Whore Whammer Crafting
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Whore Whammer Crafting
It's not that clear in game, so I've done some research. There's not much in the way of crafting at the moment, although Mythic are apparently expected to add a lot more in the future. Crafting in WAR relies to some extent or another on other people, so trade and guild support is essential.
Gathering:
There are four gathering skills; Cultivating, Salvaging, Scavanging and Butchering. They don't necessarily correspond to a crafting trade like Warcraft does.
Cultivating (Trainer: Cultivator)
You don't actually gather anything with cultivating, but the seeds you'll find as loot, and which others will collect, can be nurtured to grow into the basic ingredients for Apothecary. The process also uses soils, nutrients and watering cans, added in order. Only the seed is needed, the soil, water, and nutrients just seem to speed the process up. A normal success will result in a plant or fungus to be used in apothecary, while a critical failure leaevs you with a useless weed and a critical success will give you an extra rare plant and your seed back. It seems that seeds used to make healing and action potions almost always return the seed afterwards, but take considerably longer to grow.
Requires:
Seeds/spores - Will determine the type and quality of the resulting plant or fungus
Optional:
Soil/nutrients/watering cans - Speed up the process
Provides:
Main ingredients - Used as the base for potions
Stabilising ingredients - Used to increase the quality of potions
Ingredients - Used to increase the quantity or duration of potions
Seeds/spores - A critical success will return the seed or spore
Salvaging (Trainer: Salvager)
Green or above loot can be stripped down into components with salvaging, and junk can be looted which can be salvaged. The scrapped item will generate a fragment used for talismans, with the player getting the choice of which buff it will provide. The choices are always similar to those of the original item, but there are generally four or five options. In addition the item will provide an amount of magic essence. These can then be refined into higher essences. Unrefined essences cannot be used in talismans, and quite a lot are needed, but you get several with each salvage so it about evens out.
Requires:
Items - Any green or above equipment. Bonus defines type of fragment
Salvage loot -
Provides:
Fragments - Used in talismans, defines effect
Magic essence - Used in talismans
Scavenging (Trainer: Scavenger)
Scavenging allows a second looting of already looted corpses. It usually yields crafting items for both crafts, and can also be used as a good way of generating extra cash. Most loot is, oddly, for cultivating, making the two gathering skills somewhat symbiotic. Curios for talismans are also found. Scavenging only works on intelligent creatures.
Requires:
Corpse of humanoid
Provides:
Seeds/spores - Used in cultivating
Watering cans - Used to speed up cultivating
Soil - Used to speed up cultivating
Curios - Used in talismans
Gold dust - Used by apothecaries to create gold essence
Butchery (Trainer: Butcher)
Very similar to scavenging, but for animals. It tends to yield results more inclined towards cultivating and apothecary than scavenging does. Nutrients for cultivating and ingredients (main and normal) for apothecary seem to be most common.
Requires:
Corpse of animal
Provides:
Nutrients - Used to speed up cultivation
Main ingredients - Used in apothecary
Stabilising ingredients - Used in apothecary
Crafting
The two crafting skills require a combination of loot and vendor items. The vendor stuff might be also available as drops for certain gathering skills, but not everything can be bought.
Apothecary (Trainer: Apothecary)
Apothecary is used to create potions, dyes, poisons and gold essence. Potions are quite difficult to obtain without this, as I've not seen a vendor who sells them yet. The process begins with an appropriate container, then adds an ingredient to establish the effect. Further plant ingredients can be added to prolong or enhance the effects, and water or other ingredients can be added to stabilise the potion.
Requires (potions):
Container - Bought from vendors.
Main ingredient - Defines effect, provided by cultivation
Stabilising ingredient* - Defines quality, provided by cultivation. Level 1 can be bought, but additional ingredients are required for higher level or more stable potions.
Optional (potions):
Ingredients - Ingredients can provide extra duration or quantity of potions.
Requires (dyes):
Mortar & pestle - Container, bought from vendor
Pigment - Defines colour
Fixer - Bought from vendor
Requires (gold essence):
Container - Bought from vendor
Goldweed - Created by cultivation
Gold dust - Found by scavengers
Quicksilver - Bought from vendor
Provides:
Potions - Temporary effect or restoration of health/action
Poisons -
Dyes - Colours an item of equipment
Gold essence - Used in talismans
*Note: Stabilising ingredients are technically optional, but the potion will stand no chance of success without it
Talisman (Trainer: Hedge Wizard)
Talisman crafting creates little buffs that can be attached to other equipment. Some are minor but permanent, others are more powerful but temporary. A container is required, bought from a vendor, then the fragment, then the essences and curio. The fragment will dictate the type of buff, while the essences and curio will contribute to the power.
Requires:
Container - Relic box can be bought from vendors
Fragments - Defines effect, created by salvage
Gold essence - Created by apothecary
Magic essence - Created by salvage
Curios - Found by scavenging, low quality can be bought
Provides:
Talismans - Provide temporary or permanent enhancement for slotted equipment
Gathering:
There are four gathering skills; Cultivating, Salvaging, Scavanging and Butchering. They don't necessarily correspond to a crafting trade like Warcraft does.
Cultivating (Trainer: Cultivator)
You don't actually gather anything with cultivating, but the seeds you'll find as loot, and which others will collect, can be nurtured to grow into the basic ingredients for Apothecary. The process also uses soils, nutrients and watering cans, added in order. Only the seed is needed, the soil, water, and nutrients just seem to speed the process up. A normal success will result in a plant or fungus to be used in apothecary, while a critical failure leaevs you with a useless weed and a critical success will give you an extra rare plant and your seed back. It seems that seeds used to make healing and action potions almost always return the seed afterwards, but take considerably longer to grow.
Requires:
Seeds/spores - Will determine the type and quality of the resulting plant or fungus
Optional:
Soil/nutrients/watering cans - Speed up the process
Provides:
Main ingredients - Used as the base for potions
Stabilising ingredients - Used to increase the quality of potions
Ingredients - Used to increase the quantity or duration of potions
Seeds/spores - A critical success will return the seed or spore
Salvaging (Trainer: Salvager)
Green or above loot can be stripped down into components with salvaging, and junk can be looted which can be salvaged. The scrapped item will generate a fragment used for talismans, with the player getting the choice of which buff it will provide. The choices are always similar to those of the original item, but there are generally four or five options. In addition the item will provide an amount of magic essence. These can then be refined into higher essences. Unrefined essences cannot be used in talismans, and quite a lot are needed, but you get several with each salvage so it about evens out.
Requires:
Items - Any green or above equipment. Bonus defines type of fragment
Salvage loot -
Provides:
Fragments - Used in talismans, defines effect
Magic essence - Used in talismans
Scavenging (Trainer: Scavenger)
Scavenging allows a second looting of already looted corpses. It usually yields crafting items for both crafts, and can also be used as a good way of generating extra cash. Most loot is, oddly, for cultivating, making the two gathering skills somewhat symbiotic. Curios for talismans are also found. Scavenging only works on intelligent creatures.
Requires:
Corpse of humanoid
Provides:
Seeds/spores - Used in cultivating
Watering cans - Used to speed up cultivating
Soil - Used to speed up cultivating
Curios - Used in talismans
Gold dust - Used by apothecaries to create gold essence
Butchery (Trainer: Butcher)
Very similar to scavenging, but for animals. It tends to yield results more inclined towards cultivating and apothecary than scavenging does. Nutrients for cultivating and ingredients (main and normal) for apothecary seem to be most common.
Requires:
Corpse of animal
Provides:
Nutrients - Used to speed up cultivation
Main ingredients - Used in apothecary
Stabilising ingredients - Used in apothecary
Crafting
The two crafting skills require a combination of loot and vendor items. The vendor stuff might be also available as drops for certain gathering skills, but not everything can be bought.
Apothecary (Trainer: Apothecary)
Apothecary is used to create potions, dyes, poisons and gold essence. Potions are quite difficult to obtain without this, as I've not seen a vendor who sells them yet. The process begins with an appropriate container, then adds an ingredient to establish the effect. Further plant ingredients can be added to prolong or enhance the effects, and water or other ingredients can be added to stabilise the potion.
Requires (potions):
Container - Bought from vendors.
Main ingredient - Defines effect, provided by cultivation
Stabilising ingredient* - Defines quality, provided by cultivation. Level 1 can be bought, but additional ingredients are required for higher level or more stable potions.
Optional (potions):
Ingredients - Ingredients can provide extra duration or quantity of potions.
Requires (dyes):
Mortar & pestle - Container, bought from vendor
Pigment - Defines colour
Fixer - Bought from vendor
Requires (gold essence):
Container - Bought from vendor
Goldweed - Created by cultivation
Gold dust - Found by scavengers
Quicksilver - Bought from vendor
Provides:
Potions - Temporary effect or restoration of health/action
Poisons -
Dyes - Colours an item of equipment
Gold essence - Used in talismans
*Note: Stabilising ingredients are technically optional, but the potion will stand no chance of success without it
Talisman (Trainer: Hedge Wizard)
Talisman crafting creates little buffs that can be attached to other equipment. Some are minor but permanent, others are more powerful but temporary. A container is required, bought from a vendor, then the fragment, then the essences and curio. The fragment will dictate the type of buff, while the essences and curio will contribute to the power.
Requires:
Container - Relic box can be bought from vendors
Fragments - Defines effect, created by salvage
Gold essence - Created by apothecary
Magic essence - Created by salvage
Curios - Found by scavenging, low quality can be bought
Provides:
Talismans - Provide temporary or permanent enhancement for slotted equipment
Last edited by Dog Pants on September 30th, 2008, 9:21, edited 9 times in total.
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Dr. kitteny berk
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Dr. kitteny berk
- Morbo

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Re: Whore Whammer Crafting
Just want to pitch in my oar on this one and say that alot of the culvitators in my guild are saying you don't see any significant benefit to using any of the extras in the growing process very early on, making it a waste. Later on, sure, but not for the basic stuff.Dog Pants wrote:- Cultivating (Trainer: Cultivator)
You don't actually gather anything with cultivating, but the seeds you'll find as loot, and which others will collect, can be nurtured to grow into the basic ingredients for Apothecary. The process also requires soils, nutrients and watering cans, added in order. Each stage is timed, but I'm not sure what happens if the timer runs out.
-- Requires: Seeds, soil, nutrients, water
-- Provides: Weeds, Fungi, seeds
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FatherJack
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Re: Whore Whammer Crafting
The extras make the plants grow faster but there appears to be no difference in the final result. And You can cultivate in the background so time has little effect.Hehulk wrote:Just want to pitch in my oar on this one and say that alot of the culvitators in my guild are saying you don't see any significant benefit to using any of the extras in the growing process very early on, making it a waste. Later on, sure, but not for the basic stuff.
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Imperatore
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Imperatore wrote:http://www.warhammeralliance.com/
Excellent source of information for everything on the game.
I'm signed up, but it's not always easy to find exactly what you want.
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MORDETH LESTOK
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I haven't seen Allakhazam mentioned around here...but thats what I used for Everquest over the years. Here are the links for Warhammer:
http://war.allakhazam.com/
http://war.allakhazam.com/db/itemlist.html?type=4.34
http://war.allakhazam.com/
http://war.allakhazam.com/db/itemlist.html?type=4.34
Mentioned in the other thread: http://www.wardb.com
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FatherJack
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Bit confused by talismanning, all seems more complicated than it needs to be. I can buy containers, magic and gold essences from the trainer, can find or buy curios, but I have yet to discover any fragments and it seems you can't even see what you might be able to create without those.
If salvaging is the only way you can get fragments, that would seem a better match for talisman-making than scavving.
If salvaging is the only way you can get fragments, that would seem a better match for talisman-making than scavving.
That's pretty much right. You can only get fragments by salvaging, but it does ask you what you want to salvage for and the fragments tell you what kind of buff you get out of them. The way I see it, salvaging is best for talismans, cultivating is best for apothecary, and scavenging and butchery are best for making money either by selling your wares to those with crafting skills or just selling it to vendors.FatherJack wrote:Bit confused by talismanning, all seems more complicated than it needs to be. I can buy containers, magic and gold essences from the trainer, can find or buy curios, but I have yet to discover any fragments and it seems you can't even see what you might be able to create without those.
If salvaging is the only way you can get fragments, that would seem a better match for talisman-making than scavving.
I think it's deliberately designed to be a bit convoluted to encourage trade - nobody can craft anything without input of some kind from another player. The stuff that comes from the two crafts though seems not bad - both give fairly decent buffs, and neither are available through other methods.
For 5punk I'd say do whatever feels best. Those interested in crafting take the relevant gathering skills, and those who aren't take scav or butcher, ditch useful gear in the vault and sell the rest, then take the potions and talismans that the crafters leave in there. That way everyone should be fairly happy, and it even fits the 5punky cat-herding ethos.
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HereComesPete
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