Divinity Original Sin Enhanced Edition - Manual PDF
Divinity Original Sin Enhanced Edition - Manual PDF
Divinity Original Sin Enhanced Edition - Manual PDF
What is
Divinity: Original Sin - Enhanced Edition?
Party-based:
You control at least two main characters at all times, and you
can hire up to two companions or henchmen. In combat, your
party can grow temporarily by magically summoning powerful
creatures.
What is DOSEE? | 1
RPG:
A “role-playing game” is one with deep and meaningful character
development. You can truly play the role of any kind of hero
(or villain) you can imagine. Stats, spells, and your character’s
appearance are fully customisable.
Highly interactive:
You can talk to all friendly non-player characters in the game,
trade with them, help them, or even kill them if you so choose.
Almost all items in the game world can be interacted with-
destroyed, picked up, moved, stolen, etc. Items in the world
react to one another as you would expect them to: If you set
fire to a wooden door, it will eventually burn
down. An important part of the magic in
the world of Divinity: Original Sin -
Enhanced Edition is combining the
elements of nature. If a character
is frozen, you can melt the ice with
fire. If there is a puddle of water, you
can turn it into a steam cloud with
fire or into an ice surface with ice.
Many items can be combined: You
can bake your own bread, write your
own scrolls, forge your own weapons,
reinforce your armour, and so forth.
Turn-based combat:
The game is played in real-time, except during combat. Turn-
based combat is like a game of chess; players act one after another
in turns, but what they do during those turns depends on their
individual strategy and the circumstances on the board. When
combat is over, the game returns to real-time.
2 | What is DOSEE?
Open world:
You can go wherever you want and choose what to do and what
not to do. If you kill all important NPCs, you’ll have a hard time
gathering experience, but you can still finish the game. If you
want to take on level 12 monsters when you are level 8, it won’t
be easy, but if you succeed, you will gain valuable loot and high
experience scores.
Multiplayer:
At any time, you can invite a friend to join you, or you can join
a friend’s game, regardless of how far along in the game either of
you happens to be.
Classless:
Any character can wear any type of armour or weapon and can
learn any type of skill, ability, or talent.
Cooperative dialog:
When a decision needs to be made, both player characters get to
weigh in. You can agree or disagree, and whoever has the stronger
personality in that particular conflict will win the debate. These
decisions further develop your character.
What is DOSEE? | 3
Getting Started
Health Warning
Some people are susceptible to epileptic attacks or loss of
consciousness when looking at certain types of strong flashing
lights, images in rapid succession, or the repetition of simple
geometric shapes, flashes or explosions. Those with such
susceptibilities are at risk of attacks when playing video games
that include such stimulation, even if the person has no medical
history or has never experienced such attacks before. If you
or a member of your family has already displayed symptoms
associated with epilepsy (attacks or loss of consciousness) when
faced with flashing lights, consult your doctor before using this
product. Parents should pay particular attention to their children
when they are playing video games. If you or your child displays
vertigo, blurred vision, eye or muscle spasms, disorientation,
uncontrollable movements or convulsions, or brief loss of
consciousness, the user must stop playing immediately and
consult a doctor.
4 | Getting Started
Manual Disclaimer
Larian Studios prides itself on regularly updating and upgrading
its games, extending features and options, updating controls and
user interfaces to make them more user-friendly, re-balancing
in-game encounters, supporting new hardware, etc. Therefore,
portions of this printed manual may become outdated once the
game receives such updates. It is recommended to read update
notes which may contain new information that is not included
in this manual and to refer to the descriptions and tooltips in the
game for the correct, most up-to-date and detailed information.
Recommended
· OS: Windows 7 SP1 64bit or higher
· Processor: Intel i5 2400 or higher
· Memory: 4096 MB RAM
· Graphics: DirectX 11 Compatible GPU
· DirectX: Version 11
· Hard Drive: 12 GB available space
(subject to change in future updates)
· Sound Card: DirectX11 compliant
Getting Started | 5
Troubleshooting
In order to play Divinity: Original Sin - Enhanced Edition, please
ensure that you have the latest drivers for all your hardware
devices, including but not limited to graphics cards and sound
cards. The latest version of DirectX 11 supported for your system
is also required by all Windows versions. Divinity: Original Sin -
Enhanced Edition requires a 64bit operating system.
If you are experiencing performance issues on a machine that
just meets the minimum requirements, it may be helpful to lower
the texture quality, disable shadows, play at a lower resolution,
or choose other low graphics settings. If this does not fix the
problem, we have an online tool that can help pinpoint the issue:
www.larian.com/OriginalSinAlpha/AnalysisTool_DOS.exe
Download this file, run it, and then point it to your Divinity:
Original Sin installation directory. After, hit “Start Tests” and
then “Generate Report.” This will produce a report.zip file that
can then be emailed to supportdos@larian.com.
6 | Getting Started
Technical Support
If you encounter difficulties installing or running Divinity:
Original Sin - Enhanced Edition, do not hesitate to contact our
technical support department by email or the official forum:
Email: supportdos@larian.com
Technical support: http://www.larian.com/forums/
Please include the following information in your correspondence:
· Platform: What platform are you playing on?
(Console, PC…)
· Distributor: From which digital distributor or retail
store did you purchase the game?
· Language and country: What is the language of the
game version you have, and in which country are you
located?
· Problem: Tell us as much about the problem as you can.
What exactly is happening? What are the steps to make
it happen again? When did this begin to happen?
· DirectX: On a Windows machine, click “Start” and then
“Run” and type “dxdiag”. Hit “Save All Information”
and send us the resulting text file. This file includes
information about your operating system and hardware
that can help us troubleshoot.
Getting Started | 7
Playing the Game
Character creation
Throughout the game, you will have to make many decisions, but
the first is the most complex: Which role will you play? Before
starting a new game, you will need to create your two main
characters. These are your story’s protagonists, and you have the
power to determine their backgrounds, talents, preferences, and
skills.
Divinity: Original Sin - Enhanced Edition is a classless game,
which means that a hero can use any type of weapon or armour,
and he or she can learn any type of skill or ability available in-
game. However, the game is also party-based, featuring turn-
based combat, so it is a good idea to build a team that covers
many talents. A party with only fighter-type characters or a party
with only wizards may be possible, but is not recommended for
first-time players.
During character creation, you can select a preset character build
from the list. The name of the preset describes the role of the
10 | Main Interface
Hot Bar
The Hot Bar appears on the screen’s bottom-centre and is your
go-to tool for many of your character’s actions. In the middle,
taking up the largest area, are the buttons representing skills
and items. You can clear buttons from this Hot Bar, or add your
own items, spells, weapons, or equipment to tailor it to your
preferences.
The character’s Vitality Bar is at the top.
To the very right of the Hot Bar is the End Combat Turn button.
This is used to end a combat turn for the currently selected
character. Doing this before a character’s Action Points are spent
preserves those points for the next turn.
On top of the Hot Bar are a number of slots that, during combat,
fill with colored dots indicating the character’s Action Points.
On the bottom left of the Hot Bar are two buttons: Toggle
Sneak and Draw/Sheathe weapon. Toggle Sneak lets you sneak
around without other characters or enemies being able to spot
you, depending on your character’s stats. Draw/Sheathe lets you
either take out or put away your character’s weapon. Depending
on the situation, it may be important to either have your weapon
drawn or sheathed.
Main Interface | 11
Game log
On the very bottom-right of the screen is a button that allows
you enable or disable the Game Log window. This window is
used to log actions that happen within the game. You can drag
this window around, resize it, check boxes to choose what actions
you wish to see, and set other options to make it behave like you
want it to.
Rift travel
After a certain event in the game, a rift travel button will
appear on the screen. You will be able to transport your party
to previously-discovered locations in the game world using this
menu.
Minimap
On the very top right corner of the screen
appears the minimap, which shows you
the location of your party on the map. The
party leader is represented by a special
icon; your other characters are represented
by blue dots, NPCs are represented by green
dots, and enemies are represented by red dots.
Around the minimap, there are also the Journal, Game Menu,
and Show Map buttons. Two buttons on the bottom-right that
let you zoom in and zoom out of the minimap. The Toggle
Tactical Camera button shifts the camera to a vertical top-down
perspective and highlights all characters according to their
alignment. This mode can help you navigate surfaces, clouds,
traps, and mines during combat or while solving puzzles.
At the top, the diamond-shaped button called the Connection
Menu allows you to determine who can and cannot join your
game in multiplayer.
12 | Main Interface
Log
The Log contains several tabs with different pieces of information
about the game, such as Journal, Secrets, Dialogues, Map, and
Recipes.
Journal
The Journal page shows you the current status of all your quests
and the most recent information you’ve picked up. Check Filter
Completed if you only want to see your pending and unfinished
quests. You can hit Collapse All or Open All in case you want to
collapse or open all the journal entries at the same time. Stories
with new journal entries will flash until they are expanded.
Secrets
The Secrets page contains hidden locations and treasures you
can or have discovered. You can uncover more secrets by solving
problems for certain characters, exploring your surroundings,
and especially by purchasing special maps showing their
locations.
Log | 13
Map
The Map page contains the most detailed in-game map. Zoom in
or out using the buttons on the top right, or drag the map around
to focus on a different area.
14 | Log
Character sheet
The Character Sheet represents the current status of your
character in terms of inventory, abilities, and other characteristics.
These sheets are the most important places to go in order to
understand the characters in your party. You can switch between
Character Sheets by using the left and right arrow buttons on
either side of the character’s name.
Character Sheet | 15
Statistics
At the top left of the Character Sheet are the statistics which define
your character. As you level up and become more powerful, you
will be able to make decisions about your character by improving
these statistics. As you engage in combat, it is important that you
understand what these statistics represent and how they affect
your character.
16 | Character Sheet
Base Statistics
These are the primary statistics that define your character. As
you level up, you will determine which of these statistics you
wish you fortify.
· Strength: Determines your character’s proficiency with
Strength-based weapons, how much your character can
carry, which items your character can lift, how far your
character can throw items, and improves Man-at-Arms
skills. Better gear often requires higher Strength.
· Dexterity: Determines your character’s proficiency with
Dexterity-based weapons, influences your character’s
Defence Rating, and improves Expert Marksman and
Scoundrel skills. Better gear often requires higher
Dexterity.
· Intelligence: Improves magical Elemental and
Witchcraft skills. Better gear often requires higher
Intelligence.
· Constitution: Determines how much Vitality your
character has and the maximum number of Action
Points you can save up during combat.
· Speed: Affects how fast your character can move, their
Initiative in combat, and how many new Action Points
your character gets every turn.
· Perception: Affects your character’s Critical Chance,
Initiative, the amount of Action Points you start combat
with (starting Action Points), ability to detect traps and
other hidden items, and accuracy when shooting over a
long distance.
Character Sheet | 17
Extended statistics
These statistics are determined by your character’s Base
Statistics. They can be affected by Skills, Abilities, and Talents,
as well as stances, statuses, and gear.
· Sight: Influences weapon range, which mostly affects
archers. Higher Sight extends attack range and boosts
accuracy at the same range.
· Hearing: Determines at what distance your character
can spot enemies on the minimap
· Movement: Determines the distance your character can
move with each action point
· Initiative: Determines how soon your turn comes
during each round of combat
Experience Points
· Experience: This represents the total number
of Experience Points (XP) your character has
accumulated.
· Next level: This determines how many experience
points your character needs to earn before reaching the
next level.
18 | Character Sheet
Ratings
Ratings determine how your character fares in battle and
character interaction. They can be affected by Skills, Abilities,
and Talents, as well as stances, statuses, and gear.
· Damage: How much damage your character does when
attacking an enemy.
· Armour Rating: How much damage is absorbed when
your character is attacked. Armour cannot absorb
magical damage.
· Blocking: A percentage representing how likely your
character is to block a melee or ranged attack. Blocks can
only occur if a shield is equipped. Magical attacks cannot
be blocked.
· Critical Chance: A percentage representing how much
of a chance your character has to strike a critical hit.
· Offence Rating: Determines your
character’s chance of hitting an
enemy.
· Defence Rating:
Determines how
hard it is for others to
successfully hit your
character with a melee or
ranged attack.
· Vitality: Determines how
much damage your character
can take. If this reaches 0, your
character will die and must be
resurrected in order to continue.
Character Sheet | 19
· Action Points: Determines how much you can do in one
combat turn. When combat starts, your character has a
number of starting Action Points (AP). When it’s your
character’s turn, you have a set amount of Turn AP that
can be used towards various actions, such as movement
or attack. When you end your character’s turn with
leftover AP, it gets added to the next round, but your
total amount of AP can never exceed your maximum AP
score.
· Reputation: Determines people’s initial reaction to
your party. The higher the number, the more beloved
you party is. The lower the number, the more infamous
you have become. Reputation is a party-wide stat. Your
reputation changes as you make decisions which may
positively or negatively affect the NPCs around you.
Character Sheet | 21
Equipment or Paper Doll
These represent the items currently equipped by your character.
These items work like all item icons and can be dragged between
characters and into/ out of your inventory. You can equip a
helmet, body armour, a sarong, a belt, two rings, a single-handed
weapon in each hand (or one two-handed weapon), a shield (if
you don’t have a two-handed weapon equipped), boots, bracers,
and a pendant.
Your inventory also shows how much gold a character is
currently carrying and how much weight the character is
currently bearing, which is a combination of inventory and what
you have equipped.
Abilities
When your character levels up, he or she is allocated a certain
number of points to spend on Abilities. The choices you make
are important, because they dramatically affect your character
and how your character is played. Abilities can affect your use
of weapons, magic and special skills; your ability for thievery;
as well as social interactions. It is best to level up your separate
characters differently in order to maximize the utility of your
party. For a detailed description of each Ability, refer to the in-
game tooltip by hovering over the Ability’s name.
Talents
At certain times in the game, you will be given points to spend
on Talents. Talents are unique attributes that give your characters
advantages (and sometimes disadvantages) in certain situations.
Choose Talents that complement your game experience/ roleplay
and your desired character build. For a detailed description of
each Talent, please refer to the in-game tooltip by hovering over
its name.
22 | Character Sheet
Traits
Traits consist of personality continuums. Each side of a
continuum represents a trait that cannot progress without the
opposing attribute becoming weaker. By making choices in the
game, and by having dual dialogs with the other party members,
you will start defining your characters’ Traits. A Trait can have
an impact on your character. When you gain a Trait, you gain its
effect automatically. If you start make decisions that go against
that Trait, the bar will start moving to the other side, and you
will lose the opposite Trait and its effects. It is possible to have
multiple points on each side of the scale, in which case the Trait
with the most points wins.
Character Sheet | 23
Interaction
Playable Characters
As characters explore, do battle, solve quests, and finish storylines,
they will begin to level up and colored icons (a yellow arrow and
green plus signs) will appear on their portraits, signifying you
should bring up their Character Sheet and allocate the points
required for them to proceed to the next level.
You can save up points, but as enemies become more powerful
and the world becomes more demanding, you will have to make
a choice. Skills will level up along with playable characters, but
will also be affected by your Stats and Abilities.
Whenever party members want to talk to each other, an
exclamation mark will appear above their heads. Party members
may discuss their own motivations and origins, comment on
your actions, or offer insight into your current adventure.
24 | Interaction
Fire Water
Novice Novice
Flare Start........................................Level 1 Regenerate.......................................Level 1
Burning Touch................................Level 1 Freezing Touch................................Level 1
Burn My Eyes..................................Level 1 Rain..................................................Level 1
Avatar of Fire...................................Level 3 Avatar of Frost.................................Level 1
Wildfire............................................Level 3 Slow Current...................................Level 3
Self-Immolation..............................Level 3
Fire Fly.............................................Level 3 Adept
Ice Shard..........................................Level 6
Adept Summon Ice Elemental..................Level 9
Smokescreen...................................Level 6 Water Of Life...................................Level 9
Fireball.............................................Level 6 Ice Wall............................................Level 9
Summon Fire Elemental................Level 9 Water Absorption Shield...............Level 9
Fire Absorption Shield...................Level 9 Cleansing Water..............................Level 9
Purifying Fire..................................Level 9
Explode............................................Level 9 Master
Mass Disease.................................Level 12
Master Winter Blast ..................................Level 15
Immolation....................................Level 12 Mass Healing ................................Level 15
Meteor Shower..............................Level 15 Hail Attack ....................................Level 15
Infectious Flame...........................Level 15 Mass Slow......................................Level 15
Air Earth
Novice Novice
Teleportation...................................Level 1 Bless..................................................Level 1
Blitz Bolt..........................................Level 1 Boulder Bash...................................Level 1
Thunder Jump.................................Level 1 Summon Spider..............................Level 1
Shocking Touch..............................Level 1 Midnight Oil...................................Level 1
Bitter Cold.......................................Level 3 Fortify..............................................Level 3
Wind Of Change.............................Level 3 Avatar of Poison..............................Level 3
Avatar of Storms.............................Level 3
Adept
Adept Magical Poison Dart.......................Level 6
Invisibility........................................Level 6 Petrifying Touch.............................Level 6
Headvice..........................................Level 6 Earth Absorption Shield................Level 6
Summon Air Elemental.................Level 9 Blessed Earth...................................Level 9
Tornado............................................Level 9 Tectonic Spray.................................Level 9
Air Absorption Shield....................Level 9 Summon Wolf.................................Level 9
Master Master
Chain Lightning............................Level 12 Summon Poison Slug...................Level 12
Invisibility Target Level................Level 15 Deadly Spores...............................Level 12
Storm Lightning...........................Level 15 Summon Earth Elemental...........Level 15
Nether Swap..................................Level 17 Earthquake....................................Level 15
Interaction | 25
Witchcraft Warrior
Novice Novice
Oath of Desecration.......................Level 1 Crushing Fist...................................Level 1
Malediction.....................................Level 1 Battering Ram.................................Level 1
Vampiric Touch..............................Level 1 Encourage........................................Level 1
Decaying Touch..............................Level 3 Cure Wounds..................................Level 1
Summon Undead Warrior.............Level 3 Divine Light....................................Level 1
Lower Resistances...........................Level 3 Melee Power Stance........................Level 1
Melee Defensive Stance.................Level 3
Adept Helping Hand..................................Level 3
Rapture.............................................Level 6 Whirlwind.......................................Level 3
Destroy Summon............................Level 6
Drain Willpower.............................Level 6 Adept
Mute.................................................Level 9 Crippling Blow................................Level 6
Summon Armoured Undead Barbed Wire....................................Level 6
Decapitator......................................Level 9 Taunt................................................Level 6
Elemental Tortoise..........................Level 9
Master Rage..................................................Level 9
Horrific Scream............................Level 12
Soulsap...........................................Level 12 Master
Death Punch.................................Level 15 Flurry.............................................Level 12
Resurrect........................................Level 15 Shackles Of Pain...........................Level 15
Invulnerability...............................Level 15
Rogue
Ranger Novice
Novice Fast Track.........................................Level 1
Ricochet...........................................Level 1 Lacerate............................................Level 1
Ranged Power Stance.....................Level 1 Walk in Shadows............................Level 1
First Aid...........................................Level 1 Trip...................................................Level 3
Treat Poisoning...............................Level 1 Winged Feet....................................Level 3
Splintered Arrow............................Level 3 Venomous Strike.............................Level 3
Doctor..............................................Level 3 Adrenaline.......................................Level 3
Ranged Precision Stance................Level 3
Adept
Adept Eye Gouge........................................Level 6
Survivor’s Karma............................Level 6 Precise Incision...............................Level 6
Farseer..............................................Level 6 Become Air......................................Level 6
Absorb the Elements......................Level 6 Cloak and Dagger...........................Level 9
Infect................................................Level 9 Daggers Drawn...............................Level 9
Barrage.............................................Level 9
Vampiric Arrow..............................Level 9 Master
Wind-Up Toy................................Level 12
Master Crawling Infestation.....................Level 12
Shrapnel Scatter............................Level 12 Coup De Grace.............................Level 15
Arrow Spray..................................Level 12 Shadow Step..................................Level 15
Rain Of Arrows.............................Level 15
26 | Interaction
Non-Playable Characters
The world of Divinity: Original Sin is filled with a cast of
interesting and important non-playable characters (NPCs) who
may help or hinder your journey. The way an NPC initially
treats you is determined by their Attitude towards you and your
Reputation.
Neutral NPCs will treat you like a stranger, albeit one they are
typically pleased to talk to and trade with.
NPCs with high Attitude toward you may ask less money for
their goods and offer you more money for your goods. They may
also turn a blind eye to a player character stealing something of
little value.
NPCs with a very low attitude towards you will offer you peanuts
for the most valuable items and will demand criminally high
prices for their goods- if they care to speak to you at all, that is.
If friendly or neutral NPCs reach the lowest Attitude possible,
they will even turn hostile and attack you on sight.
Text appears over NPCs’ heads if they are talking out loud to
another NPC or to themselves. If an NPC is friendly, single-
clicking them will open a conversation. If the NPC is hostile,
clicking on them will initiate an attack.
Friendly NPCs may ask you for help or inform you of a situation
you’d like to investigate. The game does not treat these NPCs any
different than others. So-called “quest-givers” will not have any
indication of their uniqueness, so it’s a good idea to talk to as
many folks as you can find.
Quests are a great source of experience; if someone has sent you
on a quest and you finish it, make sure to go back to that NPC
and tell them all about your adventure.
Interaction | 27
Also note that many quests will not automatically add a “quest
marker” to your map. These tend to follow logic; if, say, an army
captain has not heard back from a lost platoon, he cannot show
you exactly where to find that platoon- he can only offer you
clues. You will have to explore and investigate if you choose to
solve the mystery.
NPCs are like all other characters in Divinity: Original Sin -
Enhanced Edition and have their own levels, stats, skills, abilities,
resistances, armour, weapons, and inventories. You can view
some of this information by hovering over the NPC. The more
points you have allocated to the Loremaster Ability, the more
information you will be able to discern.
28 | Interaction
Interacting with NPCs
How you choose to interact with an NPC is important, as this
interaction will determine whether or not they will be helpful to
you. Sometimes there will be moments in the dialogue where you
can Intimidate, Charm, or Reason with an NPC. The success of
these options will be determined by your Charisma (an Ability
in which you can invest to increase your chances of winning
debates, increase NPC attitude, and get lower prices), the topic of
discussion, the context of the situation, and the NPC themselves.
When you decide to pick any of these options, a Rock, Paper,
Scissors game determines the final success of your attempt. You
will select a rock (which defeats scissors), paper (which defeats
rock), or scissors (which defeats paper), and the opposing NPC
will do the same. You must win a majority of these games in
order to win the argument.
You can attack friendly NPCs by unsheathing your weapon and
then interacting with the character. Attacking non-playable
characters may incur social consequences that lead to your
character’s arrest or death.
It is perfectly possible to finish the game by killing almost all
NPCs you encounter. However, having some friends can make
the life of your party a lot easier.
Companions
Companions are NPCs who can join your party. They have
stories and opinions of their own, which they will share with
you the longer they stay in your party. They will want to talk to
you about certain events in the game, especially when they are
particularly enthusiastic about or disappointed in your decision-
making.
Every main hero can only hire one companion at a time. If you
meet another companion you like better, you can dismiss your
Interaction | 29
old companion by talking to him or her. Not to worry, though;
you can always regain an older companion at any time by
visiting them at the Cyseal inn, or the Hall of Heroes within your
Homestead (once you have unlocked it).
Companions are like the main heroes in that they come with
starting stats, but as soon as they join your party, you can
customise them with new gear. When they level up, you decide
what they should learn next.
Items
The game world is full of interactable items, some of which you
can take into your inventory, and others of which you can interact
with in the environment. Some items within the world, such as
torches, switches, and doors, are immediately affected when
selected. Others may be dragged and moved around (depending
on your strength).
Here are some notable types of items:
· Keys: These are used automatically if you attempt to
open their corresponding locked door or locked chest.
· Scrolls: These one-time-use spells can be used by any
character and have no ability requirements. Once a
scroll is used, it is gone forever.
· Special arrows: Special arrows, like scrolls, can be used
only once and require a bow. Special arrows can have
unique abilities such as causing explosions, creating
smokescreens, poisoning enemies, and much more.
· Grenades: There are many different types of grenades.
They have a big area of effect, but they can be dangerous
to use!
30 | Interaction
· Ingredients: Ingredients
are items that may seem
useless, but that can be
used in combinations
(“crafting”) to create
useful items, or improve
existing gear.
· Skill books: Skill books
are rare tomes that can
teach a character a new skill. These books are highly
powerful and should be sought with a keen eye as your
character grows.
· Teleporter Pyramids: This is a special type of item, of
which there are only two in all of Rivellon. Using one of
these pyramids will teleport you instantly to the location
of the other. This means that you can leave a pyramid
in town and teleport there at will, or you can leave one
pyramid in the pocket of the other main hero, split up,
and teleport to one another when necessary. You can
also throw one pyramid behind enemy lines in battle for
a tactical advantage.
· Shovels and pickaxes: These weapons not only make
decent weapons, but are useful in exploring the terrain.
Use shovels on piles of dirt to dig up whatever is hidden
beneath. Use a pickaxe to mine ore or precious metals.
· Chairs and beds: Select chairs and beds to rest and
slowly regenerate Vitality. However, be wary of the social
repercussions of relaxing in a bed that isn’t yours.
This is not a complete list of item types; experiment with items
and read their descriptions to discover their secrets.
Interaction | 31
Crafting, Repairing, and Identifying
Many items in the world may not seem to have an apparent
purpose, but they can be combined with other items in order to
craft or improve potions, scrolls, arrows, food, weapons, armour,
and much more. Some books will contain recipes, but you
can experiment to see what you can discover on your own. To
combine or craft items, simply drag them on top of each other.
More advanced combinations may require Crafting or
Blacksmithing abilities.
Immovable objects, such as ovens and forges, are required to
craft certain items. Drag an item on top of the immovable object
to craft with it.
It is important to keep repairing your equipment if you want
the pieces to last. In order to repair items, you will need the
Blacksmith ability and a repair hammer.
Enchanted items must be identified in order to be used; you
will require a certain level of the Loremaster Ability, and an
identifying glass.
Equipment
Equipment consists of items like weapons, armour, shields, rings,
and amulets. Requirements may restrict the type or level of
character that can use a piece of equipment. Upgrade equipment
as you progress through the game in order to stay competitive.
Various pieces of equipment differ in their statistics. Some
weapons, such as heavy axes, require both hands and do plenty
of damage, but they may cause you to spend more Action Points
for your attacks.
Similarly, a crossbow does more damage than a regular bow and
has a higher range, but it costs more Action Points to use and
has a movement penalty.
32 | Interaction
A dagger doesn’t cost many Action Points, but it also doesn’t do
much damage; on the other hand, it is the only weapon that can
be used to backstab enemies, which yields big bonuses.
Wands are unique. These one-handed ranged weapons inflict
elemental damage. Wand blasts never miss, but their base attack
range is fairly short. What makes wands especially different from
other weapons is that each comes pre-packed with a special skill
that can be invoked a finite number of times. The player needs
to equip the wand and then assign it to a Hot Bar slot to be able
to use the skill (this is done automatically if there is an empty
slot in the Hot Bar when the wand is being equipped). Finding
a powerful wand will allow the player to cast high impact skills
while wielding a reliable mid-range weapon.
Upgrading the dedicated Wand weapon ability will lengthen the
attack range and increase the number of times each wand can be
invoked.
Weapons and armour both lose some of their durability upon
being hit or hitting something else. Certain pieces of equipment
are enchanted (magical, rare, or legendary items) and will
positively affect certain character attributes.
Interaction | 33
Enemies
Throughout the world there are various enemies that will attempt
to prevent you from completing your mission. These enemies
vary greatly in their allegiances, strength, and powers.
Tactical combat can help you defeat groups of enemies that might
otherwise get the better of you. Use the environment, including
puddles, oil-slicks, and burning lava to inflict extra damage or
hinder enemies’ progress.
By defeating these enemies in battle, you gain experience points
as well as loot.
34 | Interaction
Bartering
Though merchants offer the most sought-after and interesting
wares, most NPCs will be willing to trade items with your party;
the Trade icon will appear beneath their portrait when you
initiate dialog with them, and their Attitude toward the player
character will influence the prices of their wares.
Through this Trade window, you can even bribe characters in
order to increase their Attitude toward your party.
When bartering, you can offer items on your side of the screen
and select the items you would like to have in return. At the top-
left of the interface, you will see the total value of your offer and
the total value of the trader’s offer. You can try to make an offer
that benefits you in value, but if the trader doesn’t agree, he or
she may be offended. You can also use this bartering interface
to offer gold or wares to NPCs at no cost to them, or you can
offer more value than whatever they are offering to earn their
favour. Merchants with whom you trade fairly (or bribe) will
start remembering you and will offer you better prices reflecting
your good relationship.
Pickpocketing
Not everything in the game world must be gained ethically. A
character can pickpocket from NPCs by going into Sneak mode
and then clicking on the NPC. A character’s ability to pickpocket
a certain NPC is determined by the target’s level, perception and
intelligence, and the character’s own level, pickpocketing ability
and Dexterity. The maximum total gold value and maximum total
weight of the steal are determined by character’s pickpocketing
ability only. Each theft needs to be planned carefully, since every
NPC can only be pickpocketed once.
Interaction | 35
Lock picking
Once you have the lock picking ability and a set of lock picks, a
character will be able to pick the locks of doors and chests (if this
is something you plan to do often, it may make sense to drag the
lock picking item from your inventory to a permanent place in
the Hot Bar). Simply use the lock picking item and then click on
the door or chest in order to begin.
Sneaking
At any moment a player can choose to try to blend in with the
environment by entering the Sneak Mode. While sneaking, the
player has to carefully avoid being seen, which in practical terms
means avoiding getting into NPCs’ sightcones (these you can see
as highlighted areas on the ground around an NPC). Walking
into an NPC’s sightcone will immediately bring the player out
of Sneak. Using Sneak is essential for pickpocketing, breaking
into guarded areas and avoiding conflict. The corresponding
Sneaking ability increases movement speed and makes NPCs’
sightcones narrower, allowing more freedom while sneaking
around.
Theft
Not all items can be taken without consequence. When you
hover over an item, if the cursor is orange, the item belongs to
another character; if it’s white, there is no current owner. Stealing
from characters will lower their attitude towards your party; on
the other hand, characters with a higher attitude toward your
party may allow you to take their less valuable items without
much ado.
36 | Interaction
The Homestead
At a certain point in the story, you will visit the Homestead and
gain access to new game play options. For instance, you will
discover chests to which you can send items from anywhere
in the world. You may also discover that you can give your
character a complete makeover. Once you visit the Homestead,
any companion that you dismiss
will end up in the Hall of Heroes,
which is one of the first rooms
you’ll unlock there. Visit its
various rooms to discover
unique merchants and other
helpful NPCs
who can sell you
skillbooks, secrets,
and exclusive wares.
The Homestead | 37
Combat
The game’s turn-based combat system encourages players to
make strategic, tactical decisions. With the aid of your party
and friendly NPCs, you will engage in battle with evil enemies;
with just the right amount of luck and planning, you will emerge
victorious. Combat begins as soon as you get close enough to
enemies to be noticed or when you actively engage an enemy.
When your party is split up and one character picks a fight, the
game will only be in turn-based mode for that character. The
other party members can still walk around freely, start their own
fights, or even join that character while combat is in progress.
Participants
When a battle begins, on the very top of the screen you will
see all the portraits of the battle’s participants. Your currently-
selected character’s portrait will have a gold border, your party
allies will have blue borders, your NPC allies will have green
borders, and the enemies will have red borders. Each character’s
vitality is located under his or her portrait.
38 | Combat
Combat turns
The order of combat turns is determined by each participant’s
Initiative, among other factors.
Action Points
Each participant is allocated a certain
number of Action Points based on
their Stats. Action Points determine
how many actions a participant can
take during that turn. Every action takes up
a certain number of Action Points, from
movement, to attacking, to using skills and
items. You do not have to use all Action Points in a single turn,
and it is often strategic to save them for future turns. Certain
skills require greater or fewer points than other skills, so spread
out your Action Point usage wisely.
Movement
In order to move, simply hover over the part of the map to which
you wish to move; you will see a preview of the distance, the
path your character will take, and how many Action Points the
movement will cost.
Attack
To execute an attack with your character’s currently equipped
weapon, simply hover over the participant you wish to attack,
and you will see how many Action Points the attack will cost
(this includes moving towards the target). Then decide whether
you wish to execute the attack.
Hovering over the target will also show your chance of a successful
hit on that enemy. Your chance depends on the primary statistic
related to your specific type of attack and weapon, your offence
Combat | 39
rating, as well as the enemy’s defence rating. Enemies with lower
defence ratings tend to be easy to attack, while those with higher
defence ratings can be very difficult to hit. If your equipped
weapon is a bow or crossbow, you can attack anything in sight,
even if it is beyond the ideal range of the weapon; however,
exceeding the ideal range will lower your chance of landing an
actual hit.
Skills or items
To execute a skill, simply select its icon in your character’s Hot
Bar and then hover with your mouse over the target; this will
show you how many Action Points the attack will cost. Certain
skills will also show their area of effect. Other skills will be
immediately executed as soon as you click the skill button. Read
the description of each skill for more detailed information. The
skills you can use in combat are not limited to those in your Hot
Bar; you can also open your skill window and choose skills there.
You can also use items while in combat. This includes drinking
potions, eating food, using a scroll, or even changing gear. Of
course, all these actions also cost Action Points.
Saving throws
A “saving throw” is like a behind-the-scenes roll (“throw”) of
the dice whose outcome can determine an in-game event. If
an enemy tries to set you on fire (i.e. the ‘Burning’ status), the
game will roll the dice to decide whether you are successfully
set ablaze. This dice roll can be stacked for or against you,
depending on the caster’s and your own stats. Statuses that have
a duration of several turns will check the success chance at every
turn, allowing the inflicted characters to savethrow out of the
status prematurely.
40 | Combat
Backstabbing
Dagger-wielding players with the Back-Stabber Talent can stab
their enemies from the rear for guaranteed critical damage.
To perform a backstab, a player has to position themselves in a
30-degree sector behind an enemy. This zone is highlighted on
the ground when the player mouses over an enemy.
Vitality
A bar showing each combat participant’s Vitality is available
on the top of the screen while in battle. If a party-member or
companion dies, there are powerful spells scattered throughout
the world capable of resurrecting them both inside and outside
of battle.
Skills
A participant’s use of skills will determine how they fare in battle.
It is important to use skills strategically, always considering
which will work in conjunction with your battle tactics.
For example, if you or a friendly character is next to attack, it
may be worth using a skill that will buff your or their Damage or
Offence Rating. On the other hand, if someone is about to take
damage, it may be worth using a skill that will buff their Defence
or Armour Rating, or debuff the enemy’s Damage or Offence
rating.
Many skills work well when combined with other skills.
For instance, you can use Teleportation on a dangerous enemy
swordsman that is too close for comfort. He will have to spend
some Action Points to move towards you once you’ve zapped
him away, and you have postponed the threat. Even better: Slow
him after you have teleported him. This gives you even more time
to attack him from a safe distance, or to manage other attackers
first.
Combat | 41
Another example: Use Midnight Oil in combination with any
targeted fire skill (or even a Fire Arrow or Explosive Arrow).
Draw up oil underneath the enemy’s feet (the more enemies, the
better). Not only will this slow them down, but you can also set
the oil surface on fire!
Now that you have created a fire surface,
why not send a huge ball of dirt through
it? When you cast Boulder Dash and the
boulder travels through fire, it turns into
a flaming comet that’ll deal extra damage.
Why not try Rain as a preparatory
action? Sure, it extinguishes fires, but it
also creates puddles of water. If you can
catch several enemies standing in water,
not only are they more susceptible to ice
and electrifying attacks, but you can also
electrify the entire puddle and stun all of
them in one go.
Some skills also work well against other
skills. Have you been cursed by an evil priest?
Cast Bless! Been slowed by a skeletal mage?
Cast Haste!
Status effects
Certain attacks imbue the victim with status effects that affect
them for several turns. Freezing stops a participant from acting,
poison slowly drains their Vitality, and fire continuously causes
damage. The character’s statistics determine how individual
status effects will affect them.
Status effects are caused by spells cast on characters or on the
surfaces on which characters walk. Characters get a saving throw
against these statuses.
42 | Combat
Surfaces and clouds
Surfaces and clouds are elements on the floor or in the
atmosphere. Everything from simple puddles of water to pools
of blood are special elements which can be used in special ways
with just the right skill or arrow type.
Surfaces and clouds tend to be status-affecting, therefore walking
through a surface can be very dangerous. A fiery surface will set
you ablaze, incurring a burning status that will deal damage each
turn until removed. Walking upon a surface of ice has a chance
to knock your character down, and your character will have to
skip turns until your saving throw allows them to stand up, until
the effect wears off, or until an ally helps them up. Beware! Some
enemies will leave strange surfaces or clouds after they perish,
adding extra elements to navigate during and after combat.
Surfaces and clouds can be changed, removed, and interacted
with. For instance, throwing a fireball on an ice surface will
cause the ice to melt, reforming it into a water surface which is
susceptible to electric attacks.
If there is an oil barrel between your character and an enemy,
striking the barrel with a fire skill will cause it to explode; on the
other hand, shooting it with a regular arrow will cause the oil
to spill out. This will allow you to slow enemies that attempt to
wade through the oil and also let you light them on fire.
Strategising
In combat, it’s better to plan a solid strategy than to try to deal
maximum damage as soon as possible. Your party will often find
itself outnumbered, and enemies may have advantages the player
may not (yet) have.
Try to identify the main threat in the opposition. For instance, if
there is one mage that keeps on healing his allies, or even insists
on resurrecting all his fallen friends, direct as many attacks as
possible towards him.
Combat | 43
Try not to hit too many different targets at once. Focus on getting
one enemy down instead of hurting many. Two trolls with 1 hit-
point each still deal full troll damage. The damage dealt to these
two trolls would have better been directed toward one troll.
Use the environment. For instance, you can position yourself so
that archers may not hit you, or have to move before being able
to hit you. Or you can create choke points so that not all of the
enemy’s forces can target you.
Be on the lookout for items that can help you in battle. Throw
things at your enemies, destroy items around them so they must
take a longer path, explode oil, water, or ooze barrels, etc.
44 | Combat
Multiplayer
Divinity: Original Sin - Enhanced Edition has Steamworks
integration which allows for drop-in/drop-out multiplayer game
play. Any game can be turned seamlessly into a multiplayer game
through the Connection Menu. Additionally, Divinity: Original
Sin - Enhanced Edition can use IP-based multiplayer for both
LAN and Internet play.
During multiplayer, each player takes control of one of the two
main heroes in both combat and NPC interaction. You are able
to speak with each other and trade items with ease. Multiplayer
is very similar to Single Player in functionality, but with a few
key differences.
Multiplayer | 45
If you decide to create a specifically multiplayer game, each
player will be able design their character as they desire in the
game lobby. You can create a new Multiplayer game by pressing
the Multiplayer button in the starting menu of the game.
Joining a game is easy. Simply find your friend in your Steam
friends list, right click their name, and click “Join Game” once
they have a single player game opened or a multiplayer lobby
started. Similarly, if you are hosting a game, you can find a friend
in your Steam friends list, right-click their name, and click
“Invite to Game” to send out an invitation.
Interaction
In the single player game, depending on your game settings,
you often control the dialogue of the two main characters. In
multiplayer, each player controls their own character’s dialogue.
This allows each of you to express your opinions differently, and
in certain situations, disagree with one another.
Because each player can move around freely and is not forced
to follow their team mate, it is important to keep each other up
to date about quests and combat. You can break up your party
and go your own separate ways, but it’s a dangerous world out
there…
Communicating
To communicate with your partner, you can use the chat log on
the bottom-left corner of the screen.
46 | Multiplayer
Credits
LARIAN STUDIOS
Credits | 47
Lead Artists Additional Design
Tristan Clarysse Axel Droxler
Joachim Vleminckx
Additional Writing
Lead Special FX Charlene Putney
Guillaume Piette Stephen Rooney
48 | Credits
Nick Pechenin Additional Coding
Sebastiaan Sprengers Ignace Saenen
Stijn Doyen Laurens Brock
Thomas Meynen Michele Santullo
Wannes Vanderstappen Tycho Terryn
Xander Warnez
St Petersburg office
Alexandr Frolov Additional Technical
Artem Titov Artists
Platon Fomichev Leslie Van den Broeck
Ray Johannessen Mattias Van Camp
Rostislav Mikheev Tycho Terryn
Rustam Ahtiamov
Concept Art
Coding interns Cliff Laureys
Diede Apers Wai Yeh Leung
Stefaan Hinneman Koen Van Mierlo
Sylvain Delabye Leslie Van den Broeck
Thomas Clauwaert Thierry Van Gyseghem
Maxime Ponslet
Tools programming
Sebastiaan Sprengers Environmental Art
Kirill Lebedev Alex Van Ooteghem
Mikhail Zakharov Frederick Senesael
Guillaume Piette
Flash Coding Joachim Vleminckx
Ken Leroy Koen Van Mierlo
Stijn Doyen Leslie Van den Broeck
Thomas Meynen Tristan Clarysse
Wai Yeh Leung
Wannes Vanderstappen
Technical Artists
Wannes Vanderstappen
Credits | 49
Additional User Interfaces
Environmental Art Thomas Pottie
Mattias Van Camp Cliff Laureys
Tycho Terryn Tristan Clarysse
In-Game Scenes
Cliff Laureys Voice Recording Producer
Koen Van Mierlo Alex Otterlei
Liesa Bauwens
Thierry Van Gyseghem Video Recording & Editing
Thomas Muylle Thomas Muylle
50 | Credits
Sound Design Coding Interns
Alex Otterlei Julia Benndorf
Felix Zirwes Simon Vanhauwaert
Credits | 51
PR Intern Samy Vandecasteele
Jesse Gianfreda Sébastien Saey
Gijs Kerstens
Pieter Lowie
Additional Testing
Sven Guilini
Arne Janssens
Stijn De Vleesschauwer
Carsten Büsing
Jeroen Van Loock
Davy Tavernier
Rien Van Dingenen
Timmy Nelen
Thomas Vanhuffel
Sebastiaan Provost
Orphey Schockaert
Octaaf Fieremans
Tom Deleu
Frederik D’haemer
Koen Zoon
Geert Rossie
Jens De Bel
Kevin Wyckmans
Peter Van Cannegem
Klaas van de Moortel
Robby Van Der Gucht
Koen Zoon
Benjamin Van Hees
Jurjen van der Molen
Tim De Gieter
Kristof Heirwegh
Kurt Malbrancke
Jérôme Vorzanger
Robby De Naeyer
Julian de Lange
Robin Vandevelde
Maxime Umé
Elke Eestermans
Nicky De Proost
Tim Van Landeghem
Peter Lernout
Wim Pierloot
Huiling Chen
Hélène Sellier
Reinhart De Craemer
Stijn Grooten
Robin Segers
Alexander Berx
Sally Vereecken
Dries Lamberechts
Sebastien Frippiat
Beridze Mukhran
Tanguy Varrasse
Jason Voet
Jimmy Van Hecke
Liesa Bauwens
Veerle Daelman
Dhaenens Gert
Pieric Friadt
Jolan Wuyts
Colin Bundervoet
Bauwens Peter
Lukas Hanot
Bauwens Siemen
Julien Holef
52 | Credits
Yoeri Deprez German Translations
Bieke Maes Studio Umlaut
Tom Ivens
Pieter Snyers
French Translations
Sam Dorné
Around The Word
Cas Dorné
Dejan Vanacker
Neal Lepla Italian Translations
Maxime Guillemin The RPGItalia.net community,
Thomas Wens aka Sciarada Team
Wannes Naudts
Wim Kegels Pitstop Audio Team
Melchior Janssens John Sanderson
Jonathan Waltniel Alison White
Lars Looten Helen Lauder
Ekchart Piqueur Josh Weeden
Roald Piqueur Matt Anniss
Simon Vermoere Dan Thompson
Yonah D’homme James Sutcliffe
Elke Staes
Voice Actors
Third Parties
Alec Newman
Animation Outsourcing Alex Tregear
Ravegan - www.ravegan.com Alix Wilton Regan
Andrew Wincott
Andy Mace
International PR Anna Kirke
Evolve PR Antonia Beamish
Bill Champion
Polish & Russian Colin Elmer
Translations Dan Bottomley
Roboto David Baird
Emily Steel
Emma Gable
Credits | 53
Emma Gregory English Voice Recordings
Ffion Jolly PITSTOP
Garrick Hagon
Gary Martin
Manual Writing
Graham Vick
Ahmed Khanzada
Jack Goddard
Sarah Baylus
Joseph May
Katie Scarfe
Liane-Rose-Bunce
Mark Frost
Moir Leslie
Paul Matania
Peter Kenny
Philip McGough
Richard Dadd
Stephen Hogan
Timothy Watson
Tracy Wiles
Spanish Translations
Alba Calvo
Ramón Méndez
Josué Monchan
David Martínez
Francisco Molina
Diego Parra
Diana Novoa
Fernando Moreiras
Curri Barceló
Additional Proofreading
Keywords Studios
54 | Credits
Uses Granny Animation.
Copyright (c) 1999-2015 by RAD Game Tools Inc.
Uses Iggy.
Copyright (c) 2009-2015 by RAD Game Tools Inc.
Uses Bink 2.
Copyright (c) 2009-2015 by RAD Game Tools Inc.
Powered by Wwise
(c) 2006-2015 Audiokinetic Inc. All rights reserved.
Uses TinyXML
http://www.sourceforge.net/projects/tinyxml
Uses RakNet
Copyright (c) 2014, Oculus VR, Inc.
All rights reserved.
Credits | 55
Redistribution and use in source and binary forms, with or
without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT
HOLDERS AND CONTRIBUTORS “AS IS” AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT
NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
OF THE POSSIBILITY OF SUCH DAMAGE.
Other trademarks, trade names or company names referenced
herein may be the property of their respective owners.
(c)2015 Larian Studios. All rights reserved. Divinity, Divinity:
Original Sin and Larian are registered trademarks of Larian
Studios.
56 | Credits
SPECIAL THANKS TO
Our long time fans and Kickstarter backers.
Arkafund and specifically Katya Degrieck for believing in this
project from the very beginning.
IWT Vlaanderen.
Lars, Mattis, Lara, Alexandra and of course the person who is
the dearest to me, Valke. Thank you for all your support. Nobody
will ever know how important you all were to make this game
possible.
Cats Eliot and Sydney.
My love Benoît, my sweet son Jules, my two big stepsons Cas &
Sam and my fluffy dog Bas!
My love Debbie de Boer, my mom Sourour Eftekharzadeh, my
dad Mohammad Ali Namdar, my brother Shabahang Namdar,
my good friends and role models Wessel Mansveld, Felix Pearson,
Mehrzad Karami. Iguana Spike, parrot Diba and cat Snootchy!
Sophie Leduc.
Special Thanks | 57
Helen Gallez.
Tamara Brackman, Lucas en Xander Fieremans, Betty Binon.
Thank you, Stefanie, my beautiful wife and Elizabeth, my cute
little baby girl. You’re the greatest!
Thanks to Belgium, Bavy, Bayluses, BBG, and Beyoncé.
Thanks to Boris, Febe, Mom & Dad who support me in
everything!
Thanks to Elke, our parents and family and friends, Fonzie,
Vargo and Ishtar.
Thanks to my family, friends and cats. Special thanks to my
fiancée, Hélène Sellier, for pushing me forward, and my newborn
niece, Laura Concheri, for already being awesome.
Thanks to the 2 most important girls in my life: Emmy and Pluis.
Sofian, Inge Siwek, Jeanne Decoster & Remi Decoster and
Ingmar Clarysse.
Special thanks to Wah, Sing, Tak and The Julz!
Thanks to Marjan, our dog Luna, our families and friends for
being supportive and understanding during production.
Thanks to my family and friends, especially Inge who was very
supportive and patient during those lonely months.
Marie, for her ceaseless support and endless patience. My little
demon of a cat Bisous, whose playful mischief always makes me
smile.
Special thanks to my wife An Govaerts!
Thanks to friends and family, Marjolein in particular, for the
support and putting up with my nagging.
I’d like to thank everyone at Larian for the wonderful opportunity
58 | Special Thanks
(internship) and their hard work, and Gert Dhaenens for the
never-ending support.
I’d like to thank my parents, friends, brothers and sisters for
supporting me through thick and thin. And to Tine, my love,
thanks for being there for me, I couldn’t have made it this far
without you.
Special thanks to: My parents, family and Lilli.
Thanks to Annelies, Mouse and Plushie for holding down the
fort.
Griet Vanhemel, Kristina Kempeneers, Jean Vanhemel, Nele
Vanhemel, Kim, Alexander, Sebastian, Lucas Gijbels, Simon
Vleminckx, Laura Vleminckx, Gilberte Jordens, Etienne
Vanoirbeek, and Amelia Maya Andrea, for joining us on the
planet!
Special thanks to my family and friends!
Thanks to my family, and especially to my wonderful girlfriend
Joke for all the support during the long working days.
Many thanks to my eternally patient girls Trees, Anna and
Bonnie.
Thanks to Patricia for her endless support and patience, and
thanks to everyone at SEO for going through all this together!
Thanks to braverino, friendserinos and familyorinos. Also to my
catterino and doritos.
Many thanks to Nicky, my friends, my family, the ‘Neejberhood’,
WINAK and everyone helping to create a house out of the pile of
bricks I live in. Dedicated to my father, gone but not forgotten.
My wife Greet, my little star Fien, my family and friends, my
dog Donya, and last but not least, all the collegues at larian with
whom I loved to work with for all those years.
Special Thanks | 59
The following Divine Babies were born during development:
Amelia Maya Andrea Vleminckx
Bonnie Van Semmertier
Elizabeth Vanhove
Jess Van Mierlo
Jules Dorné
Lars Vincke
Lucas Fieremans
Xander Fieremans
Special thanks to all our Kickstarter backers
60 | Special Thanks