One our most anticipated RPGs of the year is finally heading out of Early Access and into full-blown release. As would be expected from the previous entry in this beloved role playing franchise, there are a whole lot of replayability elements to be found in Divinity: Original Sin 2, including a robust crafting system.
Divinity: Original Sin 2 includes some big changes to the series in terms of races, classes, spells, and stats. While some of the recipes will look familiar to those who played the first game, others have been tweaked considerably throughout Early Access. In this guide, we've broken out each and every recipe and its base ingredients from arrows to grenades to weapons.
All Divinity: Original Sin 2 Crafting Recipes
Note that many of the recipes included below are interconnected, and a player will be rewarded for trying out new combinations. For instance, you need to be manufacturing certain types of potions if you want to reliably produce elemental arrows.
Arrow Recipes
Although frequently lacking the area affect possibilities of grenades (well, unless you place something flammable on the ground first), many of the elemental and magical arrow effects can be just as useful, with knockdown and charming arrows in particular offering plenty of tactical options.
Note that you actually have to combine the base arrow shaft with the head for each type of arrow to get the final product (such as arrow shaft + slowdown arrowhead for a functional slowdown arrow).
Armor Recipes
These are all pretty basic armor recipes, and not too many have been discovered -- so it seems like a good bet there will be more of these to find through trial and error.
Cooking and Food Recipes
I can't stop laughing about making tomato sauce with a tomato and a hammer. But hey -- I guess when you don't have an immersion blender or a food processor, that's one way to get the job done. Note that some items, such as the pies, require the mobile kitchen to be properly cookedafter the ingredients are combined.
Grenade Recipes
You usually want a steady supply of these on hand, both for straight damage and for causing effects on the ground, and they are cheaper to make than to buy.
Rune Recipes
Each type of rune can be used to enchant weapons or armor to add various effects. Keep in mind that each type of rune can also be upgraded by combining them together (such as two small thunder runes becoming a medium thunder rune, two medium thunder runes becoming a large thunder rune, and so on).
How to actually enchant is super clear from the inventory. You have to switch to the crafting screen, then tab over to the Enchant section. Not all items are able to be enchanted either, as you need equipment with rune sockets, which don't become available until later in the game.
Potion Recipes
As with the runes, remember that you can get the next grade up of a potion by combining two of the previous types. For a medium healing potion, combine two minor healing potions, and so on.
Scroll Recipes
Yep, you can craft your own scrolls to cast spells, just like in the previous game. Here's all the scroll formulas we've found so far, but there's bound to be more added in the near future!
Tools and Miscellaneous Recipes
From lock picks to pixie dust, these are all the random items you need that don't quite fit it any category but are essential throughout the game.
Divinity Original Sin 2 Armor Visuals
Weapon Recipes
Need an extra weapon but nowhere near a merchant? You can make some on your own, with stats tied to the level of the character performing the crafting.
Those are all the Divinity Original Sin 2 recipes we've discovered so far! Have you found any others, or noticed any changes to the ingredients post-launch from their Early Access counterparts? Let us know in the comments section below!
Need help with the rest of the game? Check out our other guides here:
Last updated on October 21st, 2018
Divinity: Original Sin 2 is in full swing, and one of the major issues players are having with the game is Builds. What Build do I use? What’s a good Build for a Warrior? Ranger? Mage? etc. Since the game is extremely difficult this has come much more into focus than one would expect. In this Build Guide were going to cover the absolutely devastating: Juggernaut. Let’s jump into this Build and see just how it works.
Juggernaut – Warrior Build
The Juggernaut is a Warrior Build that uses a mix of Warfare, Geomancer and Polymorph Skills to flatten his/her enemies to a pulp or turn them to stone. Juggernauts focus on pure Strength, but deal a mix of physical and earth damage to their enemies. At first glance this seems like a bad idea, because splitting damage types generally reduces your overall DPS. However, this Build takes advantage of Geomancer Skills that reward players who deal physical damage and a Polymorph Skill that deals earth damage, but scales off of Strength. The purpose of this Build is to deal punishing amounts of damage to the Armour of various enemies, while at the same time keeping them Knocked Down or Petrified and out of the fight. The reason why this Build is so good, is because it’s able to focus on the damage type that best fits the situation.
Stats on my Level 15 Juggernaut. I am not using a Shield, simply because I have a really good Two-Hander at the moment, but usually my Armour would be much higher and damage much lower.
Juggernaut Attributes and Equipment
Juggernauts are going to focus primarily in Strength, only putting some points into Wits and Constitution as necessary. Strength will not only increase the damage of your Warfare Skills if you use a weapon that scales with Strength, but it will increase the damage of Polymorph Skills. Because you’ll be a front lines type of Build, it is recommended you put a few more points into Constitution than your average character, but you want to use as little as possible. Wits will help give you needed Initiative to get into combat early as well as bump your Critical Chance.
Juggernauts will be using Strength-basedArmour that is skewed heavily towards physical protection, which is excellent for this Build. Juggernauts want to stack Physical Armour up as high as they possibly can because Reactive Armour increases in damage in relation to your current Physical Armour. Reactive Armour does have very limited range, so it’s not the greatest skill for this Build, but it can deal wicked damage under the right circumstances.
A really good case for a Shield in this Build is the synergy with Reactive Armour. You can deal some incredible damage with the right setup (and Shield).
Juggernauts should utilize Single-Handed and Shield for very good reasons. Shield using Juggernauts will not only gain access to Bouncing Shield which does great AoE damage, but also Deflective Barrier, which increases your Armour even further as well as reflecting projectile attacks. Using a Shield will also increase the effectiveness of Reactive Armour, and won’t reduce the damage you deal with Petrifying Visage, since it simply scales with Strength and Geomancer, not Weapon damage. You will also gain more Magic Armour, which you will be very low on otherwise. All said and done, you don’t have to use a Shield with this Build, but I will absolutely recommend it.
Divinity Original Sin 2 All Armor AppearanceJuggernaut Abilities and Talents
One of the hardest parts about making a Build in Divinity: Original Sin 2 is getting your Abilities distribution correct. It’s easy to get spread too thin, and often people make the mistake of not spreading points around enough. The bonuses you gain from Abilities in this game are somewhat different than the original, so it’s easy to see why people can get confused. Let’s take a look at what Abilities and Talents you need for a Juggernaut.
When playing as a Juggernaut there are almost no hard and fast rules on exactly how many points to put into Abilities, but you will for sure want many points into Warfare for the increase to physical damage and many points into Geomancer for the increase in Physical Armour, as well as increase in earth damage. Just exactly what balance you choose is up to you, but you will deal more physical damage than earth, so I suggest favoring Warfare in a 2:1 or 1.5:1 ratio. You’ll also need at least 2 points into Polymorph, to be able to use Medusa Head and 3 if you wish to use the Skin Graft skill (which I highly recommend).
These 2 Skills really make this Build shine. Nothing like Petrifying everything around you, only to do it again next turn!
As far as Talents go I’d recommend the following:
Opportunist – A must have Talent for every melee character because it will proc 2 or 3 times in combat easily, nearly doubling your attacks. This one should be high on the list, if not first.
The Pawn – This requires 1 point into Scoundrel, but it will allow you to move 1 AP worth of Movement for free per turn, which is huge because positioning is key with this Build and you need all of your AP to attack with.
Picture of Health – This is another no brainer Talent for any Build that utilizes Warfare. You can hold off on this one until you have 6+ points into Warfare though, since it won’t be overly useful right away.
Savage Sortilege – Worth considering with this Build because of Petrifying Visage and Earthquake. It’s certainly not a must have, but can increase your DPS if you have a high Crit Chance.
Far Out Man – This will increase the range of your Earthquake and your Petrifying Visage skills. However, they both have extremely long range as it is so I suggest trying it out and seeing if you really need it. 2m is not a lot, but it may allow you to hit all targets on the screen while not being positioned perfectly.
Hothead – Since you will have so much Armour, it will be very hard for enemies to damage your Vitality directly. Consider taking this one if you took Savage Sortilege, as it will affect spells as well.
Juggernaut Skills
Now that you’ve decided which Talents and Abilities you want, you’ll need to identify just which Skills work best with this kind of setup. Juggernauts will use a mix of Warfare and Geomancer and PolymorphSkills to deal damage and stay alive. Since Builds evolve over the course of the game, I’m going to put the Skills in order from earliest obtainable to latest, because you won’t be able to get them all right way.
Warfare Skills
Battering Ram – Not a skill I would normally recommend, however, this Build focuses on disabling enemies and the Knockdown is useful once targets’ Armour has been stripped. Save this for when you can get the Status Effect.
Battle Stomp – This skill has a nice synergy with this Build because of the AoE Knockdown with decent range. As with above, try to save this until you know you can get the Status Effect applied.
Bouncing Shield – Deals more damage then just about any other Warfare Skill that doesn’t use Source, and hits multiple targets. This skill is one of the best ways to deal physical damage with this Build and is a big reason I recommend a Shield.
Louise penny books in order. Whirlwind – A great AoE for a melee type Build and since you’ll be right in the center of the action it’s a natural fit here. Ironically you probably won’t use this AoE later in game, but it’s great early on when your skill selection is limited.
Deflective Barrier – A great way to increase your Physical Armour and also reflects projectiles. Requires a Shield, however, is currently bugged and can be used without one (I don’t know for how long). Use this before using Reactive Armour if you can.
Challenge – As of February 1st, 2018 this Skill now only costs 1 AP, making it viable for nearly every Warfare oriented Build. Buffs Physical and Magic Armour in addition to increasing your damage by 15% for 1 turn.
Thick of the Fight – A great way to buff your damage based on total characters around you (10% increase per character). This skill also buffs Earthquake and Petrifying Visage. Works fantastically with AoEs, which this Build is chalked full of.
Geomancer Skills
Fortify – Another great way to buff your Physical Armour while removing negative Status Effects. Ideally you’d use this paired with Deflective Barrier and then follow up with Reactive Armour. Can be cast on a teammate as well if needed.
Oily Carpace – This skill can generate a crazy amount of Physical Armour for 1 AP. However, there aren’t too many circumstances where you can pull that off. Keep on your bar just in case you find yourself covered in oil.
Earthquake – Since Knockdown is resisted by Physical Armour, it works here because you will be doing a ton of physical damage with this Build. Follow up a Whirlwind or Reactive Armour with this skill for best results.
Reactive Armour – This skill deals damage based on your Physical Armour in an AoE. If you use a Shield, stack up Fortify and Deflective Barrier before using this skill will outperform any other AoE you possess. Is also buffed by Thick of the Fight.
Venom Coating – Since you’ll have a high amount of points into Geomancer this skill is a nice addition to this Build. It’s one of the few Builds that can use it effectively.
Polymorph Skills
Tentacle Lash – One of the most powerful single-target attacks in the game. Get this one early and use it near the beginning of the game when your skill selection is limited, or when an AoE would be less effective than single-target damage.
Chicken Claw – This skill is here because there’s really no reason not to have it. Good for when you really need to prevent a fearsome enemy from dealing damage. I recommend slotting this skill on almost any melee character for this reason.
Medusa Head – Grants the skill Petrifying Visage which deals earth damage in a massive AoE (only to hostile targets) and Petrifies them. Scales with Strength, which is pefect. Use this against targets with weak Magic Armour to Petrify them.
Skin Graft – For 2AP and 1 SP you can reset ALL of your cooldowns once per combat. So your enemies are just getting up from your Earthquake? Just pop this skill and then level them again, or re-petrify them with Petrifying Visage…
Final Tips
Because you will have less Magic Armour than Physical by a good margin, it’s a good idea to have someone buff you with Armour of Frost at the beginning of each fight. Or simply place one 1 point into Hydrosophist and take it yourself. You can probably get 1 point from gear anyhow, so this shouldn’t take away damage from your Build.
Spider Legs is another great skill that you can utilize in this Build, but you’ll probably get much more use out of it early on. It might be a good idea to get it when you reach Level 4 and then drop it when you get to higher levels where you have more access to Skills. One great thing about it is that if you run through the web you cast, you will gain Haste, which will grant an extra AP next turn.
This is really good for preventing enemy Movement, and can’t be resisted. It doesn’t cost very much, so keep it in mind early on in the game.
It isn’t recommended that you split Attributes between Intelligence and Strength because then your physical damage would suffer greatly, which is the bulk of damage you will do. One of the reasons you can get away with a physical damage type and magical damage type in this Build is because the primary magic damage skill (Petrifying Visage) scales with Strength, making the loss in damage to the skill much less than if it scaled with Intelligence (witness Earthquake). The other reason is that Geomancer in particular increases your Physical Armour from Skills, and Reactive Armour (which is a Geomancer skill) deals physical damage.
Lastly, I highly recommend you place 1 Masterwork Rune into your Chest Armour and 1 into your Shield, increasing your Physical Armour by good portion if you use Giant ones. This will push your Reactive Armour skill to even higher damage, making it just OP as hell. You can always remove Runes later, so place whatever you’ve got in there and remove it and replace it later.
Be sure to check out our other Build Guides! Good luck Sourcerers, Rivellon is counting on you!
More Armors For The Player is a mod for Divinity: Original Sin 2, created by Kazuiyo Senpai.
Description (in author’s own words):
This Is A Replacer Mod!
Changes all scale and leather armor for human, skeleton, males and females to the paladin armor models used by the npcs in game. Also changes the final tier mage armor to the armor the Hooded Figure uses for males.
Added File For Black Ring Armor
Changes all chainmail armor to the black ring armor the npcs use. Currently only for males.
Report problems with download to [email protected]
Divinity: Original Sin 2 is an exceptional RPG, but that doesn’t mean mods can’t make it even better. With its robust editing tools and intuitive Game Master mode, expect to see lots of tweaks, new features and entire campaigns in the future. We’ll be updating this list over time, but we’ve already found plenty of helpful mods. Here are the best Divinity: Original Sin 2 mods so far.
Free pet pal
Steam Workshop | Nexus
The pet pal talent is objectively and irrefutably the best ability in the game. Giving you the power to talk to critters, it’s an endless source of jokes, hints and hidden quests. By not picking it, you’d be missing out on many of the adventure’s greatest moments. This mod simply makes it a free ability, so you can use it straight away without being forced to pick between it and one of the many other handy talents. You’ll be able to blather away with Rivellon’s chatty animals to your heart’s content. An update to the mod also makes it affect everyone in your party, not just your character.
Expanded party size
Steam Workshop | Nexus
Original Sin 2’s companions are all worth bringing along on your journey, adding elaborate personal quests to your journal that span the game and providing plenty of roleplaying opportunities. Unfortunately, with the maximum party size of four, you’ll have to leave at least two of them behind. The expanded party size mod, not surprisingly, lets you take all of them with you. There are some minor UI and dialogue issues, but nothing game breaking. Combat will be a bit unbalanced, however, so you might want to consider a higher difficulty.
Infinite spirit vision
Spirit vision lets you strike up a conversation with ghosts, opening up new ways to solve quests. It’s basically pet pal with spectres. Unlike pet pal, however, it’s an ability you have to cast, and it doesn’t last forever. This makes it easy to forget that there could be several more characters floating about. Infinite spirit vision keeps it on all the time, effectively making it a passive ability. If you’re in an area that’s haunted, there’s no faffing required, and you’ll notice right away. The original mod has vanished from Steam and Nexus, but this newer one comes with an expanded radius so you’ll see ghosts that are further away.
Origin and racial skill books
Steam Workshop | Nexus
Several skills in Original Sin 2 are exclusive to specific races and character origins. It’s one of the few restrictions in what is an otherwise very flexible, classless system. The origin and racial skill books mod makes these skills unlockable in the same way as all the others by turning them into skill books. This includes pet summons, so you’ll be able to make a custom character that can control Ifan’s wolf and the Red Prince’s dragonling, but it doesn’t include the abilities granted by Fane’s Shapeshifter’s Mask. The skill books can be found in specific book shelves. The mod is no longer being updated as of December 2017.
Artificer and Bard skills
Steam Workshop | Nexus
This mod adds a whopping 50 new skills to the game. They can be mixed and matched with other skills or used to create Bard and Artificer characters. The Bard skills call to mind its D&D counterpart, revolving around buffing and debuffing, but the cherry on top is the weaponised lute you can get your hands on. Artificer skills are based around messing with items, like duplicating potions and cursing objects, handy both in and out of combat. Both of these skill sets are great for support characters.
Tempest skills
Spears are kind of weird in Original Sin 2. They’re finesse weapons, but unlike daggers and bows, they don’t have any skills specifically associated with them . Unless you download the Tempest skill pack, that is. This mod gives spears piercing damage, bypassing armour, and also introduces ten spear-based skills that run the gamut from simple jabs to summoning an intimidating barrage of spears.
Chronicles of Divinity map collection
Steam Workshop | Nexus
If you’d rather kick off a campaign without building every single map yourself, the Chronicles of Divinity map collection adds 12 new maps for GMs to throw into their games or tweak to their heart’s content. The collection includes a dingy pirate’s cove, an ancient Elven forest and a prison filled with lava. More maps are being added, including an alternate version of Fort Joy. The maps all come from the in-development Chronicles of Divinity mod, an unofficial expansion to the main game that introduces new classes, quests and the ability to sail around in your very own ship.
Combat sneak
Steam Workshop |Nexus
By reducing the AP cost of sneaking in the middle of a fight down to two, the combat sneak mod makes stealth a viable combat tactic. At 4 AP, it's normally too expensive to make it all that useful. You'll still need to watch out for archers who might spot you, of course, and you'll want to take advantage of cover and stay out of the red view radius while you're sneaking up on your targets or getting out of dangerous situations. This mod is particularly useful if you take the Guerilla perk, which increases damage by 40% when attacking from stealth.
JRavens GM Toolkit
Steam Workshop | Nexus
While the GM mode comes with a mountain of assets—everything from incidental props and window dressing to ships and castles— you can never have too many toys to play with when you're building your very own campaign. This toolkit expansion adds hundreds of items, both entirely new and stuff that Larian created but either didn't finish or left out of the final version. It also makes the maps larger and more customisable, letting you remove previously fixed elements like rocks and trees. Particularly handy are the empty maps that allow you to create custom areas for your campaign without the need to make them on the separate editor. The mod is still in development, but its creator has been fixing bugs. They recommend starting a new campaign rather than using it in a pre-existing one.
Void Knight
Steam Workshop | Nexus
Another new class mod, Void Knight introduces a slew of skills that combine martial and magical attacks that debuff any unfortunate enemies that get in their way. There are skills for strength-based warriors, including knockdowns, charges and leaps, but these are joined by magical abilities that summon shadows and transform the caster into a void dragon. It's a broad set of skills, but the void mark system lends the class some cohesion. Certain attacks apply a void mark on enemies, cursing them and reducing their resistances, and when the number of void marks on a target hits four it empowers that skill. You’ll be able to make a Void Knight in character creation, but you can also pick up the skills from a vendor in Fort Joy and, later, on the Lady Vengeance.
Crafting overhaul
Steam Workshop| Nexus
If you’ve found the perfect set of armour but hate the colour, or if you desperately need to craft a sword in the middle of the woods, then the crafting overhaul mod has you covered. Along with more than 1600 new crafting recipes and over 550 new items, it introduces armour dyes, unique craftable gear, fancy elemental weapons and extra conveniences like portable crafting stations and bags. And you’ll also be able to get your hands on the grisly corpse harvester: a weapon that lets you harvest parts from the corpses of your fallen enemies. And why would you need body parts? To craft new items, of course. I suspect Fane’s a big fan of this nasty piece of kit.
This guide is intended for scoundrels on tactician difficulty, whether lone wolf or not. Other DOS 2 Guides:
IntroductionSo you want to be an OP backstabbing badass? Look no further. While there is no question that the rogue does the most single target damage, you can find yourself in some sticky situations, which this guide will attempt to get you out of, regardless of difficulty or party composition. Preparation is key. The main difficulties with the rogue are knockdowns and not being able to get behind your enemy. The former can be remedied by putting a point or two in strength, so that you can equip better armor for more physical shield, but this guide focuses on the latter. With a few utility deviations from scoundrel, we will be slaughtering our enemies in no time. Stat AllocationFirst off, pick human, so you have bonus initiative. Equip gear with initiative, even if other stats are inferior. You want to go first, so you can reduce the number of opponents you face. That being said, wits are a waste. Go for finesse. No really, finesse. Actually, you may want one point in strength for better armor and a point or two eventually in memory for utility. If you have better armor from the point or two in strength, not only will you prevent knockdowns, but most likely, you won't need points in constitution. If you feel too squishy though, constitution doesn't hurt. Put as many points as possible in finesse though. If you find yourself with a tough choice, pick finesse anyway. Our strategy is to kill before we are killed, so +damage from finesse is key. For skills, obviously intuitively, you'll want to dump everything in scoundrel for +crit damage. Max it -- no question. All of our attacks will be backstab crits, so increasing crit damage is key. However, that being said, at level two, you should have one point in huntsman and one point in warfare, in addition to your one point in scoundrel. The point in warfare is for Battering Ram, so you can knockdown opponents you have weakened but can't kill that turn. As you level up, this will occur less and less frequently, but the skill is invaluable at low level. However, Battering Ram doubles as a movement skill, which is crucial, even at higher levels. Plus, every point in warfare increases damage, so you get bang for your buck. The point in huntsman is for First Aid. Some sort of healing at the beginning is generally a good idea. That, and it removes crippled, which can be a serious detriment, if your movement skills are on cooldown, or if you want to save them. At level 4, you'll have access to tactical retreat, which requires two points in huntsman. Tactical retreat is really great for positioning your backstabs. A lone wolf will only need to put the one point in huntsman, since you get double. This leads to talents. I'd recommend lone wolf, so your scoundrel really becomes OP. Also, as others have said, Executioner is really good. Definitely take Executioner. The extra AP is a godsend. Comeback kid is great also, but the point is to kill before getting killed, so only take it if you're dying a lot, which you should not with this build. For the other talents and civil abilities, take whatever you want. The Cat (Minor Spoiler)Make sure you save the cat. Wut? Yeah, that's right. Sure, the cat summon may seem useless, but the Swap Position skill the cat has is so great for the scoundrel, that it warrants it's own section in this guide. Summon your cat each fight, so you have an extra movement ability. If you have initiative, which you should from human and items, you'll go first at the start of rounds. Delay your cat's turn, so he goes last. Jump him behind the enemy, which avoids attacks of opportunity, and then Swap Position with him. Then, when your turn starts, you're right where you need to be. StrategyObviously, you'll want to dual wield the best daggers you can get your filthy scoundrel hands on, but you may consider starting with a bow. You're putting points in huntsman and finesse anyway at the beginning, so why not make your life easier while your damage is crap. Once you have your major movement skills -- Backlash, Cloak and Dagger, Battering Ram, Tactical Retreat, and Swap Position (from the cat), you will have a movement skill every turn. With executioner, you may be using more than one movement skill per turn anyway, so be mindful how you use these. However, your strategy is simple -- use skills to get behind your enemies while avoiding attacks of opportunity and avoiding using AP for movement. You want all of that AP to be used for killing enemies. Either use basic attacks, flurry (you are dual-wielding, right?), or scoundrel damage abilities to kill your enemies -- simple. Backlash, Cloak and Dagger, and Tactical Retreat are fairly straightforward, and cat strat is covered above, but I'd like to comment on Battering Ram. It may be better to save this one for when you're up against an enemy you can't kill that turn. Take his armor down, and take the armor down of another enemy closeby, if possible. Then, knockdown as many enemies as possible with Battering Ram. This will really be your only CC. Those teleport gloves are really good, especially if you are soloing or duoing. Teleport tanks far away, or teleport pesky archers/mages toward you, so you can kill them. Really, this doubles as another movement skill. I can't stress enough that you want as much positioning/mobility as possible. One last note -- save adrenaline for when you need it, i.e., when it means the difference between a kill and no kill. My skill loadout looks something like the following:
I typed this up pretty quickly, and I'm sure it could be improved, but this build works really well for me in a duo with a friend (both lone wolves on tactician). Comments are closed.
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