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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
Crafting Skills
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:
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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.
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.
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:
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.
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:
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.
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:
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.
This is the craft I've personally spent the most time with so far. It has 3 functions:
In order to make a potion you need 3-5 things:
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:
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.