Divinity Original Sin: Extended Edition Guide

I have to say, this is a GREAT game! One of the best I’ve played in years. Can’t recommend it enough. The balance is good, the script is brilliant, at times hilarious, at times deep and poignant, and the puzzles challenging.

Crafting is – interesting…

That said, the developer in me wants to ‘rattle their legs’. There are now several versions of the game (original, extended, PS4, etc), which doesn’t help writing a guide as they keep making changes – almost at random. Spells and items get renamed from patch to patch, or removed, or added. Things that should be available aren’t, things that are, shouldn’t be, or are annoyingly inconsistent. For instance a ‘minor air resistance potion’ is 15%, while an ‘earth resistance potion’ is also 15%. You can find or buy medium and large fire resistance potions, but not craft. You can craft minor strength, medium constitution or large perception, but no intelligence or dexterity – even though it’s possible to craft a telekinesis potion.

Similarly, with weapons and armour, you can make a sword or a magical staff, but you can’t make a knife or a wand. You can make boots, chest-pieces, rings, and amulets, but not gloves, helmets (for the most part), or pants. There is also no consistency in whether the item is ‘hand-crafted’, ‘homemade’ or something else. You can enchant a few helmets for a new look (transmog) – but doing so resets all the values, so an epic hat would lose all its magic and become a generic white item. Even there, there are inconsistencies: the ‘crab’s claw’ ingredient cannot be enchanted, but others (feathers, eyeballs, antlers etc) must be.

Items crafted are made at your level, which is great, but supplies for crafting are actually uncommon and, in some cases unique, so you make an awesome sword at a lower level, outgrow it as the game progresses, but can’t make another when, arguably, you need it more.

It pays dividends to play smart too. For instance, shortly after starting the game you will find an abandoned house (close to a portal) with easy access to a forge, anvil, and whetstone. You can cart chests and barrels there and have an endless supply of water, oil and poison. Or, as below, once you unlock it, you can use your own bedroom! The anvil and whetstone are in another area, nearby, but you can (now) use a mobile kitchen (created with a fire and a cooking pot) to make a ‘forge’. You can cook on it, or you can smelt ore. Very versatile!

A word on puzzles and traps

The focus on this guide is on mostly crafting, so I’m not going to create a walk-through or step-by-step guide, but I will give a few tips, and perhaps one or two small spoilers. If you get stuck or frustrated you can ask, or Google is your friend, but it really is more satisfying to work things out yourself.

Unlike lockpicking there is no skill for disarming traps, nor is a rogue class needed. All that is required is a disarming toolkit, available from several vendors, and as random loot.

Traps come in three types: physical (can be attacked), pressure, and switch. Some will do gradual damage (e.g. poison clouds), some heavy (e.g. fire), some will slow or stun you, others will 100% kill you every time (lava). Some puzzles can be a combination of the three and need to move between a few rooms to solve. some – often involving lava – need a precise teleport to reach. Occasionally you look and think: “WTF?” – for instance, a healthy shrub or tree growing in a patch of lava that just hit you for 45,000 damage.

Some of the traps are actually guardians (generally statues) that you need to destroy, or stealth past (sneak, invisibility, use of pyramids) to find the on-off switch, or time their movement to run in and disarm.

Sometimes – typically covered by smoke or poison clouds – you know the trap or switch is there, somewhere, but you can’t see it. A rain spell might help to clear it for a turn or two, and poison clouds (etc) are highly flammable. Once you know where it is, you’ll have a good idea what to do.

One or more, for instance, needed high perception to spot, then objects moving or destroying to reveal a hidden trapdoor.

Needless to say, attacking an explosive trap with a dagger tends not to end well, so use a bow or spell from a distance. Some traps – like explosives – can chain react and look like something out of war movie. Sometimes this is to your advantage, sometimes, not. If your enemies are stood in the middle of a mine field, one well-placed arrow can end the fight before it even begins. If though your party is attacking and happens to be stood on a large oil patch, you just know someone is going to flick a lit match your way…

Pressure plates:
Pressure plates tend to have two forms: to (dis)arm a trap, or to open a door. Most of these can be disabled simply by plonking a crate or barrel (etc) on them – or moving one off them. At least one was in the middle of a lava pit and needed a metal crate throwing on top. Another involved several plates that each needed the correct weight on top (here a vase, there a heavy crate, over there a pumpkin from your backpack). One of the first ones you should encounter involves splitting the party to operate two pressure plates to bypass a door.

These can be obvious (e.g. a huge lever on the other side of a lava pit, behind a locked gate), or obvious once to you see (e.g. a single statue in a room of statues), or concealed (e.g. behind a picture, or a tiny button on a walled), or hidden (e.g. under moveable items, or can only be found if your perception is high enough).

These nearly always involve a book or letter that must be opened and read when you are stood in the right spot (e.g. standing in a ring of mushrooms, stood over a concealed trapdoor, stood before an inactive and hidden portal)

The clues are always available – if you find the right book to read, the right person to talk to (“ah, you just ran in and killed him, didn’t you!”), and if you remember (and/or make notes).

One, for instance, involved freeing a homicidal maniac, talking to him, getting past several traps to get an amulet, getting past a boss and several more traps and then standing in the right spot until the treasure appears. That’s right, you need to find the item, and the location, and wear the item AND stand in the one spot for a short time. The treasure, I felt, was rather less useful that the amulet the puzzle whisked away, but I was happy I solved it.

A puzzle spoiler

Just the one, involving crafting, but it annoyed me because it was badly designed, I felt. There are several ways this could have played out, depending how you interacted with people, but it came down to this: At one point you have the (hidden) option to give an imp a potion of bravery. Thing is, the solution is behind a locked door (and several traps, and enemies) near the start of the area, the imp and, separately, the key to the room are at the end of the dungeon. So, generally, you have to encounter the imp long before finding the solution – that you don’t know exists. If it was a case of “Oh woe is me, if only I was brave, if only…”, but how it play’s out is you talk to the little guy and he runs off. By the time you get the potion it’s useless. In may be that as part of the ‘Master and Slave’ quest you need to actually find the recipe (in the game) as well, but anyway, here it is:

Apple plus Pumpkin gives Filter of the Fearless Imp

Class choices, spells and assigning points

In some ways, this game is very free-form, you can play a witch with a crossbow, or a warrior, in a robe, dual-wielding magical wands. Ultimately though, it comes down to points. If you plough skill points into one area, all the others must, as a consequence, suffer. You can, with little overall loss, learn novice spells and skills from all the classes, but moving up to adept and master levels sucks up huge amounts of points so, even by end game (level 20) you are unlikely to master more than two disciplines. Fortunately, while the Master level spells are hugely powerful, all the interesting and useful ones are for novices, adept at most – e.g. rain, healing (various), telekinesis, teleport, flare.

Bear in mind, especially for skills, that points are slow to come by and precious. You can gain a few here and there depending how you play (e.g. traits. For instance, if you are altruistic you gain reputation points, but if you are egotistical you instead gain +1 to bartering), and the traits you start with, or learn (e.g. Scientist gives +1 to crafting and blacksmithing). For abilities, be it wielding a sword or casting a fire spell, this can become critical. By the time you reach level 16 you will only have gained around 25 assignable points. To put this into perspective, gaining level 5 in a skill – like Expert Marksman – takes 15 points, allowing you to learn 6 novice, 4 adept and 2 Master spells/abilities. Other conditions (appear to) apply to reaching higher level, such as starting class, expendable points, and your current level.

Similarly, as you levels you gain access to talents, which can be hugely beneficial. Choose wisely!

Also, a large number of items have special abilities, such as flare, summon elemental, healing, plus point-savers like bartering, crafting, blacksmithing, telekinesis, and loremaster.

As at Extended Edition (March 2019), and without Googling to see if quest items still exist, you can readily find two (at most three) item types with these bonuses. My list is not exclusive, but it seems solid based on play:

Loremaster: rings and amulet (up to 3 points)

Telekinesis: rings and gloves (up to 3 points)

Lockpicking: rings, gloves, and belt (up to 4 points)

Bartering: boots, and amulet, (and maybe gloves from a quest?) (up to 2 points, possibly 3, could be higher).

Blacksmithing: belt and gloves (up to 2 points)

Crafting: belt and gloves (up to 2 points)

They are are others that are similar, like pickpocketing. Basically you should loot everything you can, identify all items, revisit traders as often as possible to check for new stock, and pick characters to specialise. Thus one covers telekinesis, another lore, and so forth, so you just store the gear in their backpack until it is needed.

DO NOT burn up your points as soon as you get then! Instead, as you level up, assign them when you know you need them. Here’s a rough guide to requirement – bearing in mind you can get a number of points from gear and gear enhancements:


Primary stats (Intelligence, Dexterity, Strength): Just use enough for the weapon you want to wield. No more.

Constitution: don’t worry about it. It gives more health and raises your maximum action points, but other stats matter more.

Perception: You want this to at least 10 on at least one character, ideally all so as to spot traps, discover secrets. It also raises initiative and per turn action points so, for this reason, it is important for all.

Speed: Within reason, allowing for the above, you also want this as high as possible as, amongst other factors, it also affects per turn action points. Depending on weapon and spell costs, the difference between say 7 and 8 action points can be double the damage if your weapon takes 4 AP to use.

Abilities: Craftmanship
You need one character with this to 5. The vast majority of crafting uses this. Note that at higher levels, combined with high skill, can result in Superior weapons, with bonuses like strength, speed, etc.

You want one character with this to 5. Blacksmithing is only used for daggers, swords, axes, plate armour, and smelting tenebrium. Note that at higher levels, combined with high skill, can result in Superior weapons, with bonuses like strength, speed, etc.

You need one character with this to level 5, eventually, to identify all the loot you find.

More is better, but one character to at least 2, ideally 3.

Abilities: Personality
More is better, but the relationship with the vendor matters as well. One, you rescue, gives 100 reputation bonus, most are under 50. Gold is easy to come by though.

More is better, but as it’s (generally) an out-of-action ability, you can stack it up with charisma bearing gear.

Nice to have, but only really wanted for the player leader, so I wouldn’t worry over it.

Lucky Charm:
Also nice to have, but mostly for looting crates, chests etc, so by all means have an ‘out-of-action’ gear set to stack luck as high as possible, but at the end of the day if it just a CHANCE for extra random loot, so not a game changer. You can do as well by farming vendors regularly.

Abilities: Nasty Deeds
You need this to 5 on at least one character. Note that is a chest or door needs more there’s going to be a key or lever somewhere or – unless it’s a magical lock (needs a scroll) – you can attack it, though doors and chests with over 54,000 health would take ages to defeat! Note that destroying containers may (it feels) destroy the contents sometimes.

I didn’t bother with this myself, but you will want to aim for 5.

I rarely used this, favouring invisibility, teleports, or brute force!

Abilities: Weapons, defence and skills
Assign as needed, but do see the above notes on abilities.

My personal play style favours learning many low level (1) skills such as hydrosophist for ‘regeneration’ on all characters, and them mastering one or two others. Beyond group healing, the advantage of this is, for instance, if you encounter a monster that is immune to everything but air damage then most of your party would otherwise be impotent, but with one high level and three sets of low spell air spells to attack with, the fight gets a lot easier.

One boss, I noted, was actually healed by all magical spells and could only be hurt by piercing and slashing attacks. Be prepared!


The important things to note about crafting are this:

1) You craft at your character level, especially weapons and armour.

2) Your craft (or blacksmith) level – up to 5 – generally affects the result. Aim for 5 in each.

3) Crafting materials are often rare, even unique.

4) Needle and cotton, and magic needle and cotton are NOT consumed, you only need one of each.

5) crafting, especially with common mats, can be lucrative.

5) Different base ingredients of the same type can have different results (e.g. see wands below).

For example, many recipes don’t care if you use a small, medium or large potion, the resulting item is the same.
Others – like the stat boost from Tormented Souls – are fixed.
Some appear to change as you level (thus, at 16, I noticed, Penny bun mushrooms now default to medium healing potions).
And again, others – like the resistance bonus from rubies – raise as you level, as do some potions.
Finally, others depend on value and rarity. Thus, enchanted, a ‘fancy feather’ offer additional protection to a normal feather, and a ‘long rat’s tail’ give a better poison resistance than a simple ‘rat’s tail’.

Note that I have intentionally left the debuff potions out of the database as these are legacy items, they were combined with arrowheads for crafting debilitating arrows, which have since been removed from the game. In my opinion these obsolete potions should be removed in a later patch.

Below is a nice piece of unique armour (crafted at level 16). It combines Trethron’s Old Robes with a ruby for substantial resistance to elemental damage.

If you are a warrior class favouring one-handed weapons, then the unique Sword of the Planet (again crafted at level 16), combined with a Tormented Soul and further enhanced with tenebrium makes a formidable weapon.

Here are a few example of especially note:

Tormented Souls:
These can add 2 strength and 2 dexterity to weapons, and are VERY rare. I think I’ve found 3 so far this game, though if I recall, one was from a vendor, so shop hopping more may yield extra.

These can add resistance to elements to armour, and are also very rare, though I think I’ve gathered 5 so far.

Some items, like fiery heart (needed for the Sword of the Planets), and the parts for the Adventurer’s weapons are probably unique.

The image below, with items bought/crafted for proof of concept, show near invulnerability. The tenebrium resistance is ‘only’ 78%, but I haven’t actively shopped/farmed for this. Similarly, poison resistance is zero, but one of the items he wear’s gives immunity to poisoning (another offers immunity to burning. Such resistance won’t stop game mechanisms like lava, but your average enemy would have a really hard time facing you. Best to save for the end game, I think, but I’m not there yet.

You will learn recipes and combinations as your game progress, and as you experiment.

Crafting table

The table below is based on the latest patch of the Extended Edition of Divinity: Original Sin (I) and is correct as at March 2019.

All recipes have been validated, but the list is not exhaustive, and is subject to change without notice. Bear in mind earlier comments regarding level, and the differences between blacksmithing and crafting.

Note / reminder:
I was level 16 when I tested all these, it will make a difference to some recipes as results can and often do improve with level.

Some results can be random, this is particularly true for magical staves and wands:

Staffs can randomly be any one of the four elements and each has its own appropriate bonus, plus they can have Intelligence OR Lucky Charm OR have an maximum AP cost of 1.

Earth Staff give the chance to knock down the target.
Fire Staff give the chance to set burning on the target.
Air Staff give the chance to stun the target.
Water Staff give the chance to freeze the target.

Wands depend on the base inert wand, the essence used, your crafting and craracter level, and chance. Wands also have a chance for bonus constitution (+2 here), and an even smaller chance of bonus intelligence (also +2 at level 16).
Here are the most common combinations, based on 100’s of crafts (at level 16). Results will definitely vary with level.

Draconic wands do 60-100 damage, and cast Tectonic Spray as earth.
Draconic wands do 60-100 damage, and cast Infectious Flame as fire.
Draconic wands do 60-100 damage, and cast Chain Lightning as air.
Draconic wands do 60-100 damage, and cast Winter Blast as water.

Elven wands do 64-107 damage, and cast Summon Earth Elemental as earth.
Elven wands do 64-107 damage, and cast Summon Fire Elemental as fire.
Elven wands do 64-107 damage, and cast Summon Air Elemental as air.
Elven wands do 64-107 damage, and cast Summon Ice Elemental as water.

Clawed wands do 67-117 damage, and cast Magical Poison Dart as Earth.
Clawed wands do 67-117 damage, and cast Immolation as fire.
Clawed wands do 67-117 damage, and cast Thunderjump as air.
Clawed wands do 67-117 damage, and cast Water of Life as water

Old Wooden wands do 73 to 122 damage, and cast Summon Wolf as earth.
Old Wooden wands do 73 to 122 damage, and cast Fireball as fire.
Old Wooden wands do 73 to 122 damage, and cast Headvice as air.
Old Wooden wands do 73 to 122 damage, and cast Ice Shards as water

Buying none-craftable ingredients

Most ordinary crafting materials can readily be bought in Cyseal from either the Quartermaster (upstairs from the garrison’s cook), or from Cylia the Entrantess, in the market. Fletcher, in the market, is also good for things archery related.
These include plain arrowheads, inert wands, rope, claws, rat’s tails, starfish, empty potion bottle, and so forth.

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Also out for your (and my) interest: Divinity: Original Sin II:


Been playing with computers since the stone age, online since the '80s, and developing websites since the '90s.

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