WAR Crafting 101  

Warhammer Online
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From: Loaar at AKZ, Edited by: Berek

I've seen around the place a lot of questions asked on various forums about how crafting in WAR works. I've been working on this for my guild, and today posted the info myself and a couple of guild mates have come up with so far.

There are 6 skills in the game, broken up into 2 groups:

Gathering Skills

  • Scavenging
  • Butchering
  • Salvaging
  • Cultivating

Crafting Skills

  • Apothecary
  • Talisman Making

You can only have 1 of a skill in each category. Talking to a trainer to learn a new skill will erase all your previous skill with your old Crafting craft. Trainers are in all the Tier 1 areas (in the 2nd town you encounter). For those people having trouble finding the Talisman Maker trainer, they are called Hedge Wizards in the game.

Skills I believe go up to rank 200, but I'm not 100% sure on this. All your ingredients will also have a rank, and can only be used if your skill ranking is equal to or higher than the ingredient rank.

Mythic have spoken about the fact that there isn't a hard and fast recipe system for crafting, and while this is true, there still is a system of sorts. Its just that in order to make "x" item, there is more than 1 set of ingredients that works. In fact, I have found 6 different combos that make the same healing potion so far.

There is also a tier system for your results when using Salvaging, Cultivating, Talisman Making and Apothecary. Basically this means you have a chance to succeed in what your doing, and a small chance to obtain a High Quality (HQ) result. There also appears to be a Very High Quality (HQ2) result available for some things.

I suppose this applies also to the Scavenging and Butchering, but only in so far as you will occasionally find higher quality items than normal from the level of mob your looting.

Which craft is right for you? Here's an overview of each one:

Contents [hide]

Scavenging

This allows you to search a corpse (ATM only sentient creatures but from 4.2 onwards any creature I believe). Items you can commonly find include Curios (Talisman Making), Watering Cans, Seeds, Soils (Cultivating), leeches, ticks, mob spit/other bodily fluids (Apothecary) and stabilizers (water used in Apothecary). These things can all be sold to NPC's for some quick cash, used to skill up your other craft, or sold on the Auction House to other crafters who don't have that particular skill. The item you get is dependent upon your skill level, and the level of the monster your looting. As with other items in the game, there are Green, Blue and Purple crafting items available.

Butchering

This allows you to butcher a corpse (ATM only non sentient creatures but from 4.2 onwards any creature I believe). Items you can commonly find include stabilizers (water used in Apothecary), nutrients (Blood etc used in Cultivating). I have limited experience with this one, so possibly more items.These things can all be sold to NPC's for some quick cash, used to skill up your other craft, or sold on the Auction House to other crafters who don't have that particular skill. The item you get is dependent upon your skill level, and the level of the monster your looting. As with other items in the game, there are Green, Blue and Purple crafting items available.

Salvaging

This is all about making something out of your junk items. It also is required to be a Talisman Maker unless you have someone to supply you with most of the stuff you need. Basically it allows you to do 3 things:

  • 1. Recondition "Sundered" Equipment. This isn't to be confused with broken equipment, which can be repaired by a NPC merchant.

  • 2. Break down uncommon or better (Green, Blue, Purple) items you find into certain components. My understanding of this is that you pick the type of component you are after when you salvage the item (INT, STR, Willpower etc) and it becomes a fragment in your pack. You also can receive other items known as Echos, Whispers and Essences from doing this that are used in talisman making.

  • 3. Refine Echos, Whispers and Essences. 10 Echos make a Whisper, 5 Whispers make a Essence. Essences are used in Talisman Making.

I believe your HQ and HQ2 results here give you a better Fragments, not sure if it effects the results of refining echos/whispers or salvaging sundered items.

As with all things, Fragments, Echos, Whispers and Essences can be White, Green, Blue or Purple Items.

Cultivating

This is all about gardening, and like the real thing, requires slightly more patience. You have 4 available "plots" to plant in, 3 are locked initially, I believe you unlock another one at each 50 points of skill. Each Plot has a slot to plant a seed or spore, at which time a countdown begins (Usually a few minutes). There are also 3 "Ingredients" you can add. The first one is soil, and you have around 30 seconds to add this. The second one is water, and again, you have around 30 seconds to add this. The third one is a nutrient (blood etc), and you guessed it, you have around 30 seconds to add this.

At this time adding a nutrient will take approx. 10 secs off the timer, but I believe from 4.2 all ingredients will lower the timer. Once your plant is grown you can harvest it. There are a few possible results:

  • 1. You obtain a Wilted Wild Weed (Junk Item). I've only ever got this result from not adding any of the 3 extra ingredients, but even then its a low chance.

  • 2. You obtain the plant of the seed you planted. This is the most common result.

  • 3. You obtain the plant of the seed you planted, plus an additional item. The most common additional item is your seed back, however, its also possible to get other items such as resin which can be used as a stabilizer instead of water for Apothecary. From 4.2, you will also be able obtain other items, such as honeycomb, which will make a pigment used in Apothecary to make player crafted dyes.

  • 4. You obtain a rare hybrid of the seed you planted. The hybrid plant will be the same basic archetype as the original seed, but have a new descriptive title, and so far in my experience be one tier higher than your seed (a White seed makes Green hybrid etc). You also have a chance for the additional item when you get the hybrid result.

From how commonly it occurs, I'm guessing that the Plant + Seed result is the HQ, and the Hybrid and/or Additional Item is the HQ2 result.

All seeds, spores, soils, waters and nutrients are all White, Green, Blue or Purple.

Talisman Making

This allows you to create those little green gems you've all seen that can be added to certain items in the game to enhance their stats. Its a fairly complicated process, so here's how it works:

  • 1. You need a container to make your talisman in. NPC Merchants sell them if you have the Talisman Making skill. I'm unsure as to where or not there will be higher rank containers in release, but at this stage there doesn't appear to be.

  • 2. You need a Fragment. Fragments are obtained using the Salvaging skill on items, and they are the deciding factor in what type of talisman you are going to make.

  • 3. You need Gold Core. This is obtained from Apothecary skill. NPC vendors also sell the rank 1 version.

  • 4. You need a Curio. At this point I have no idea if the type of Curio has any effect on the outcome. I suspect that it doesn't, only what rank the Curio is and if its White, Green, Blue etc.

  • 5. You need an Essence. These are obtained using the Salvaging skill.

After you have combined all these there is a "Power Meter". I believe that the higher the power meter, the more chance you have to make a more powerful talisman. At this point you select Fuse and your talisman is created.

Essences, Curios, Fragments, Gold Cores all are White, Green, Blue, Purple. Not sure at this point if Talismans are as well, but I'd assume so.

Your HQ results here affect the amount of buff, and the duration it will apply for. I'm assuming from the other crafts that HQ2 results will be talismans that can be used at lower ranks despite having better buffs, but I'm unable to confirm that at the moment.

Apothecary

This is the craft I've personally spent the most time with so far. It has 3 functions:

  • A. You can make Gold Core items required for Talisman Making. For this you need a container from the NPC, some Gold Weed grown by a Cultivator, Quicksilver (also available from the NPC), and some gold dust which can be found on mobs.

  • B. You can make dye to recolor other items in game. For this you need a mixer available from the NPC vendors, a Pigment (gained via Cultivating, possibly a rare drop from mobs, who knows). There are also spots for 2 other ingredients below, at least one of which is available from the NPC. Haven't been able to test this out since pigment doesn't appear to be in the game yet.

  • C. You can make potions. I'll explain that in more detail.

In order to make a potion you need 3-5 things:

  • 1. You need a container. Rank 1 containers are available from the NPC vendors. They also sell Rank 50 ones. Rank 100 ones are available as PQ loot from bags.

  • 2. You need a Main Ingredient. This can be many things, including a plant, a leech, a fungus, a scale, a flea or tick, spit, etc. In the item description it will say its a main ingredient.

  • 3-5. These are the additional items or lesser ingredients you can include. There are 3 main types:

    • i. Stabilizers - These are waters are resins that make your potion more stable.

    • ii. Duration modifiers - So far I've only seen plants, but basically they increase your chances that your potion will have a longer duration. Obviously doesn't effect instant effect type potions.

    • iii. Multiples - Not sure what to call these, but they increase your chances to make more than one potion at a time.

Once you have combined all your ingredients, there is a stability meter on the right hand side. Based on this, a message will appear at the bottom of your crafting window, and will be one of three things:

  • 1. Your potion will fail. This means you'll fail in the attempt and lose some of your materials. Its not a maybe, you will fail. You can add more stabilizers, or replace a stabilizer with a higher rank/rarity one to improve your stability.

  • 2.Your Potion may succeed. This means it might work, it might not. You can add more stabilizers, or replace a stabilizer with a higher rank/rarity one to improve your stability. Your chance to succeed or fail seems to be calculated only once per set of ingredients you place in. If you fail to make your potion, unless you alter the ingredients, you will always fail, even though the message doesn't change. If you succeed, you will always succeed until you alter your ingredients.

  • 3. Your potion will succeed. This means it's going to work. You can possibly remove some stabilizers, or replace them with lower rank/rarity ones, or replace one with another type of ingredient.

Rarity and Rank effects how potent your end result is. Using higher rank ingredients will net you a better result. I believe using Green, Blue, Purple main ingredients and possibly lesser ingredients improve your chances of a HQ or HQ2 result. Using Green, Blue, Purple Stabilizers allows you to use lower rank stabilizers to get your potion into that green stability range.

Your HQ result here is a potion that gives a higher buff/more damage/longer duration than the normal result. Your HQ2 is the same potion as your HQ, but with a lower rank requirement to use. I've made a few of these so far when making healing and restoration potions and they are very nice.

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Category: Warhammer Online
This page last modified 2008-09-22 08:02:38.