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About Photosensitive Seizures
READ THIS NOTICE BEFORE YOU OR YOUR CHILD
USE ANY VIDEO GAME
A very small percentage of people may experience a seizure when exposed to
certain visual images, including flashing lights or patterns that may appear in
video games. Even people who have no history of seizures or epilepsy may have
an undiagnosed condition that can cause these photosensitive epileptic seizures
while watching video games.
These seizures may have a variety of symptoms including: lightheadedness,
altered vision, eye or face twitching, jerking or shaking of arms or legs, dis-
orientation, confusion, or momentary loss of awareness. Seizures may also
cause loss of consciousness or convulsions that can lead to injury from falling
down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these
symptoms. Parents should watch for or ask their children about the above
symptoms. Children and teenagers are more likely than adults to experience
these seizures.
The risk of photosensitive epileptic seizures may be reduced by playing in a
well-lit room, and not playing when you are drowsy or fatigued. Regardless
of how you feel, you should ALWAYS take a 10 to 15 minute break every hour
while playing.
If you or any of your relatives have a history of seizures or epilepsy, consult
a doctor before playing.
© 2004 Larian Studios. All rights reserved. Larian Studios, the Larian Studios logo and Beyond
Divinity are either registered trademarks or trademarks of Larian Studios in the US and/or other
countries. Divine Divinity is either a registered trademark or trademark of Larian Studios and/or
CDV Software Entertainment AG in the US and/or other countries. All other trademarks and
copyrights are the property of their respective owners.
© 2004 Digital Jesters Ltd. All rights reserved.
Uses FMOD sound and music system, copyright © Firelight Technologies, Pty Ltd. 1994-2003
Uses Granny Animation. Copyright (C) 1999-2003 by RAD Game Tools, Inc.
TABLE OF CONTENTS
CHAPTER I - INTRODUCTION
A. Foreword
B. The story thus far
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CHAPTER II - INSTALLATION
A. How to install the game
B. Configuring graphics
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CHAPTER III - MAIN MENU
A. New: character creation
1.
2.
3.
4.
5.
Appearance
Initial attributes
Name
Difficulty level
Start skills
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B. Saving and Loading
C. Options
1.
2.
3.
4.
Video
Sound
Game
Keys
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D. Credits
E. Quit
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CHAPTER IV - GAME INTERFACE
A. Interacting with the world
1. Moving around the world
2. Interacting with NPCís
3. Interacting with objects
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C. Skills
1.
2.
3.
4.
Wizard
Warrior
Survival
Summoning Dolls
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B. In-game menu
1. Character portraits
2. Stat bars
3. Buttons
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CHAPTER VI - BATTLEFIELDS
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C. Inventory window
D. Diary window
1.
2.
3.
4.
Automap
Quests
Trophies
Conversations
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A. What are the battlefields
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B. How to get there during Beyond Divinity 50
C. How to get there after Beyond Divinity! 50
CREDITS
APPENDIX - DEFAULT SHORTCUT KEYS
SUPPORT
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E. Skills window
1. On skills
2. Creating a new skill
3. Unlearning a skill
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CHAPTER V - CHARACTER DEVELOPMENT 37
A. Gaining experience and levelling up 37
B. Statistics
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1.
2.
3.
4.
5.
6.
7.
Personal statistics
Attributes
Modifiers
Damage
Armour and resistances
Weight and encumbrance
Reputation
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Chapter I - Introduction
A. Foreword
Dear player,
First of all, I would like to thank you for buying this game. In doing
so, you are supporting us in doing what we love to do, and that mer-
its a token of appreciation. I hope that when you'll finish playing,
you'll find that your game play experience is exactly that.
Development on Beyond Divinity started somewhere in December
2002, a few months after Divine Divinity was released. In case you
didn't play Divine Divinity, all you need to know is that it was the first
entry in the Divinity universe and introduced the Divine one as the
good guy, and the damned one as the bad guy. The game got some
good feedback from the community, and it was that more than any-
thing else that stimulated us to make Beyond Divinity.
The basic idea behind Beyond Divinity was to leverage all the tech-
nology we developed for Divine Divinity, and to try out new game play
ideas. Due to a lack of time and money there were quite some things
we couldn't do in Divine Divinity, and while those two horrible crea-
tures conspired against us once again, having the original engine
behind us meant we could do a lot of new things, especially on the
gameplay front.
A few of these gameplay innovations had quite an impact on the
entire game design and because of them veteran Divinity players
might find that Beyond Divinity plays differently from Divine Divini-
ty. We knew we took a risk with that because a lot of people wanted
us to just extend on Divine Divinity, but what we definitely didn't
want to do was to just make a rehash. Like I said, we wanted to try
out some new things. Here's a list with some of the more important
changes/innovations:
Since you now control a party we had to change a lot of things in the
interface. We took a bit of a risk there in not following the standards,
but it has been our experience that once people figure out the system,
they operate it very smoothly. Don't let the myriad of features you'll
see impress you. Beyond Divinity is a complex game so it's normal
that there's a lot of stuff, but you'll quickly learn it as you progress
through act 1. It might help to think of act 1 as one giant tutorial.
The Battlefields i.e. the randomly generated universes to which you
can jump at any point in time (at least once you found the access
keys) are a lot of fun, and they can help when you are in a tight spot.
If you find something is too hard, very well possible in the areas were
you're free to walk where you want, a few adventures in the battle-
fields can make all the difference in the world. We think we've been
pretty clever about the way
we balanced it all, but of course, you will
have to be the judge of that. In any case, it might be interesting to know
that the main idea was that you can finish the game without going to
the Battlefields, but that life is a lot of easier if you use them.
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The new character development system and the skill system in particu-
lar have opened up a near infinite amount of character profiles. While
we can probably guess some of the most popular profiles, the system is
so open that you'll probably come up with something we never imag-
ined. That also means you can probably develop your character in such
a way that it becomes hard to finish the game. It might help to not try
to think in typical RPG classes when developing your character. Use the
fact that you can pick skills from all classes to your advantage, and don't
forget, you can unlearn skills.
I would also like to advise you to use the pause button. It is by default
configured to your space bar, and you should hit it from time to time.
We made combat a lot more tactical and sometimes you will not be able
to cope with it all in real time. Things can get very interesting in Beyond
Divinity. If you insist on playing in real time, make good use of your pri-
mary action buttons and the CTRL key.
On behalf of the team, I would like to say that we hope you're going to
enjoy this game. A lot of effort and energy went into it, and if it gives
you some entertainment, then we have succeeded in what we set out to
do. Let us know what you thought about the game on our forum at
www.beyond-divinity.com. We really do listen to what people tell us
there and try to take that feedback with us into our next games.
On a final note, I just became a proud father, and if you're one of the
ones lucky enough to get Rhianna's "Child of the Chaos" story included
with your box, I want to point out that the cover picture, that's my 2
months old baby. It's to her and her mother that I dedicate my portion
of this game.
And if you got the story, you should read it prior to playing the game -
it really does give an extra dimension to the game.
B. The story thus far
You are a disciple of the Divine, the scourge of necromancers and
sorcerers alike. Your purpose in life is to fight all that is evil. Unfor-
tunately, during an intense battle with an illustrious necromancer,
a dreadful demon drags you into his universe. There, you are soul-
forged with a Deathknight, cursed to spend the rest of eternity
bonded to this creature of matchless malevolence.
Or are you? The Deathknight dislikes the soulforging as much as
you do, and together you embark on a great adventure with a com-
mon goal: to undo the soulforging. You and your unlikely compan-
ion quickly figure out that the only way to rid this curse is to unlock
the secret of riftrunning, an ancient art that allows travelling
between universes.
Best regards,
Swen Vincke
Larian Studios
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