All about crafting in Divinity: Original Sin. Crafting recipes

Having studied the leveling of this game a little, I was horrified by the small intelligence of the creators of this leveling.
Firstly, character traits DO NOT INCREASE for each point in them, this or that factor is MORE and MORE. An example is altruism. Gives +2 reputation. But having 4 points in it, your reputation only grows by 2 and not by 8 (2x4). So, as for the characteristics of the character’s character, a bonus is given only by the one of the two dilemmas in which MORE points are invested than in the other (which is known to everyone), BUT(!) Only the described bonus will be given. In the singular. No matter how many points you have. Let's move on, as for clothes with bonuses, the system is different. Each point from the total amount of all clothes gives its own SEPARATE increase. That is, if having altruism 5 you will only receive a bonus as if it were altruism 1, then having a bonus from ALL equipment +5 you will receive +5 points.
Now the most immeasurable part of the mind is the actual pumping.
There's a real web here. I conducted various experiments and realized that pumping up any skill with points.... I don’t even know what to call it, call it or describe it... It follows the scheme I described above - what level so many points are required, and again BUT(!). Here there is a deduction from VARIETIES of bonuses that increase this skill, for each requirement separately. I'll try to give a clear diagram. First, you should firmly understand that there are varieties, let's talk about handicrafts, to add to this skill 3. Equipment, talent, character trait (pragmatism).
For example, you have a level 4 handicraft skill, and you already have two bonuses - equipment + talent. In total, you have TWO types of third-party addition. NO GLASSES. And varieties. Even if the equipment gives you 3 handicraft points, and the talent 1, the deduction will not be 4 points generally added by third-party bonuses, but 2 points from types of bonuses: equipment and talent (1+1). This means that in such a situation, in order for you to raise your skill from level 4 to level 5, you will need 3 points. Now, in more detail on this point. That is, as stated above, you need as many points in a skill depending on its level. This means - 5. Minus the number of varieties from bonuses - 2. Therefore, 3. But it is also worth knowing that the increase in this case cannot fall below 1 point. This is the minimum that cannot be changed. Even if you have a skill of the 2nd level (3 points are required to upgrade to the third), and there are three “varieties” of bonuses. The scheme “required number of points - Number of types of bonuses” (hereinafter I will call this scheme in short TKO-CHRB) will not work. Because it turns out 3-3=0. There will always be a minimum of 3-3=1.

Now a full explanation of the words Radish, And LeonKiller.UA.
As it turned out, there are no one here who is right or wrong; it would be more accurate to say that all three of us are NOT COMPLETELY wrong.
Actually their example of pumping:
When I started playing on hard for the second time, of course, I figured out in advance how to distribute the points.
I took the bow:
1) scientist (+1 craft, +1 blacksmithing)
2) pragmatism (+1 craft) - social skill in conversations, see what you do
3) bracers (+1 craft, +1 blacksmithing)
4) belt (+1 craft +1 blacksmithing)
in total we have no invested points. Craft -4, Blacksmith -3.
we put 1 point into the craft - the total craft is 5
We invest 1+2=3 points in the blacksmith. Blacksmithing is also 5.
4 talent points, 1 trait and 1 social skill spent

Yes, it is also worth considering that the order of taking is not important, but I will do it in an example for ease of understanding and clarity.
So, taking the SCIENTIST talent at the beginning of the game. you will receive level 1. It would seem that the calculation should be according to TKO-CHRB, which means 1 point (first level requirement) minus 1 (variety from talent) = 0. But as I described the exception above - below the unit required for pumping, the requirement cannot fall below the MINIMUM. Therefore, having taken the scientist talent at the beginning, you will receive 1-1 = 1 (minimum required) request for 1 point for the increase that the talent already gives you (+1 handicraft), so you will have the 1st level of skill. And here, if you have one or more free ability points, you can check the accuracy of my studies. Point at the plus sign next to handicrafts (appears if there are enough points to level up) When raising the skill level from first to second (having a third-party bonus from talent, which means ONE number of types of bonuses) you will need 2 points (TKO) MINUS 1 point ( CHRB). In total, the second level can be obtained for the scientist talent (itself gives 1 point required for the first level of the skill) + (2-1) = 1 invested ability point.

But for now, considering the words of the people above as an example, we will remove this embedded point. We just have the talent of a scientist and the 1st level of skill. Next in line is pragmatism. Having received it, we get one skill point that it gives. And according to the TKO-CHRB scheme, we get the second level. Namely: the first level gives talent; the second one will pass (based on the calculation) 2(TKO)-2(CRB)=0. Yes, yes, it is the NBR that will be equal to two, because now this skill is increased for us by talent and character trait - TWO types of bonuses! But since the required minimum is 1 point, the second level will look like 2-2=1. 1 point required to obtain the second level. Pragmatism gives it to us. Therefore, the skill will become equal to level 2. Next, we find, for example, bracers for +1 needlework. There are two ways to calculate this, and both will be correct. Having already the second level of skill, and TWO types of third-party enhancements, we put on these same bracers. We get the third level.

The first method of calculation: we have the second level of skill, which means that to get the third, according to the TKO-CHRB scheme, 3-2 (talent + pragmatism) = 1 point is required. Since we put on the bracers, they give us this point - the skill becomes the third level

The second method of calculation: we have the second level of skill, which means that to get the third, according to the TKO-CHRB scheme, 3-3 (talent + pragmatism + equipment) = 0 points are required. But based on the “mandatory minimum”, one thing is still required. Since we put on the bracers, they give us this point - the skill becomes the third level

Let's move on. After the bracers, we find a belt with +1 needlework. There are NOT four varieties. And still three (equipment + talent + pragmatism). It’s just that one of these types of bonuses, namely equipment, gives two points when the others give one. This means that to raise a skill from the third level to the fourth, we need 4-3 = 1 point. Please note that the mandatory minimum is no longer considered, because 0 MSW is not created. And since we put on the belt, it gives us this point. We get the fourth level of the skill. It cost us talent (1) + pragmatism (1) + equipment (2). And yes, no points invested. But to raise the skill from the fourth to the fifth level, we need 5-3=2. Where 5 is the number of points required equal to the skill level. 3 - the number of varieties (equipment, talent, pragmatism), NOT dependent on the number of points received by each individually. The types of bonuses, I repeat, will remain equal to three. Only equipment will simply give +2 skill points.
It turns out that from the fourth to the fifth level, raising a skill costs 2 points. If you also (and if they exist in the game nature) find, for example, boots with +1 handicraft, then.... the skill will remain level 4. After all, 2 points are required.
The result will be like this:
According to the calculations above, we get the 4th level of handicraft.
To get the fifth one, you need:
or put on an additional item that gives +2 handicrafts
or put on two additional things that give +1 handicrafts
or add 2 ability points
or put on an additional item that gives +1 handicraft, and put 1 point into it.

The sixth level will accordingly cost 6-3=3 in this case. Seventh 7-3=4, etc.
If you, for example, do not have pragmatism, then for everyone else you will only receive the 3rd level of skill. The fourth one will cost 4-2=2. And the fifth one is 5-2=3. Total 2 things + talent + 5 points. Instead of pragmatism + 2 things + talent + 2 points.
Wow, I wrote so much... But I got tired of all the music)
And will there be sincere believers who will call this.... creation - pre-antique delusional??))

So, having received the well-deserved 10th level, we not only complete our adventures in the vicinity of Saisil - all we have to do here is turn in a couple of quests to the captain - but we also become the proud owners of 5/5 Crafting/Blacksmithing. If, of course, Yasha was carefully prepared for this. Well, or one of our GPGs, which is even simpler. So, what makes the final 5/5 skill:
- Basic skills - 2/2 (total 6 AP spent).
- Scientist talent +1/1.
- Belt - with known luck +1/1 to each skill.
- Bracers - similar to a belt, +1/+1.

Bonuses to these skills can be on bracelets and belts, i.e. in clothes worn in Bracers & Belts slots. Nowhere else. It will be necessary to make a list of what advantages can be found in which particular slots. Crafting and Blacksmithing, most likely, only on Bracers and Belts. Believe me, I tried to get things for crafting first of all, and even then, I only got the belt with +1/1 from Brakus’s chest. Before that there were two with separate +1.

Why all this dancing with a tambourine around things + craft? In this way, we save a huge number of ARs, which can be used for much less peaceful purposes. After all, they only invested 6. And at level 5, crafting and blacksmithing take on a completely different meaning - almost all created things acquire additional bonuses. Bonuses also depend on the level, so, in my opinion, before there was simply no point in forging anything. In general, one-two-three-four-five, we went to forge.

Correction for further passage
I looked into Hall of Heroes only after Yasha had leveled up accordingly, i.e., already at level 10. In Hall of Heroes, you can hire a level 1 henchman, then fire him, then hire him back into the team. And he will become the same level as you, with the ability to freely distribute his attributes, skills and abilities. So such a special blacksmith can easily get 4/4 - +3/3 from skills, +1/1 from Scientiest. With clothes, it means there was no need to struggle too much, and also not to waste 6 precious AP Yashas. On the other hand, I won’t replay it myself; personally, it’s more convenient for me when the crafter is always at hand, rather than chasing him into a parallel dimension. Maybe in the next playthrough I'll make a special blacksmith.
Amendment completed

Armor
With the greatest amazement I discovered that only the thief had normal boots, though there were two pairs - combat ones and with +1 Lucky Charm. Everyone else was wearing some kind of cast-offs. So we also need to make decent shoes for everyone:
Leather Boots= Leather Scraps + Anvil
Metal Boots= Metal Scraps + Anvil(C5: Armor Rating or Movement bonus.)
Raw material:
Leather Scraps = Animal Hide + Knife or Dagger
Everything is bad with iron boots, I haven’t found a recipe for scrap iron, maybe you can find it on sale somewhere. At level 10 we get bots with 10AC and +0.60 to run, or with 12AC without a bonus. My choice is clear, AC=10+0.6 to movement rate. Die With Your Boots On (c) Iron Maiden

You can also see if any of the weapons should be replaced with items of your own making. The only decent murder weapon I had at the moment was Medora's legendary hatchet. Level 7, but the parameters beat any self-propelled gun. But he exchanged the daggers for his own without regret.

Weapon
Dagger = Knife + Anvil(B5: Dexterity, Lucky Charm, Max Action Points, or Speed ​​bonus)
Sword= Iron Bar + Anvil(B5: Damage or Max Action Points bonus)
Ax= Steel Bar + Anvil(B5: Critical Chance, Damage, or Max Action Points bonus)
Two-Handed Sword= Large Iron Bar + Anvil(B5: Damage or Strength bonus)
Two-Handed Ax= Large Steel Bar + Anvil(B5: Damage or Critical Chance bonus)
Bow= Bowstring + Branch (C5: Dexterity, Max Action Points, or Speed ​​bonus)
Crossbow= Crossbow Without a Bowstring + Bowstring (C5: Critical Chance, Damage, or Dexterity bonus)

Forging
- The item always turns out equal to the level of the blacksmith, regardless of the level of the starting item.
- The additional bonus is always 1 and always random.
- Damage is always the same, strictly defined for your level.

Sharpening
- The bonus to damage is fixed, you can’t get more.
- The bonus does not depend on the level of Crafting/Blacksmithing.

The experiment was carried out on a dozen daggers. By the way, gold table knives also make good steel daggers. Surprising as it may seem.

What must be done
- Drive nails into all the shoes. Requires crafting level 5. Grants immunity to falling (Immunity to Slipping) - this is just an incredible bonus.
- Sharpen all weapons.
- Process metal armor on an anvil. Or lubricate it with oil - alas, either/or.
- Weld a leather jacket in the field kitchen.

Yes, if you got the ingredients for Buffalo Saber, sell it with the ingredients, it will be more expensive. At level 10 her stats are Slashing 77-120, +1 Strength. And by that time Medora had long had a level 7 ax in her hands:
Inhuman Antique Battle Ax of Storms
Slashing 66-102 Air 19-31
Willpower +1
Leadership +1
20% chance to set Stunned
15% chance to set Muted

And finally, one more time

This article on the turn-based RPG Divinity: Original Sin provides basic crafting recipes and its features, after studying which crafting weapons, ordinary and legendary items will no longer be a problem for you!

Myself crafting in Original Sin not available until you reach a special level threshold, namely 10th. And now, finally, we get that very coveted level, which means that our business in the vicinity of Saisil is coming to an end. It remains to complete a few tasks for the captain and you can go in all four directions. Finally we get the coveted 5/5 Crafting/Blacksmithing. It is important to carefully prepare Yasha before this. Although, to be honest, it will be much easier to prepare one of the GPGs. This means that the final skill consists of:

  • Basic skills – 2/2 (6 points spent in total);
  • Talent Scientist 1/1;
  • Belt with driven luck +1/1 for each skill;
  • Bracelets are similar to the belt +1/1.

It is important to remember that to buff these skills you need to use only Belts and Bracers, that is, only things that are worn in slots. A list will soon be compiled that will help you understand what advantages individual slots can provide. But first, we can conclude that belts and bracelets are best suited for Crafting and Blacksmithing. Belts with individual +1s kept dropping out, and the coveted +1/1 only dropped out of Barakus' chest.

The question follows: “What is this whole set of letters for?” All of the above brings us to the understanding that in this way we acquire a bunch of additional AP. That is, not additional, but saved. Which makes sense to invest in other, combat skills. After all, we only invest 6 points. Not many people know that at the fifth level it is very profitable to use crafting, since most of the things created are endowed with special bonuses. These same bonuses are directly dependent on the character’s level. Based on this, in my opinion, it simply doesn’t make sense to start crafting earlier, since the bonuses will be significantly weaker.

Divinity: Original Sin crafting weapons and legendary items

After spending several hours in Hall of Heroes, I found something interesting. The fact is that after properly leveling up Yasha, already at level 10 we have the opportunity to hire a henchman of the first level. After that, we fire him and take him back to us. By carrying out such simple machinations, he will become on the same level with us. And we can easily distribute his points and skills. At the same time, we get a super blacksmith with 4/4, with +3/3 from skills and +1/1 from Scientiets. You don’t have to worry too much about clothes, they are of no use. And it is absolutely not necessary to spend 6 AP of Yasha. But again, you don’t have to replay it. Some people find it more convenient when the crafter is always on site. But for those who are just planning to play, it will be interesting to make a super blacksmith.

The preparatory stage is over, we figured out what should be done and how.


I recently noticed that only a thief has excellent shoes, and two pairs at that. Lucky Charm and combat. Everyone else wears some kind of clothes. We need to start creating new normal boots for everyone. For this we need:

  • (Crafting 2) Leather Boots = Leather Scraps + Anvil (C5: Armor Rating or Movement bonus.)
  • (Crafting 3) Metal Boots = Metal Scraps + (C5: Armor Rating or Movement bonus.)

Source:

  • (Crafting 1) Leather Scraps = Animal Hide + Knife or Dagger

To my disappointment, I couldn’t craft iron boots because I couldn’t find a recipe for crafting scrap iron. But in principle, you can look for someone on sale, I think if you bother with it, you can find it.

As I said above, when you craft things yourself, you receive a significant bonus. In this regard, it would not be amiss to look at the availability of items in the equipment that can be replaced with items made by yourself.
Forging Features

  • It doesn’t matter what level a thing is, it always turns out to be the same level as you.
  • There is only one bonus and it is always random.
  • Damage is also clearly tailored to our level.
  • It is important to remember that many recipes may not work due to the release of new patches and updates. You can also use a repair hammer instead of a Hammer.

Features of sharpening objects

  • The damage buff is always the same. It never falls out more or less.
  • The bonus is not tied to the crafting level.

All of the above was personally tested by me with daggers. By the way, excellent knives are made from gold table knives.

Let's do it first!

  • When reaching the fifth level of crafting, be sure to drive nails into all the shoes, which will provide us with an imbalance bonus - immunity to falling.
  • Sharpen all weapons.
  • When using an anvil, collect metal armor.


If you were able to obtain the components for the Buffalo Saber, it would be appropriate to sell it in parts. At the same time, we will be able to save significantly.

Several recipes for crafting things

Upon reaching level 10, we should have characteristics such as Slashing 77-10 20, +Strength. Moreover, by this time Medora should have had a level 7 ax long ago.

If everything has already been done and you want to tinker with your armor, then here are some tips for leveling up your armor.
As before, the level of the “craft” and “blacksmith” skills plays an important role here.

It is very interesting to improve helmets, since they are completely redesigned and give good stats. For crafting you will need any leather helmet, it is the basis. For example, when combined with a feather, we get +1 to stealth and + 15% to wind resistance, and if we use a magic eye, we get an increase in perception by +1.

To boost armor, two methods are used, the first is leather armor + boiling water, we will get an increase in rating. Or instead of boiling water, scrap metal.
To add resistance to elemental damage, you can use elemental essences and rubies.
For increasing value - the holy grail.

While playing Divinity: Original Sin, I kept coming across a seemingly trivial question: how and with what help can you prepare food and drinks here? After all, crafting everything is one of the main features of Divinity: Original Sin. For example, you can mix water with flour and the dough will come out, which restores health and serves as an ingredient for other dishes.

The problem is that you still have to look for recipes in the game, and since Divinity: Original Sin is a hardcore and old-school RPG, no one in the game itself even explains how, for example, to cook food. Without recipes, you have to figure everything out yourself through trial and error, although this is a very interesting activity. In this Divinity: Original Sin kitchen guide, I will share with you the recipes, tips and cooking instructions that I learned and tried while playing.

I’m sure my tutorial will be useful to everyone, since there are practically no Russian-language manuals for Divinity: Original Sin and the game was originally released in English, without Russian support.

Guide - cooking in Divinity: Original Sin

What do you need to have to cook food in the game? First of all, you need to upgrade the Crafting skill of one of your characters. The higher the skill level, the more advanced things and delicious food you will create.

Next, let's start with the basics - water extraction. First, find a few empty bottles or a mug in the area. For example, you can find them and pick them up from the tables in the festival area on the first map of the game without stealing them. Then pay attention to the barrels of water scattered around the location (a drop of water is drawn on them). Approach the barrel and open the character’s inventory, drag an empty bottle or cup from the open inventory onto a barrel of water - the crafting icon will pop up and the water will start to collect. You can also pick up a bucket and use the same method of dragging objects to collect water from the well.

Water is not only used for cooking food, but also serves as a small healing potion in the game. For example, a water bottle restores 13 health points. Always try to have a couple of bottles or ready-made meals with you in battle (almost all food serves as first aid kits in the game), they can often play a decisive role and save you from certain death.

IMPORTANT: All crafting and kitchen work in Divinity: Original Sin works on a similar principle with dragging things from the inventory onto each other or onto objects located on the map.

What can you cook using water, flour and dough?

From the dough, various pieces are mainly prepared, which can then be baked in the oven. But the preparations themselves also restore health quite well and provide all sorts of bonuses. Here are the recipes I know:

  • A bottle or cup of water + flour (flour) = Dough (Dough).
  • Tomato sauce + dough = pizza preparation. Accordingly, tomato + hammer (hammer) = tomato sauce.
  • Dough + apple = apple dough.
  • Dough + cheese = Cheese Bread Dough.
  • Dough + fish = fish in dough (Fish Pie Dough).

How to make flour in Divinity: Original Sin?

To create flour and grind other objects, say, bones and skulls into bone meal, you need to find an alchemist's mortar and pestle. We also find grain and drag it into the mortar in the inventory, so we will make flour.

What can you cook with potatoes in Divinity: Original Sin?

After flour and water, potatoes are perhaps the most common ingredient in the game. Here are the recipes I know for creating food using potatoes (potato):

  • Potatoes plus + hammer = cold mashed potatoes.
  • Potatoes + knife (knife) = cold chips.

You correctly noticed the prefix “cold”. To prepare hot and more complex, and therefore powerful, “first aid kits,” you need to use a full-fledged kitchen. For example, a dinner prepared in such a kitchen adds +1 to strength and restores 74 health points.

Mobile kitchen, oven and hot dishes in Divinity: Original Sin

Some hot dishes like various soups can be prepared using a mobile kitchen. How to make a mobile kitchen in Divinity: Original Sin? To do this, you will need any unoccupied fire or fireplace in the tavern, as well as a Cooking pot. You can get the cauldron if you go down to the basement of the tavern, there you will find a brazier on which it will stand.

A couple more cauldrons are nearby on the shelves. We drag the pot from the brazier into your inventory and go to the first floor to the fireplace. Then we drag the pot onto the fireplace and you will have a personal Mobile kitchen, which will be located behind the wall of the tavern. Now you can create more nutritious and complex dishes. Here are the famous recipes:

  • Cold mashed potatoes + mobile kitchen = ready-made mashed potatoes. +71 health +1 strength.
  • Cold chips + mobile kitchen = hot chips.
  • Potatoes + mobile kitchen = boiled potatoes.
  • Pumpkin + mobile kitchen = pumpkin soup.
  • Raw meat + mobile kitchen = dinner (dinner)

How to cook dough food using the oven in Divinity: Original Sin?

At the first location, the oven (oven) is located in the house of the legionnaires' cook next to the military camp. If you don’t turn it on, but drag the ingredients from your inventory directly onto the stove, then the cook will not be indignant, and you will be able to craft the following ready-made dishes.

  • Fish in dough + oven = fish pie.
  • Apple dough + oven = apple pie.
  • Pizza preparation + oven = finished pizza.
  • Cheese dough + oven = cheese bread.
  • Dough + oven = loaf.

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Drinks in Divinity: Original Sin

Grocery also plays a role in the game and you can create various drinks. So, say, a cup of orange juice restores 18 health and gives +1 agility to your character. How to create drinks in Divinity: Original Sin? I am familiar with the following recipes:

  • Empty cup + orange = orange juice.
  • Empty cup + apple = apple juice.
  • Empty cup + water = drinking water.
  • Honey jar + milk = honey milkshake.

IMPORTANT: When you are in a city, the fastest way to restore the party's health is not to eat food (save it for battles and long journeys), but to lie down in any unoccupied bed. They can also sometimes be found in the ruins of houses scattered around the map. We put each character to sleep one by one, and in a couple of seconds you have completely restored the health of the heroes.

That's all, we hope this guide from a site about computer and video games and medicinal food prepared with its help will help you more than once in passing Divinity: Original Sin. In the next issues of our guides we will talk in more detail about crafting items in the game. Follow the section on our website.