is the platform of your inventor and enchanter. This specialist smith has been working on both sides of the divide: he has dabbled both in science and in magic. Convinced that in doing so he holds the key to ultimate powers, he has blurred the line between the two disciplines – attuning his machines so as to give magical qualities to your items.
4. The Skill Trainer Arena : The skill trainer platform is an area where you will be able to discover and/or upgrade your skills under the supervision of an expert trainer who has mastered the arts of combat and magic alike.
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