Divinity: Original Sin 2

Divinity: Original Sin 2

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Essential items to look for selling and crafting purposes? New to the game
And what items should I always keep :tired_tk:
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Showing 1-9 of 9 comments
Chaoslink Jun 1, 2020 @ 1:46pm 
Use the inventory autosort button. It should sort things for you in a particular order. The first sections will be foods, herbs and ingredients, potions and scrolls. Most food crafting is just for fun and not too useful. There’s a few recipes that in very niche situations can be useful, but ultimately it isn’t worth mentioning.

After scrolls will come elemental essences. Everything after elemental essences are used for crafting, most of which is useful for specific types of scrolls. After the scroll ingredients there’s runes and runecrafting items followed by keys and misc. items. The only way to know what is worth keeping and worth selling is to look up a crafting guide or something and see what makes what. Certain scrolls simply aren’t worth wasting the essences on, so the items for that can be sold freely.

There’s too big a list of what to look for and keep, not to mention that some items are relevant only if you’re making certain builds. Most everything near the top half of the inventory when autosorted is important, except most food items where it’s up to you if they’re worth keeping. I only keep pumpkins for making pumpkin soup for a wits boost and possibly a few other foods like garlic for curing disease. Beyond that, most of it isn’t worth much.
DarkFire Jun 1, 2020 @ 2:44pm 
I think most people would consider tea leaves to be an essential to find, though the resultant tea varieties could almost be considered as a cheesy way to make the game easier. Still worth stockpiling I think.
Chaoslink Jun 1, 2020 @ 5:43pm 
Originally posted by DarkFire:
I think most people would consider tea leaves to be an essential to find, though the resultant tea varieties could almost be considered as a cheesy way to make the game easier. Still worth stockpiling I think.
Pretty sure those are just the ones you can get in act 4. Regular tea leaves don't do much of anything.
DarkFire Jun 2, 2020 @ 3:53am 
Originally posted by Chaoslink:
Originally posted by DarkFire:
I think most people would consider tea leaves to be an essential to find, though the resultant tea varieties could almost be considered as a cheesy way to make the game easier. Still worth stockpiling I think.
Pretty sure those are just the ones you can get in act 4. Regular tea leaves don't do much of anything.

Oh, I'd always assumed that they all had the same effect. Makes sense though if they don't. Tea would be drastically OP if they did.
Chaoslink Jun 2, 2020 @ 10:04am 
Originally posted by DarkFire:
Originally posted by Chaoslink:
Pretty sure those are just the ones you can get in act 4. Regular tea leaves don't do much of anything.

Oh, I'd always assumed that they all had the same effect. Makes sense though if they don't. Tea would be drastically OP if they did.
Yeah, the only OP teas are the ones that Kemm's wife sells in act four. I think there's three variants with one in particular being the most OP.
Senki Jun 2, 2020 @ 10:11am 
Yeah you can cast a 4 ap mage spell for 1 ap if you have elemental affinity and use the green tea.That basically makes the game impossible to lose.
Pyromus Jun 2, 2020 @ 11:14am 
Crafting is flexible in here, but ultimately optional. I would keep any essences you find, as they weigh virtually nothing so won't fill up inventory space, and it will give you options as to what scrolls to craft. I would only buy them if you have a particular scroll you like using that requires one though, you find plenty in the world as is. Paper and source orbs I would also hold on to. Now, there will be a lot of scroll options to craft that you will learn by reading books throughout the game, but the one that I consistently use every run all the time is teleportation scrolls. Feather + paper + any air essence will get you a teleport scroll and having those can be very useful.

Aside from scrolls, you can craft potions by experimenting with empty bottles and sticking random plants and essences in there until something works. You can google those if you so choose, or stick to the ones you find in game. Potions are very useful when used right, but if you don't know what you're facing ahead of time, they can be kinda hard to fully utilize. If your armor is up to date, health potions actually shouldn't be needed as much, but when they are, you'll want ones that are big enough to fill up your whole health bar, so combine the smaller ones into bigger ones so you get the big heals with one ap.

Grenades can be good, but mostly optional and used every once in a while. You don't really build around using them (although a gimmicky build could utilize the 2-3 talents that help grenades) but you use them for cc on command when you don't have skill recharged yet to cc. Freeze, thunderbolt, and tremor are the main grenades I'll use for cc, and only really even think about them when I'm out of other options. Mind maggot grenades are OP and will help out with a few key fights, but there aren't a lot of them available throughout the game, maybe a single digit total amount. Charm grenades make a decent substitute, but with the one turn duration, I'd rather get some damage out of a thunderbolt or freeze grenade instead. If you have the larian giftbag mod, you can use rope to combine most (any/all?) pairs of grenade types together for double effects.

Arrowheads are likely the best craftable items in the game, but if you don't have an archer or base magic damage dealer in your party, then they just make a good bit of money by selling them. The knockdown/water/shocking arrowheads are great for cc, and fire/poison are good for blocking enemies' path to you with varied success.

After about level 4, don't craft armor or weapons. They will have no added bonuses and will be worse than essentially anything you can buy from a vendor. Super early game it can be good because you'll be low on resources, but even then you won't really need to.
Chaoslink Jun 2, 2020 @ 11:33am 
One thing I used to do early game is buy up all the rocks, sticks and other items that can be made into arrow shafts and heads, even the parts themselves. By mid act two I'd have over 400 easily, which can be turned into charm arrows that'll sell for more than the cost pretty significantly. For just a few gold per item you'll pay some 1-3k gold on the supplies but be able to sell the pile for 20k or something. Its a great way to make a profit if you struggle with cash. Not to mention charm arrows can be useful with an archer on your team. The one turn effect takes a bit of planning to get the best effects from. For example, you don't necessarily want to charm a target that is going next in the turn order, else you lose out on the possibility of them attacking the charmed target.
Originally posted by Pyromus:
Crafting is flexible in here, but ultimately optional. I would keep any essences you find, as they weigh virtually nothing so won't fill up inventory space, and it will give you options as to what scrolls to craft. I would only buy them if you have a particular scroll you like using that requires one though, you find plenty in the world as is. Paper and source orbs I would also hold on to. Now, there will be a lot of scroll options to craft that you will learn by reading books throughout the game, but the one that I consistently use every run all the time is teleportation scrolls. Feather + paper + any air essence will get you a teleport scroll and having those can be very useful.

Aside from scrolls, you can craft potions by experimenting with empty bottles and sticking random plants and essences in there until something works. You can google those if you so choose, or stick to the ones you find in game. Potions are very useful when used right, but if you don't know what you're facing ahead of time, they can be kinda hard to fully utilize. If your armor is up to date, health potions actually shouldn't be needed as much, but when they are, you'll want ones that are big enough to fill up your whole health bar, so combine the smaller ones into bigger ones so you get the big heals with one ap.

Grenades can be good, but mostly optional and used every once in a while. You don't really build around using them (although a gimmicky build could utilize the 2-3 talents that help grenades) but you use them for cc on command when you don't have skill recharged yet to cc. Freeze, thunderbolt, and tremor are the main grenades I'll use for cc, and only really even think about them when I'm out of other options. Mind maggot grenades are OP and will help out with a few key fights, but there aren't a lot of them available throughout the game, maybe a single digit total amount. Charm grenades make a decent substitute, but with the one turn duration, I'd rather get some damage out of a thunderbolt or freeze grenade instead. If you have the larian giftbag mod, you can use rope to combine most (any/all?) pairs of grenade types together for double effects.

Arrowheads are likely the best craftable items in the game, but if you don't have an archer or base magic damage dealer in your party, then they just make a good bit of money by selling them. The knockdown/water/shocking arrowheads are great for cc, and fire/poison are good for blocking enemies' path to you with varied success.

After about level 4, don't craft armor or weapons. They will have no added bonuses and will be worse than essentially anything you can buy from a vendor. Super early game it can be good because you'll be low on resources, but even then you won't really need to.

Thanks for the reply! I appreciate all the answers but this went really in-depth
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Date Posted: Jun 1, 2020 @ 1:29pm
Posts: 9