Crafting Recipes (Divinity: Original Sin)
Let's upload crafting recipes here.yadi.sk/i/Wjj2dmWuXjiPD
LeonKiller.UA
And there is no point in raising the craft and the smithy above 5. You still won't get any bonuses from this.
Therefore, I swing the craft by 2
Pragmatist +1
Shmot +2 (Belt and bracers)
Comrade ... I registered to reply to this message, because I was stunned by such news. What kind of misconceptions are you spreading? Where did it come from?
CRAFTING skills swing in a different pattern. You need one point to get the first and second level. so that the third and fourth - already two. in total, to get only the fourth level - you need 6 points. + 3 more get the 5th. a total of 9 are needed. and your five .... The maximum is the third level of skill!
The situation is worse with skills of the same name. Level 1 - 1 point. 2 - 3 points (in total). 3 - 6 points. further, alas, I could not - it is unrealistic to do this at level 5. but so I think the fourth - 10, 5 - 15 points !!!
PiSi: I wonder what place and in what state the developers thought creating such nonsense ???
Well, how can a beginner player who has planned (like me) a pumping know and take into account this squalor in advance ?! After all, this ridiculous fact really ruined everything for me.
PiSi 2: not to mention the fact that the development point is given "nibbled". First increase - +1 stat, + 1 skill. Second +1 skill +1 talent. Third +1 skill, that's it. Or a characteristic only .... In general, it is not clear. First, you count on 1 point of characteristics and skills EVERY level, talents ... well, less often, this is understandable. And when the characteristic is given to increase only every two levels after one .... And try to predict this hodgepodge!
Ne_znakomec Crafting
up to level 2 = 2 points.
Further, in the dialogues we get a pragmatic character, which gives us +1 craft level. And that 3.
Often you come across or are sold bracers and belts with a bonus for blacksmithing and craft, and this is level 1, and that is level 5!
You can also take the talent scientist +1 level to blacksmithing and craft.
----
In blacksmithing, you need to spend 2 more points, since I have not met bonuses from character to forge.
how many difficulties there were! climbed the whole forum! there was already a link, but why was it impossible to throw a link to the entire section? see all the craft here: http://ru-originalsin.net/craft/
LeonKiller.UA, either fairy tales from your side continue, or I have bugs. I explain how this process takes place in me. It will be especially good if I give an example without unnecessary bonuses, but simply by pumping (attention - EXAMPLE). That is, the word EXAMPLE means that you do not need to add something like "And they also swing with gear and many others, did not know?" So, having 0 points in the craft skill (as an example), to get the 1st skill level you need 1 skill point. 2nd level - 1 point (1 + 1 = 2 points for the second level). To get the third you need (attention!) TWO (2) points. That is, having a skill level of 2 and 1 free ability point - there will simply not be a plus with a skill next to it to increase it. If you "virtually" do not have 3 points thrown in there, which will already make logical the possibility of raising for one. So just to get the third level you need to add: 1 + 1 + 2 = 4 points. Needless to say, the fourth and fifth (presumably) require either 2 each, or the 4th requires 2 points (extra), and the 5th level 3 (extra, presumably). In total, you need 8-9 points in total in the craft to have it at level 5 (taking into account both gear and talents and character and direct pumping).
So, quoting you:
And there is no point in raising the craft and the forge above 5. Bonuses from this still do not get.
Therefore, I swing the craft by 2
Pragmatist +1
Shmot +2 (Belt and bracers)
To get the 5th skill level, FIVE (!) Points (and again, completely calculated for each character separately), FOLLOWING YOUR ADVICE EXACTLY - is not possible. And what you gave the "advice" to the person added lies, confusion and delusion, as the developers do to every newcomer to the game. And this is of great importance.
The only approximate and CORRECT option:
to throw in 2 points yourself
+2 with gear (belt and bracers)
Pragmatist ((!) Attention (!)) +4 (+5).
This advice is true to the end. Unless adding a talent (+1 craft and forge) which was not on your council, then a pragmatist will need +3 (+4), which is still far from your council of "perfect" skill leveling from such a level. I even abandoned the game when I saw such a shock (your message), I thought it was a bug. I decided to wait for an answer. But it turned out ... You can call it a nitpick, and whatever you like, but glasses (any) in this game are not such a luxury that in case of a mistake on the next level, you can fix everything. No. If the person above followed your advice, then he will be able to correct the mistake of this advice only 4 levels later, and to a great extent to the detriment of the combat potential of the character chosen for this. Almost a third of the game, isn't it a large-scale delusion ??
Here is another site for crafting and passing the game - Detailed walkthrough :)
http://gamesisart.ru/guide/Divinity_Original_Sin_Prohozhdenie_9.html#Craft
Ne_znakomec
When I started playing on hard for the second time, of course, I figured out in advance how to scatter points.
Took the cheat:
1) a scientist (+1 craft, +1 blacksmithing)
2) pragmatism (+1 craft) - social skill in conversations, see what you press
3) bracers (+1 craft, + 1 blacksmithing)
4) belt (+ 1 craft +1 blacksmithing) in
total, without the invested points, we have. Craft -4, Blacksmith -3.
we invest 1 point in the craft - in total, the craft turns out to be 5, we
invest 1 + 2 = 3 points in the blacksmith. Blacksmithing is also 5.
spent 4 talent points, 1 trait and 1 social skill (in the future, it is worth adhering to the chosen position of pragmatism by this character. The second can be a Romantic in all order to +1 talisman of luck from a romantic, 1 from boots, 1 from a belt, 1 from an amulet, 2 from the Lukarevskaya skill “Karma of the Hermit.†Total 6. You can also take the shield + 1 / + 2 luck catching up to 7/8, but in this case my magician has to change rings before each chest, a hoodie that is generally boring) and that's all pleasure is already available for 3-4 lvl if you play with chests and craft.)
If both your characters are incorrigible romantics, then spend not 4, but 6 points. In general, everything about this
zs
I completely forgot about the question. How do I get the "magic lockpick" scroll now? (v1.0.81.0)
I found the answer after digging, Though not here. Apparently it was confusing that pixie dust was constantly used in the description. (before, there was a slightly different result)
More about crafting the "Magic Lockpick" scroll and the chance of their dropping out.
SpoilerCR2]: Bloodletting, Blind, Magical Unlock, Resurrect (Scroll only), Malediction, Oath Of Desecration or Enfeebling Touch
[CR3]: CR2, Destroy Summon, Summon Undead Warrior, Drain Willpower, Absorb The Elements or Vampiric Touch
[CR4]: CR2-3, Horrific Scream, Soulsap, Summon Armored Undead Decapitator, Mass Weakness
[CR5]: CR2-4, Death Punch or Invulnerability
without translation. Since I do not use this magic in practice
by 2 lvl 1 to 7
by 3 lvl 1 to 12
by 4 lvl 1 to 16
well and 5 1 to 17.
If you have done everything right, the chance will be 1 to 12. (+1 scientist, +1 pragmatism, +1 pumping skill).
Therefore, just transfer to the second hero whose belt and shoulder pads are not injected. There will be 1 to 7 ..
details about the possible drop of a certain scroll are taken from here
http://steamcommunity.com/sharedfiles/filedetails/?id=295246470
Radish, well, here's another one to explain. So. Now I am still in saisile, I have a character with unallocated ability points in the amount of 10. Needlework - 0. Let's start learning about pumping. I point to the "plus sign" of the needlework skill, and I see that adding it will cost you 1 ability point. That is, to get the first level of the skill, you need to invest 1 point.
I put it in, I press the daw. The skill has become fully 1st level. and the total number of unallocated points is 9 (10-1). So again, I put it on the plus sign (having the first level), they require two points. I press on it, I get level 2, I press on the daw. The remaining number of points is 7 (10-1-2). Cost of Level 2 Handicraft (total) = 3 Ability Points. Having the second level, I hover the mouse over the plus sign - they require three points. I put it in, I press the daw. And now I have a 3 level of needlework. The remaining points are 4 (10-1-2-3). Total total cost of 3rd level = 6 points. Now I hover the mouse over the plus again - they require 4 points for the FOURTH skill level. I add, I press the daw. I have a 4th level of needlework. And 0 points for distribution. In total, only the 4th level costs 10 points.
Conclusion: either I'm a degenerate, with an unusually low, teenage aikyu, and the inability to count to 10. Or calculation:
1) scientist +1 craft
2) pragmatism (+1 craft) - social skill in conversations, see what you press
3) bracers +1 craft
4) belt +1 craft
= 4. 4 points, from the results above - this is only a full second level of the skill. Not the fourth one, if I can count up to 10. In
total, without the points invested, we have. Craft -4
Craft we will have 2. With one virtual point.
invest 1 point in craft - total craft is 5
when investing this one point - the craft will remain equal to level 2, and two "virtual" points in it. And only if you put in one STILL - there will be a level. But not the fifth. Third. Do you have a level 7 pragmatist talent?
Having studied the pumping of this game a little, I was horrified by the small mind of the creators of this pumping.
Firstly, character traits DO NOT INCREASE for every point in them, one or another factor STILL and STILL. An example is altruism. Gives +2 reputation. But having 4 points in it - reputation and grows only by 2. and not by 8 (2x4). So as for the character traits, only 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 give a bonus. Singular. No matter how many points you have there. Let's go further, as for the items with bonuses, here the system is different. Each point from the total from all clothing gives its SEPARATE increase. That is, if having altruism 5 you will only get a bonus like altruism 1, then having a bonus from ALL equipment +5 you will get +5 points.
Now the most immensity of the mind is actually prokak.
This is a real spider web. I conducted various experiments and realized that the pumping of any skill with points ... I don't even know what to call it, call it or describe it ... It follows the scheme described by me above - what level is so many points required, and again BUT (!). Here there is a deduction from the VARIETIES of bonuses that increase this skill, for each requirement separately. I will try to give a clear diagram. First, it is worthwhile to firmly understand that the varieties, we will talk about needlework, in addition to this skill 3. Equipment, talent, character trait (pragmatism).
For example, you have a 4th level handicraft skill, and you already have two bonuses - equipment + talent. In total, you have TWO types of third-party increase. NOT GLASSES. And varieties. Even if the equipment will give you 3 points of needlework, and talent 1, the deduction will not be 4 points added by third-party bonuses, but 2 points from the varieties of the type of bonuses: equipment and talent (1 + 1). This means that in order for you to raise the skill from the 4th level to the 5th in such a situation, you will need 3 points. Now, in more detail on this moment. That is, as mentioned above, you need as many points in a skill as it is at its level. Hence - 5. Minus the number of varieties from bonuses - 2. Therefore, 3. But it is also worth knowing that the increase in this case cannot go below 1 point. This is the minimum that cannot be changed. Even if you have a level 2 skill (you need 3 points to level up to the third), and "
Now a full explanation of the words of Radish and LeonKiller.UA.
As it turned out, there are no those who are right or wrong, it would be more accurate to say that all three of us are NOT AT ALL wrong.
Actually, their example of pumping:
When I started playing for the second time already on hard, of course, I figured out in advance how to scatter points.
Took the cheat:
1) a scientist (+1 craft, +1 blacksmithing)
2) pragmatism (+1 craft) - social skill in conversations, see what you press
3) bracers (+1 craft, + 1 blacksmithing)
4) belt (+ 1 craft +1 blacksmithing) in
total without the invested points we have. Craft -4, Blacksmith -3.
we invest 1 point in the craft - in total, the craft turns out to be 5, we
invest 1 + 2 = 3 points in the blacksmith. Blacksmithing is also 5.
spent 4 talent points, 1 trait and 1 social skill
Yes, it is also worth considering that the order of taking is not important, but I will do it in the example, for ease of understanding and clarity.
So, taking the SCIENTIST talent at the beginning of the game. you will receive level 1. The calculation would seem to be according to TKO-CHRB, which means 1 point (requirement of the first level) minus 1 (variation from talent) = 0. But as the exception described above - below the unit required for pumping, the requirement cannot go below the MINIMUM. Therefore, taking the talent scientist at the beginning, you will receive a 1-1 = 1 (required minimum) request for 1 point for promotion, which is already given to you by the talent (+1 handicraft); in total, you will have the 1st skill level. And here, if you have one or more free ability points, you can check the reliability of my studies. Hover over the "plus" next to the needlework (appears if there are enough points for pumping) When raising the skill level from the first to the second (having a third-party bonus from the talent, which means ONE number of types of bonuses) you need 2 points (TKO) MINUS 1 point (CRB). In total, the second level can be obtained for the scientist talent (by itself it gives 1 point required for the first skill level) + (2-1) = 1 invested ability point.
But for now, considering the words of people above as an example, we will remove this invested 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 will pass (based on) 2 (TKO) -2 (CRB) = 0. Yes, yes, it is the CHRB that will be equal to two, because now this skill is increased to 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 get the second level. Pragmatism gives it to us. Therefore, the skill will become equal to the 2nd level. Further, we find, for example, bracers for +1 needlework. Here you can calculate in two ways, and both will be correct. Having already the second skill level, and TWO kinds of third-party promotions, we wear these same bracers. We get the third level.
The first method of calculation: we have a second skill level, 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 bracers, they give us this point and give us this point - the skill becomes the third
level.The second method of calculation: we have the second level of the skill, which means that to get the third, according to the TKO-CHRB scheme, 3-3 is required (talent + pragmatism + equipment) = 0 points. But based on the "mandatory minimum", one thing is still required. Since we put on bracers, they give us this point - the skill becomes the third level
Moving 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 one at a time. This means that in order to raise the skill from the third level to the fourth, we need 4-3 = 1 point. Note that the mandatory minimum is no longer considered, because 0 TKO is not created. And since we put on the belt, he gives us this point. We get the fourth level of the skill. It cost us talent (1) + pragmatism (1) + equipment (2). And yes, without the glasses invested. But to raise the skill from the fourth to the fifth level, we need 5-3 = 2. Where 5 - the number of points required is equal to the skill level. 3 - the number of varieties (equipment, talent, pragmatism), NOT depending on the number of points received by each separately. The types of bonuses, I repeat, will remain equal to three. Only equipment will give just +2 skill points.
From the fourth to the fifth level, raising a skill costs 2 points. If you still (and if they exist in the game nature) find, for example, boots with +1 handicraft, then .... the skill will remain the 4th level. It takes 2 points.
The result will be as follows:
According to the calculations above, we get the 4th level of needlework.
To get the fifth, you need to
either put on an additional item that gives +2 needlework,
or put on two additional items that give +1 needlework,
or throw in 2 ability points,
or put on an additional item that gives +1 needlework, and throw 1 point into it.
The sixth level, respectively, will cost in this case 6-3 = 3. Seventh 7-3 = 4, etc.
If, for example, you do not have pragmatism, then for the rest you will receive only the 3rd level of skill. The fourth will cost 4-2 = 2. And the fifth is 5-2 = 3. In total, 2 items + talent + 5 points. Instead of pragmatism + 2 things + talent + 2 points.
Wow, how many I wrote ... But the music is all tired)
And will there be sincere believers that they will call this ... creation is not anti-antiquated delusional ??))
I will also make my own contribution, this list is compiled from translations of bourgeois guides and bit by bit collected from fansites and communities http://gidplay.net/kraft-recepty-divinity-original-sin.html
x111x
Why do it at all? These sets are scattered around the world in sufficient quantity so that you can easily find at least one. Yes, and on sale can be.
Tell me how to crush the skull? The bones in the mortar can be pounded.
I put it on a mortar and nothing.
Trokss
Not all skulls can be crushed in a mortar, although it is not clear why this is done, some of them work out.
at_sagor
As far as I remember, you cannot crush skulls without a jaw and the like.
at_sagorat_sagor
but they do not search after use, do they? they are constantly looking for me after use
x111x
My skulls disappeared without any effect only after I tried to combine them with a hammer. Which, however, is logical, he took and broke the shard.
And so, of course, they should also disappear (mortar + skull), but instead a portion of bone dust should appear.
So much text, but nothing really said. How to craft a shadowy weapon yourself? Tenebria is just a blockage and what to do with it? I just carry it in my bag.
By the way, in the cave of the King of Trolls there are tenebrae veins. All are in a row, I collected 20 shade ore from them. Of course, it kills the fact that the ore itself weighs more than an ingot ^ _ ^