I just hit what I think is probably about the 2/3 mark in Divinity: Original Sin: Enhanced Edition, so I thought this would be a good point for me to pause and capture my thoughts and feelings thus far. Bottom line up front: I'm having a blast, enjoying this game a ton. I recently got back from a nice week-and-a-half-long vacation, and an embarrassingly long part of that vacation was spent daydreaming about getting back to play more Divinity.
Party and mechanical updates first:
I just gained access to what's probably the last major zone of the game, and semi-coincidentally just hit Level 17. I've been taking a mostly-completionist playthrough, exhausting all the side-quests that I can and taking nearly all of the optional fights; but I'm not following a walkthrough so I'm sure there are at least a few quests that I haven't discovered or have failed to complete. I'm also not squeezing out every last bit of combat XP (such as by attacking friendlies).
I'm mostly following the build guide from the excellent FAQ, particularly where it comes to attributes, talents and skills. Recapping my particular loadout here:
Rion is my party face and archer. As the guide notes, archers don't synergize as well as other classes so you'll likely have spare ability points; I've given him an extra point in Bartering, several in Leadership, and recently even a little Charisma. He has relatively high Perception and Initiative so he usually goes first in combat, and with some Loremaster he can inspect the enemies to determine their strengths and weaknesses.
Combat tangent: once you get a few levels into the game and have multiple combat skills on your characters, it's pretty much always worth activating things like Melee Power Stance or Ranged Power Stance. These boost your damage at the expense of your chance-to-hit. But importantly, your activated Skills can never miss, but they are boosted by the Power Stance, so there really isn't a tradeoff. (For Archers, you furthermore have the many special Arrows, which also can't miss.) You should have a few low-cooldown skills like Ricochet or Crippling Blow that can come off cooldown every turn or two, and enough other skills to use your Action Points on guaranteed-hit skills.
Back to Rion: I now have Rain of Arrows, an amazing Level 15 Master Skill, which does insane damage to every enemy in a large AOE: incredibly, even if there's only a single enemy I'm better off using this skill (even in damage-per-AP calculation). That's one of the fresh and surprising things about the Divinity combat engine: in every other RPG I can think of, archers are single-target damage dealers, while in D:OS:EE they are probably the best AOE damage dealers, more so than mages.
Other skills Rion has, in roughly descending order of coolness:
- Flurry unleashes a huge number of arrows in a 45 degree cone. This is incredible against large bosses: if you can make them all hit, even the strongest enemy is likely to go down in one turn. It's also good against a group of enemies, again if they are positioned well enough so not too many arrows are wasted.
- Splintered Arrow is a versatile attack that does high damage which is divided over every enemy in an AOE. Somewhat counter-intuitively, it is usually better to position the arrow so only a single enemy is struck. Unlike Rain of Arrows, which does the same damage to every enemy depending on how many are present, Splintered Arrow will do more damage to a single enemy than to multiple ones, and prior to getting the Master Skills it's probably the highest single-target damage you can deal. There are some times where the AOE is better though, if you're facing a large number of weak foes. I think that due to how armor works in the game, though, the results can be disappointing if you divide the damage against just a couple of high-armor enemies.
- Ricochet is a great bread-and-butter attack. It can bounce between multiple enemies if they're close enough. Even if there's only a single enemy, though, it does more damage than your basic attack, and is guaranteed to hit.
- Barrage fires three arrows against a single enemy. Pretty good, though again I feel like the armor system means it does less total damage than a single 3x attack would inflict.
- Special arrows can be really helpful, though honestly I'm not using them very much at this point of the game. Early on arrows like Knockdown can be huge for crowd control. Quite a few fights have gimicks where specific arrows could come in handy: enemies being very vulnerable to a particular damage type, say, or a fire that needs to be put out, or some wooden furniture blocking an exit that you'd like to blow up.
- Fast Track is a generically useful minor Scoundrel Skill. You basically give up 2AP in your current turn to gain 2AP in each of the next two turns for a net gain of 2AP. Worth toggling for longer fights, or if you just have a few AP left and nothing to spend it on.
- Conversely, Adrenaline will give you 1/2 of next turn's AP immediately, but take away 3/4 of the AP on your next turn. This is a net loss of AP... but taking actions now is much more important than taking actions later. These days I often finish entire battles on the first turn, often before the enemy gets a chance to move. And even if a battle does stretch on to multiple turns, getting to completely eliminate an enemy (via death or CC) can make up for essentially skipping your next turn.
- Outside of combat, Walk in Shadows is very useful. You can steal anything without getting caught while you're invisible. You can also interact with forbidden (red) object, enter forbidden zones, or walk by (potentially invincible) enemies without being noticed. I rarely use it in combat, but it does allow you to avoid attack-of-opportunity if you ever need to relocate while next to a foe, and makes it a lot easier to Escape if you need to flee a combat for some reason.
- Other skills that Rion has which I almost never use: Doctor (minor heal and specific status effect clears), Farseer (boosts chance to hit - as noted above, skills can never miss), Infect (haven't tried it yet, maybe it's good), Wildfire, Firefly, Burn My Eyes, Oath of Desecration (very useful but I usually cast from another character), Summon Undead Warrior, Malediction.
I've prioritized taking the Traits that relate to Archery, including ones to reclaim special arrows (which I regret - I'm swimming in special arrows) and Elemental Range.
Rion's Leadership has been extremely helpful. With gear he is now at Leadership 6. This gives big bonuses to everyone else in the party, including enough Initiative that we always get to go before the enemy, deal extra damage, avoid negative status effects, etc.
My second PC is Noor, a mage who has mostly specialized in Pyrokinetic and Geomancy magic, although she's also skilled in Witchcraft and currently advancing her Aerothurge and Hydrosophist skills. She knows a lot more skills than Rion, and her role in combat varies more depending on the enemy and the battlefield. Her top priority is typically CC, though. Most often she will use something like Blitz Bolt to close the gap with enemies, then try to follow that up with Static Touch on anyone nearby who isn't stunned yet, followed by Freezing Touch and Bitter Colt. She'll also use Burning Touch to try and inflict a flame DOT. But again this is all situational, obviously if we're fighting fire monsters who are healed by fire damage then she won't do that.
There was a point in the game when Summons were feeling really strong, so she would often summon a Poison Spider or a Wolf or something. Just having another body on the battlefield could be really helpful, as enemies will waste their limited abilities on that summon and leave the rest of us to do our thing. More recently, though, I haven't really bothered summoning in most battles. It feels like I'm better off just dealing direct damage.
As mentioned above, one of the surprising things about D:OS is that mages generally have less AOE than archers. That's definitely true at the Novice level, and even mostly at the Adept level, with a handful of exceptions like Fireball. Once you finally get to the Master level then this opens up and you do get really powerful AOE spells, like Hailstorm (which does huge damage and has a great chance at additionally freezing enemies) and Meteor Shower (also huge damage, likely to inflict Burning, and creates a big fire surface that will inflict more damage when enemies path across it).
I do really love how different the various spells are. As one specific example, many ranged spells like Flare will travel from your caster to the target. These can be obstructed by the environment, so even if you can see them and are in range you may not be able to hit them. Different spells have different paths, with some traveling in straight lines and others arcing, so if one spell can't path another one may. Then there are some spells like Headvice that don't path at all, and just require you to be able to see the target - but if you had previously hit them with Fireball and they are now standing in a cloud of smoke or steam, you won't be able to see them to target them! But then there is good ole' Boulder Bash, a novice Geomancer spell that sends a big ole' rock crashing down onto a point on the ground. Since this drops from right above, it can't be blocked; and you can unleash it even if you can't see the target. It is somewhat balanced by doing less damage than other elemental spells of the same level. Anyways, it's great to have such a big toolkit of options for fightin' in this game.
Gosh... I wasn't going to list all of Noor's abilities, but I'll go ahead and shout out some of my favorites:
- Blitz Bolt. Fantastic combination of caster mobility and enemy CC. Would be great even if it didn't do damage, and the damage is respectable. I put this on my fighter as well.
- Headvice. Great for straight-up damage. Blindness is a surprisingly great status effect - it isn't technically a turn-skip like Stunned or Frozen, but blind enemies almost always end up not able to do anything, so it accomplishes the same thing.
- Burning Touch, Shocking Touch, Freezing Touch. All great, low-AP, decent damage, quick cooldowns, can inflict great status effects.
- Bitter Cold. Can disable an enemy for 3AP at range. Crazily cheap spell. (A lot of Aerothurge ones in here!).
- Boulder Bash. As noted above, this is really useful for getting at hard-to-reach enemies; can pair with Fire to set the oil surface on fire for more damage. Great when an enemy is almost dead and needs to be finished off.
- Rain. Used more out-of-combat but sometimes during a fight. Incredibly useful spell, cheap way to disable a bad status effect on your dudes, and can wreak havoc with a lot of fire-themed enemies. I love the huge range, too.
- Regeneration. Heals are great! Again, used more out of combat, but can be handy inside it. Remember that healing magic damages zombie enemies - not every undead is a zombie, but there are quite a few, especially at the start of the game.
- Vampiric Touch. I always forget I have this, but it's great: a rare non-elemental damage type, and you get a free heal as a bonys.
- Oath of Desecration. I'll put this on my warrior, either for fights where mages aren't much use, or if I have spare AP. Great damage boost for them.
- Destroy Summon. There seem to be fewer summons later in the game, but they still happen, and this is a custom-made counter.
- Mute. Silence an enemy caster. Incredibly helpful against some powerful bosses.
- And, more recently, Hail Storm and Meteor Shower for insane damage. I have to admit I've cheesed a few fights lately by casting one of these as an opener - they cost 11AP, so typically you would have to save points and wait for the second turn to cast, but if you cast out of combat they are essentially free.
One non-magic skill I like on Noor:
- Winged Feet. This is only useful in a couple of places, but is very useful when needed. This lets you completely ignore any surface, including lava as well as fire, snow/ice, electrified water, etc.
As my Gamefaq guide notes, due to the limited number of Ability Points in the game, if you were to bring your magic schools up to 5 then you would be able to learn 2 Master spells from those schools, but would only be able to max out 2 schools; if you go to 4, then you still can learn 1 Master spell, but can cover 4-5 schools. That gives you the same number of Master spells, as well as all the Adept and Novice spells, giving far more versatility. So anyways, that's what I've been building towards.
Noor is also my go-to for Pickpocketing and Lockpicking. I think I've pickpocketed a single person in the entire game, which was necessary to solve a quest. She got the required points from a Trait and temporarily swapping in gear. Likewise, she carries some rings to put on when we need to pick a lock, which is basically never. There's almost always a key you can find nearby to open the lock, or you can bash it open or otherwise bypass it.
I'm also usually traveling with Jahan, another mage who starts off with Aerothurge and Hydrosophist skills. I'm building him very similarly to Noor, but focusing on the opposing skills. Jahan is also my dedicated crafter; this only required a couple of Ability Points, he starts with the Scientist trait and the rest can be handled from gear.
In combat I use him similarly to Noor. It is really nice to have two mages - if one of them fails to inflict Stun, I have another chance from my backup mage. Or if we have enemies coming from multiple directions they can split up and handle things on either side. If one of my mages gets CC'd, I have a fallback who can try to clear status effects, and so on.
Finally, Madora is my melee fighter. I continue to use her like I did in my first play-through. She'll activate Melee Power Stance for the above-listed reasons, then usually close the gap with Battering Ram or Thunder Jump, ideally incapacitating a couple of enemies but at the least inflicting damage and saving AP on movement. For a follow-up she will Whirlwind if there are a bunch of enemies nearby, or else Flurry or Crippling Blow if there is only one.
Thanks to her high Strength, Madora is also the packmule for the party. She lugs around a couple of barrels that may come in handy (Ooze, Oil and Water), and on longer excursions she'll schlep back the heavy armor and large weapons I want to sell. (Rion, as my main character, usually ends up carrying most items, but he'll offload pieces as needed. Jahan gets all the raw crafting ingredients, except for heavy ores that get sent directly to the Homestead or that Madora carries. Noor carries some specific items like keys, plot books, and all the grenades I carry and never use but that Might Come In Handy One Day). Madora also has items for Telekenesis, which like Pickpocketing and Lockpicking is almost never necessary and isn't worth investing Ability Points in but sometimes can be handy.
Let's chat about crafting!
I've written a lot already about my mixed feelings about crafting in D:OS. It is much much better in the EE than in the classic version, with discovered recipes automatically added to an interface. It's an activity that can feel tedious - you need to collect a ton of random low-value items, hold onto them in your inventory, then spend time doing stuff with them. You'll likely need to adjust gear along the way too; it isn't worth maxing out your Crafting and Blacksmithing abilities, so you'll probably just invest a few points and get the last with gear, but that does mean more micro-managing before and after crafting sessions. And not everything you can craft is worthwhile. Crafting isn't really required at all for the game; outside of maybe a couple of quests where you need to craft a unique item, it's mostly an add-on.
All that said, crafting can have really significant benefits, and for me it has been worth the investment of time. The main advantage is money. There is a finite and limited amount of XP in the game, but there is an infinite amount of gold available, if you buy raw ingredients from merchants and craft profitable recipes. Infinite money in turn lets you buy top-notch gear, which in some cases can be even more meaningful than additional levels. I've been following the crafting guide in that one Gamefaq, with the caveat that I don't really bother with the Magic Needle and Thread or its constituent ingredients, since it isn't consumed on crafting. My recent habit has been to do a crafting cycle each time I reach a new level: travel back to my crafting station, craft everything I can, then do the circuit of visiting merchants to sell my wares, buy additional raw ingredients, and window-shop for worthwhile gear. I mostly do this on level-up since all the gear you craft will be at a higher level and thus more valuable; also merchants reset their inventory on level-up, and you'll see higher-level gear from them.
While I don't spend as much time doing this, crafting can also be useful for making a few specific items to use. The main examples I've found are magical amulets and belts. I recently made Rion a whole set of Charisma-boosting items so he could more consistently complete some persuasion minigames without reloading. At lower levels you'll be able to craft magic amulets long before they appear in loot tables, so making them makes a noticeable difference.
While it feels a bit different than the making-new-items form of crafting, you also use the crafting interface to enhance existing gear. The main things I do are:
- If I have a really good sword for my fighter or bow for my archer, add a Tormented Soul to set +2 STR and +2 DEX to it. These are fairly rare, but they do periodically show up in merchant inventories, and rarely while questing, so don't hoard them all for Level 20.
- Add Metal Scraps to good metal chest plates you want to wear for an extra +10 armor. Similarly you can add leader scraps to gambions and so on.
- Use a metal chest piece at an Anvil to remove the movement penalty and turn it into a slight speed boost.
There are a few other things you can do, like using Essences to change the elemental damage bonus of a weapon, or using Nine Inch Nails to make boots slip-proof, but I rarely do those.
A quick note on crafting that wasn't immediately obvious to me: I think that each piece of gear has a potential "slot" for each available type of modification. You can do different types of modifications on an item and those will stack, but different instances of the same type of modification will overwrite the previous one. For example, if you add Air Essence to a sword it will add Electrical damage; if you add Fire Essence to that same sword it will remove the Electrical and add Fire damage. If you then add a Tormented Soul you'll keep the Fire damage but additionally gain the STR and DEX stat bonuses. The crafting UI will happily let you overwrite an upgrade with the same upgrade, so you could burn all of your Tormented Souls on a single Sword and still just get the basic +2 effect. Just looking at an item's stats doesn't reveal which "slot"(s) have been used.
I mentioned before about how I go through a crafting/selling/buying circuit on each level-up. I think I only started doing that around maybe Level 10 or so, though it probably would have been better to start earlier. The great thing about buying gear is that you get a lot more looks at good items than you do from loot. You'll definitely be able to find good gear while questing, but you're very likely to see better gear while shopping.
Making gear decisions is pretty decent in D:OS. In some RPGs it's really straightforward, with a single stat like "Armor" to max. In some games you can just look at something like the Gold Value to judge the relative worth of two pieces.At the other extreme, some games have extremely specialized and situationally useful stats, incentivizing you to hold on to everything in case it's useful; or they surface mathematical values without clear underlying formulas and leave you to figure it out (are you better off with an item that gives +10 flat damage, +10% critical hit chance, or +20% critical hit damage?). D:OS has a pretty wide range of available bonuses and stats, but also a comprehensible system, so after putting some time into the game I can now pretty quickly and easily judge whether a particular gear item improves on a previous item. Without further fanfare, here is my priority list for gearing:
- Attribute boosts are the most important. These are usually prioritized before anything else.
- Within this, your character's primary attribute is the most important: DEX for rogues, STR for warriors and INT for mages. These have huge impacts in your chance to use skills successfully, the damage you do, and the cooldown of your skills. These linearly scale up with benefits until 23, and any excess over 23 is wasted. I'm finally starting to bump up against 23 at level 17 so it takes a while to get there.
- Once you're finally able to reach 23 in your primary stat, next focus on Speed, then Constitution, then Perception. All of these boost your Action Points which are the main economy in combat. Speed gives additional AP each turn, CON limits the maximum number of AP you can have (so if your CON is too low then your high SPD is wasted), and PER boosts your starting AP in the critical first turn. All of these have very useful secondary benefits as well: movement for SPD, vitality (hit) points for CON, initiative and spotting secrets for PER.
- You can ignore (not value) other attribute boosts. STR is basically useless on a rogue or mage.
- Next, relevant abilities that you use in combat. These are actually pretty rare, but occasionally you will see something with +1 Bow; more often you might see a bonus to Willpower or Body Building or something.
- You'll probably want to carry, but not necessarily wear, gear with boosts for out of combat, like Crafting, Blacksmithing, Pickpocketing, Lockpicking, etc. These aren't worth buying from shops, you'll find enough while questing.
- Armor value on chest pieces or damage numbers on weapons. Higher is better, natch.
- Bonus (elemental) damage on weapons. Having is better than not having, higher is better than lower.
- Higher item levels. It's better to have high attributes on a low-level item than low attributes on a high-level item; but particularly for weapons, damage can scale off the level, so higher is better.
- The rarity tier by itself isn't important, but higher tiers will have more stat bonuses, which can result in a better item, but other times only adds more cost. It isn't worth buying a Divine Belt for your mage that boosts Shield, Lockpicking, Stealth and Dexterity.
Let's dip into the story a bit!
MINI SPOILERS
So, this game is all about "source" and "sourcery". Your two PCs are "Source Hunters", members of an organization devoted to finding people and monsters who practice Source magic and eliminating them. Kind of like the Inquisition, I guess. In the first few hours of the game, there are quite a few times that you run across a person who practices Source magic and seems harmless: genial, pleasant, maybe a bit apathetic. There may be some dialogue along the lines of "I'm not bothering anybody, why are you persecuting me?" which seems like a very reasonable question. In every single case, though, the Sourcerer turns out to be A Very Bad Person, and in-game you are always better off attacking them ASAP instead of trying to use diplomacy. This felt a little jarring at first, as I am the nice guy who always wants to be nice to the nice people, but was also very effective, as it communicates "Sourcery = Bad" far more effectively than mere exposition would. You know Sourcery is bad, because every Sourceror you have met has tried to do bad things to you.
It's a bit surprising when much later in the game you finally meet up with Icara the White Witch and learn that she also practices Sourcery. There have been a whole bunch of times up until now that we've heard "Maybe Sourcery isn't as bad as you thought it was", but now it seems like that may actually be true. I'll probably write more about this in my final blog post, but my current understanding is that Source is very dangerous but not necessarily inherently evil. Like, I dunno, maybe nuclear fission or something. It nearly destroyed the world years ago so everyone is understandably very leery of it.
As a side note, the word "Sourcery" keeps tripping me up. It is not "Sorcery". Confusingly, "Sorcery" and "Sorcerer" are also used in the game, but far less frequently, and they have their standard meaning of an individual with innate magical talent. I am mildly curious if all this makes more sense in the original... I presume Flemish?
I appreciate the level of lore in this game. I've complained in the past about being overloaded by encountering a brand-new fully-fleshed-out fantasy world every time I want to play an RPG, with a complete new history, list of deities, unique races, nations, system of magic, etc. The series Divinity has its lore, but it's mostly lurking in the background, not demanding your attention like Elder Scrolls or Pillars of Eternity do. There are various books you can find in libraries, like in many of these games, but they're just as likely to have a funny little story or a slice-of-life vignette as a bit of history. And those books are usually just 1-2 pages long, exactly what my attention span is these days for RPG lore.
One thing that did catch my attention is a reference to all of the gods disappearing thousands of years ago, and nobody knowing how or why that happened. I think that might be a callback to one of the previous Divinity games, or possibly a call-forward to D:OS 2. These games are all set thousands of years apart, which is pretty great, since they don't need to worry much about continuity between them. I imagine that in some game you can make a big decision about What Happens To All The Gods, and that all gets collapsed into this pithy little sentence sitting on a shelf in this game.
Jumping around a lot: I really love the End of Time, which serves as your main base of operations in this game. It's a bit like the Pocket Plane in Throne of Bhaal or the Labyrinth in Torment Tides of Numenara: it's a location out of space and time that you can travel to at will. It's visually really cool, suspended amidst a beautiful star field. It has great mechanics too: throughout your quests, but especially as you advance the main plot, you discover Blood Stones that turn into Star Stones. Each time a Star Stone is reclaimed, a medium-sized new area will unlock in the End of Time. These new areas are all useful in unique ways: access to limitless storage, a character redesign and respec, a convenient place to stash companions out of your party, a way to hire new mercenaries, a variety of new shops, a crafting forge, and so on.
As noted above and in my previous post, I've been traveling with Madora the fighter and Jahan the mage, the same as in my original Classic Edition game. In this go-round, I went ahead and recruited the other two companions Bairdotr the archer and Wolgraff the thief, just so I could do their companion quests. I think I've now completed Bairdotr's and gotten a ways into Wolgraff's, and... it doesn't really feel worth it. Per the guide I've peeked at, there are only maybe 3 or so plot points that advance their personal quest. The dialogues can be interesting, but your mechanical reward is really just that one quest that might give something like 3000 XP, which is trivial in the scope of the game. I think the quests would feel meaningful if you were traveling with them all the time, but since they aren't usually in your party, you're missing out on the far more common reactive dialogues that occur during main-plot story beats and exploring areas. I don't regret doing their quests, but I wouldn't necessarily recommend it to others: it's more fun to just stick with your core party and not micro-manage swapping people in and out. It's probably better to save the other two (whoever your other two end up being) for a potential future playthrough.
Some other quests have really weird pacing. In Silverglen, which is around
level 11 or 12, you get a quest from Brandon to get some Tenebrium ore from
the Troll King. But getting access to the Troll King requires going
through Maradino's hideout, which is much much much further into the
map. By the time you do that, you will almost definitely have already
reached Sacred Stone, which has a ton of Tenebrium, as well as a book
that teaches you Tenebrium, which is the main reward from Brandon's
quest. When you do get access to the Troll King's real lair, everyone is
Level 15. It's just weird - I do appreciate the game's relentless
flexibility in progressing in any order you like, but it does feel like
something was changed during development that still feels awkward. I felt similarly about the SparkMaster quest from Act I.
A few other quests are odd or underwhelming. It doesn't hurt the game, though. There is so much going on, and I never felt like I was wasting my time or not being rewarded.
For the main plot:
For the record, I'm considering "Act 2" to basically be everything in Lucella Forest and Hyberholm. (Having an "Act 1.5" now seems like it may be a marquee Larian thing, like Lathandar's Monastery in BG3.) It basically picks up after defeating the resurrected Bracchus Rex. Some of the main story beats I remember are:
- Searching for the White Witch, who you eventually learn is Icara. She is the sister of Leandra, aka The Conduit, who seems to be the main villain(ess) of the game.
- Along the way you encounter the Immaculates, a sect that eventually proves to be more of a cult, all cheery and helpful on the surface but with some sinister stuff underneath.
- The Immaculates have converted much of the town of Silverglen, a small hamlet in Lucella Forest that has historically supported nearby mines. These days most of the mines are overrun by goblins or trolls. There is a particular interest in mining Tenebrium, a unique ore that is in high demand but causes a high physical toll on humans who come into contact with it.
- As you infiltrate the Immaculates, you come to learn their philosophy. It's essentially that lower beings should serve higher beings. For example, a human is higher than a chicken, so it's right that a human eat the chicken to support and strengthen himself. As initiates rise higher in the cult, they learn the extrapolations of those teachings: that some people are better than others, and it's right and good to sacrifice lesser humans to support greater humans. And ultimately, the Immaculates should sacrifice themselves to support the greatest being, the Conduit.
- This ultimately ties in to bigger plot stuff. I'll probably cover that in my next post.
- But I'll note that Leandry/The Conduit has been using Tenebrium to create immortal beings named Death Knights. Originally designed by Bracchus Rex but "perfected" by her, they will form an unstoppable army that will conquer and then destroy the world.
- The Conduit and her cohort seem to ultimately be nihilists. They want to unmake the universe, to return to an original state of amorphous void.
- Leandra and Icara were both sourcerers and used to be close. It seems like all of this may have started over jealousy - Leandra loved a man who loved Icara. This led to a rupture in their relationship, and may have sent Leandra down this dark path.
- I'm trying to remember now what the big story beats in Hyberholm were. There's a subplot where the King of Winter took control from his seasonal siblings and covered the land in snow and ice. (Bring solid footwear!) There's something to do with imps, and parties of Immaculates searching for something, and I think Leandra is trying to make something in the Elemental Forge but I can't remember now what it was.
- You eventually find a way to disable the Death Knights' immortality, thanks to exploiting a failsafe Leandra built into them when she designed them. You also learn that the mage... Maradino, I think? ... should know Leandra's whereabouts, which points you in the direction of the Phantom Forest and Hunter's Edge, where I'm going to say Act 3 kicks off.
END SPOILERS
That's probably a good point to hit "Publish" on this post! It's been hard to refrain from playing this game for long enough to write this up!