Part 1: Soul Mates
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Chapter 1 - Soul Mates
VIDEO: Introduction
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(Click for Video)
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Music: "Despair of the Soul"
Click here to download (thanks to Grawl)
VIDEO: Soul Mates - (Youtube | Viddler)
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The air was scorchingly hot and dry in the cell block, courtesy of the rivers of molten magma below.
Mort was still recovering from the most recent bout with the torturer. Through a dull haze of pain, he heard something approach his cell. But it was not the guard.
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A Death Knight unlocked the cell and stepped inside. Mort instinctively stepped back, and then he heard words inside his head.
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The Death Knight lost his patience explaining things to Mort.
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"About the Game" posted:
Here are our main characters for the game. In the Divine Divinity thread, the readers chose a slim-built man with black hair in a ponytail named Mort for the paladin. Unfortunately, they probably didn't know that "slim" in this game is practically skeletal.
If you watched the video, you might have noticed that I started on "Very Easy". That's because new characters start with 2 free skill points on Very Easy. As soon as I got control I changed the difficulty to "Tactical", the third difficulty level, which lets you keep the skill points. You can change the difficulty at any time, unless you change it to the highest difficulty, "Hardcore", which doubles the number of non-plot enemies, which should give you more experience. Hardcore is hard enough that you basically need to stay in Sneak mode all the time, which would make dungeon-crawling videos really tedious to watch. You can't lower the difficulty once it's changed to Hardcore.
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Here are our characters, with Mort as a Survivor and D.K. as a Warrior, although you can vote to change that if you want.
The Death Knight inherently has armor, which improves as he levels up. You can only put jewelry and belts on the Death Knight, which means you don't need to invest a lot of points into strength to give him equipment. Magic still sucks, but if you really want a caster, it should be the Death Knight, because he doesn't have to devote many points to Strength to use equipment.
Mort starts with nothing, the Death Knight starts with a short sword and 3 Small Healing potions he "liberated" from a guard.
VIDEO: Cell Block, Part 1 - (Youtube | Viddler)
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Mort followed D.K. out of his cell. The heat was even worse, and his throat was dry as paper, and hoarse from screaming in Fergus's chambers, but the faint hope of freedom renewed his strength.
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The fresh corpse of a guard lay on the ground, a club at his side. Mort took it, and searching the body, found a ring of keys to the cells.
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Mort headed to investigate an open cell.
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Mort ignored him and entered anyway. But the Death Knight was right, the cell had nothing remarkable in it.
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The Death Knight strode away angrily, and Mort followed, ignoring the cells on either side.
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The guard growled and charged.
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Two against one, the fight didn't last long. Mort found two more keys on the guard, but more importantly, past him was the way out.
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The guard was dispatched, but unfortunately the hilt of his badly made sword came off when it hit the ground.
The two nearest cells were occupied by another skeleton and a ghost, but the last cell had a survivor… so to speak.
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Mort saw a plate of food and water, but the prisoner had unnerved him. He quickly backed out of the room, leaving the door open. The prisoner saw his chance.
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The prisoner raced to the lip of a parapet above the magma.
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With a chilling smile, the insane prisoner spread his arms wide and stepped backwards off the ledge. There was a scream and a sizzle.
Mort returned to the mad prisoner's cell. There was a cup of water there, still full despite the heat. Mort drank almost all of it before remembering the Death Knight. Guiltily, he offered the remaining sip to D.K., who took it grudgingly.
They were running out of cells quickly.
VIDEO: Cell Block, Part 2 - (Youtube | Viddler)
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This one contained an angry skeleton, but beyond him, a weapon.
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"About the Game" posted:
Unlike in Divine Divinity, bows now require you to have arrows. This is because there are multiple arrow types. There are 20 arrows here, and those won't last long, so we can't really use this bow until a bit later, but after that we'll have a steady supply of arrows.
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The next cell contained an angry ghost.
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He pushed the bricks, and they collapsed.
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Mort and D.K descended into the tunnel. It went for several meters before coming to an abrupt end. There was another ghost there, but didn't pay much attention to the pair right away.
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"About the Game" posted:
This is the other reason why the skill system in this game sucks. One of two methods of unlocking new skills is by finding a rare, pre-placed skillbook. The other, more common way is to find an NPC, and pay them a bunch of gold. You may even have to do this repeatedly as you hit skill caps, and need to buy higher ranks in a skill from a trainer in another act.
And this only unlocks the skills, it doesn't put any points into them, you aren't awarded any skill points for buying a skill, you need to use your existing pool of skill points.
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Mort and D.K. returned to examining the cells they had ignored the first time. A search of the cell across from the Death Knight's chamber yielded a healing potion, and a lot of rats.
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The rats took offense to that and attacked.
One of the rats coughed in its death throes, somehow managing to spit out a huge bone.
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Mort just shrugged tiredly and picked up the bone, carrying it back to Edmond.
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Edmond faded away. Mort turned to leave, and noticed a small healing potion hidden behind a rock.
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Mort and D.K. opened up another cell.
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Mort went up and tossed the blanket aside.
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The Map
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READER INPUT REQUESTED
Currently, I have set things up so that Mort has the stats of a Survivor, and D.K. has the stats of a Warrior. But that's not the final choice. This is where you come in, readers:
1) Vote on what classes you want Mort and D.K to use, and who should use what, in this format: Class 1 (Mort)/ Class 2 (D.K.) Example: Warrior/Ranger
Choose from Melee, Ranger, Trapper, or Wizard. (See below for details.)
2) We'll soon encounter an imp. The head torturer who works as an unwilling assistant torturer. The imp has tortured and killed prisoners. Spare him or kill him?
3) We'll find a permanent potion of +1 Survival. Survival affects a bunch of minor things like regeneration and luck. Who should have it? Mort, D.K., the one that has the lower Survival stat, or the one that has the higher Survival stat?
Notes on character choices:
Warriors have the following skills sets available: One-handed melee (slashing, piercing, crushing), Ranged (bow). If BOTH characters are warriors, they get Repair as a bonus skill set (it is not worth investing points into).
Wizards have the following skill sets available: Single-target Elemental Attack (missile, instant). If BOTH characters are Wizards, they get Individual Defensive Body Magic as the bonus skill set. None of these skills are worth selecting as starting skills, and you can buy them for a total of 60 gold early on anyway.
Survivors have the following skill sets available: Pickpocket, Lockpick, Sneak, Poison. If BOTH characters are Survivors, they get Backstab and Luck as bonus skill sets.
- Pickpocket lets you steal one item per skill rank from a target (usually only merchants have stuff) It can't fail, but the one item per rank is pretty restrictive. I use that to filch stacks of powerful arrows.
- Lockpick is garbage. There are few randomly locked chests, they have a random level of lockpick, and what they contain is only as useful as what you'll find in the combined contents of two random unlocked chests. No battlefield chests are locked.
- Sneak is useful in this game, both characters can sneak, but the Sneak skill decreases the radius at which enemies can detect you. One or two points helps later on. Each character needs to put their own separate points into Sneak. Early investment is mandatory for Hardcore skill.
- Poison adds a hilariously tiny amount of damage to your attacks.
- Backstab requires you to hit your enemy in the back, it has a really low chance of even going off (you need EIGHT points in just to reach a 25% chance of it triggering), and it adds very little damage.
It is important to note that Trapper and Wizard are effectively not available until Act 2, and both need an alternate attack method before then.
Within reason, I will set the characters up the way the thread votes, but I prefer at least one skill set to be Survivor for the Sneak skill, which will be very, very helpful before the end of Act 1. I can get it another way, but that will cost 2000 gold.
There is literally zero reason to take the magic skill set as one of the initial skill sets, because you can buy it cheaply for 10 gold very early on. But even that is a waste of perfectly good gold, because even setting a character up as a wizard, giving them 5 Intelligence points gives them only 145 mana, enough for only 3 casts of the most basic attack spell. It takes 4-6 casts (assuming you get GOOD damage rolls) to kill a level 1 Rat on "Tactical" skill. There is no magic which is anywhere close to being worth using until the second act, and even then "worth using" is a relative term. The only bright side is that mana potions won't be in short supply.
Mort will need to put points into Strength to wear gear, Agility to hit things, and probably a bit of constitution or other attributes to survive better. Because the Death Knight can't equip anything but weapons, rings, amulets, and belts, he doesn't have to spend points into Strength like Mort must. What that means is that only the Death Knight could possibly afford the stat points to use magic, so don't bother voting for Mort as a wizard, I will ignore that. "Wizard/Wizard" votes will be completely ignored.
I also have experimented with both characters using bows and focus-firing, and I found that surprisingly efficient.
If you want, you can specify the damage type you want the character to invest skill points into. If no damage type clearly wins, I'll ignore it. That will have the advantage of letting our characters use anything they have the stats for, with the disadvantage of not doing extra damage with any of them.
Add in initial skill sets and descriptions.
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This entire update is on video because many of these early levels have a lot of voice acting, and I felt putting everything into a few larger videos would be better than a dozen small ones. Some later areas with less voice acting will have fewer or no videos.
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This game has neutral creatures wandering many maps. The rats in the starting area are the only warning about not attacking them. You do NOT want to attack neutral creatures, because it makes all creatures of that type in the act attack you, and the annoyance is not worth the paltry amount of XP.
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This chest semi-hidden here contains something that is EXTREMELY useful early in the game. The catch is that you can't open it until you find the key hidden at the end of the map.
Alternate Conversation
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READER INPUT REQUESTED
Currently, I have set things up so that Mort has the stats of a Survivor, and D.K. has the stats of a Warrior. But that's not the final choice. This is where you come in, readers:
1) Vote on what classes you want Mort and D.K to use, and who should use what, in this format: Class 1 (Mort)/ Class 2 (D.K.) Example: Warrior/Ranger
Choose from Melee, Ranger, Trapper, or Wizard. (See below for details.)
2) We'll soon encounter an imp. The head torturer who works as an unwilling assistant torturer. The imp has tortured and killed prisoners. Spare him or kill him?
3) We'll find a permanent potion of +1 Survival. Survival affects a bunch of minor things like regeneration and luck. Who should have it? Mort, D.K., the one that has the lower Survival stat, or the one that has the higher Survival stat?