CRAFTING 101 Drag an item in your inventory over another item in your inventory. Or, drag an item in your inventory over an item in the world (outside your inventory). If your Crafting or Blacksmith skill is high enough a menu will pop up and you can create the new object. If not, you will get a message telling you your crafting skill or your blacksmith skill is too low. Items in the world will light up in yellow if they can be interacted with this way.
Notations Resulting Item Ingredient Item is not used up Generic Item (Recipe book) (Comment)
Pdf Version I have created a pdf version of the recipe list as well. It is visually nicer and contains pictures of the items. You can see it here (from MEGA): Divinity Original Sin - Recipes.pdf
Notes
Only those formulas working in the vanilla version of the game are included. They are verified for version 1.0.219.0.
Robes and Sarongs are not Leather Armors.
Enchantments do stack, unless noted otherwise. For instance, you can add an Earth Essence and then a Fire Essence to the same item to get both an earth resistance bonus and a fire resistance bonus.
There might be some exceptions regarding the formulas containing generic items. Some items may not work even if they fit the generic classification. Weapons and armor you create yourself can (almost) always be upgraded/enchanted.
A recipe book is not needed for the formula to work. It is only included in the game to give hints to what is possible.
There are formulas in the game files that are not included in these lists since they do not work in the current version of the game. The mod mentioned below rectifies some of this.
HL = Hero Level. The properties of some of the accessories get stronger as you level up.
IL = Item Level. The properties of a boosted item depend on the item level of the original item.
Changes Added fixes including in version 219: Mysterious Fabric Dye recipe; updated pictures for Magic Chicken Foot, Magical Big Chicken Foot, and Raw Meat.
Copied from Crafting Recipes & Guide - Part 3:
Originally Posted by Angry Dave
MODS AND TOOLS > First of all is the Googledoc provided by PatrickSJ and Alynora which displays many crafting recipes in game. > Fix for Missing Recipes mod by unuroboros
Originally Posted by FAQ Thanks to eidolon
How do I craft stuff? There are no "crafting stations", so if the recipe doesn't require something like an anvil/forge you can just combine the components in your inventory by dragging them together. The first forge can be found in Cyseal near the Abandoned House.
How do I craft recipes involving 2 stackable items? If you want to make a large iron bar out of 2 iron bars, but only have a big stack of them instead of multiple individual items, you have to split the pile first. To do so hold the SHIFT key and drag the pile to an empty slot in your inventory. When you combine the piles again, you can select whether you want to craft or stack the items and how many of them you want to create.
How do I unlock recipes? It is not necessary to unlock the recipes, but some of them require a certain level of crafting / blacksmithing.
What do the books with recipes do? The recipes are typically described there with some kind of back story. After one of your chars has read the book the text of the whole book will be permanently listed in the recipe tab (click on the note symbol next to the minimap) and stay there even if you sell the book afterwards.
Help! It doesn't work!!! The inventory management can be a bit annoying, so make sure that you have actually selected your crafter after moving components around from inventory to inventory. If your crafting/blacksmithing level is not high enough, a message is going to appear over the head of the crafter, so make sure that this isn't being blocked by something like the inventory screen. If everything seems to fail try one of the simple recipes like the food stuff (Pizza Sauce = Tomato + Hammer) to make sure that you are doing it right.
Which kind of items can boost my crafting / blacksmithing skills? So far the bonus tend to exclusively show up on bracers and belts. Maybe some high level items or uniques can improve these skills as well, but I wouldn't count on it.
Does my level or skill level affect the items? The quality of some items seems to scale with your level and how many skill points you have in crafting / blacksmithing. The crafted items that are not consumable have the same level as your crafter. This does not affect the attribute / skill / resistance bonus of crated items, but only their damage + defence rating as well as their price. Blacksmithing gives you a notable bonus to the damage and defence rating of the forged items as well.
Do I have to make one of my main chars a crafter or are there any companions that can craft well? Nope, unless both of your characters are using Lone Wolf. You will find a good crafter very early in the game.
His name is Jahan - he is located on the first floor of the major's house in Cyseal.
Is it worth it? Absolutely! Even if you want to save the rare crafting materials just upgrading your weapons and armor through anvil, whetstone and the mobile kitchen gives you a significant boost. Your forged strength based melee weapons are better than most of the non-unique weapons that you can find. You will always have gear that is your level and can't get screwed by the random loot. Upgrading the items that you don't need or just crafted iron weapons in order to sell them is also quite profitable. Blacksmithing allows you to repair your gear, although that is not that important as it might sound.
Through crafting you can equip your party with decent rings, amulets and belts until you find a permanent replacement for them. The attribute bonus from rings, amulets and belts stay relevant till the midgame, because they can help you wear high level items, equip self-bearing items (like giving your int 5 warrior a Sarong with +1 int +15% resistance that requires 6 int). These attribute bonus are especially important for chars with the Glass Cannon talent, since getting your speed to an odd number will give you +2 additional AP per turn, but at the same time you need to increase you maximum AP through constitution.
>>>>> Ingredients <<<<< [-] Arrow Shaft (x3) = Branch + Knife (Crafting and Cooking with Maradino) [-] Bonedust = Bone + Mortar and Pestle (Secrets of the Scroll I) [-] Bonedust = Orc Horn + Mortar and Pestle (Secrets of the Scroll I) [-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I) [-] Bonedust = Magic Skull + Mortar and Pestle [-] Bonedust = Magical Ancient Human Skull + Mortar and Pestle [-] Bowstring = Sinew + Sinew (The String Enthusiast I) [-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V) [-] Bucket with Milk = Bucket + Cow(Talk to the Cow with the Bucket in your inventory. Needs Pet Pal.) [-] Bucket with Water = Bucket + Water Source: Water Barrel, Well [Crafting 2] Crossbow Without a Bowstring = Iron Bar + Branch (The String Enthusiast I) [-] Cup of Oil = Empty Cup + Oil Barrel [-] Cup of Oil = Empty Mug + Oil Barrel [-] Feather = Pillow + Knife or Dagger [-] Flour = Wheat + Mortar and Pestle (Patty Cake, Patty Cake II) [-] Inert Voodoo Doll = Wooden Figurine + Needle [-] Ink Pot and Quill = Quill + Ink Pot (Secrets of the Scroll IV) [Blacksmithing 1] Iron Bar = Iron Ore + Furnace [Blacksmithing 1] Iron Bar = Shortsword + Furnace [-] Large Iron Bar = Iron Bar + Iron Bar [-] Large Iron Bar = Two-Handed Sword + Furnace [Blacksmithing 1] Large Steel Bar = Large Iron Bar + Furnace [Blacksmithing 1] Large Steel Bar = Two-Handed Axe + Furnace [Crafting 1] Leather Scraps = Animal Hide + Knife or Dagger (The Adventurer's Field Guide XX) [Crafting 1] Magic Antler = Antler + Pixie Dust [Crafting 1] Magic Chicken Foot = Chicken Foot + Pixie Dust(Bug: Magic Chicken Foot is called Chicken Foot) [Crafting 1] Magic Claw = Claw + Pixie Dust [Crafting 1] Magic Eye = Eye + Pixie Dust [Crafting 1] Magic Feather = Feather + Pixie Dust [Crafting 1] Magic Needle and Thread = Needle and Thread + Pixie Dust [Crafting 1] Magic Rabbit's Paw = Rabbit's Paw + Pixie Dust (Secrets of the Scroll III) [Crafting 2] Magic Rat's Tail = Rat's Tail + Pixie Dust [Crafting 1] Magic Skull = Skull + Pixie Dust(Note: Ancient Human Skull gives a better variant) [Crafting 1] Magic Starfish = Starfish (base price 17 gold) + Pixie Dust [Crafting 2] Magic Tooth = Tooth + Pixie Dust [Crafting 1] Magic Tusk = Tusk + Pixie Dust(Bug: Magic Tusk is called Magic Tooth) [Crafting 1] Magical Adult Antler = Adult Antler + Pixie Dust [Crafting 1] Magical Ancient Human Skull = Ancient Human Skull + Pixie Dust [Crafting 1] Magical Big Chicken Foot = Big Chicken Foot + Pixie Dust [Crafting 1] Magical Creepy Eye = Creepy Eye + Pixie Dust [Crafting 1] Magical Fancy Feather = Fancy Feather + Pixie Dust [Crafting 1] Magical Glowing Starfish = Starfish (base price 51 gold) + Pixie Dust [Crafting 1] Magical Large Tusk = Large Tusk + Pixie Dust [Crafting 2] Magical Long Rat Tail = Long Rat Tail + Pixie Dust [Crafting 1] Magical Lucky Rabbit Paw = Lucky Rabbit Paw + Pixie Dust [Crafting 1] Magical Sharp Claw = Sharp Claw + Pixie Dust [Crafting 2] Magical Sharp Tooth = Sharp Tooth + Pixie Dust [-] Moondust = Moonstone + Mortar and Pestle (Secrets of the Scroll II) [-] Mush of Wood = Wood Chips + Water Source: Water Barrel, Well (Secrets of the Scroll VI) [-] Mush of Wood + Bucket = Wood Chips + Bucket with Water [-] Needle and Thread = Needle + Thread [-] Ore = Pickaxe + Vein(Ore type depends on type of vein. Can be used 5 times.) [-] Pixie Dust = Bonedust + Stardust (Secrets of the Scroll II) [-] Pixie Dust = Moondust + Stardust (Secrets of the Scroll II) [-] Quill = Feather + Knife or Dagger (Secrets of the Scroll IV) [-] Rope = Yarn + Yarn (The Adventurer's Field Guide XVII) [-] Sack of Grist = Sack of Barley + Mill (The Art of Wiskey, (Glen's House)) (Used in the quest: Distill my Heart) [-] Sheet of Paper = Mush of Wood + Furnace (Secrets of the Scroll VI) [-] Spirit = Wort + Pot Sill(Used in the quest: Distill my Heart) [-] Stardust = Stardust Herb + Mortar and Pestle (Secrets of the Scroll II) [Blacksmithing 1] Steel Bar = Iron Bar + Furnace (He Who Smells It IV) [Blacksmithing 1] Steel Bar = Hand Axe + Furnace [Blacksmithing 4] Tenebrium Bar = Tenebrium Ore + Furnace [-] Thread = Hair + Hair (The Adventurer's Field Guide XIX) [-] Wooden Figurine = Cloth Scraps + Thread [-] Wool = Shears + Sheep(Talk to Sheep with the Shears in your inventory. Needs Pet Pal.) [-] Wort = Sack of Grist + Bucket with Water(Used in the quest: Distill my Heart) [-] Yarn = Wool + Wool (The Adventurer's Field Guide XVII)
>>>>> Tools <<<<< [Crafting 1] Backpack = Leather Scraps + Rope [-] Blossius's Adapted Will = Blossius's Will + Ink Pot and Quill [-] Blossius's Adapted Will = Blossius's Will + Magic Ink Pot and Quill [Crafting 2] Lockpicks = Needle + Needle [Crafting 3] Lockpicks (x4) = Nine Inch Nails + Hammer [Crafting 2] Lockpicks = Soap + Key(Drag the Soap from the ground or a backpack to the key in inventory) [Crafting 1] Magic Ink Pot and Quill = Ink Pot and Quill + Pixie Dust (Secrets of the Scroll IV) [-] Mobile Kitchen = Cooking Pot + Campfire (Patty Cake, Patty Cake I) (Cannot be put in Inventory) [-] Vocalisation Potion = Bottled Voice + Voxwood (Imal's Research) [-] Washing Tub with a Washboard = Washing Tub + Washboard
>>>>> Scrolls & Skill Books <<<<< [Crafting 1] Blank Air Scroll = Sheet of Paper + Air Essence [Crafting 1] Blank Air Scroll = Deck of Cards + Air Essence [Crafting 1] Blank Air Scroll = Parchment + Air Essence [Crafting 5] Blank Air Skillbook = Blank Air Scroll + Blank Air Scroll [Crafting 1] Blank Earth Scroll = Sheet of Paper + Earth Essence [Crafting 1] Blank Earth Scroll = Deck of Cards + Earth Essence [Crafting 1] Blank Earth Scroll = Parchment + Earth Essence [Crafting 1] Blank Fire Scroll = Sheet of Paper + Fire Essence [Crafting 1] Blank Fire Scroll = Deck of Cards + Fire Essence [Crafting 1] Blank Fire Scroll = Parchment + Fire Essence [Crafting 5] Blank Skillbook Earth = Blank Earth Scroll + Blank Earth Scroll [Crafting 5] Blank Skillbook Fire = Blank Fire Scroll + Blank Fire Scroll [Crafting 5] Blank Skillbook Water = Blank Water Scroll + Blank Water Scroll [Crafting 5] Blank Skillbook Witchcraft = Blank Witchcraft Scroll + Blank Witchcraft Scroll [Crafting 1] Blank Water Scroll = Sheet of Paper + Water Essence [Crafting 1] Blank Water Scroll = Deck of Cards + Water Essence [Crafting 1] Blank Water Scroll = Parchment + Water Essence [Crafting 1] Blank Witchcraft Scroll = Sheet of Paper + Pixie Dust (Secrets of the Scroll V) [Crafting 1] Blank Witchcraft Scroll = Deck of Cards + Pixie Dust [Crafting 1] Blank Witchcraft Scroll = Parchment + Pixie Dust (Secrets of the Scroll V) [-] Death Knight Bane Skillbook = Leandra's Spell + Vial of Leandra's Blood(Needed to be able to harm Death Knights) [Crafting 2+] Random Air Scroll = Blank Air Scroll + Magic Ink Pot and Quill (Secrets of the Scroll V) ([C2]: Air Resistance Shield, Summon Air Elemental, Become Air, Blitz Bolt, Bitter Cold, Headvice, Remove Petrification, or Teleportation. [C3]: + Feather Drop, Immune to Electrified, Invisibility, Lightning Strike, or Shocking Touch. [C4]: + Tornado. [C5]: + Chain Lightning, Make Invisible, or Storm.) [Crafting 2+] Random Earth Scroll = Blank Earth Scroll + Magic Ink Pot and Quill (Secrets of the Scroll V) ([C2]: Earth Resistance Shield, Summon Earth Elemental, Fortify, Immune to Poisoning, Magical Poison Dart, Summon Wolf, Bless, or Midnight Oil. [C3]: + Bolder Dash, Petrifying Touch, or Summon Bloodswarm. [C4]: + Deadly Spores, Natures Curse, Acid Breath, or Summon Spider. [C5]: + Earthquake.) [Crafting 2+] Random Fire Scroll = Blank Fire Scroll + Magic Ink Pot and Quill (Secrets of the Scroll V) ([C2]: Burning Touch, Smokescreen, Small Fireball, Fire Resistance Shield, Summon Fire Elemental, Flare, Haste, Immune to Freezing, or Burn My Eyes. [C3]: + Purifying Fire, or Firefly. [C4]: + Immolation. [C5]: + Meteor Shower, or Infectious Flame.) [Crafting 2+] Random Water Scroll = Blank Water Scroll + Magic Ink Pot and Quill (Secrets of the Scroll V) ([C2]: Slow Current, Ice Shard, Summon Ice Elemental, Rain, Minor Heal, Slow, Water of Life, or Water Resistance Shield. [C3]: + Cleansing Water, Pierding Ice Shard, Ice Wall, Immunity to Burning, or Strong Regenerate. [C4]: + Mass Disease, Freezing Touch. [C5]: + Hail Attack, or Winterblast.) [Crafting 2+] Random Witchcraft Scroll = Blank Witchcraft Scroll + Magic Ink Pot and Quill (Secrets of the Scroll V) ([C2]: Bloodletting, Blind, Magical Unlock, Resurrect (Scroll only), Malediction, Oath Of Desecration, or Enfeebling Touch. [C3]: + Destroy Summon, Summon Undead Warrior, Drain Willpower, Absorb The Elements, or Vampiric Touch. [C4]: + Horrific Scream, Soulsap, Summon Armoured Undead Decapitator, or Mass Weakness. [C5]: + Death Punch, or Invulnerability.) [Crafting 2+] Specific Air Skillbook = Air Scroll + Blank Air Skillbook (Secrets of the Scroll X) (Requires the same Crafting skill as is needed to create the scroll) [Crafting 2+] Specific Earth Skillbook = Earth Scroll + Blank Skillbook Earth (Secrets of the Scroll X) (Requires the same Crafting skill as is needed to create the scroll) [Crafting 2+] Specific Fire Skillbook = Fire Scroll + Blank Skillbook Fire (Secrets of the Scroll X) (Requires the same Crafting skill as is needed to create the scroll) [Crafting 2+] Specific Water Skillbook = Water Scroll + Blank Skillbook Water (Secrets of the Scroll X) (Requires the same Crafting skill as is needed to create the scroll) [Crafting 2+] Specific Witchcraft Skillbook = Witchcraft Scroll + Blank Skillbook Witchcraft (Secrets of the Scroll X) (Requires the same Crafting skill as is needed to create the scroll)
>>>>> Armor <<<<< [Crafting 1] Adult Antlet Helmet = Magical Adult Antler + Leather Helmet(IL=HL. Constitution: +1(HL1) / +2(HL17). Water Resistance: +5%(HL1) / +10%(HL6) / +15%(HL11) / +20%(HL16) / +25%(HL21)) [-] Battered Cooking Pot = Cooking Pot + Hammer (The Adventurer's Field Guide XVIII) [Crafting 1] Boots = Cloth Scraps + Anvil(C3+: Armor Rating or Movement bonus.) [Crafting 1] Cloth Armor = Cloth Scraps + Needle and Thread (The Adventurer's Field Guide XVI) (C5: Armor Rating, HP, or Lucky Charm bonus.) [Crafting 2] Crab Helmet = Crab's Claw + Leather Helmet(IL=HL, + HP) [Crafting 2] Creapy Eye Helmet = Magical Creapy Eye + Leather Helmet(IL=HL. + Sight. Perception: +1(HL1) / +2 (HL17)) [Crafting 1] Deer Helmet = Magic Antler + Leather Helmet(IL=HL. Constitution: +1(HL1) / +2(HL17)) [Crafting 2] Fancy Feather Helmet = Magical Fancy Feather + Leather Helmet(IL=HL. Sneaking: +1. Air Resistance: +5%(HL1) / +10%(HL4) / +15%(HL9) / +20%(HL14) / +25%(HL19)) [Crafting 2] Feather Helmet = Magic Feather + Leather Helmet(IL=HL. Sneaking: +1. Air Resistance: +5%(HL1) / +10%(HL6) / +15%(HL11) / +20%(HL16) / +25%(HL21)) [Crafting 2] Glowing Starfish Helmet = Magical Glowing Starfish + Leather Helmet(IL=HL. Leadership: +1. Water Resistance: +5%(HL1) / +10%(HL4) / +15%(HL9) / +20%(HL14) / +25%(HL19)) [Crafting 2] Leather Armor = Leather Scraps + Needle and Thread (The Adventurer's Field Guide XVI) [Crafting 5] Leather Armor = Leather Scraps + Magic Needle and Thread(Armor Rating, HP, or Lucky Charm bonus.) [Crafting 2] Leather Boots = Leather Scraps + Anvil (He Who Smells It VII) (C5: Armor Rating or Movement bonus.) [Crafting 3] Metal Boots = Metal Scraps + Anvil(C5: Armor Rating or Movement bonus.) [Blacksmithing 3] Plate Armor = Metal Scraps + Hammer (He Who Smells It VI) (C5: Armor Rating, HP, or Lucky Charm bonus.) [-] Pumpkin Helmet = Pumpkin + Knife or Dagger(Fire Resistance: +10% (IL1) / +15% (IL3) / +20% (IL8) / +25%(IL13) / +30%(IL18). 5% chance to set Feared Status) [Crafting 5] Robe = Cloth Scraps + Magic Needle and Thread (The Adventurer's Field Guide XVI) (HP, Intelligence, Lucky Charm, or Speed bonus) [Crafting 2] Starfish Helmet = Magic Starfish + Leather Helmet(IL=HL. Leadership: +1. Water Resistance: +5%(HL1) / +10%(HL6) / +15%(HL11) / +20%(HL16) / +25%(HL21)) [Crafting 2] The Third Eye Helmet = Magic Eye + Leather Helmet(IL=HL. Perception: +1(HL1) / +2 (HL17)) [Crafting 1] Trethon's Old Robes = Cloth Scraps + Mysterious Fabric Dye(IL=HL. Intelligence: +1(HL1) / +2 (HL17). +Speed. All Resistances except Poison: +5%(HL1) / +10%(HL6) / +15%(HL11) / +20%(HL16) / +25%(HL21)) [-] Weresheep Armor (4 pieces) = Weresheep Wool + Elemental Forge (Weresheep Recipe)
>>>>> Weapons <<<<< [Blacksmithing 1] Axe = Steel Bar + Anvil (He Who Smells It II) (B5: Critical Chance, Damage, or Max Action Points bonus) [Crafting 1] Bow = Bowstring + Branch (The String Enthusiast I) (C5: Dexterity, Max Action Points, or Speed bonus) [Crafting 2] Buffalo Sabre = Buffalo Amulet + Old Sabre(Damage, and Strength bonus) [Crafting 2] Crossbow = Crossbow Without a Bowstring + Bowstring (The String Enthusiast I) (C5: Critical Chance, Damage, or Dexterity bonus) [Blacksmithing 1] Dagger = Knife + Anvil (The Adventurer's Field Guide IV) (B5: Dexterity, Lucky Charm, Max Action Points, or Speed bonus) [-] Nail-Fortified Branch = Branch + Nine Inch Nails (The Adventurer's Field Guide I) [Crafting 5] Shambling Oak Death Wand = Branch + Tenebrium Ore (Talk to Hilda in Hiberheim) (Use it to kill Shambling Oaks) [Crafting 1] Spear = Branch + Dagger (The Adventurer's Field Guide I) (C5: Critical Chance or Damage bonus) [Crafting 2] Staff = Branch + Branch (Crafting and Cooking with Maradino, The Adventurer's Field Guide VI) (C3-4: Lucky Charm bonus. C5: Intelligence, Lucky Charm, or Max Action Points bonus.) [Blacksmithing 1] Sword = Iron Bar + Anvil (He Who Smells It I) (B5: Damage or Max Action Points bonus) [-] Sword of Planets = Fiery Heart + Bottle of Swirling Mud(+ Fire Damage, All Elemental Resistances: +5%(HL1) / +10%(HL4) / +15%(HL9) / +20%(HL14) / +25%(HL19), + Chance to set Burning status) [Blacksmithing 1] Two-Handed Sword = Large Iron Bar + Anvil (He Who Smells It III) (B5: Damage or Strength bonus) [Blacksmithing 2] Two-Handed Axe = Large Steel Bar + Anvil (He Who Smells It III) (B5: Damage or Critical Chance bonus) [Crafting 1] Voodoo Doll = Inert Voodoo Doll + Pixie Dust(C3-5: 20/40/75% to set Bleeding status bonus.) [-] Wooden Stake = Log + Knife or Dagger (Crafting and Cooking with Maradino)
@Hiver: Thanks. Added the two recipes with intestines. They were added in version 1.0.81.0 of the game. With regards to the bow formula, it is already there. I have used the name Shortbow and that might have been confusing. I have changed the name of the generic one-handed weapons to just the name of the weapon; so hand axe -> axe and shortsword -> sword. The two-handed version of the weapon always starts with Two-Handed; for instance Two-Handed Sword. Bows and crossbows are the exceptions, since they cannot be used with one hand I just call them bows and crossbows. Two-handed bows and two-handed crossbows sounds just wrong...
All of this will be fixed in version 6 of the recipe list (I think version 6 is better than part 6).
Also: I am beginning to wonder if the formulas for Magic Tattoed Skull, Tattoed Skull Amulet, and Tattoed Skull Ring can be created. Has anybody found a Tattoed Skull?
"Sinew + sinew = bow string + branch = superior long bow dex+2 "
you don't start getting +2 dex on bows made this way unless you are level 11(12?) or higher.
"What types of cloth armor did you try it on? Robes & Sarongs don't count."
ah. that explains it. I haven't seen a decent set of cloth armor in many levels. probably why I haven't tried improving one, and have been trying to improve robes instead. of course, robes and sarongs ARE cloth armor, but whatever. not like the crafting system is consistent at this point.
also, it looks like adding magic eyes/starfish/whatever to helms only seems to work for leather helmets? Also, the enchantment from the magic ingredient used displaces whatever enchantment was already on the helmet.
Unfortunately the Armor.txt files defines what is and is not "ClothArmor" for combination purposes. Robes are classified as "RobeArmor" and Sarongs are "Garment". I think ClothArmor is the stuff that look that you create with Cloth Scraps + Needle & Thread.
btw, GameGlitchz, I've watched a few of your vids. fun to watch, but you REALLY suck at the combat strategy of this game.
I thought you would get better by the time you reached the goblin village (frederick's quest), but no, you haven't.
you don't use environmental tactics, you don't protect your mages, you use the wrong spells at the wrong time... it's amazing you survive at all.
I recommend you actually go and check out some of the other vids out there that detail how combat strategy actually works in this game. You shouldn't have even needed to quaff a healing pot for this fight.
When I post Version 6 of this list I will add a not that specifies that Robes and Sarongs are not Leather Armors. Hopefully that will reduce the number of confusions.
Could you add some clarification about the essences? Like that they work with bracers, belts, chest armor and sarongs and that you can get all 5 essences on the same piece of armor? Also the item level determines the maximum bonus from essences.
This guide is invaluable. Even with direct access to the ItemCombos file this is much easier to read and make sense of the products. Appreciate it very much, thank you!
Thanks for doing all this work, ivra. I'm happy to finally find something to do with intestines... and a little disappointed it's a substitute for a common mushroom when intestines are harder to get. Oh well... iiwii.
Question: Why create new threads each time? I have to keep updating my bookmarks after I hunt down the latest version and then re-send them out to friends. I'd love to see a sticky that just gets updated.
And here's a tip for the money-minded: When shops refresh upon level up, check the commoners (especially the sailors) for logs and other cheap raw materials like scraps and hides. They can certainly be turned in to more valuable byproducts. I've snagged a few (expensive!) sextants that way too.
Thanks Ivra for taking over this thread for me and keeping it up to date, just been very busy recently and just not getting the time to maintain it like I could in the original threads
Originally Posted by camelotcrusade
Question: Why create new threads each time? I have to keep updating my bookmarks after I hunt down the latest version and then re-send them out to friends. I'd love to see a sticky that just gets updated.
It would make life far easier however the this forum only allows you to edit a post for 3 days then it locks your editing rights meaning you need to create a new thread so you can keep it updated.
Its a pain but unless you got admin rights you would not be able to make use of a sticky thread as you would not be able to edit it anyway
Awesome seeing some of the new recipes and items finally being useful now
Could you add some clarification about the essences? Like that they work with bracers, belts, chest armor and sarongs and that you can get all 5 essences on the same piece of armor? Also the item level determines the maximum bonus from essences.
I will add a note that specifies that enchantments generally stack. As to the exact bonuses, I might add that info as well. I am currently at level 16 in my first play-through and I had hoped to get to level 20 to be able to test properly before publishing the next version.
Originally Posted by unuroboros
This guide is invaluable. Even with direct access to the ItemCombos file this is much easier to read and make sense of the products. Appreciate it very much, thank you!
How do you get access to the different files in this game? I have tested everything in game, but I have also searched and used all the different lists I could come upon and verified with my list to make sure I got everything covered. I think I am getting close.
Originally Posted by camelotcrusade
Question: Why create new threads each time? I have to keep updating my bookmarks after I hunt down the latest version and then re-send them out to friends. I'd love to see a sticky that just gets updated.
Because of a restriction on this forum. I can only modify a post for so long. After a few days I cannot modify my posts any more.
Appreciate that you guys find these lists useful. Thanks for letting me know.
How do you get access to the different files in this game? I have tested everything in game, but I have also searched and used all the different lists I could come upon and verified with my list to make sure I got everything covered. I think I am getting close.
Unpack Main.pak from your game's install, make sure to choose a different destination folder for the unpack - or else having those files in your lives game could give you weird side-effects. Now go browse through the unpacked files and check out anything you want. LSX files can be opened in a text editor (they're XML), and as for recipes they're to be found in Public \ Main \ Stats \ ItemCombos.txt.
Originally Posted by commander1122
still no idea what Orc or other Horn does?
LOOT_Orc_Tusk gets no mention in ItemCombos, so no it does not have any recipes currently. Which "horn" are you thinking of? There are a couple other tusks but those do have recipes.
I kinda' think the orc tusk was meant for another helmet recipe similar to the crab helm.
That's what LS Tools is for, I meant. It's a fan-made tool that can extract the contents of PAK files, among many other useful things. Here's a quick screenshot to illustrate:
That's what LS Tools is for, I meant. It's a fan-made tool that can extract the contents of PAK files, among many other useful things. Here's a quick screenshot to illustrate:
=========================== Divinity Original Sin - How to Handle Tenebrium Skill - You Keep Me Rockin - Truth Be Told - Achievement Guide - Act2 https://www.youtube.com/watch?v=ZC9uFu5rp2s
About the item "Battered Cooking Pot", it doesn't require the Book "The Adventurer's Field Guide XVIII", cuz I've just made one with my Enchanter (Level 1 - Crafting 1). Btw don't waste your time guys, it's a piece of shit. About it's stats, here it goes:
2) Again, thanks to Raze, I do not need to create a new thread when I am ready to post new versions of this list. Instead this thread will be updated. So this recipe thread is going to be stable.
Some answers:
@Ichthyic: I do not know since I haven't found this item myself. Can you combine it with anything? If it works like ordinary dye you need to equip the modified item in order to see the color change. Let me know if you find out.
@Trainspottingg: Recipe books are never required. They only give hints to some of the available formulas. I will specify this in the next version.
I have some good news. 1) Thanks to Raze, this thread is now sticky. 2) Again, thanks to Raze, I do not need to create a new thread when I am ready to post new versions of this list. Instead this thread will be updated. So this recipe thread is going to be stable.
Awesome. Also, I should have thanked Angry Dave in addition to you for doing this thread, so thanks to both of you again.
Similar to others I've only seen the mysterious fabric dye have the effects of regular black dye. @Ivra once you get high enough level the shopkeepers who stock misc. gear will routinely start selling the mysterious dye, it's expensive so their stock has to turn over to high level mats first.
Oh, and in a recent game I actually had an air staff result from combining two branches. So maybe that fixed that now (I'm not using any mods).
@Ichthyic: I do not know since I haven't found this item myself. Can you combine it with anything? If it works like ordinary dye you need to equip the modified item in order to see the color change. Let me know if you find out.
I believe it is supposed to be a permanently useable dye that gives you a random color when used on a piece of armor (based on some talk I saw on another thread), but currently I can't get it to work on anything.
I have seen them for sale from vendors that typically sell other dyes as well now.
If in your ventures through the files, you see mention of it, check to see if it is active and just has a typo somewhere, or if they just never activated it.
I actually had an air staff result from combining two branches
it shouldn't work. did they release a new patch and I just didn't notice?
*runs off to test*
EDIT:
just ran 45 staffs.
got pretty close to equal ratios of earth, fire, water. no air.
no random ability assignments either.
you are mistaken. You probably had a normal air staff you found somewhere already in your inventory, and thought it was one you made. staff making is still broken as of the latest patch, which is still 1.081.
now, there IS a different crafting mod on the nexus that DOES fix the staff making issue, and allows for both making air staffs, and randomly assigning ability boosts to crafted staffs.
but not in vanilla.
Quote
Similar to others I've only seen the mysterious fabric dye have the effects of regular black dye
I haven't seen the mysterious dye actually work on anything, period.
I am sooo glad this got stickied , just yesterday i was cryin over in the other craftin post about it.
Joshua's spice still can't be used on weapons tried with poniard/ scythe spear bow crossbows , scimitar etc
crafting was 5 ( 2 base . 1 pragmatic, 2 gear)
it's not on the current list but ingame it's still counted as an ingredient in the tooltip so maybe we could have a part in the crafting section with ingredients that still don't work ?
or maybe joshua's spice has other use ? ( in the past it was supposed to give a large fire bonus enchant)
I must be doing something wrong, because basically none of the potion recipes work for me. I have empty potion bottles, and the right potions according to the list. I can combine small healing up to mediums....but I can't make larges work at all. Also can't combine any resist potions to make resist alls, using the same strength of each ingredient.
=========================== Divinity Original Sin - How to Handle Tenebrium Skill - You Keep Me Rockin - Truth Be Told - Achievement Guide - Act2 https://www.youtube.com/watch?v=ZC9uFu5rp2s
I must be doing something wrong, because basically none of the potion recipes work for me. I have empty potion bottles, and the right potions according to the list. I can combine small healing up to mediums....but I can't make larges work at all. Also can't combine any resist potions to make resist alls, using the same strength of each ingredient.
When you combine two Minor Healing Potions, the resulting potion is determined by your Crafting skill. If it is 2 you get a Medium Healing Potion. If it is 3 or more you get a Large Healing Potion.
When using potions (other than healing potions and poison flasks) as an ingredient to create another potion, only the minor variant seems to work. So to create a Minor Resist-All Potion you need to mix a Air Resistance Potion with a Water Resistance Potion or a Earth Resistance Potion with a Fire Resistance Potion. All these 4 potions must be of the minor variant with a +15% resistance bonus. Also, note that you need a Crafting skill of at least 3.
In the bit the OP of this thread quotes from the OP of the previous thread(s) there is a mention of unuroboros' Fixed & Missing Recipes Mod, & I may be obtuse but I was wondering if that means the recipe list presumes you have that installed?
In the bit the OP of this thread quotes from the OP of the previous thread(s) there is a mention of unuroboros' Fixed & Missing Recipes Mod, & I may be obtuse but I was wondering if that means the recipe list presumes you have that installed?
Good point. I'll add a note in the next version specifying that only the formulas working in the vanilla version are included.
Sorry for the stupid request, but could one of you check if Fishing Rods or Brooms can be enchanted with Tenebrium/Essence? I want a bit of a challenge for my next playthrough ;-)
Hey guys, where can I find those Leather Helmets? Want to give it a try making some helmets (Crab, The Third Eye Helmet, etc)... I know that Leather Armor is possible to be made with Leather Scraps + Neddle and Thread, but what about the helmet??
Edited: It seems they had implemented Water Arrow! But I don't know if it's possible to be crafted. There is a screenshot proving it (made by myself).
Hey guys, where can I find those Leather Helmets? Want to give it a try making some helmets (Crab, The Third Eye Helmet, etc)... I know that Leather Armor is possible to be made with Leather Scraps + Neddle and Thread, but what about the helmet??
Edited: It seems they had implemented Water Arrow! But I don't know if it's possible to be crafted. There is a screenshot proving it (made by myself).
It was never in question if there was water arrows. The only question was that it was impossible to make them as there is no combination (so far) that crafts them.
Edit: DANic take a look at the Acessories part of this list. Eye and Creepy Eye Amulets give perception.
Cool and thanks. I am going to remove the formulas using tattooed human skulls from the lists in the next version since they cannot be created in the current version. If they are fixed in a future patch, I'll add them then.
I actually had an air staff result from combining two branches
it shouldn't work. did they release a new patch and I just didn't notice?
*runs off to test*
EDIT:
just ran 45 staffs.
got pretty close to equal ratios of earth, fire, water. no air.
no random ability assignments either.
you are mistaken. You probably had a normal air staff you found somewhere already in your inventory, and thought it was one you made.
I was surprised your test was not conclusive, so I did some testing, too. I looked at the Captain's inventory and there they were, 2 hand crafted, polished air staffs (level 9) that I sold to him, both with +1 lucky charm. When I tried to replicate it (now level 14) I didn't get a single one... but now I was making superior staves. When I took off my crafting belt and went down to rank 4 crafting, I got a polished air staff on my 3rd try (had + lucky charm again).
[Crafting 2] Boosted Cloth Apparel = Cloth Apparel + Earth Essence (+ Earth Resistance, Changes color of the Apparel)
I guess this information is not correct! I got Crafting 2 ... +1 by trait, +1 due to equip... just got an Earth Essence and couldn't combine neither with my Cloth Bracers nor with my Cloth Armour/Helmet. Could use only on my Source Hunter Sarong.
I was surprised your test was not conclusive, so I did some testing, too. I looked at the Captain's inventory and there they were, 2 hand crafted, polished air staffs (level 9) that I sold to him, both with +1 lucky charm. When I tried to replicate it (now level 14) I didn't get a single one... but now I was making superior staves. When I took off my crafting belt and went down to rank 4 crafting, I got a polished air staff on my 3rd try (had + lucky charm again).
Your observation is correct and actually not a mystery. In the game file there are several instructions for how to create staffs, one for each combination. The 8 ones that create the four staffs with or without Lucky Charm are all correct. So with Crafting 2 the 4 instructions that create them without Lucky Charm are used. With Crafting 3 or 4 the instructions that create them with Lucky Charm are used. With Crafting 5 there are 12 instructions that should create all 12 possible staffs (4 staff types x 3 bonus types). But due to a copy and paste error in the game files those 12 instructions are actually only 3 instructions copied 4 times.
[Crafting 2] Boosted Cloth Apparel = Cloth Apparel + Earth Essence (+ Earth Resistance, Changes color of the Apparel)
I guess this information is not correct! I got Crafting 2 ... +1 by trait, +1 due to equip... just got an Earth Essence and couldn't combine neither with my Cloth Bracers nor with my Cloth Armour/Helmet. Could use only on my Source Hunter Sarong.
You have stumbled upon one of the formulas I believe have the highest number of exceptions. It works, but there are a lot of cloth apparels that refuse to be upgraded no matter what crafting level you have. For instance, I just tried it on the following 8 cloth apparel items with the following result:
Good Cloth Cap - Failure Old Cloth Cap - Failure Cloth Shoes - Failure Hand-crafted Boots - Failure Thin Cloth Armour - Success Homemade Robe - Success Source Hunter Sarrong - Success Terra Serrong of Education - Success
Now, this might seems to indicate that the formula does not work on cloth helmets and cloth boots, but I have seen so many exceptions and counter-exceptions that I decided to write this formulas as general as possible and then specify in the starting notes that there might be exceptions to the formulas with generic items.
Thanks for answering! It seems the game is surrounded by errors/bugs. I'm still level 2 on my solo career but I have found already 4 minor errors and a big one, that allowed me to duplicate an armor.
Off topic: i couldn't help myself. I've been using the resources your guys provided and work hardly and relentlessly for, and it just didn't feel right to not, at least, register and post a thank you.
I guess there are thousands (actually, i think every player of this game ends up on this thread eventually, i`m sure of it) who use your work on a daily basis, guys. On behalf of all of us out there:
THANK YOU AND GOD BLESS
P.S. - i for one, wouldn't mind if you would setup a pay pal donation account for your daily work here.
Off topic: i couldn't help myself. I've been using the resources your guys provided and work hardly and relentlessly for, and it just didn't feel right to not, at least, register and post a thank you.
I guess there are thousands (actually, i think every player of this game ends up on this thread eventually, i`m sure of it) who use your work on a daily basis, guys. On behalf of all of us out there:
THANK YOU AND GOD BLESS
You're welcome
Originally Posted by Salahadin
P.S. - i for one, wouldn't mind if you would setup a pay pal donation account for your daily work here.
Amazing job indeed! I've heard that Larian's staff members will be back of vacation, hope that they fix some craft stuff soon, this way that list will be much bigger
Just for reference, a washtub - with or without boards - has exactly one use: they are fireproof, and therefore can safely be used to block traps like the one in the Boar's Head Inn basement (one trap is a poison gas vent; a second trap shoots a fireball at the poison gas vent), or in the Black Cove.
This is the reason why you don't see barrel lids anymore. The downside to carrying around washtubs for this purpose is, they weigh 10 pounds each. Barrel lids weighed about a pound, if I remember correctly.
This has nothing to do with crafting, but you called the washtubs "Completely Useless", and the ones with a board are just as useful here as the ones without. "No Effect" would be more accurate.
Help! I've been trying to craft the Buffalo Sabre and it's not working. I have 4 Crafting (1 base, 1 pragmatic, 1 scientist perk, and 1 from items) and when I try to combine the two items they just swap. No menu, and no prompt above my character telling me I don't have a high enough crafting level.
Just for reference, a washtub - with or without boards have exactly one use: they are fireproof, and therefore can safely be used to block traps like the one in the Boar's Head Inn basement (one trap is a poison gas vent; a second trap shoots a fireball at the poison gas vent), or in the Black Cove.
This is the reason why you don't see barrel lids anymore. The downside to carrying around washtubs for this purpose is, they weigh 10 pounds each. Barrel lids weighed about a pound, if I remember correctly.
This has nothing to do with crafting, but you called the washtubs "Completely Useless", and the ones with a board are just as useful here as the ones without. "No Effect" would be more accurate.
Call me a pedant. Go on, I can take it.
Good point. I have just removed the comment about being completely useless. It will not be there in the next version.
Help! I've been trying to craft the Buffalo Sabre and it's not working. I have 4 Crafting (1 base, 1 pragmatic, 1 scientist perk, and 1 from items) and when I try to combine the two items they just swap. No menu, and no prompt above my character telling me I don't have a high enough crafting level.
Are you sure you have the correct items? Buffalo Sabre is a very special formula that combine two unique items. Make sure you have the items called "Buffalo Amulet" and "Old Sabre". It does not work with any other weapon than the unique weapon called "Old Sabre".
=========================== Divinity Original Sin - How to Handle Tenebrium Skill - You Keep Me Rockin - Truth Be Told - Achievement Guide - Act2 https://www.youtube.com/watch?v=ZC9uFu5rp2s
Is it really necessary to post your "awesome" tutorials on literally every page in this thread? If you desperatly want to contribute, than why donï½´t write ivra a pm with the suggestion to put your vids in the very first thread? Do you need attention or what?
I think that I found another error on crafting in-game stuff (don't tell me!). I did some tests. Making a Leather Armour with Craft 3 you'll get a Hand-crafted Leather Armour, at Craft 2 you'll get a Homemade Leather Armour. But they have the same stats, everything is equal! I guess it's a bug, what you guys think?
Doing the same test but crafting a single Boots (Cloth Scraps + Anvil) you'll get two items with the same name description (Hand-crafted Boots), but with different stats. Exactly the opposite of my first example! This is contradictory, it isn't?
What to say about doing a Leather Boots (Leather Scraps + Anvil), that requires C2 (less than a single Boots that requires C1(Cloth Scraps + Anvil)) but comparing their stats you find that they are the same, and you can get a bonus earlier making a Boots (C3) while making a Leather Boots is C5. Not to say that, imo Cloth Scraps sounds easier to find than Leather Scraps.
It's not a big thing, but sounds contradictory, at least for me.
don't know if others have said the same but eventually, when a complete guide is officially released in-game , it would be cool to have the same but per ingredient. A link to each, for example.
Man this is awesome, I guess that there are still more variables to the crafting that we don't know!
And to the Youtube guy... jesus, can some admin ban him or tell him to make a damn post with decent editing.
I'm sure people will also appreciate to have another thread with only youtube videos to watch. Using proper use of Spoiler tags and edition it will be helpful.
You know i never realized how massive crafting is in this game till i set back and took a look at it...i mean if they can make crafting on par with legendary items, then that would be even more amazing!
Man this is awesome, I guess that there are still more variables to the crafting that we don't know!
And to the Youtube guy... jesus, can some admin ban him or tell him to make a damn post with decent editing.
I'm sure people will also appreciate to have another thread with only youtube videos to watch. Using proper use of Spoiler tags and edition it will be helpful.
Thanks ivra.
If you would notice on my channel now i have began organizing 175 videos that are related to Divinity...the categories are Achievements/Quest Guides and Regular gameplay, for each of the acts...1,2,3...i re-edited videos to make it more clear and got to the point on many of them not to waste time. After i will organize it on my channel it will be properly organized on the forums =)
list is missing Explosive Arrowhead = Fire Arrowhead + Cup of Oil Steam Arrowhead = Fire Arrowhead + Cup of Water
Thanks. Will include the following in the next version: [Crafting 2] Explosive Arrowhead + Empty Cup = Fire Arrowhead + Cup of Oil [Crafting 2] Steamcloud Arrowhead + Empty Cup = Fire Arrowhead + Cup of Water
@SpaceHamster: If you want to make some cash through crafting early in the game just craft some food because you won't use it anyway. In case that is not enough craft arrows and potions, since they have a high selling price and don't get more expensive later. Later in the game selling handcrafted axes is the easiest way to make extra money, earning you ~2000 Gold each (level depended).
It might just be a forgotten leftover - but on the Chyseal map you find 2 leather belts called "rope" in one and "sash" in the other case. Both can be used and crafted with rubies and essences. Found no other use, though (CR and BL at 5).
It might just be a forgotten leftover - but on the Chyseal map you find 2 leather belts called "rope" in one and "sash" in the other case. Both can be used and crafted with rubies and essences. Found no other use, though (CR and BL at 5).
Regards, Thorsten
That is why I formulated those formulas very generic, like: [Crafting 5] Boosted Apparel = Apparel + Ruby (Secrets of the Scroll IX) (+ Air, Earth, Fire, and Water Resistance. +5%(IL1) / +10%(IL2) / +15%(IL7) / +20%(IL12) / +25%(IL17).)
There are just too many exceptions and special cases to handle them all.
Bows are upgraded with either a Bowstring (Sinew + Sinew, Strong Sinew + Strong Sinew or Sinew + Strong Sinew), which gives damage or a Sextant which gives +1 perception.
Still like to know how to do this, specifically a two-handed war hammer and a bow.
You will find all upgrades under Enchantments in the list. Kurausu specified the possibilities for bows. For weapons (including two-handed war hammers) you have:
[Blacksmithing 2] Boosted Metal Weapon = Metal Weapon + Whetstone (The Adventurer's Field Guide VIII) (+ Damage) [Blacksmithing 2] Boosted Metal Weapon = Metal Weapon + Whetstone Wheel (The Adventurer's Field Guide VIII) (+ Damage) [Crafting 5] Boosted Weapon = Weapon + Air Essence (Secrets of the Scroll VIII) (+ Air Damage (max 1 extra damage type)) [Crafting 5] Boosted Weapon = Weapon + Earth Essence (Secrets of the Scroll VIII) (+ Earth Damage (max 1 extra damage type)) [Crafting 5] Boosted Weapon = Weapon + Fire Essence (Secrets of the Scroll VIII) (+ Fire Damage (max 1 extra damage type)) [Crafting 5] Boosted Weapon = Weapon + Water Essence (Secrets of the Scroll VIII) (+ Water Damage (max 1 extra damage type)) [Crafting 1] Boosted Weapon = Weapon + Poison Flask (The Adventurer's Field Guide X) (+ Poison Damage (max 1 extra damage type)) [Crafting 4] Boosted Weapon = Weapon + Tenebrium Bar(+ Tenebrium Damage (max 1 extra damage type)) [Crafting 5] Boosted Weapon = Weapon + Tormented Soul (Secrets of the Scroll VII) (Strength: +1 (IL1) / +2 (IL14), Dexterity: : +1 (IL1) / +2 (IL14))
I am not sure what you meant exactly by 'how', so I'll cover all possibilities
In your inventory drag the weapon over the component and release the mouse button, or drag the component over the weapon and release. A crafting dialog box should pop up if your crafting skill/blacksmith skill is high enough. If not a message will tell you it is too low. To use the Whetstone Wheel, just drag the weapon from the inventory over the Whetstone Wheel in the world and release the mouse button. The Whetstone Wheel will be highlighted with a yellow border.
I just verified that I could use a Tormented Soul to upgrade a two-handed warhammer. I also found out that the two formulas using whetstones does not work for two-handed warhammers. I will change 'Boosted Metal Weapon' to 'Boosted Edged Metal Weapon' in the next version since it works on swords and axes, but not on maces and warhammers.
As you can see these formulas are generic. That is because they generally work on every item matching the generic category, but there are exceptions. If you cannot upgrade a specific weapon, try another one. Maybe you have encountered one of the exceptions.
Lastly, you cannot upgrade a tenebrium weapon at all. If a weapon has tenebrium in its name, it cannot be upgraded.
To clarify: By Tenebrium weapon I meant weapons with the word 'Tenebrium' in its name. If you add Tenebrium to a normal weapon it can be upgraded afterwards. So can weapons with Tenebrium boost as long as they are not named as a Tenebrium weapon.
At least, that is my experience. But there are so many exceptions to the generic crafting rules, so why not to this one too?
Out of curiosity, what is the full name of the Snakebite dagger?
Snakebite is already the full name of the item: http://divinity.gamepedia.com/Snakebite It is so memorable, because it boosts 1 handed, but doesn't get the bonus itself since it is a Tenebrium weapon
The itemCombo.txt has been modified, but I don't have an old version to compare it with. If bones work with the mortar, skulls should as well. Here is the part about those 2 items: use object LOOT_Bone_A on object LAB_MortarPestle_A with transform code Transform1 parameters TOOL_Pouch_Dust_Bone_A,0,0,0,0,0,1,1 autolevel 0 use category Skull on object LAB_MortarPestle_A with transform code Transform1 parameters TOOL_Pouch_Dust_Bone_A,0,0,0,0,0,1,1 autolevel 0
Confirmed. The following formulas do not work any more (with version 1.0.107.0): [-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull) [-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)
I have compared the differences between the previous crafting recipes and the ones from the patch and here are the changes: Recipes that were referring to a specific basic item now work with any item of that type.
use object CON_Potion_Empty_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters POTION_Minor_Perception_Potion,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0 -> use object CON_Potion_Empty_A on category Eye with transform code Destroy1Transform2 parameters POTION_Minor_Perception_Potion,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0
use object CON_Potion_Speed_TempBoost_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0 use object CON_Potion_Speed_TempBoost_A on object LOOT_Sinew_A_Strong with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0 -> use object CON_Potion_Speed_TempBoost_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0
use object LOOT_Sinew_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0 use object LOOT_Sinew_A_Strong on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0 use object LOOT_Sinew_A_Strong on object LOOT_Sinew_A_Strong with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0 -> use category Sinew on category Sinew with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0
use object LOOT_Feather_A on category Dagger with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0 -> use category Feather on category Dagger with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0
use object LOOT_Feather_A on category Knife with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0 -> use category Feather on category Knife with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0
use object CON_Potion_Poison_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Medium_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Medium_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Medium_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Medium_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Medium_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Medium_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Large_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Large_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Large_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Large_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use object CON_Potion_Poison_Large_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 -> use object CON_Potion_Poison_Large_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
use category Knife on object LOOT_Tooth_A with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 -> use category Knife on category Tooth with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0
use category Dagger on object LOOT_Tooth_A with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 -> use category Dagger on category Tooth with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0
added some recipes for advanced items Magic Sharp Tooth + Rope = Sharp Tooth Belt [Crafting 2] Magic Fancy Feather + Rope = Fancy Feather Belt [Crafting 1] Magic Long Rat Tail + Rope = Long Rat Tail Belt [Crafting 2] Magic Big Chicken Foot + Rope = Big Chicken Foot Belt [Crafting 2] Magic Tattooed Human Skull + Rope = Tattooed Human Skull Belt [Crafting 1] Magic Ancient Human Skull + Rope = Ancient Human Skull Belt [Crafting 1]
Confirmed. The following formulas do not work any more (with version 1.0.107.0): [-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull) [-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)
Confirmed. The following formulas do not work any more (with version 1.0.107.0): [-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull) [-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)
Log+Sharp Cleaver works for me.
Good. Maybe my axe wasn't sharp enough I'll recheck the formula soon.
Confirmed. The following formulas do not work any more (with version 1.0.107.0): [-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull) [-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)
Log+Sharp Cleaver works for me.
Good. Maybe my axe wasn't sharp enough I'll recheck the formula soon.
Stupid me. I found out what was wrong. I used a two-handed axe, and that does not work. It's just that it looked like a one-handed axe...
To clarify: By Tenebrium weapon I meant weapons with the word 'Tenebrium' in its name. If you add Tenebrium to a normal weapon it can be upgraded afterwards. So can weapons with Tenebrium boost as long as they are not named as a Tenebrium weapon.
At least, that is my experience. But there are so many exceptions to the generic crafting rules, so why not to this one too?
Out of curiosity, what is the full name of the Snakebite dagger?
Thanks for clarifying that. Still can't figure out how to make a two-handed warhammer do more damage though. Seems like a wheel would only work on blades.
Still can't figure out how to make a two-handed warhammer do more damage though. Seems like a wheel would only work on blades.
Have you tried Moonstone?
Some weapons with a natural damage boost can not be upgraded with the physical damage boost (Tormented Soul still works). The most common ones are some versions of the handcrafted weapons.
I have just noticed a small typo: You have written "Scoll" instead of "Scroll" in the Scrolls & Skill Books chapter of the recipes (and c+p'ed it a couple of times).
Turns out I made the same mistake: I tried to use a 'wood axe' to chop up the log (seems like it should work, right?). Turns out that, too, is a two-handed weapon, explaining why it doesn't work. Maybe a note should be added about this in the FAQ, since it's extremely counterintuitive?
This still doesn't explain why skulls can no longer be ground up using the mortar, though.
"Perl + armor" formula is missing. You can create this way more valuable armor too sell.
It also applies to some other things. Works with bracers and helmets (but not all helmets, hasn't worked on cloth cap).
It's not missing, it's formulated as a more generic formula: [Crafting 1] Boosted Apparel = Apparel + Pearl (The Adventurer's Field Guide VII) (+ Gold Value)
A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?
A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?
Bonus is given by the Crafting skill, not Blacksmithing.
Try at crafting 5. Also, a part of bonus is level-dependent, at high levels some recipes give more than one bonus or double the bonus.
A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?
Bonus is given by the Crafting skill, not Blacksmithing.
Try at crafting 5. Also, a part of bonus is level-dependent, at high levels some recipes give more than one bonus or double the bonus.
Ah, I haven't heard of the crafting requirement, so you need 5 in both to get the best. Thanks. Not the best news however since that means you can't split the two skills to save points. I didn't realize there was a connection between them.
A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?
No, I don't think so. The damage bonus is not displayed in blue, so it is a bit hard to notice if you got it or not. I just created the following two-handed axes with Blacksmithing 5 (at level 21 so their damage is quite high): B5: Slashing: 172-343, Critical Chance: +25% B5: Slashing: 236-471, Critical Chance: +12% Notice that the last axe does not have the damage written in blue, but the damage bonus is definitely there.
Originally Posted by kurausu
Bonus is given by the Crafting skill, not Blacksmithing.
No, that is wrong. Creating two-handed axes does not use Crafting, it uses Blacksmithing.
Edit: By the way, the hero I used to get this has Crafting = 2.
so tenebrium really doesn't do more than add tenebrium damage to non-tenebrium weapons and increase it to a certain cap in already-included tenebrium weapons? There just seems to be a whole lot of T in the game for only that. Also, it would be good to have a stats description of what will happen to the weapon in the crafting box instead of just the title of the object. I'm never sure when it's capped or what element will be replaced nor how much will be added. This just makes it easier and less tedious than having to experiment by constantly reloading the game. Unless of course, I'm missing some hotkey or something...
No, I don't think so. The damage bonus is not displayed in blue, so it is a bit hard to notice if you got it or not.
Thanks, I guess I just didn't know what I was looking at. I was expecting the bonus to be separate. BTW: what is the STR requirement for that level 21 axe?
Bonus is given by the Crafting skill, not Blacksmithing.
No, that is wrong. Creating two-handed axes does not use Crafting, it uses Blacksmithing.
Edit: By the way, the hero I used to get this has Crafting = 2.
[/quote]
Oh, then the google docs document i'm using is wrong.
I thought he was talking about the bonuses we can get with crafted items.
I'm at work now so i can't do a test of this, but could check if the bonus changes with different values of craft? I'm certain you start getting the bonus at craft 2, but i don't know if the bonus increases with higher crafting or not.
I have used the google doc myself to verify the recipes. In the Weapons sheet you will see the line for two-handed axes in row 11. It clearly states that you need Blacksmithing 2 to craft it and that you get the one of two bonuses if you have Blacksmithing 5. I have tested it in the game and with Blacksmithing 2-4 the same weapon is created. With blacksmithing 5 one of two weapons are created; one with a damage bonus and one with a critical hit chance bonus. And to answer your question fragonard: It requires Strength 16.
In regards to the Two-Handed Axe variations, the one that has the built in "bonus dmg" will not accept further enhancing on the whetstone making the crit increase one pretty viable if not a clear win once you enhance that , the loss of dmg between them is lower than the increase in critical chance as overall percentage...still the elemental dmg/tenebrium will suffer in the process
I've been suspecting something for a while regarding the damage boosts from whetstone wheels. I think and cannot verify this, but when the weapon is created it is a 2H Axe with an existing damage boost. When boosted again the old boost is removed and the new boost is applied. Objectively it worked. Subjectively there is no change.
I am working on updating the list to match the changes done in version 1.0.130.0. When I am done I will contact Raze and he will update the three first posts of this thread (+ the title). You can expect to see the changes sometimes tomorrow. I think.
Note: You are still welcome to post changes you encounter. I am aware of the following:
Skulls can be crushed again with a Mortar and Pestle to create Bonedust.
Ancient Human Skull can be combined with Pixie Dust to create a magical variant, which in turn can be used to create amulets, belts and rings.
Can anyone tell me where to get rabbit paws from? Tried evety npc in cyceal and killed a few rabbits but so far havent seen any
I do not think there is a certain way to get it, but the most likely to have it in Cyseal is Cytia the Enchantress and Conrad. From my experience your level has to be high enough; it will not show up at any trader if your level is too low. I am not sure how high is high enough, but I have a save game where I am level 5 and Conrad sells one. Notice that all traders update their inventory when you gain a new level.
I'm going to share with everyone "Tenebrium transformation" trick I figured out.
First, convert regular weapon to Tenebrium one, by adding Tenebrium bar. Tenebrium damage boost is greater then boost from adding elemental essence to the weapon.
On the other hand, if your character is dedicated to regular weapon skills, this may not be such great idea, since you will lose on total damage dealt, due to any weapon with Tenebrium using Tenebrium weapon skill instead.
Now comes the trick. Use elemental essence on this kind of weapon to add some kind of elemental damage. Result will be that elemental damage boost will add same amount of damage as Tenebrium did.
To sum up: (Weapon + Tenebrium Bar) + Elemental Essence -> more elemental damage then Weapon + Elemental Essence
EDIT: One important thing to add. Weapon skill increases just base damage of the weapon: Slashing, Crushing or Piercing. It does not affect any additional elemental, poison or Tenebrium damage that weapon can have. This is true for both regular weapon skills and Tenebrium weapon skill. In case of staffs, base elemental damage of the staff is also modified by the skill.
Has anybody noticed some changes to the crafting recipes, except for the one noticed in the patch notes?
Regarding that it seems the necessary tenebrium skill increases as the item level of the weapon increase. For instance I managed to add tenebrium damage to an item level 1 weapon with only 1 in tenebrium. For a item level 19 weapon I needed tenebrium 4 (I actually do not know if tenebrium 3 is good enough, but I know that tenebrium 2 is too low). Need to test a bit more.
[quote=player1]I'm going to share with everyone "Tenebrium transformation" trick I figured out.
First, convert regular weapon to Tenebrium one, by adding Tenebrium bar. Tenebrium damage boost is greater then boost from adding elemental essence to the weapon.
On the other hand, if your character is dedicated to regular weapon skills, this may not be such great idea, since you will lose on total damage dealt, due to any weapon with Tenebrium using Tenebrium weapon skill instead.
Now comes the trick. Use elemental essence on this kind of weapon to add some kind of elemental damage. Result will be that elemental damage boost will add same amount of damage as Tenebrium did.
To sum up: (Weapon + Tenebrium Bar) + Elemental Essence -> more elemental damage then Weapon + Elemental Essence
EDIT: One important thing to add. Weapon skill increases just base damage of the weapon: Slashing, Crushing or Piercing. It does not affect any additional elemental, poison or Tenebrium damage that weapon can have. This is true for both regular weapon skills and Tenebrium weapon skill. In case of staffs, base elemental damage of the staff is also modified by the skill. [/quote]
So what you're saying is, if you overwrite the Tenebrium enchant with an Essence enchant, it "inherits" the damage from the Tenebrium enchant? And also reverts the weapon skill back to one-handed/bow/etc. instead of Tenebrium skill?
^Damage is converted back to elemental damage, but amount of extra damage added stays (which is more then essence itself can add normally). And weapon will again use normal skill.
This is useful for character you do not want to invest having tenebrium skill, but do want to give increased elemental damage then usually.
Of course, with recent patch changes, you will probably want to have one character with tenebrium skill, since with new patch tenebrium skill is used for adding tenebrium bars to regular weapons.
The list has been updated to match the changes done in version 1.0.169.0 of the game.
Originally Posted by ivra
It seems the necessary tenebrium skill increases as the item level of the weapon increase. For instance I managed to add tenebrium damage to an item level 1 weapon with only 1 in tenebrium. For a item level 19 weapon I needed tenebrium 4 (I actually do not know if tenebrium 3 is good enough, but I know that tenebrium 2 is too low). Need to test a bit more.
The requirement is Tenebrium 3. The reason I managed to upgrade a level 1 item with only 1 in the Tenebrium skill is that I happened to use a level 1 'Fighting Knife'. All other level 1 items I have tried to enchant with tenebrium requires a Tenebrium skill of 3. I guess the level 1 'Fighting Knife' is a little bugged.
Other than making Healing Potions and upgrading armor/weapons with elemental bonuses, is there really any other crafting worth doing? I mean that is really useful? So much of this junk I just never use.
Oh, and where can I find some empty flask for potions anyway?
I have just updated the list. There are not many changes this time, only some comments have been updated. The major reason is that I have also created a prettier recipe list with pictured of the items in a pdf file. You can see it here (from Dropbox): Divinity Original Sin - Recipes.pdf
Notice: The link is also posted in the first post of this thread so you do not need to come back to this particular post to find the link.
Just one odditiy - the mobile kitchen mandatory ends up in your inventory if you use the camp fire at the Luculla Forest - Silverglen Portal and try toremove the pot after..
I use this meanwhile to have a lush crafting place behind the smithory at Nadias house. Together with a barrel of water everything is perfect there.
Oh, and where can I find some empty flask for potions anyway?
Youï½´ll find empty falsks where you expect them - in the boards, cupboards etc. of anything and anyone connected to alchemy. Just one example would be Evelyns hidden lab in Cyseal.
As I tend to be a hoarder Jahan in Hunters Edge already has gathered roughly 80 empty flasks. But I admit that means going to everything that just might contain something.
For not being worth it - crafting weapons is definitely worth it, crafting and filling spell books is definitely worth it, crafting special arrows is definitely worth it. Crafting rings and belts before you find decent stuff, so between levels 4 and 7, is definitely worth it. Giving a glass cannon mage a +2 constitution belt (you canï½´t find something like that) is definitely worth it.
And if you look at the value of the "5star dinner" talent - doubles foodstuff effects - well, that for the thingie called "dinner" means 156 health, 2 strength. Makes an absolutely low rated talent worthwhile suddenly as well as crafting food. Or better said it would do it if the devs would not have literally flooded DOS with way too many health potions.
OK, that video did not show anything about Tenebrium crafting. What are some recipes and things I need to craft awesome Tenebrium weapons??? My crafting is at 5, but blacksmithing is at 3 - can I even make Tenebrium weapons and enhance them??? Please help!
I have just updated the list. There are not many changes this time, only some comments have been updated. The major reason is that I have also created a prettier recipe list with pictured of the items in a pdf file. You can see it here (from Dropbox): Divinity Original Sin - Recipes.pdf
Notice: The link is also posted in the first post of this thread so you do not need to come back to this particular post to find the link.
No info on Tenebrium weapons! Why not? Are they not possible to be crafted? People tell me that best T weapons are crafted and yet there is no info on how to craft them AT ALL anywhere!
Short answer: Yes there is: [Tenebrium 3] Boosted Weapon = Weapon + Tenebrium Bar(+ Tenebrium Damage (max 1 extra damage type))
Long answer: There are two aspects of tenebrium and weapons. The first one is tenebrium weapons. They are identified by the word 'tenebrium' in their name, a different meaner look, and a warning that they will cause the rot. These weapons cannot be crafted or improved. Then there are normal weapons enchanted by a tenebrium bar. These weapons use the Tenebrium skill instead of the regular weapons skill (bow, crossbow, single-handed etc.) just like tenebrium weapons.
Is it just me or invest in Blacksmithing is unfeasible? I saw nothing interesting to be created is better to wait the item drop some points to spend on something that is not worth the time. Hope someone show me I'm wrong.
[C2] Apply Joshua's Spice on Weapon (other then staffs or branches) = extra fire damage (more then fire elemental essence, on par with Tenebrium damage boost)
Also, you can use recipe with zero crafting if you "apply" Weapon on Joshua's Spice (probably a bug).
.
I do remember this recipe not working a while ago. But it is working as documented here using patch 1.0.177.
Updated the list and pdf to match the changes in version 219 of the game.
Notice that the switching of the names 'Bottle of Swirling Mud' and 'Fiery Heart' does not work if you just load an old save game. My guess is that you have to start a new game, but I have not verified it. I just switched the names in the list since one of the patch entries specified that it was fixed.
The link to download the pdf file does not work anymore. Apparently Dropbox does not allow unlimited downloads from a free account. Does anybody know of a free file sharing site that does?
The link to download the pdf file does not work anymore. Apparently Dropbox does not allow unlimited downloads from a free account. Does anybody know of a free file sharing site that does?
You could try Mega https://mega.co.nz/ I have used it previously without issues
Thanks, but that will only be a temporary solution since they have a bandwidth limit as well. Since the dropbox link do not work at all this temporary link will have to do for now. The first post is updated to include the new link.
Thanks to Raze the pdf file can now be downloaded directly from a server at Larian Studios. This is a good, permanent, and stable solution that does not depend on the policy of different file sharing providers. The link in the first post is updated.
I'd like to note something, in case it hasn't been mentioned:
I just (latest patch) tried to combine a Mug of Beer with a stack of Dinner, to make Dwarven Stew.
It didn't work. The popup where it asks me how much I want to make comes up, the image of a Dwarven Stew is shown, and it goes through the "loading bar" as it crafts, but then I get nothing, and nothing is consumed.
Splitting the stack of Dinners up before combining it with the Mug of Beer solved it.
I don't know what caused it or where to report it, or if it's a known bug, but I just thought I'd mention it here.
The Crafting system in DO:S is great, but damn, keeping track of it is an utter bitch. Also, food could really stand to last (much) longer, I don't really see much of a point to it right now, except between-fights healing, but if that's it, why have +Str or +Int modifiers on things?
It's not like you'll be eating 18 cheese wheels while fighting dragons, anyway.
That is a known issue; for the Dwarven/Elven Stew, the default number to make isn't set on the lowest value if you are combining stacks of different sizes.
Ivra, may I suggest separating the Arrow and the Arrowhead recipes in the .pdf? It's very messy right now and honestly virtually all Arrow recipes are just Arrowhead + Shaft, anyway.
What's important is to list how to make the arrowheads, so while I think you should definitely keep the Arrow recipes for completionism's sake, they should be separated. They can still be in the same section, just Arrowheads first and Arrows second.
Also, the .pdf should include the legend (explaining "HL" and so on).
I think the current list order has its advantages too. E.g. from the current version it's immediately apparent that you can craft most of the arrows from basic materials yourself except fire, water, smokescreen and freezing arrows, for which you cannot create arrowheads.
I think the current list order has its advantages too. E.g. from the current version it's immediately apparent that you can craft most of the arrows from basic materials yourself except fire, water, smokescreen and freezing arrows, for which you cannot create arrowheads.
But.. that wouldn't be less immediately apparent just because you'd sort the recipes in that section organically rather than alphabetically...?
I had to scroll up and down several times and look through all the recipes looking for Water/Fire Arrowheads because the sorting felt odd and I wasn't sure if I was missing something.
I see there is no water arrow recipe here. Could you confirm me whether this recipe has been removed, or you missed it during post creation for some reason, or do you have no idea about it ?
I "Dumped" all the recipes that are in the game and posted them here:
http://divinity.wikia.com/wiki/Crafting_(DOS_EE)
These were pulled straight out of the game files, and barring any mistakes on my part, should represent an accurate representation of ALL in game recipes.
**Note, still in the process of cleaning up some names and removing redundancies.
This list posted by Xionanx is the complete list of recipes in EE.
I have used the data you've collected to put together a web app that allows you to search, lookup, and filter crafting recipes for the game for my own use. I would like to polish it up a bit and publish it for public use. Are you okay with that?
I have used the data you've collected to put together a web app that allows you to search, lookup, and filter crafting recipes for the game for my own use. I would like to polish it up a bit and publish it for public use. Are you okay with that?
Wasn't quite sure where else to ask this. Combining a branch + bowstring does not create a bow for me (Enhanced Edition, PC). It creates nothing. In fact, I can't seem to find any way to craft (or even blacksmith) a bow at all. Have both crafting and blacksmithing at level 5.
Would anyone know how to craft a bow, or had success in doing it recently?
Wasn't quite sure where else to ask this. Combining a branch + bowstring does not create a bow for me (Enhanced Edition, PC). It creates nothing. In fact, I can't seem to find any way to craft (or even blacksmith) a bow at all. Have both crafting and blacksmithing at level 5.
Would anyone know how to craft a bow, or had success in doing it recently?
Thanks in advance.
Since I'm fiddling with the files and happen to have the ItemComboPrevies.lsx and ItemCombos.txt up, I went ahead and checked for you.
With a Crafting of 1, 2, 3, 4 or 5 (for some awful reason, there doesn't seem to be entries higher, even though most skills go up to a much higher theoretical maximum; at least 7 would be reasonable, you'd think) you should always get a Crafted Bow (WPN_CraftedBow_01, WPN_CraftedBow_02, WPN_CraftedBow_03, WPN_CraftedBow_04, or WPN_CraftedBow_05) when combining a Branch (WPN_Branch_A) with a Bowstring (LOOT_String_Bow_A).
Thanks. What I discovered was you have to do it in a particular order. i.e. bowstring + branch creates a bow, but branch + bowstring does not (or the reverse). Whichever one it is that 'worked', I was doing the opposite.
I just registered for the express purpose of posting this one request. I'm running the GOG version of DOS:EE, version 2.0.104.737.
I crafted a ring with a magic sharp claw and got +constitution (and something else... sight?) instead of strength. I can't find anywhere that references this behavior, and it makes me think the lists available online aren't correct.
Where can I find a complete, updated, legible list of crafting ingredients and results for this version of the game? Failing that, how do I read the files that describe crafting? I know that a tool exists for unpacking the data, but where do I find that, and which files do I unpack to understand which resources craft which items?
You can get Crafting bonuses on equipment, but I don't think you can craft something that gives a crafting bonus. The Scientist talent boosts Crafting and Blacksmithing, and there is also a trait boost (main characters, for Pragmatic).
Aside from accessory and trait bonuses, there is a staff that gives crafting + 1, but the name of the staff is spoilery itself, and you may have to do something really "evil" to get the staff, you can guess from the name.
Icara's staff gives crafting +1, but that's the only weapon you can find in the game which can give you crafting bonus.
Originally Posted by Suporex
Did anyone found updated list of crafting for Enhanced Edition?
There were some changes to crafting recipes in the Enhanced Edition. There is the wiki mentioned above, an EE crafting guide, as well as a list here (filterable by keyword or category, though doesn't mention the bonuses), etc.
So there were a few combinations that didn't work when I did them. I play the PS4 version, Enhanced Edition.
Adding a pearl to armor didn't increase its value Adding metal scraps to cloth armor didn't improve it Arrowhead + debuff potion (didn't try all of them yet) didn't result in the new arrow-type arrowhead golden grail + armor didn't increase value, only changed the color
Is there a way to craft trap disarm kits? I've found tongs, which look exactly the same to the trap disarm kits. I've tried a number of combinations with the tongs, and not anything has worked yet.
Can shells be used in any combination?
Is there something that adds Loremaster point(s) to an item? I think it's only on rings and amulets that I've bought or found.