Crafting
From Warhammered Wiki
Warhammer Online Crafting.
Very little information has been released about the Warhammer crafting system. Below is a transcription of a Video from Ten Ton Hammer where Justin Webb gives some insights into the how some parts of Warhammer Online crafting will work.
The crafting and gathering systems I'm prepared to talk about at the moment are Butchering and Scavenging which are skills that players can do when they interact with corpses (that sounds disgusting doesn't it) of monsters that they have killed. The difference between the 2 skills is Butchering works on non sentient monsters and Scavenging works on sentient monsters. Butchering is like "I kill a giant wolf" and I interact with the corpse and I get "wolves blood" or "ruptured wolf kidneys" where as if I'm scavenging and say I'm a Greenskin and I kill an Order Humanoid, scavenge it and I get a "gold tooth" or I might get a "4 leaf clover", I could get a bit of money, I get some water, I get some kind of lucky charm. He might also have some stuff in his hair like a seed or a spore. He might have leaches on him that I could take or ticks, bugs stuff like that. So while they function in a very similar way the loot products that you get at the end have a distinct feel.
So those are the 2 gathering skills. Another gathering skill we have is Cultivating where throughout the world you will be able to find seeds and spores and you will be able to grow them. Now I mustn't mention the F word which when we're talking about Cultivating is flowers. You're not growing flowers, you're growing fungus, mushrooms, toadstools and weeds.
Those things filter into a crafting skill which I'm going to talk about, Apocethary which is making potions, lotions and powders. To make a potion you typically need bits and pieces from any of the gathering skills, like if you grow a particular seed it might grow into a weed that will allow you to create a healing potion. The primary way that players will get potions is that they'll have to make them.
The basic system we are employing is not a recipe specific system and by that I mean, to make a potion of healing you do not need "this specific item, this specific item and this specific item", press a button and you get your potion at the end. Our system is more exploratory. You have a container with 4 slots in it and you put your ingredients in. One of your ingredients we're calling the main ingredient and that determines what kind of potion you may or may not make. The problem with main ingredients is they are very, very unstable and you need other ingredients to make them stable. So we have other ingredients that you can throw into the mix that do things like extend the duration of the potion, we have some ingredient that will increase the stability of the potion and we have some ingredients that increase the number of products that you get, as an example. So whereby in some games if you take apocethary, alchemy or whatever; you get a healing potion when you put these 3 specific things in, in our game you'll be able to make a bunch of different healing potions depending on the properties of the particular ingredients you use.
So, there's a sense of exploration in there in that we want players to figure out what the best ingredients are and the best places to get them from or do any of these ingredients have super-extra properties that we don't know about.

