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(updates made 03/27/01 to mention advanced tailoring)
If you wish to make non-metal armor for yourself and others, tailoring
is the skill you need to learn. Your first finished products will
be patchwork armor for the non-casters, and silk swatches and raw
silk armor for the pure spellcasters and monks.
While some folks have expressed an interest in learning simply
to make themselves some armor, in order to develop enough skill
to make yourself armor, you might as well continue working on the
skill enough to pay for all those pelts and patterns you ruined
in the process.
I'm not going to tell you everything there is to know about tailoring,
but here's some basic information to save you a lot of mis-spent
money.
For patchwork:
First, lets clear some misconceptions and confusions: a) Small
sewing kits can be used to make armor for all size folks.
The size of the sewing kit does NOT affect the size of the armor
being made. (I've seen a lot of humans running around looking for
"medium sewing kits" to no avail.) b) Somewhere along the way, the
powers that be did a name change on things, so some pelts will be
called pelts, others will be called "skins". As long as the other
part of the description matches the pelt you need, it's the one
you want. (e.g., ruined bear pelt, high quality bear skin, etc.)
The pelt or skin determines the size of the armor
made. (Wolf for the wee folks, cat for the medium folks, and bear
for the large folks.) Ruined pelts are for patchwork, which makes
sense, since patchwork is bits and pieces, and you mangled the pelt
while skinning it. Better pelts/skin, plus the large sewing kit
mix with patterns and certain metal objects, to make studded leather
and reinforced leather armor. Of course, these sorts of things are
a lot more difficult to make, and so on, so forget about it for
now. Just focus on the basics patchwork. By the time you have
mastered that, and have a tailoring skill of 26, then you can start
asking around to find someone willing to teach you the tricks to
the better leather armors. Until that time, you'll waste a lot of
materials, and frustrate yourself unduly.
For silk armor: The first thing you're going to need is
spider silk, and lots of it. Now, we're not talking of mugging spiderlings
here, as their silk is too small to do any good for armor (there
are tailoring uses for spiderling silk, and this guide WILL be rewritten
with that information once the DenMother is back from vacation).
You need the bigger spiders to pull this off: large spiders, giant
spiders, carrion spiders, crag spiders, wooly spiders, etc. You
can get your skill in tailoring from 0 to somewhere in the teens
by just taking two pieces of spider silk and combining them in either
size sewing kit. Set the resulting silk swatch aside you're going
to need lots of it. Once your sewing skill is in the teens (or sooner
if you want to risk ruining more silk swatches and patterns), you
combine silk swatches and patterns in the large kit to produce raw
silk armor that spellcasters and monks can wear. The number of swatches
you need varies with the item being made, but always, always, with
any trade skill, remember that if something needs 2 or more of an
item, that those items must be unstacked in your kit before you
combine. Once raw silk armor is trivial for you, then you can start
teaming up with a brewer to make cured silk armor, and with an enchanter
to make Wu's Fighting Gauntlets for the monks (the only piece of
"glowing silk" armor in the game so far), but definitely don't even
think of trying to learn how to tailor on the more advanced items
unless you have a lot of money you're willing to waste as you ruin
things.
Studded/reinforced leather: At one point, studded and reinforced
leather armor were the main tailored armor upgrade for druids. With
the addition of halfling and wood elf cultural tailoring, especially
the imbued versions which cover the druidic deities, this is no
longer the case. While these items are good for skill increases,
it's unlikely you'll find much of a market for them.
Bags and other containers: There are several containers
that you can make via tailoring. Some, such as handmade (10-slot)
backpacks and bearskin potion bags (for combining several single-charge
alchemy potions into one multiple-charge potion) will have a market.
What's next?: There's still a LOT more you can make with
tailoring from this point onwards, but it will be expensive to your
pocketbook as well as eat a lot of your time. If you're looking
for the "cheapest" path to mastery after cured silk, your
best bet is likely to work on quivers until they go trivial at 115,
and then work on the crystalline silks from Velious until skill
131. There is no cheap and easy way to
grandmaster level tailoring from 131 onwards at this time.
All other "advanced" tailoring from this point onwards
requires serious amounts of time spent collecting components and
serious amounts of cash investments... plus high failure rates.
There are many nice items that can be made by highly-skilled tailors,
and you may be one of the treasured few who works their way to becoming
a grandmaster (200+) tailor, but please, don't say you weren't warned
that it would be a difficult and expensive path. :)
The fine print: All text on this site is copyright
by the respective authors. The game EverQuest is a registered trademark
of Sony Computer Entertainment America, Inc. This site is not meant
to represent official EQ policy, and we are not responsible for
errors/omissions that occur due to changes in EverQuest trade skills.
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