Showing posts with label crafting. Show all posts
Showing posts with label crafting. Show all posts

Sunday, January 18, 2009

Warhammer online: 10 Odd Tome Unlocks



Are you a Tome jockey? Do you crave the sweet satisfaction of a good unlock, a rare title, and the random /tell asking you "How'd you GET that?" Then check out these 10 odd Tome of Knowledge unlocks:

1. "AHHHHHHH"
- A pretty well-known unlock, but still one of the more fun. You get this unlock for falling to your death a total of 25 times, netting you some XP and the title of the same name.

2. "The Never-Rester" - Getting unlocks for unlocks is a pretty sweet deal, and this one is achieved after your 777th Tome unlock (making it your 778th!). You get a Turquoise Tome trophy for this baby.

3. "The Priest's Pain"
- It doesn't seem quite fair that you can get rewarded for being rezzed, but a healer isn't for doing the rezzing, but that's the way that goes. If you're so death prone (as I am) that you are rezzed 1,000 times, you get this apt unlock and title (which if you wear, will probably ensure that you are never rezzed again).

4. "B Good" - I can't imagine getting this one unless you've played your character for a year or two, but if you manage to complete 2500 PQs with a "B" grade, you get this homage to E.T. (and a title).

5. "The Exhibitionist" - Admit it: that's a title (and unlock) that you wouldn't mind *ahem* showing off to others! Unfortunately, it's going to take you using an ability 10,000 times naked to get, so perhaps you should hire a small child to spam your "1" key. But blindfold them, cause of the whole nudity thing.

6. "Lady Godiva"
- Lady Godiva was a noblewoman who, according to legend, rode naked through the streets of Coventry in England in order to gain a remission of the oppressive taxation imposed by her husband on his tenants. It's an incredibly easy unlock -- you just have to mount up naked in a capital city -- but the obscure reference makes this one for your collection.

7. "The Might of Poultry" - Really, all of the chicken Tome unlocks deserve a mention, mostly because they're near-impossible to attain -- but this one dwarfs them all. All you have to do to get this unlock/title is kill a mere 5,000 players as a chicken, pecking them down 1 HP at a time. Piece of cake.

8. "A Little Off The Top" - We at WAAAGH! are very firmly anti-unicorn, and are therefore delighted that this oddball Tome unlock is there to warm the depths of our heart. If you're Destruction and traveling through the Shadowlands, kill a level 15 champion unicorn called Sylendoras for the unlock and the title The Hornsnapper.

9. "The Drunkard" - This is about as far from a secret or exclusive as they come, although you did have to work a bit at the Keg End event to unlock this basic-level reward/title/unlock. It is kind of unique in the pantheon of Tome unlocks in that when you get the reward, you have to use a mug which makes a large beer-tipping animation over your head, and then you are bestowed this dubious title.

10. "The Extremist" - Secret plungers aren't talked about so much these days, or even well-known, months after release. There's at least three real ones and one practice one, and if you find the three real ones, you get this unlock and title. Perfect for the Mountain Dew enthusiasts out there!

As an aside, here's an interesting quote I found over on the Prima Guides forum, where an author/editor/bigwig responded to complaints that the guides lacked (among other things) crafting and Tome info:

Mythic is EXTREMELY protective of this information. They really want players to discover it first. I know that is irritating for you all. You bought the guide because you want to do, not (necessarily) because you want to discover. I'm right there with you. Just remember that real live people at Mythic spent the past 3 years of their life working long hours and weekends to create this content for you. If they want just a couple of months of player discovery before we do the full reveal then that's their perogative. Again, I know it's frustrating (for all parties involved). Give us a month or two and we should be good to go. Sorry it can't be quicker but our hands are tied on this one.

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Tuesday, December 30, 2008

Apothecary bug, small but usefull


This is nothing big or awesome, but still usefull.

If you make potions, in early levels (i'm not high yet), it asks you to place 2 water bottles in the lower part of the apothecary window.

Place 1 bottle in the first, and a stack of 20 in the second.

It will now say: This recipe will definitly succeed. - This is normal..

Make your potion and your first bottle of water shall dissapear as usual, as you have used up your single bottle in the first slot.

Now your left with your second (middle) box filled with another 19 bottles.

But it will still definitly succeed anyway!

Perhaps this is usefull and less expencive on higher levels, i just started.

Still thought it could be usefull for some of you.

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Thursday, October 2, 2008

Warhammer online Apothecary: How-To and List



A nicer layout for this can be found at the webpage here, including a graphic diagram of where to put these ingredients.

A Brief Explanation
In order to craft a potion, you need a minimum of 3 items: a container, a main ingredient, and a stabilizing ingredient. Basic containers, and level 1 sub-ingredients can be purchased at merchants (not quartermasters) and craft merchants. As you gain levels nad move up to different tiers, a more advanced container can be purchased from the merchant.

  • 1. Place the container in the container slot

  • 2. Pick a main ingredient from your inventory (see the table below for possibilities) and stuff it into the main ingredient slot.

  • 3. Put a stabilizing agent, usually cloudy water to start, in the first slot, and check the bar on the right labeled "Potion Stability" above. If the arrow is at the bottom, crafting the ingredient will cause the vial to shatter and the synth will fail. If it's halfway up then you have a good chance of getting a potion but it will be volatile. Volatile potions have a chance of doing the opposite of what they say they'll do (Example: you lose 25 action points instead of gain them).

  • 4. Keep stuffing stabilizing agents in until the potion is either halfway or at the top (I usually go for the top for potions that I want)

  • 5. If you have extra spaces, you can put a sub-ingredient in. Sub-ingredients fall into 2 categories: Makes more potions and Increases Potion Potency. Also listed under sub-ingredients are other stabilizers not available from the vendor. These stabilizers are generally more potent and can reduce the number of waters you need so that you can afford to use sub-ingredients in your synth.

  • 6. When you've got the mix that you want, hit "Brew", then enjoy the fruits of your labor!


Main Ingredients

Motley Smedleycap - Intelligence - 1
Musty Elvish Parsley - Regen (Heal Over Time) - 1
Pebbled Gravelnuts - Toughness - 1
Shattered Bear Tooth - Strength - 1
Smoking Pyre Ivy - Fire Single Target DoT - 1
Smoking Ashberry - Fire Breath (Cone Damage) - 1
Swaying Dandedragon - Energy - 1
Tattered Feather - Ballistics - 1
Torn Feather - Ballistics - 1
Wispy Beardweed - Strength - 1
Wispy Morrweed - Armor - 1
Woolly Thief's Nettle - Ballistics - 1
Emaciated Ribbon Leech - Heal - 10
Engorged Ribbon Leech - Heal - 15
Brittle Beardweed - Strength - 25
Brittle Morrweed - Damage Absorption (Shield) - 25
Domed Morrweed - Damage Absorption (Shield) - 25
Frowning Grumpleaf - Willpower - 25
Shorn Daemon Pinion - Damage Absorption (Shield) - 25
Thin Wolf Blood - Regen (Heal Over Time) - 25
Watery Daemon Gore - Fiery Explosion (AoE DoT) - 25
Wiry Thief's Nettle - Ballistics - 25
Arching Blackstipe - Strength - 50
Blistered Daemon Flesh - Elemental Resistance - 50
Bloody Lizard Tongue - Fire Single Target DoT - 50
Fuzzy Scruntleydown - Fire Single Target DoT - 50
Grasping Grottuk Weed - Regen (Heal Over Time) - 50
Grasping Redvine - Fire Breath (Cone Damage) - 50
Long-petaled Blackstipe - Strength - 50
Milky Spider Venom - Toughness - 50
Moldering Twigfester - Intelligence - 50
Pockmarked Dwarfcup - Willpower - 50
Rotting Twigfester - Intelligence - 50
Runny Daemon Blood - Fiery Explosion (AoE DoT) - 50
Runny Wolf Blood - Heal - 50
Sallow Redvine - Fire Breath (Cone Damage) - 50
Scattered Twigbloat - Ballistics - 50
Standing Twigbloat - Ballistics - 50
Striding Trotweed - Toughness - 50
Striped Wood Flea - Energy - 50
Thin Chitin Shard - Armor - 50
Thin Daemon Wing Fragment - Damage Absorption (Shield) - 50
Torn Scale - Armor - 50
Tufted Peckgrass - Energy - 50
Vile Skunk Thistle - Armor - 50
Wiry Elfcup - Willpower - 50
Clutching Field Leech - Heal - 60
Redbelly Tick - Heal - 60
Ringed Horse Leech - Heal - 65
Acrid Spider Venom - Toughness - 75
Black Wood Flea - Energy - 75
Blighted Twigfester - Intelligence - 75
Brown Trotweed - Toughness - 75
Cantering Trotweed - Corporeal Resistance - 75
Clawing Redvine - Fire Breath (Cone Damage) - 75
Crowned-Sac Skunk Thistle - Damage Absorption (Shield) - 75
Curling Blackstipe - Strength - 75
Dropping Grottuk Weed - Regen (Heal Over Time) - 75
Green Old Man's Mane - Corporeal Resistance - 100
Hairy Elfcup - Willpower - 75
Noxious Skunk Thistle - Armor - 75
Patchy Scruntleydown - Fire Single Target DoT - 75
Round-Petaled Blackstipe - Strength - 75
Scarred Dwarfcup - Willpower - 75
Scurfy Twigbloat - Ballistics - 75
Severed Lizard Tongue - Fire Single Target DoT - 75
Thin Daemon Sinew - Elemental Resistance - 75
Waxen Redvine - Fire Breath (Cone Damage) - 75
Wispy Peckgrass - Energy - 75
Worn Chitin Shard - Armor - 75
Curling Yellow Canny - Fire Breath (Cone Damage) - 100
Old Man's Mane - Corporeal Resistance - 100
Pasty Phlegmberry - Strength - 100
Pock-marked Ulric's Tash - Willpower - 100
Pygmy Black Pea - Regen (Heal Over Time) - 100
Ropy Ulric's Tash - Willpower - 100
Wavering Spikewort - Fire Single Target DoT - 100
Whiskered Flea Agaric - Ballistics - 100
Wispy Chev's Needle - Armor - 100
Dwarf Black Pea - Regen (Heal Over Time) - 125
Caked Toody's Hat - Intelligence - 125
Coiled Yellow Canny - Fire Breath (Cone Damage) - 125
Rough-Shelled Chev's Needle - Damage Absorption (Shield) - 125
Searing Spikewort - Fire Single target DoT - 125
Swollen Chev's Needle - Armor - 125
Shaggy Flea Agaric - Ballistics - 125
Tufted Sorrel - Energy - 125
Whispering Spikewort - Fire Single Target DoT - 125

Sub-Ingredients

Callous Gobswort - Potion Potency - 1
Cloudy Water - Stability - 1
Dusty Fusk - More Potions Produced - 1
Scabrous Gobswort - Potion Potency - 1
Burgundy Bolete - More Potions Produced - 50
Coarse Merulius - Potion Potency - 50
Seeping Arboreal Resin - Stability - 50
Untamed Zoic Gore - Stability - 50
Dappled Bolete - More Potions Produced - 75
Feral Zoic Gore - Stability - 75
Oozing Arboreal Resin - Stability - 75
Scarlet Bolete - More Potions Produced - 75
Wiry Merulius - Potion Potency - 75
Ferocious Zoic Gore - Stability - 100
Rose Blusher - Potion Potency - 100
Carmine Blusher - Potion Potency - 125
Shaded Shadow Fungus - More Potions Produced - 125
Viscous Arboreal Resin - Stability - 125

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Sunday, August 31, 2008

Warhammer online Crafting Review



Introduction
Warhammer Online is attempting something different from other MMORPGs with their crafting system. Their aim is to a make a fun, and ultimately rewarding system that doesn’t feel like a grind. They have expressed that they want everyone out there in the battlefield and have allowed their system to let you craft/gather while you are exploring and killing!

No Recipes! In Warhammer there are no set recipes for your crafting. Basically, this means that instead of picking something out of a list, you gather up a few ingredients and throw them into a pot and hope something cool comes out when you are done.

Example:
    A recipe based system would have you choose out of a list of potions. Say you wanted to make a healing potion, you would typically pull out your recipe list and see you needed A, B, and C to make the potion. You go to a merchant and purchase the items you need, or gather the items from monsters as required, and a short while later you have your healing potion. The value of this potion is constant so you are always sure of what you’ll get.


Overview
The Warhammer method involves a lot of guess work and luck, but also rewards you for trying out odd combinations. You may get something much better than you intended or you may get something horribly wrong. Another great plus is you do NOT have to be at a certain area to craft. Provided you have the necessary items in your inventory, you can craft anything anywhere.

Example:
    Let's say you have been asked by a friend to make him a couple of healing potions for RvR™ later. From experience you know that a certain herb works really well for healing potions so you go out and gather what you need. However, you also know that you can’t just make a healing potion with just the herb, you’ll need other ingredients as well.From experience you have found that cheap wine helps stabilize the healing potions so you go gather that from passed out dwarves. On the way back to your friend you are suddenly attacked by a ravenous fairy! After the fight you decide to clip her wings, thinking it may help strengthen your potion.


    So you’ve made it back to your friend alive and you start on your potions. The first one turns out normal, you’ve added all the typical ingredients you use and the potion comes out the way it usually does. The second one you’ve added all the normal ingredients but you’ve had a stroke of luck! Your potion has come out just a little bit stronger than normal, good for you! For the last potion you decide to drop in the fairy wings when your friend isn’t looking, just to see what would happen. By now your friend is giving you a funny look. The last potion is bubbling and spewing out multi-colored smoke, not to mention the sickingly sweet smell it’s putting off. When things settle down you quickly realized you’ve made a discovery! Your simple healing potion now offers a greater chance to dodge enemy attacks, WAY TO GO!


Note: The obvious drawback of this plan is that it is likely in the near future that we will see all known combinations published on the internet and this will, with time, turn into a recipe based system.

A breakdown of the System
Two crafting skills are currently available:
  • Apothecary

  • Talisman Crafting


And four gathering skills:

  • Butchering

  • Cultivating

  • Magical Salvaging

  • Scavenging


You can only choose one crafting and one gathering skill, so pick wisely! Keep in mind what you want to do. If you want to make highly magical Talisman’s you might want to consider taking up Magical Salvaging as your gathering skill. If you want to make powerful potions, you may wish to take up Cultivating so you can get the herbs you need.

A breakdown of the Gathering Skills

Butchering
What this involves is searching a killed monster for resources. This only applies to non-sentient beasts and is used to salvage bones, meat, and skins. You will be able to identify if a monster can be harvested by noticing the flies buzzing around the corpse. A simple click allows you to butcher, provided you have the skill trained.

Cultivating
There’s no flower picking in WAR boy! Weeds, fungi and herbs are some of the main subjects involved. For this you are going to need to buy some things and carry them around to make this work. First off you are going to need a pot to grow your plants in. You’ll also need things like; soil, seeds and spores. Seeds and spores can be obtained as loot from monsters, as rewards from quests, and bought or traded from other players. Pots and soil can be purchased from merchants.

So you’ve got your items and are ready to do some cultivating! What you need to do is this;
1- Place your seeds or spores inside your pot. Easy enough.
2- Water your little pot and carry that thing around with you a little while. Things take time to grow man!
3-To make your plant healthy you can add nutrients or other things you want to try. Always wondered what to do with that spectral essence? Well add it to your soil and find out!
4-Your plant is done growing, time to find out what you got!

When you harvest you will either get a new type of seed (to be used in growing an even stronger plant), or an ingredient that you can use with the apothecary skill.

When all is said and done the now empty pot will go into your backpack to be used again.

Magical Salvaging
You too can be an all powerful magical expert! This is a pretty basic system that involves extracting the magical properties from items. What you’ll need to accomplish this is any magical item that has some sort of bonus on it (i.e. +10 Power or +3 to health). Using your deeply arcane and magical skill you will be able to extract one of these bonuses off the item. The drawback to this is the item you are salvaging will be lost in the process, so keep that in mind when you are attempting to withdraw one of its magical properties. If the item has more than one bonus on it, you will only be able to remove one property, so keep that in mind as well and choose the power that benefits you the most.

Example:
    You are exploring a new area of the woods and are attacked by a blood-thirsty Cabbit! After a long and exhausting fight you manage to defeat the beast and discovery a shimmering amulet around its neck. Using your powers of deduction you realize this amulet has a +5 Intelligence and +7 Agility bonus. You can’t really use the amulet yourself but you could really use the agility on something else, so you decide to extract that bonus. The process is pretty involved and the amulet is destroyed but you are left with a trinket that will allow you to use that +7 Agility on a Talisman in the future!


Scavenging
This involves recovering hidden items from more intelligent creatures, i.e. sentient. Basically you are rummaging through the dead body’s possessions to see if you can find anything of worth. As with Butchering you will be able to identify a body that can be scavenged by the flies that are buzzing around it. You will, as with Butchering, simply need to click on the corpse to recover items of worth, provided you have the skill trained.

Apothecary
So you want to create some potions, lotions and powders do you? Well in order to do this you will need training in the Apothecary skill. To be successful you’ll need some items such as a container, a main ingredient, and support ingredients.

A breakdown:
  • The type of container you use will determine how many support ingredients you can add to your mixture.

  • The main ingredient determines what type of potion you will end up with.

  • Support ingredients assist in the creation.


A note: All main ingredients are unstable so you will need these support ingredients in order to increase the chance of a successful potion or the possibility of creating something new and exciting.

Example:
Using our previous example of the healing potion we’ll break down the parts.
  • 1- You had your container that you used to make your potion in.

  • 2- The herbs you gathered were your main ingredient that’s used in all healing potions.

  • 3- The cheap wine you scavenged from the dwarves was a support ingredient.

  • 4- The fairy wings were another support ingredient you decided to add as well.

Keep in mind that not all support ingredients you add are going to produce results. For example, you decide to use your old combination that you discovered when you made that last healing potion. This time you decide to try and add some left over frog legs as well. Everything seems to be going fine until the mixture starts to bubble rapidly and emit a thick black smoke. After a few tense moments wondering if you are going to survive this experiment, the smoke clears and you take a look inside. Nothing useful was produced! Obviously this is not a good combination and you make a note of it.

In keeping with the WAR effort and encouraging players to get out there and battle, specific things must be done in order to make certain potions. For example you may have had to capture the enemy’s territory in order to cultivate a certain rare fungi. Or you may have had to defeat Glowworm the Great in order to acquire some other special ingredient.

Side note: All potions have a chance of failing. If this happens your container may break and become unusable, however the ingredients you used will not go away and may be used again.

Talisman Crafting
Talisman Crafting is basically the process of creating things that provide bonuses to worn items and armor. In order to make a talisman you are going to need a container just like with Apothecary. You’ll also need various items from crafting/gathering skills and at least one item from magical salvaging. Like Apothecary you’ll need your main ingredient (item from magical salvaging), and your support ingredients. Talisman crafting can imbue bonuses such as; additional stats, bonuses to armor, and bonuses to resistances.

Example:

  • You’re ready to make your Talisman so you’ve got your container set.

  • You apply the item you got from magical salvaging.

  • You apply the necessary support ingredients that are needed to facilitate the process.

  • FLASH…BOOM… you’re all done and now have a highly magical item that you can equip!


Note: Only rare and powerful items can have Talisman’s attached to them.

Conclusion
Based on all the information, we can see that early on there is a lot of guess work involved with Warhammer Online crafting. With thousands of different possibilities out there for making items, it will be a fun and challenging experience to discover them all! Additionally, in order to make some of the more powerful items, you’re going to need to work with other players. This is where having a good guild or network of crafters comes into play. Crafting won’t be quite so easy at first, but in my opinion this system should prove to be extremely fun and rewarding, a stark contrast to current crafting systems out there today!

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Monday, August 11, 2008

Tome of Knowledge Achievements



I haven't seen any recent post about this at mmOverload, so here is what little bird told me. It's all I have access to as I am still patching. ToK fans rejoice.

=Titles=

Achievements

The Cutpurse - loot 10 items
The Pirate - loot 100 items
The Hoarder - loot 1,000 items
The Pawner - earn 1 gold
The Loaded - earn 50 gold
The Wise - 10 tome unlocks
The Adventurer - 50 tome unlocks
The Never-Rester - 100 tome unlocks
The Overachiever - 250 tome unlocks
The Omniscient - 500 tome unlocks
The Friendly - add 5 people to your friends list
The Conscript - join 10 groups
Ow My Eye - clicked self 100 times
The Vain - clicked self 5,000 times
The Talker - use the tell command 50 times
The Peon - gain 1,000 Influence
The Influential - gain 10,000 Influence
The Prominent - gain 100,000 Influence
Snuffed - die 10 times
Victim - die 100 times
The Green - die 10 times in RvR
Meat Shield - die 100 times in RvR
The Lucky - kill 10 players in RvR
The Mauler - kill 100 players in RvR
Spark Snuffer - kill 10 players that are more than twice your Renown Rank
Run Away! - died 10 times to monsters
The Bait - Died 100 times from a monster
The Wasteful - destroy 10 items
The Garbage Disposal - destroy 100 items
The Lint Looter - scavenge 50 corpses
The Body Searcher - Scavenged 1,000 corpses
The Skinner - Butcher 50 corpses

Exploration

The Impure - kill Keltherian Darklust, interact with Book of Innocence; around 240, 40650, west of Fortress of Korhandrid (west of Goldmead, DE Chap 9 hub), in the hills near the very edge of the map, in Ellyrion.

Heroic

Foe of the Cannibal - unlocked by talking to a sickly man outside a cave in Marshes of Madness, I think southwest of Oathhold

The Intractable: Kill any Cold One in the pit around 14323, 14564 (I think, it's the area between Rock of Galirian and Serynal), in the Shadowlands.

Killing

Echo Hunter - kill a Neborhest Bat in Marshes of Madness. They can be found south of Oathhold and in the marsh south of Thurarikson's Warcamp.

The Huntsman - walk through the mob of pigs around the Public Quest Pillage and Plunder (51613,63055), in Norsca. (possibly Destruction only)

The Scout - Examine Unfortunate Victim at 37683, 34796, in Nordland.

Questing

Silly

Once Bitten, Twice Shy - talk to Kormina Falinsodtr at the Pick and Goggles tavern in the Dwarf starting zone.

The Dawnbringer - interact with the Vampire Effigy next to the mountainside near the Plaguesworn Cultists southeast of the Neborhest's Vanguard PQ in Marshes of Madness

The Lumberjack - interact with the corpse of a Tree-kin in the are around Dark Elf Chapter 7 (on the way to the NPCs for the last part of Heads Will Roll!, above the Gate at the very south of Shadowlands)

The Peculiar - throw a rock on the head of the sleeping Snotling in the woods just outside and east of Tor Aendris, in The Blighted Isle

Skaven Splitter - interact with the Man Trap in Warpclaw Hideout, a cave near the SW corner, in The Badlands.

Scorp Squisher - kill Baneclaw, a Champion scorpion, at approximately 6400, 62500 (SW corner of the beach), in Chrace.

The Skeleton Hunter - interact with the Marked Grave in the graveyard west of Grimmenhagen Village, in Nordland.

The Spider Slayer - kill a Dark Hollowfang at the Suskarg Cave in Stormblighthollow, in Troll Country (around 2400, 35219).

The Fearless - walk inside Amund's Barrow close to at roughly 48572,44251, in Norsca (possibly Destruction only).

Unconfirmed/Rumored/Unknown or fuzzy triggers:

The Grounded - trigger unknown

Scourge of the Asur - kill 100 High Elves (possibly Dark Elf only)

Favored of Malekith - kill 1,000 High Elves (possibly Dark Elf only)

The Crusher - kill an Ogre Bull (clarification needed: which one, where is he?)

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Friday, July 4, 2008

Crafting in Warhammer online.



Mark Jacobs did a very nice little video that came out in the newsletter yesterday that covers alot of intresting stuff about the crafting system in Warhammer online.







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Tuesday, June 3, 2008

Warhammer's crafting system

Many of the systems developed for Warhammer Online focus around the art of war itself. Realm vs. Realm combat, Keeps, sieges ... the bread and butter of the game is combat, adventuring, and excitement. Which is not to say that a few moments of quiet time aren't appropriate even in the harsh world of WAR. The most recent newsletter unveiled a new production video from none other than Mark Jacobs himself, talking all about crafting.

Mark Jacobs did a very nice little video that came out in the newsletter yesterday that covers pretty much all of the stuff I would be talking to you about, so I'm going to try and see whether we can find some other little things to talk about that he just mentioned in broader terms. I think the best way to talk about crafting is first of all to admit that there's gathering, and then there's crafting. There is how you get your stuff, and that's how you turn your stuff into other things. The skills that we're talking about at the moment, we have four gathering and two crafting. The two crafting are Apothecary and Talisman-making, and the four gathering are Butchering, Scavenging, Cultivating and Salvaging. Some of them function like skills you might have seen in other games, like Butchering, and Scavenging is extracting stuff from corpses.


Cultivating is a pretty new idea for an MMO. Essentially you start off with something useless and spend some time and attention, nurture with love, and water. Eventually your seeds can grow into something that is much more useful and someone else will want to buy off you and use to make potions. You can, of course, use your own materials. Salvaging is taking something that you have, that maybe you don't want, hitting it with a hammer lots of times so it breaks apart. Then you have some stuff left over. Apothecary is potions lotions and powders, it's essentially our combat consumable creation system. Talisman-making is making stuff that goes into slots, where those slots are on weapons and amour. I don't think Mark touched too much on how those skills basically interact with one another, I've seen a few people asking questions about that.

Just as an example of how resource gathering works. Butchering is where I go out into the wilderness and see a wolf or a boar, and I kill it and some flies start buzzing around it, and I interact with it. Then I get some loot! And the kind of loot you get from Butchering is - mostly - going to help you out with the apothecary system. So ingredients you might get to make potions are like guts and blood, and goo and all kinds of disgusting things. Scavenging on the other hand feels basically like the same kind of skill except that you're doing it on predominantly player races. Anything sentient, like Mark said "anything with pockets". When you Scavenge from them you get things that are slightly less disgusting, things like gold teeth, you might get fleas and ticks, that sort of stuff that's stuck to their body. Generally, the stuff you get from Scavenging will help you out in Talisman-making.

There is a bit of crossover, if you do Scavenging there are some things you use in apothecary that aren't available elsewhere, aren't as easily available elsewhere. The same thing with the other two resource skills. Cultivating is growing stuff, and stuff you grow in Cultivating generally ties in to apothecary too. Salvaging - that stuff generally ties in to Talisman-making. So we give players a choice, they can have one gathering, one crafting. At very low levels there's enough to just get started at your local crafting vendor. Once you get above that, you need to go and do stuff on your own. With your one gathering skill you can pretty much get just about everything you need, but there are going to be some times where you need to trade with other players.

You only have the option of choosing one gathering and one crafting? You can't do two gatherings?

No. Definitely one and one, Mark replied to someone asking that question on one of the boards today. The primary reason is just that we don't have that many skills at the moment. The other thing we've tried to do with all of these skills is - I'm not a big fan of chasing yellow dots on a radar screen. When I play our game I want to get into a scenario, I want to get into a keep siege and I want to kill people! I don't want to be doing rings around the edge of the zone or looking for yellow dots on my radar to go and interact with not-people. I want to get in to RvR and kill people. So - developing the entire crafting system, which is based on Mark's design, we tried very hard to make sure that if you want to do crafting, it's not going to impact your ability to do RvR. It's not going to soak up time, you're not going to have to go to specific places and do it. If you want to do it, you can just do it. If you've got 10 seconds downtime? Make a potion, or start something growing, while you're waiting for the scenario timer to kick off so you can get in and start killing people. That's been a very important, conscious choice for us. I think we've pretty much hit it on just about everything you do in the game to do with crafting.

So if we're talking about how they feel to use ... Butchering and Scavenging, the way they play out is very reminiscent of World of Warcraft's skinning. Salvaging shares some similarities to WoW's disenchanting, some of the things you can do in Salvaging. Let's say I have my staff, I don't want it any more, or it dropped and I don't use it, and so it's got Wisdom and Intelligence on it. When you go to salvage it, it'll give you the option to choose which one of the bonuses you'd like to extract. Once you've made that choice, the end result, the stuff you get will actually be different depending on your choice. Then, you take one of those things and plug it into your Talisman-making. Let's say you chose intelligence, if you use that as your core ingredient for Talisman-making, you'll make a talisman that boosts intelligence.

Mark in the podcast was emphasizing the exploratory nature of the system, and that's the sort of thing we've been trying to ensure all the way through. We don't want the system to be as simple as in some games, where if you find a recipe or unlock a recipe then it's the same set of four items you need to make it. In our system, there are many different ways to arrive at an end product. The interesting choice we give to the players is to kind of figure out the best way to get the ingredients they need to make that, based on their own play-style.

I've artificially given myself 100 skill at Cultivating, which has opened up three of my four plots already. The first thing you do when you get the cultivate window to open is you stick a seed in a plot. The low-level stuff grows pretty quickly, and you can have multiple things growing at the same time. When you back out, it shows you which state which ones are - all of these are at the beginning stage at the moment. There's an overall time, there's a time per stage. What we can also do is input additives that will reduce the time taken as well.

You can use one additive per stage?
Yes, at specific times. Basically what happens in Cultivating is, you're growing stuff. We'll also fill in some little surprise things in, like you can have criticals and supercriticals, and the chance of those happening can be modified by the additives that you use. If you find a special sort of soil, maybe that makes criticals happen more often, or maybe it makes supercriticals happen more often. We're also trying to do things like hybridization. Essentially most of the seeds you grow give you ingredients that you're going to use to make something. We are reducing the amount of types that you can immediately get, and make them happen as a result of say a supercritical in cultivation. So you might say "oh, let's grow a respiration plant" and then grow ten of them, and one's a supercritical and suddenly it gives you a healing seed. You haven't been able to make healing potions before, and you can't find them anywhere.

You've created the healing seed as a hybridization byproduct of the respiration seeds. Cultivation's also going to be a way that we can put in more weird stuff. You might be growing some particular plants and you might get an insect at the end of one of the products, which you can grind down and use as a pigment, Or, you get a sap or some goo that you can use as an ingredient for something else. Once it's fully grown, at the end you can harvest it. Oh, I got one of those back. I'll try to see if it's in a stack ... I got a failure! There's a common mushroom there, which ultimately will get sold to a vendor.

Some of the seeds can also come from Scavenging, some of them come from just killing particular types of animals. Usually ones that have hair, because thematically, it's stuck in their hair. We have the starter stores mostly as a customer service for our players. Once they get into they game, they can start out and get their first few skill levels in a particular skill, at no risks, the guy in the store will just sell you as many of the skill level 1 stuff as you want. Then when you outlevel that, you're on your own, and you have to go find stuff. So particularly potent or rare seeds, find more PQ bosses, any particularly hard piece of content, as well as regular drops and Scavenging.

So not only do the gathering skills work with the crafting skills, but they also overlap with each other?
Yeah - there's a little bit of overlap all over the place. Like earlier on, when I was saying Scavenging mostly helps you out with Talisman-making; there are edge conditions and all sorts of weirdness that we put in. Hopefully players will find it interesting, particularly like killing someone and finding they had a leech on them. Then you loot the leech and you say "Oh, this can be used to make healing potions, because it's a leech!" Stuff like that. So apothecary is a potion-making system. As a skill level one player I learn this skill from a trainer, and then I go to this guy here and he can give me some stuff. First thing I need to do is put it in a container, and then put in my main ingredient, and then there's a little thing that tells me whether the mixture is stable or not.

So it's completely stable with these new additives. I press 'Brew', and we get a potion out at the end. It's real quick to make something as an Apothecary. Now the really cool thing about the system is we have a main ingredient which goes in that slot, which basically can determine what kind of potion we're making. In this case, you can check on the tooltip and know that this guy always makes intelligence potions. However the problem with the main ingredients is that they're very, very unstable. So as soon as you put them into a container, you are going to have a battle to make sure the overall stability of the concoction is positive. So, to do that, I've just used the three basic ingredients that I know have good stability. Other ingredients can also do other things, like the two basic other types which I'm going to show you today can increase the length of an effect on a potion, and increase the number made. It's a little bit difficult to be designing potions early on. Once you get into the swing of it, and you are starting to find more gatherables and you also have more money, you can buy stuff and you can can trade from players. It enables you to start designing the sort of potions that you want. Mark used a really good example in his podcast where he said "I'm going to make some potions for my guildmates ...

What are we doing tonight?" "Well, we're just going to run a bunch of scenarios. We're going to be doing RvR." In RvR, you don't survive very long, it's just a fact of life. You die every five minutes. It's fun, but you die every five minutes! So, it would be pointless for me to use my ingredients that lengthen the effect. Every time I revive, I take another potion. So, instead I'm going to concentrate on adding extra potency in, or maybe, concentrate on adding ingredients that will make more potions. Conversely if I'm going to solo, if I'm going to try and get a couple of levels tonight, do a couple of quests, maybe join some other people in PQ. I'm not really expecting to die all that often - it's PvE! So, I might concentrate on my ingredients that super-lengthen the length of the effect. Instead of making intelligence by ten, for ten minutes, I might make intelligence for ten, for two hours. In which case, I only need to drink one, and I can save all my ingredients for when we go RvRing and make the short powerful ones.

Is there a similar mechanic on the Talisman-making side? You mentioned breaking down materials based on their item bonuses, but is there any sort of balancing that goes on there?

It's similar, but it's... it's the same system, but there are some differences. For example, for apothecary - apothecary is all about managing your stability, making sure your overall stuff is stable, and we give the players a little bar on the side. For Talisman-making, it's all about making this minor object of power as potent and powerful as they can possibly make it. So there's no real stability involved in that, it's just brute force power. Conceptually it's very similar, you're sticking four things into a container, pressing a button and hopefully awesome pops out the end. The types of things you need to make a talisman is a fragment, which is the thing you get from Magical Salvaging. Presumably as a player you've already made the choice about which bonus you're trying to make. Then you need some gold essence, gold in Warhammer is traditionally the color of hedge-wizardry, talisman, magic, that kind of stuff.

We're going to require you need some gold essence. Gold essence is the thing that is created by apothecary people. We'll allow you to have some really crappy gold essence probably from the store or from some early on PQs. That said, to get the superpowerful talismans, you're going to want to have a friend that's into apothecary. Talismans thematically are kinda like good luck charms. It's funny ... in the Warhammer world, they're not necessarily inherently magical themselves. They're magical because you believe they're magical - which is kind of a weird concept to get your head around initially. The Empire soldiers will nail two brass pennies to the front of their shield as a good luck charm. Are the pennies actually magical? No, they're not, but because they think they are, they become magical. It's like a lot of trust and belief and all kinds of nonsense.

So talismans work a bit like - thematically they're a bit like that. If you believe all this stuff's going to be magical, you can make something cool. So the third things you need, we call them curios, they're things you get from Scavenging. Like you Scavenge some player races, they might have in their pocket a lucky charm - a rabbit's foot pendant or a four-leaf clover. The third ingredient for making a talisman is something that someone considered to inherently have some power to it. Then the fourth thing is another magical type of essence that predominantly occurs as a byproduct of Salvaging. Take all this stuff, squish it together, and if you have the best versions of each one of those four things, you get a really good talisman at the end of it. If not, you get a crappy one.

What kind of support does the Auction House offer for people who want to offer their goods and services from these kind of products? Is there an easy way to run down a potion based on the length of time?

Yes. Our Auction House functions like you think it would. However, we have extra levels of filtering available that you can use to search for. There's not just a pulldown that says "Potions" and it will show you all the potions in the Auction House. You can actually get down to the level of clarity that you would need, given that the crafting systems themselves can create stuff of that level of granularity.

This is obviously a question looking out a bit ... do you guys see adding in more crafting elements as the years go by?

I think we would be foolish not to!

It seems like you're aiming to launch with a very tight, very core element...

We wanted to concentrate on - I don't want to use the word 'consumable', it's not an all-encompassing term - wanted to focus on the things that are the most going to help players out in RvR. Viscerally. Like - drink a potion, and suddenly you become stronger on the battlefield. That's the kind of effect you want to have. One thing about talismans is I'm not sure if it's been mentioned - is while some of them last forever, some of them don't - and that enables us to put better abilities in them because we know they're not going to last. They're not going to stick around for that long. So, with that respect, they're also consumables. We want to give players as much ammunition for augmenting and specializing their characters for RvR.

The choice to not include a weaponsmith or armorsmith is interesting. Was that based on just how the designers wanted to itemize the game, or was it so you didn't have people doing really passive activities in the game?

I think every game I've ever played, I've always been a little bit upset with how blacksmithing / weaponsmithing works, in that they never give me the end results that I really want. A lot of games there'll be the discussion whether crafted stuff should be better than the stuff I get elsewhere. Not necessarily even high-end content, but just my normal, going about my business doing quests kind of thing. I don't remember ever playing a game where I thought that mix was "right". Personally, I'd love to put in a system where you could do crafting and that was the pinnacle of stuff in the game - but there are other aspects to take into account. I'm not sure the main reason why we didn't do it. From my point of view, being in charge of the team that had to do it, we know we have this awesome exploratory system of apothecary and Talisman-making. We have the associated gathering skills, and we just want to knock those out the park first. We'll give you the tools that impact your initial RvR experience the most, early on in your lifetime in the game. After that, we'll see what happens. We're probably going to be around for ten years, it's going to be five or six expansions ... we've got to hold something back!

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