Then dismiss, recruit & return back to where ever I was before. My own way is more efficient for me as I can craft as I explore & don't need to horde items to travel back, dismiss then recruit & then transfer them all over to the other char & spend time crafting, identifying, etc.
I understand what you're saying & yes it does make sense depending on how you want to play.
Which by the way, is exactly why they created the new "social" or whatever it's called, new section, so you don't waste points in non combat aptitudes, they now have their own points. The most efficient way for crafting, identifying, lockpicking, or any other non combat skill, was to put them on the companions you didn't recruit, and only bring the combat built characters with you. No, that's the point, it wasn't efficient at all.
I'm pretty sure many other cool things could have been done with crafting to make it really usefull and in fact fun. That would have make the game more difficult as you could easily miss some items and not be able to craft "that one spell" you want early on and then have to wait later to be able to craft it. This would have been fun, but also in a RP way is your character a psyco that will take blood from his victims? Maybe even make some scrools need 10 bottle of blood or so.Īs the skillbook wouldn't be all other the place craft would have been much more important and usefull to be able to progress in the adventure. We could have think of fun things for necromancy such as: empty bottle + spoon + dead body = bottle of blood then use it to make some necro spells. Basic skillbook (before level 4 skills) would have been obtainable from traders and then maybe basic stuff to craft spells.Īfterwards you had to find the item you need for a spell for example: + white paper + water + feather = raining scroll then combine this scroll to an empty scroll to make the skillbook Something that would have been really really interesting was to make people craft their own skillbooks, no more i steal all skillbooks from a trader or buy them. Crafting right now is only small bonuses that you don't really care of with some small exceptions (runes / healing potions (or poison) / shoes+needle) The anvils are generally found in cities whereas the tools can be bought or collected throughout your journey in the game.I hope devs might read this post, find the game really cool in many aspect but what the hell did they do to crafting?ĭon't know what people think about actual crafting, i really find in poor in comparaison of the first game. Certain items can only be crafted using an anvil with a forge and some tools, while others can be crafted at any time from the comfort of your "Character Sheet" by simply dragging items onto one another. You can craft almost anything in Divinity: Original Sin Enhanced Edition from food, books and scrolls to potions, armors and weapons, etc. For others, Crafting can help you save a few bucks by repairing equipment, especially in the early game where money is hard to come by. An isometric, single player and co-op multiplayer RPG with tactical turn based combat, featuring an innovative co-op dialog system, a highly interactive, systemic and reactive world, classless character development, and lots of choice and consequence situations. While Crafting is totally optional and may seem like too much work for some players, it is definitely worth a shot as it is very easy to do and can provide your characters with some great upgrades that may just be the deciding factor between life and death in a battle. Larian Studios presents Divinity: Original Sin. This required object can be the finished good itself, or be an ingredient to be further used to make the required items. Crafting in Divinity: Original Sin Enhanced Edition is done by merging two or more ingredients into the required object.