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Whore Whammer Crafting

Posted: September 22nd, 2008, 12:27
by Dog Pants
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

Posted: September 22nd, 2008, 12:33
by Dr. kitteny berk
ahh, that's good to know.

Posted: September 22nd, 2008, 12:56
by spoodie
I'm working on cultivating and apothecary. At low levels you can buy most of what you need from vendors, perhaps the vendors will provide better stuff on a higher tier.

Posted: September 22nd, 2008, 13:07
by Dr. kitteny berk
I have Salvaging so far, not that fussed about gathering/crafting in this though.

Posted: September 22nd, 2008, 13:38
by Dog Pants
I'm going to have a play around with salvaging and talismans, and I've already played with cultivating (you get to watch your little plant grow) and scavenging. One thing I'll say about scavenging is that not many people seem to do it at the moment, so there's lots to be found.

Posted: September 22nd, 2008, 13:45
by Fear
The little in-game help thingy said you can only learn one trade at a time, I wasn't sure if this meant you can only progress one trade but have many, or you can only have and progress one trade. Anyone know?

Posted: September 22nd, 2008, 14:08
by Dog Pants
You can have one gathering and one crafting trade, You can switch to another, but your skill is reset to 0 if you do (annoyingly - I had 55 in scavenging but needed salvaging).

Re: Whore Whammer Crafting

Posted: September 22nd, 2008, 15:13
by Hehulk
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
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.

Posted: September 22nd, 2008, 15:45
by FatherJack
I've been scavving, there are plenty of bodies to search, particularly around pubic quest areas.

Re: Whore Whammer Crafting

Posted: September 22nd, 2008, 16:53
by spoodie
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.
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.

Posted: September 22nd, 2008, 16:57
by Dog Pants
Up to four plants at a time apparently.

EDIT: Keep the info coming and I'll amend the OP.

Posted: September 22nd, 2008, 17:59
by spoodie
Dog Pants wrote:Up to four plants at a time apparently.
Not all slots are available from the start, you unlock the additional plots like this:

2nd at 50 skill points
3rd at 100 skill points
4th at 150 skill points

Posted: September 22nd, 2008, 18:09
by Imperatore
http://www.warhammeralliance.com/


Excellent source of information for everything on the game.

Posted: September 22nd, 2008, 18:19
by spoodie
Imperatore wrote:http://www.warhammeralliance.com/


Excellent source of information for everything on the game.
:above:

I'm signed up, but it's not always easy to find exactly what you want.

Posted: September 22nd, 2008, 19:38
by MORDETH LESTOK
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

Posted: September 22nd, 2008, 20:03
by spoodie
Mentioned in the other thread: http://www.wardb.com

Posted: September 22nd, 2008, 20:17
by FatherJack
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.

Posted: September 22nd, 2008, 21:05
by Dog Pants
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.
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.

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.

Posted: September 27th, 2008, 13:07
by Dog Pants
Reached cultivating 50 and got an extra growing slot. Yay!

Posted: September 27th, 2008, 13:20
by HereComesPete
I've got my salvaging up to 46 now and my talisman making to 15. I'm running short of fragments but I do have a shit ton of essences left, berk kindly gave me some ruined shit to break into fragments, this gave him a return of two gash talismans, but soon I'll be making better ones.