Divinity Original Sin 2 Crafted Spells
I'm working on putting togeather a nice little database so you can search crafting recipies and items. I'm struggling to find good information on wand crafting though. What benefits do different inert wands give, what effect does different skill level at crafting have on the outcome, what skill level is required for different inert wands, what effect does hero level have on stats on the wands?
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If anyone can help me figure out where to find this information it would be appreciated. Thanks!.Also, what spells are attached to each wand? Does the type of inert wand determine the spell you get from it? Or is it level? Originally posted by:The base wand type and element determine the spell that it produces. While the higher-quality inert types have more potent spells, they also have lower base damage, so there's something of a tradeoff there.

If you're dual-wanding for the damage then you probably want to stick to the basic ones.Damage scales with craftsman level and skill. The number of charges and spell don't seem to be affected. Thanks for the reply! Are you certain you're not just getting unlucky on the damage? Bmw f30 bulb sizes.
I've seen the opposite but was dismissing it as anecdotal. Also, do you happen to know the list of the spells per element per wand?Lastly, this line from the EE edition patch notes'- New item for creating inert wand' would seem to imply that you can craft inert wands. Any idea what the item could be? The thing with decreasing damage is correct.Larian has an internal formula to calculate weapon damage for a level, it's a pretty linear increase with increasing level. But they did not want the damage increase per level to be linear but decreasing (like a logarithm function). So they used an internal value 'DamageBoost' to simulate a decreasing damage increase per level.For example, a sword level 1 has a boost 0%, level 2 has -2%, level 3 has -4%, and so on, up to item level 20. A data record exists for every weapon type on every level.
(The exact values are different, these are example to demonstrate the working principle.)This is the case for only drops. Crafted weapons have their own data records which also have a DamageBoost. When a weapon is crafted, the weapons level is adjusted to the caster's level, but the weapons base data stays constant, also the DamageBoost.So crafted weapons might be weaker than drops on low levels but stronger than drops with high level, because the boost of high level drops will go below that of crafted ones.For example is a crafted weapon might have a boost of -10%, it has that boost for every level it's created with. A dropped weapon has a fixed level and with that the damage boost of this level.
Divinity Original Sin 2 Spell Crafting Combinations
If drops had boosts between 0% and -30% from level 1 through 20, it is clear, that at some point, a crafted weapon has a bigger damage than a dropped one of the same item level.Now, with wands, there is a difference: there are no specific data records for crafted wands, Larian used the records of drops for crafted wands.You create a wand with the data of a level 1 wand with the cheapest ingredient, of a level 8 wand with the next one and so on. The crafted wand is then scaled up to the crafter's level, but it has the boost of the level 1 wand, the one created from the next tier ingredient has the boost of a level 8 wand, and so on, always depending on the used inert wand type.This is why you create the wand with the biggest damage from the cheapest ingredient. Inert wands can be bought or found. There's a level range in which types of inert wands can be found in treasure or at traders. There's no crafting recipe to create inert wands. A mod could add them.If you keep your cheapest inert wands until very late in the game, you can craft the highest damage wands from them.
If you don't care about the ridiculous spells on them, this is all that matters.The spells are the reason why there need to be different ingredients. Except for the spells (and the minor damage difference), there is absolutely no difference between the types of crafted wands, they can all be created with the exact same potential boosts like +INT or +CON, etc.
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Essentially there are skills (rain for example) that can be crafted into different elements. When you combine Rain with a Fire spell it will give you a Fire Rain spell, with Necromancy Blood Rain, etc.Basically, the second spell you use in crafting is only relevant for the elemental type.Note: This is me remembering them discussing it briefly in a stream or video update.
We haven't actually seen it in action yet so details are slim.EDIT: I was incorrect, & are correct. I'm not sure, hence the disclaimer at the bottom. I know with certainty it isn't X Skill + Y Skill = Z Skill, but I was under the impression that only certain skills could be used as a base and that the school of the other skill would determine the 'modifier'. However, I easily could have mis-heard or mis-remembered and it is the School + School.Unfortunately I don't remember which video otherwise I'd just look up where they described it.EDIT: The Blood Rain example was from the kickstarter update, hence I used that:) However, it seems like skill crafting changed since they did the update or they just chose the skills they did as a 'cool' demo.