Divinity 2: Ego Draconis E3 Preview and Media
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To find out information, you'll speak with non-player characters much as you would in other role-playing games. We took a walk around Broken Valley, Divinity 2's first region. The first thing we did was head to a tavern, where we talked to the patrons seated outside. One of them wanted to enter the tavern but couldn't because it was overrun by drunken soldiers. We entered the tavern and had a talk with the intoxicated sods, where we could resolve the quest in one of several ways. In this case, we resolved it peacefully by speaking with the soldiers' lieutenant, which meant patrons who had been avoiding the tavern would now enter, including other quest-givers. Had we fought the soldiers to drive them out, some of these NPCs would not have entered, locking us out of some potential quests. Such choices will drive the game's morality system, affecting potential quests, as well as the items available for purchase from merchants.
In another similar scenario, we met a local farmer's wife named Dana. Dana asked us to deliver a letter to the blacksmith, but asked us to keep it a secret from her husband. We opened the letter to take a peek and discovered that Dana was having an affair with this blacksmith. From here, there were many options available. We could blackmail Dana and deliver the letter; blackmail the blacksmith instead; or perhaps tell her husband and create all sorts of bad will. Instead, we took the most intriguing option: mind reading. By reading an NPC's mind, you can discover important information: treasure locations, enemy locations, and other secrets that could come in handy. The drawback is that reading minds costs you experience, so if you choose that option, your XP bar will diminish. You have to be careful using this option, because you could spend XP only to find that the subject of your mind reading may offer no information of use.