Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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120 BPM Jun 7, 2018 @ 1:23pm
Is there a ring in this game that actually gives a speed bonus?? [ solved with mod ]
All I seem to be able to get is the magic rabbit something ring which adds movement but not the speed attribute

update : turns out there isn't such ring. I decided to mod the game so that the super magic rabbit paw ring gives a +1 speed just the way it was supposed to. I will soon include the change in the update to my crafting mod if anyone is interested

https://www.nexusmods.com/divinityoriginalsinenhancededition/mods/6?tab=description
Last edited by 120 BPM; Jun 8, 2018 @ 3:29am
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Showing 1-15 of 17 comments
Finrod Jun 7, 2018 @ 1:42pm 
It may be random.
Checking my last save(lvl21)
In my game I have one of those +1 to speed
Also an amulet which gives +1 to speed.
In weapon I have a dagger which give +1, and the best one, a rapier that gives +3 to speed.
All items are unique or divine
I have some +1 Speed items as well.
120 BPM Jun 8, 2018 @ 3:30am 
if there is a ring like this its randomly generated and not craftable. I modded the super rabbit ring recipe so it gives speed like the original game had
FrauBlake Jun 9, 2018 @ 2:46am 
Note that items that have +1 <attribute> on them will give you +2 <attribute> when the item is level 17 and above because that's how attributes work ;-)
So, if you can craft this ring, crafting it with a character that has level 17+, it will turn out as a +2 speed ring.
The same is true for drops too, an item boost of 1 internally will become +2 on the outside startig at level 17.
Originally posted by FrauBlake:
Note that items that have +1 <attribute> on them will give you +2 <attribute> when the item is level 17 and above because that's how attributes work ;-)
So, if you can craft this ring, crafting it with a character that has level 17+, it will turn out as a +2 speed ring.
The same is true for drops too, an item boost of 1 internally will become +2 on the outside startig at level 17.

Sweet, thanks for the info.
v0 Jun 9, 2018 @ 2:41pm 
i wonder whether anything nonperishable's worth crafting for its stats (and not for sale value). ime items looted or purchased were best by far...
Last edited by v0; Jun 9, 2018 @ 2:41pm
Belhedler Jun 10, 2018 @ 2:23am 
Haven't found such a ring so far. I had a speed boot to sell at level 13 yesterday with below average additional bonuses and had to forget it. Even these are a rare sight.

@v0 Well any crafted weapon is godlike for its raw damage and attr bonus compared to loot/paid one if you are not interested in special effects or secondary stats. My DPSes focus on raw damage obviously and my tank/supports prefer defense/effects for control over damage. A crafted weapon is good if enhanced to its fullest: add essence/poison to rank its elemental damage, increase its base damage with grindstone (sharp weapons), moonstone (mace) or bow string (bow/arbalet) gets you about 10% more damage. Usually you get +1/+2/+3 to one of the main attr (STR/DEX/INT/SPD) depending of your level. You can even crank it up more with tormented souls and go straight to stat hoarding route although this is a (very) costful one if you want to keep your stuff up all the time. For example, my lvl 12 bow gives 120-208 dmg against 63-172 for the ones sold. I won't even bother to look for these.

The only time I'm using looted/paid weapons is if the special effect is really worth it or if damage is not my main concern (for example the unique mace from the ghoul boss is my go to for my shield tank until I get something better which will take some time). Crafted gear (rings, amulet, belt) is also the way to go for the early-mid to rank up your main attributes the way you want or get the few attributes point to get to the INT/DEX/STR cap you are looking for. It will be long and hard to loot the gear you want it to be in the early game.
Last edited by Belhedler; Jun 10, 2018 @ 2:49am
v0 Jun 10, 2018 @ 1:38pm 
Originally posted by Belhedler:
Haven't found such a ring so far. I had a speed boot to sell at level 13 yesterday with below average additional bonuses and had to forget it. Even these are a rare sight.

@v0 Well any crafted weapon is godlike for its raw damage and attr bonus compared to loot/paid one if you are not interested in special effects or secondary stats. My DPSes focus on raw damage obviously and my tank/supports prefer defense/effects for control over damage. A crafted weapon is good if enhanced to its fullest: add essence/poison to rank its elemental damage, increase its base damage with grindstone (sharp weapons), moonstone (mace) or bow string (bow/arbalet) gets you about 10% more damage. Usually you get +1/+2/+3 to one of the main attr (STR/DEX/INT/SPD) depending of your level. You can even crank it up more with tormented souls and go straight to stat hoarding route although this is a (very) costful one if you want to keep your stuff up all the time. For example, my lvl 12 bow gives 120-208 dmg against 63-172 for the ones sold. I won't even bother to look for these.

The only time I'm using looted/paid weapons is if the special effect is really worth it or if damage is not my main concern (for example the unique mace from the ghoul boss is my go to for my shield tank until I get something better which will take some time). Crafted gear (rings, amulet, belt) is also the way to go for the early-mid to rank up your main attributes the way you want or get the few attributes point to get to the INT/DEX/STR cap you are looking for. It will be long and hard to loot the gear you want it to be in the early game.

i dont remember numbers any more but many shop items near end of game carry +3/+2/+1 or even better like +3/+3/+1 or +3/+2/+2 to three different things simultaneously. i never managed to craft anything remotely similar.
Belhedler Jun 10, 2018 @ 3:04pm 
One tormented soul gets you +1/+2/+3 on DEX and STR. Most weapons can be crafted with +1/+2/+3 on one main stat if not for additonal AP. Looks like you can make a weapon with +3 STR/6 DEX or +3 DEX/6 STR with high damage output although I just reached level 15. Currently using my burst ranger and my tank taking the brunt of things just destroys about everything. Raw damage at above 400 with glasscanon piling AP is just deadly. I'm getting a hard time putting my two mages to use if not for support that is. That said it means I have only one real DPS in the party and it's still doing the job just fine. I would have liked a second DPS though.
Last edited by Belhedler; Jun 10, 2018 @ 3:16pm
v0 Jun 11, 2018 @ 11:31am 
Originally posted by Belhedler:
One tormented soul gets you +1/+2/+3 on DEX and STR. Most weapons can be crafted with +1/+2/+3 on one main stat if not for additonal AP. Looks like you can make a weapon with +3 STR/6 DEX or +3 DEX/6 STR with high damage output although I just reached level 15.

interesting. does this require abusing rng or do you get sure boost when you craft?
Last edited by v0; Jun 11, 2018 @ 11:32am
Belhedler Jun 11, 2018 @ 12:15pm 
not much RNG. There are about 3 variants of each craft. One adding more base damage, one adding main stat bonus and one with more crit chance, if I remember right. The bonus is different depending of the weapon type but the amount is based on your level (and you have to hit crafting level 5 to get it). The hardest part is getting tourmented souls but you can get 4 of them in the first 10 levels most often and it piles up better later. Well sometimes RNG favors you and you get 10 of them by level 11 like in my now abandonned classic game.
Last edited by Belhedler; Jun 11, 2018 @ 12:19pm
FrauBlake Jun 11, 2018 @ 3:24pm 
The tormented boost is +2 internally to DEX and STR which translates to +1 until level 13, +2 between 14 and 21, and +3 above. (Would be +4 at level 30 but that is almost unreachable without respawn ... like killing the resurrected dogs of the Lighthouse Ghouls over and over again or the respawn mod ;-)

Crafted ...
- daggers can have SPD
- bows can have SPD or DEX
- xbows can have DEX
- staffs can have INT
- wands can have INT or CON
Axes, swords and spears do not have crafted attribute boosts, clubs cannot be crafted except a single spiked club (Nails + Branch) without any additional boost.

The boost can only occur if a weapon is crafted at profession level 5, either crafting or blacksmithing.
The boost share a 'drop chance' with other boosts like increased damage, +Lucky Charm, etc.

So yes, it is somehow RNG and if you want only one outcome, save scumming might be required.
(And believe me, save scumming is *always* better than 'handle waste' which can result in crashes, although one has to do a lot to get that far ... ;-)
v0 Jun 11, 2018 @ 11:18pm 
Originally posted by FrauBlake:
- bows can have SPD or DEX
- wands can have INT or CON

i see so that's always either-or...?

Originally posted by FrauBlake:
The boost share a 'drop chance' with other boosts like increased damage, +Lucky Charm, etc.

does this mean one of +dmg or +luck or +attr but never two together or all three?
Belhedler Jun 12, 2018 @ 10:32am 
swords can have 1 max AP too. Daggers can have +1/+2/+3 DEX too. These swords sell three times the normal price and it's actually the majority of your crafts (if you have BS at level 5 that is). Yes it's one of these or at least I haven't seen any spawning two of the bonuses.
Last edited by Belhedler; Jun 12, 2018 @ 10:38am
FrauBlake Jun 12, 2018 @ 11:58am 
Originally posted by v0:
Originally posted by FrauBlake:
- bows can have SPD or DEX
- wands can have INT or CON

i see so that's always either-or...?

Originally posted by FrauBlake:
The boost share a 'drop chance' with other boosts like increased damage, +Lucky Charm, etc.

does this mean one of +dmg or +luck or +attr but never two together or all three?
Yes to both, only one 'included boost' is possible when crafting (... and only with ability level 5).

Getting the version with attributes (where they exist) is better most of the time because if one has high enough crafting/blacksmithing, the damage on weapons can be increased with crafting/blacksmithing (whetstone etc.) which overwrites the boost one would get on the item with the +damage output.

Of course, for swords, axes and spears, the +damage output is preferable most of the time because those weapons do not have +attribute outputs and the +damage output of the weapons is slightly higher than the boost from whetstones (etc.).
... unless the other possible boosts are more attractive to the player (e.g. small crit chance boost on axes or +1 max. AP on swords)

The game kind of simulates a 'declining damage over level' curve by giving the weapon stats a 'damage boost'.
For example, a sword with level 1 has a damage boost of 0, while a level 20 sword has one of -20. This value determines a multiplier for the raw damage@level.

Now, in crafting, all crafted weapons use one and the same weapon stat, which means that a crafted weapon has a damage boost of (e.g.) -10 at level 5, but also at level 20.
This is one of the reasons why crafted weapons get pretty much OP (damage-wise) with increasing levels.
Together with their increased raw damage compared to drops.

Larian balanced the damage of crafted weapons just a little bit below drops which have all possible damage boosts. The problem with drops is, that one has to be extremely lucky to get all the possible damage boosts on a drop at the same time.
All this together created the picture of crafted weapons being horribly OP but the calculations I did showed that this is not the case, at least in theory. (In practice, they are because hardly anybody gets the 'perfect drop' at every level.)

Drops have the additional problem that they stay at their level and become obsolete at some point.
The same is true of crafted weapons of course, but you can craft a new one at any time (if you have the required ingredients which are not too hard to get).
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Date Posted: Jun 7, 2018 @ 1:23pm
Posts: 17