Act I | Walkthrough Divinity: DC Guide
Last update: 11 May 2016
Before you start the campaign, you will be asked to select the dragon that you will be playing as. Selection of the dragon determines its looks and initial skills (you will be able to change them later on). The mountain dragon starts the game with purely offensive skills, Zephyr with defensive skills and the Sabre attempts at combining these two. The skills that you are going to have at the beginning of the game depend on which dragon you select (Hunter with the Sabre, Warlock with the Mountain and shaman with the Zephyr). The choice is yours and make it in accordance with the style that you prefer. Zephyr will constitute a good support for your units. His basic attack heals allies and, additionally, it does not overheat. If you, however, plan on basing your gameplay on the dragon, then the Mountain Dragon is your choice.
You start the game on your flagship - the Raven - where the mage - Raxos- will explain you the current condition. You are a bastard child of the former emperor who died by the hands of his own children when they rebelled and started a war on an unseen scale. Your aim is to pacify the sibling and restore the due glory to the empire. On the Raven, you will meet the first two of your commanders - Henry and Edmund. The generals will, every now and then, have some business with you and they will want to talk. A detailed description of their problems and the ways to solve them, have been contained in the chapter devoted to the commanders. Remember that the decisions are permanent and they will be in effect throughout the rest of the game. On the other hand, as soon as you finish the mission before you have had all of the conversation, they will be transferred to the next map. That is why you do not need to bother about playing too fast because you won't miss anything anyways.
Get to know both the Raven and its denizens. In the last two chambers, you will find Grumio and Maxos. This is where you can work on developing new technologies. It is a good idea to develop Transportation and Spoils of War for troopers, with Grumio. You should spend the remaining points on any of the remaining units, depending on which one you have unlocked with your selection of the dragon. Get acquainted with the new home and transfer from the bridge to the strategy map by clicking on it.
The first glance at the map may not cheer you up. As you can see, your enemy controls the definite majority of the map and he borders directly with your capital city! Fortunately enough, it is not as bad as it may seem. First of all, you should seize the terrains to the East. You start with four troopers . Move one of them to the right, to seize the neutral land. If you want to play an offensive game, you can use the remaining three squads to attack the enemy region near the border, as long as there are no embankments there. The battle will be heated but, by using the dragon/a general and a card or two, you should emerge victorious. If you, still, do not want to risk straight away, you should withhold any actions with your troops. Build the transport in the capital city, which you have already developed at Griumio's and a squad of grenadiers. Then, end the turn.
In the turns to follow, focus on seizing control over the entire Southern portion of the map. Use transport to seize all of the nearby islands. Remember that transport, by itself, cannot seize any lands! First, load your troops into the ship and carry them over to the island to the West. Then, right-click on the transporter to unload it . You should also watch out for a landing to the East, where the enemy transporter is sure to appear also (the screenshot). These are going to be very small forces so, you will deal with them easily. Throughout the rest of the game, the computer should not try anything similar but, if you want to make sure, you can keep there a squad or two. After you have won in the first battle, you will be informed that two another generals - Catherine and Scarlett - have joined your cause.
In the meantime, there will be ambassadors of individual races to have arrived aboard the Raven. They will be busy, for the rest of the game, trying to propose various amendments to the law. The decisions you make will be followed by increase or decrease in the income, increase/decrease of the number of recruits, drop in the cost of one unit etc. What counts here, however, is the popularity with the race that influences the following in a given region. The decisions that you take have no direct bearing on the plot. In general, they are options for and against that increase, or decrease your popularity with a given race. When your popularity with one of the races comes near 100%, that race will forward a special proposal not supported by any other race. If you agree though, you will receive a gift in the form of a special permanent card, different for each of the races. The best method, therefore, is to support the suggestions of one f the races, and change sides after you cash in. The map for the first mission is occupied by elves and the undead only. You should soon receive a motion for the introduction of compulsory draft. Agreeing to that will. Not only improve your relations with the undead, but also decrease the cost of new units which will be very useful throughout the rest of the mission.
Once the southern part of the map is under your control, you will only have to launch an offensive on the enemy territories. You can use ships to attack at both sides at the same time, or order your entire army across the land. The enemy should be no threat to you. Conquer all the lands around the capital city but leave the capital unconquered. It will be heavily defended so, it is better to seize the remaining territories, for the time being, and gather a bigger army. With the majority of the map under your control, the enemy should have nothing to respond with. Keep occupying the two countries that border with the capital and seize the remaining countries with a single squad and a transporter. In the meantime, remember to develop your technologies at Grumio's.
The only thing you need to do now is seize the capital. Conquering it will finish the first task. Gold, discovered technologies, cards, research points, popularity and the consequences of your decisions will be carried over to the next part of the game. So, to make the second mission easier for yourself, you can wait a few turns before you launch the final attack, so you can gather more gold and cards.