admin on November 6th, 2008

Most of us here probably picked up a profession either because of the usefulness it may have at end game or to earn some extra gold. End game wise, gathering professions are obviously the least useful but there are only 2 crafting professions. Not much of an option there. Which tradeskill did you go with and how much are you making with it?

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admin on October 1st, 2008

For those who may not know what a wiki is, its a public community site in which anyone can edit to improve the content available for the community. In this case, help your follow Warhammer fans and share your knowledge. We are currently developing a wiki to help players and much of the content is currently contributed by us. There are currently 50 pages and we are looking to expand close to a 1000 by next week. Visit http://war.tumeroks.com for trade skill information.

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admin on September 29th, 2008

Here are some profession trainers I’ve found for those are just starting out new and are having trouble finding them.

Cultivating
Destruction
Toofless Moguk - Da War Make
Spana Soulseed - The Inevitable City, Map Markers: 17575, 24323

Order
Balagil Axegrinder - Redhammer Brewery, Map Markers: 46234, 30029

Salvaging
Order
Dekmar Wulfmann, Salvager - Grey Lady Coaching Inn (Empire, Ch 2)
Morden Snowbeard, Salvager - Ekrund - around the left (south west) side of the inn
Destruction
Torus Savageblade, Salvager - Sorcerer’s Axiom (Chaos, Ch 2)

Butchering & Scavenging Trainers
Order
Mekel Falkenhiem - Butcher of Grey Mare Inn
Destruction
Vag Mudlash - Da War Maker
Lorne Foulsteel & Diedrick Goedbloed - Inevitable City, Map Markers: 17575, 24323

Apothecary
Destruction
Doomseer Webbweaver - The Inevitable City, Map Markers: 21604, 24122

Talisman Making
Destruction
Dripnose Shinymaka - Da War Maker
Unsure of the name, but his title is Hedge Wizard - Sorcerer’s Axiom (Chaos, Ch 2)
Order
Aidan Bond, Hedge Wizard - Gray Lady Coaching Inn

If you know of any others not listed feel free to add them into the comment and I’ll revise it whenever I get a chance.

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admin on September 19th, 2008

Here’s a list of the current problems I’ve initially come across with Talisman making and hopefully this thread can sum up the big issues harming the class:

1: It needs too many items

It’s currently next to impossible, unless your in a guild with lots of other crafters to get the crafting items you need, especially as they come from a variety of professions. The AH isn’t being used much on my server at the moment so that may fill up but it still looks like buying the materials will cost a lot more than a talisman should be worth. Also, it clogs up your bag space having so many craft related items

2: You need to get to 25 far too early

I’m not sure on the exact level that talismans start needing 25 skill but it’s around rank 8-9. As you whizz through these levels you stand no chance of getting enough drops.

3: Remove timed talismans

What good is an 8 hour +2 stat talisman? It’s essentially a pathetic buff (and an incredibly expensive one at that). If we’re going to have timed ones, at least give them better stats than non-timed ones. They’re pretty much junk.

4: Confusing in general

The Talisman making screen isn’t amazingly clear. There are scores of people who think they’ve never found a talisman trainer because they’re called “hedge wizards”. I know that’s part of the lore but there’s nothing that gives any indication that they are the ones to go to for talisman training. Also, where is the Hedge Wizard in altdorf? All the other trainers/vendors are easy to find, running around for ages in the city didn’t find it and I had to fly back to a chapter 2 location to stock up on items.

5: other professions are easier in comparisson

heading sums it up

6: No drops from PQs or in general

Other professions seem to get plenty of drops but, other than the salvaging drops, I’ve never seen a drop or reward that Talisman makers need.

Am I whining too much or are these the problems that need to be addressed?

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admin on September 19th, 2008

Alot of people are asking for information on the Cultivation gathering skill so I thought I would provide a litte. This is meant to be a basic tutorial on how use this skill so someone will know as much as a beta tester when they start playing the game. Note that any information here is subject to change and was easily available during the Preview Weekend. Te begin with, those interested in cultivating should seek out the skill trainer located either in the local T1 story 2 camp or the capitol city. Once you have trained in the skill its time to start getting seeds to grow.

Part 1:Seeds

There are multitudes of seeds that can be used in cultivating (too many for me to list since I have not even seen them all). The basic level 1 seeds are available on most crafting merchants to help you get started, but to get other level 1 seeds and higher seeds you will have to kill, trade with other players, or quest. Seeds tend to drop off of non-sentiant creatures more than any (wolves, boars, and cats), however some of the best creatures to get them from are squigs (they are fungus after all).

As for quests, each pairing has a wandering quest giver who can be found in each tier. This quest giver will generally ask for a simple gather/kill quest and reward you with a upgraded seed. This seed differs from most other seeds in time-to-grow and crit result. The level 1 version is called ‘Short-stemmed Elvish Parsley’ and will normally produce ‘Musty Elvish Parsely’ end product, however on a critical success it will produce ‘Short-stemmed Elvish Parsley’ which is a better apothacary product. These quest seeds also have an aprox grow time of ~9mins. Another benifit of these seeds is that all results except for crit failure will return the seed to you, thus allowing you to gain multiple skill points from just one seed.

I believe that seeds come in different colors similar to equipment, however I have only encountered white and green seeds. Most regular seeds will produce an end product and nothing else on a regular success and will return the seed only on a critical sucess. Below is an example of what a seed will produce.

Musty Elvish Parsley - Crit failure = Wilted Weed (useless and common to all crit failures)
- Regular success = Musty Elvish Parsley
- Crit success = Musty Elvish Parsley + return seed

Part 2:Additives

AFAIK there is no difference in grow times in different colors or levels of seeds. All seeds that I have encoutered with the exception of quested seeds have a grow time of 2 mins. Of course these times can be reduced by use of additives. Additives are seperated into 3 catagories; soil, water, and nutrient. The basic level 1 additives can be found on most crafting merchants with the seeds. The first and most important thing to remember about additives is They are NOT required for you to grow seeds. I say this because even in beta most people did not know this and were wasting precious brass on extras for crafting. Additives only add to the chance for crtiical success, decrease the chance for crit failure, and decrease the time required to grow the seed.

(Note: Many people have been complaining about the adding of additives during the growth process. Currently you can only add additives as each stage progresses, however this is subject to change. Personally, I only add additives when I have a seed I would like to get back and I have really good additives, otherwise I just drop and forget the seed.)

You can obtain higher level additives through either PQ’s, Mob drops, Scavanging, or Butchering. Obviously you cannot have multiple gathering skills, so in order to get additives from scavangers or butchers you will either have to trade or purchase from the auction house. Higher level additives are believed to increase the chance for crit success, but not to decrease the time-to-grow. I must confess a lack of true testing for additives, although I am sure that within a few weeks of release someone will have a mathmatical formula for them.

Part 3:Plots

Cultivatiors will access thier plots by clicking on the cultivation icon which can be placed on the action bar. These plots do not take an physical space and require nothing more than training in cultivation. The plots can be accessed anywhere and anytime even during battle. You will notice at first that only 1 of 4 plots is available for growing. Additional plots are unlocked every 50 skill points, so you will have 2 plots at skill level 50, 3 at level 100, and 4 at level 150, with 200 being the cap.

To use a plot, simply click on the plot in the cultivaton window to open it. Once in the plot window, you may add your seed into the seed box and add your soil additive (if desired) into the soil box. After the time required has passed to advance the growth cycle, a small message will show up in the chat window and you may add the next additive, water. Again, after another growth cycle has passed you may add the final additive, nutrient. Once again these additives are Optional. After the final growth cycle has passed the plant is ready for harvesting, this is when you will find out if you have a regular success, crit success, or crit failure. You will be unable to harvest the plant if there is no room in your inventory for the item(s).

You are able to monitor multiple plots by going back to the cultivation window which shows the plots, each plot will show the current growth stage of the plant inside along with the total time left, and weather or not an additive has been added.

Conclusion

Cultivating is a simple and easy to use skill once you know the basics. It does lack behing scavanging/butchering for making money just from the NPC merchants, however I believe that the lack of mass interest in this skill along with the increased interest in apothacary will allow dedicated cultivators to sell thier wares for a decent price on the auction house when its implemented.

Cultivation only provides end products which can be used for apothacary and may seem useless if you did not choose that crafting skill. Some of the known potions created by using cultivation end products are healing, stat increaseing, resist increasing, and AP potions. No doubt, there are much more available from cultivation, but I have yet to see most of them.

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admin on September 19th, 2008

Family Name - Effect
Elvish Parsley - healing, restorative
Grumpleaf - willpower
Morrweed - absorbing, armoring
Beardweed - strength
Ashberry - flaming breath
Thief’s Nettle - accuracy
Smedleycap - intelligence
Pyre Ivy - fiery (aoe fire damage)
Dandedragon - energy
Shorenuts - corporeal resistance
Gravelnuts - corporeal resistance
Trotweed - corporeal resistance
Grottuk - healing, restorative
Elfcup - willpower
Skunk Thistle - absorbing, armoring
Blackstipe - strength
Redvine - flaming breath
Twigbloat - accuracy
Twigfester - intelligence
Scruntleydown - fiery (aoe fire damage)
Peckgrass - energy
Dwarfcup - willpower
Old Man’s Mane - corporeal resistance
Black Pea - restoration
Ulric’s Tash - willpower
Chev’s Needle - armoring
Phlegmberry - strength
Yellow Canny - flaming breath
Flea Agaric - accuracy
Toody’s Hat - intelligence
Sorrel - energy
Spikewort - fiery (aoe fire damage)
Goldweed - makes gold essence
Gobswort - makes effect of concoctions last longer
Fusk - increases the number of concoctions
Merulius - makes effect of concoctions last longer
Bolete - increases the number of concoctions
Blusher - makes effect of concoctions last longer
Shadow Fungus - increases the number of concoctions

Known families with unknown effects/plants produced - hookberry, grundle, spider frond, spumepetal, argost creep, jack o’ lantern, cheese slipper, foolsberry, spurge, stalkball, clubposs, buckberry

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admin on September 19th, 2008

*First off Why bother with butchering? Well simply put, Butchering (imo) is the best profession to take if you want to be a self sufficient Alchemist. You can get a good range of main ingredients (including a ton off effects that Scavengers cannot get) as well as stabilisers AND even sub-ingredients. You won’t make as much money off it as scavenging early on, however, if you are really into the alchemy, then you aren’t doing it for money in the first place. However, don’t be fooled into thinking its totally useless money wise.

* Deer. I cannot stress this enough. Now before you do a double take and think I’m crazy, I’ll explain.

Currently, Deer critters have loot tables comparable to regular humanoid/more difficult mobs. The difference is Deer can obviously be one shotted and in many parts in the world, respawn instantly AND of course they can also be skinned. Now, you probably won’t get much in the way of skill ups killing these critters (except for early on) but if you find a good spot, you can get a ton of Fleas and Ticks (Usually tend to be Health/Energy Main ingredients) and can then whip up a significant batch of potions.

Drop wise, as I said, the loot table is pretty damn good. Grinding a small group of Deer in Shadowlands, I was able to amass something like 6-10 greens in the space of half an hour. In many cases they re-spawn instantly and in the same spot, so you can effectively just spam an AoE if you have one and build up the corpses.

They WILL probably nerf the deer’s loot table but until they do, It’s quite a nice money maker.

*Kill Collectors. While not true for all chapters, you will find a good majority of Kill collectors are looking for Beast kills in the area. Therefore, if you want to level your butchering and get extra xp while doing it, its a no brainier. Find a Kill collectors, find what he wants, grind say 20-30 of them, go hand in for xp bonus in addition to skill ups and a horde of mats. There are also a handful of PQ’s that involve killing Beast mobs also which can be good as well.

*Don’t neglect it. On thing that I found rather annoying is that as soon as you get into Tier 2, all the level 1-25 Alchemy mats dry up and you will instead be butchering a ton of level 50+ mats so make sure your alchemy is around the 50 margin by the time you move into Tier two if you are aiming to be self sufficient.

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admin on September 19th, 2008

I hope some of you will find this useful, they are from the notes of a wandering Warrior Priest called Caradoc who dabbles in cultivating and Apothecary in the gods-forsaken lands of Sylvania. As such they will be bias towards the cultivating side.

To start your’ll have to see an Apothecary trainer. From then on all the Merchants will start selling you Apothecary items.

I’ll focus on potions for now. You need to go to your abilities window and open that, and press the Apothecary button. First up you need to add a container. To start with use a Used Glass Vials that can be Merchant brought. As you get better at mixing potions, and start to use more powerful ingredients, your’ll need better vials. Otherwise your’ll need the Mercy of Shallya - as the thing will blow up in your face. Thin Glass Vial are avalible once your skill is at 50. Otherwise it’s the skill 100 PQ vials, or your’ll need a friendly Scavenger to find you one. Some are also avalible in your city from the Tavern - but this is dependant on your cities rank.

Then you add your main ingredient - these are listed below. Then drag and drop in water as a stabliser. Then brew away and pray to Sigmar you have Ranald’s favour - and hopefully your’ll produce something that works.

Damage Potions:

UNKNOWN - Thorn Shield
My notes were destroyed by a pesky Bright Wizard burning the place down.

Pyre Ivy - Single target DOT
Usual thing with the water and hey presto, you got a potion to set fire to someone. Its a single target DoT.

Ashberry - cone base AE
Simular thing - except this is like eating a rather hot halfling pie and doing a dragon impression. Char breath, certainly - firey breath that clears your front arc.

Stat increaser Potions:

Smedley Cap Mushrooms - intelligence
Something those pesky bright wizards love.

Grump leaf - Wisdom
Guaranteed to increase even an Orc’s Wisdom.

Thief nettle - Bow Skill
I know a few Dwarvish Engineers who love this stuff.

UNKNOWN - Weapon Skill
I pray for Sigmars Guidance here.

Beardweed - Strength
Makes those witch hunters feel so much more manly.

Mirrow weed - Amour increase
Helps the Dwarves polish their armour don’t you know.

gravelnuts - increases toughness
Sure, your’ll have the odd Blademaster who’ll want this, but recently I seem to be using it more myself as those Heretics seem to be ignoring them and hitting me.

Healing Potions:

Dande dragon or Fleas- action points
Heat with some water - makes a potion to restore action points. Generally loved by tanks, and a reminder for those tanks that have been hit around the head once too many times - they are the yellow ones.

Elvish Parsley - Heal over time
Also note I had an oddly named version of this - which made an insta heal potion. Only seen that the once thou.

Ticks - Intsa heal potion
I know nothing about this, as as a devout Sigmarite who only grows simple herb’s and ’shrooms I’ve not had the experience to write about this with any sort of legitamacy. I did also get a 1 Tenatious Elvish Parsley - and this made an insta heal potion too.

UNKNOWN - Damage Ward potion
I pray for Sigmars Guidance here.

Gobwort and fusk do appear to alter the effects - but its been inconstant, and I’m praying to Sigmar for his guidance here. I’ve had some experience with squig parts that worked well from a rather darker place in my travels.

I would suggest while still practicing your arts, and from anothers advice, until skill level 50, use 2 waters and do not experiment with these extra’s. It will only frustrate, and you need to focus that on the forces of destruction that are hammering at our doors.

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admin on September 19th, 2008

Many players are finding it extreme difficult to level magical salvaging and talisman making. Finding items to salvage is very difficult, they are quite rare to come by and your level up rate is not 100% guaranteed. You only get a level up when you get a fragment. Whats worst is that some items cannot even be salvaged. In addition, you do not even always get a fragment for every item salvaged. At this early on the game, it would be quite expensive to level up but If you have this skill and put through the efforts, I am sure you will be able to sell the talismans for a load of gold.

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admin on September 19th, 2008

Many players have been having a difficult time finding their trainer to learn their trade skills. ALL and I do mean ALL the trainers are located in chapter 2 within the capital city. The magical salvaging trainer is called the salvaging trainer. Do not get that mixed up with scavenging.

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