edit: Oh, and sometimes you get fixers from white seed special moments. I forgot to put that in there guide.
A special moment with an uncommon (green) seed will, as with the white seed, yield 1 or 2 of the weeds, and yield a resin corresponding to the level of the seed OR a fixer (more on these later). However, this is where things get Warhammer Gold interesting. Instead of getting another seed of the kind you put in, you get a new kind of seed. A good example is getting a mortified twigfester spore. This is a hybrid seed.
A special moment with a hybrid (green) seed will give the same yields as a regular uncommon seed, but instead of getting resin or fixer, you get extracts. The kind of extract you can get depends on the level of the seed.
3. Resins, Extracts, and Fixers
As I said earlier, resins are stabilizers for apothecary recipes. Extracts go in the pigment slot when you place a dye container in the apothecary container slot. Fixers are the stabilizers for a dye recipe. As of right now, fixers do not matter at all, as nothing you do will change the result of a dye recipe. The ones you buy from the vendor work the same as the green ones from special moments.
The extracts available are as follows:
Honeycomb - 25 = Yellow Dye
Resinous Brown - 75 ~ Scorched Brown Dye
Verdant Leaf - 100 ~ Goblin Green Dye
Blue Bottle Fly - 125 ~ Seaguard Blue Dye
Fiery Red - 175 ~ Red Gore Dye
(note: It may be possible to get extracts from non-hybrid, or even common seeds, but I've never seen it, nor has anyone I know in-game.)
4. Bugs and Dangers
There are really only a few dangers that you should avoid while cultivating. The first and most annoying is producing critical successes on Warhammer Gold weeds. To my knowledge, these still produce an error, as the item the recipe should make is not in the game. It will, however, produce a null item to occupy a space in your inventory that you must manually destroy.
This bug may or may not have been fixed. I haven't tried it again to test in the last week or 3.
The other dangers lie in wasting matierials to try to achieve different results. The two big ones are the vials from guild vendors (currently broken. don't use them.) and uncommon quality fixers.
Just save your fixers; they don't do anything different to your recipe, so you should stockpile them for when Mythic gets Warhammer Gold around to finishing the handful of crafting professions they got in before launch.
Conclusion
That's basically the whole story as I know it. The methods I put here have gotten me any dye I want, in as large a supply as I want, as high quality reagants and a hybrid seed very frequently results in a special moment.
I hope this was helpful to someone. Happy dye-making!
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