Myrron's Beginner's Guide to Tailoring
Tailoring is perhaps one of the toughest trades to grandmaster,
easily taking months (if not years) of constant farming for supplies
and little resale value of any item until the higher-end. Since
October 16, 2002, the skill-up rate for tailoring was increased
slightly, now making it somewhat easier to raise your skill. This
guide suggests steps to a tailoring skill of 188, and provides several
ideas to go to 250. It is assumed that you will likely farm most
of the materials needed, so the total cost is relatively low.
First things first: increase your stats! If you are a caster, raise
your intelligence/wisdom (whichever is your primary stat) as high
as you can before attempting to tailor. If you are a melee, pick
whichever of the two stats is easier for you to raise and get it
as high as you can. There was once a rumor that dexterity played
a role in gaining tailoring skill-ups, but as far as we know to
this date, the only stat that directly matters is the higher of
the wisdom/intelligence statistic. Recall that spells may also alter
stats, not just armor and weapons, so getting a few mind buffs will
certainly not hurt!
Why do you want to increase your stats? As your stat increases,
so does your chance of getting a skill-up in tailoring. This is
not to be confused with the actual creation of a new item. Whether
or not you succeed when trying to create a new item depends on your
tailoring skill level. If your tailoring skill is 25, you have the
exact same chance of creating a patchwork tunic whether your intelligence
is 120 or 180. However, with a 180 intelligence, you will be more
likely to improve your tailoring skill to 26.
Tailoring will also require you to become a blacksmith and a brewer,
unless you have a good friend who is willing to handle those areas
for you. Use the guides and message boards at www.eqtraders.com
in order to learn the best paths for getting these skills up. I
recommend mastering both; aim for a minimum skill of 120 in each.
The higher you are above the listed trivial, the more often you
will succeed. Pottery is another trade that may help you later when
you need poison vials, but poison vials can also be bought. If you
want, however, get your pottery skill to around 150 for a good success
rate on poison vials.
(Begin Steps in Guide)
1. Create silk swatches (2 unstacked spider silks)
and/or silk threads (2 unstacked spiderling silks) until 15. Save
these swatches and threads, you will need them later.
2. Create patchwork armor (1 ruined wolf/cat/bear
pelt + pattern) until 26. Pick a cheap pattern to work with, most
cost mere silver. All pieces trivial at the exact same time, so
you may get to 26 with any pattern.
2b. I want to insert an alternate path
here. If you make Greyhopper armor, an easy combine (1 greyhopper
hide, 1 mask pattern), you can go all the way to a skill of 95 on
this and skip steps 3-7. If you are not high-level enough to fight
greyhoppers (found in Marus Seru on Luclin), go ahead and look into
the next few steps, especially step 5 if you have some money to
spend.
3. Create raw silk armor (1 silk swatch + pattern)
until 36. Do not choose to skill up on the tunic or the pants patterns;
they require 2 swatches. All other pieces require 1 swatch, and
since they all trivial at 36, why waste swatches?
You now have a choice: Create studded leather armor, cured silk
armor, or woven mandrake. One route requires a decent smithing skill
(recommended 50+) while the other route requires a decent brewing
skill (recommended 70+). Both are discussed below. The third, the
woven mandrake, requires you to buy supplies from an alchemy store
but otherwise only costs money.
4. Many people choose to make studded leather
armor next. Studded leather armor requires a medium quality wolf/cat/bear/rockhopper
pelt, a pattern and varying amounts of metal studs (3 metal bits,
file, flask of water, smithing trivial of 35). If you pick this
route, make the studded leather mask until 56, as it is the only
piece that requires 1 metal stud. After 56, move on to cured silk
armor.
5. Create woven mandrake (2 unstacked mandrake
roots) until 66. Mandrake roots can be bought at various alchemists,
including Shadow Haven and the Plane of Knowledge.
6. Other people move from raw silk armor directly
into cured silk armor. Cured silk masks, which is the piece you
want to make since it requires the least supplies, requires 1 silk
swatch, 1 mask pattern, and 1 heady kiola (2 kiola saps, 1 bottle,
1 flask of water, brewing trivial 46). All cured silk armor pieces
trivial at 82, so you can just make masks until then.
Myrron's Note: I chose to move from raw silk straight
into cured silk, and I am quite happy I did. Silks are fairly easy
to come by, whereas you need to fight animals a lot longer to find
a decent amount of medium quality or high quality pelts (which can
be skinned down to medium quality). Plus, I skinned down all medium
quality pelts I found into low quality to make leather padding (1
low quality wolf/cat/bear/rockhopper pelt, 1 silk thread). Leather
padding sells for a very nice amount, as it is used for higher-end
smithing. Leather padding trivials at 31, but you get a much better
success rate once you are in the 50's. You can make a lot of money
from leather padding, so why waste the pelts when you can skill
up on cured silk armor? That was my rationale. I was not aware of
the woven mandrake option or the greyhopper hide option until my
tailoring was above 66.
7. Create handmade backpacks (1 high quality bear
or rockhopper pelt, 1 backpack pattern) until 88. Handmade backpacks
traditionally sell pretty well on most servers, so here you can
make a tremendous profit. While the price varies from server to
server, buying HQ bear or HQ rockhopper pelts and then selling the
finished backpack often yields you a very nice profit. Of course,
you profit even more if you farm the pelts yourself. Between leather
padding and backpacks, you can make a pretty decent living as a
young tailor.
8. Create tailored quivers (1 high quality cat
pelt, 1 quiver pattern) until 115. The best source I have found
for high quality cat pelts is East Karana, where all the lions and
lionesses seem to drop them somewhat often. While you are there,
smack some crag spiders for their silk; you'll need it later.
You now have another choice: crystalline silk armor or Wu's armor.
Crystalline silk armor requires lots of crystalline silks, which
drop off of fairly high-level spiders in the Crystal Caverns. Wu's
just requires our old friend, spider silk. For lower-level players,
I recommend moving right into Wu's, but for those of you who can
handle Crystal Caverns easily, I wanted to make you aware of your
options. I will move on to discuss Wu's armor as the next step in
the guide. If you want to do crystalline silk before Wu's, the recipe
to use is a silver thread (bought), a pattern, and 1-3 crystalline
silk swatches depending on the item. The tunic trivials at 131 (3
swatches).
9. Create Wu's mantles (1 silk swatch, 1 shoulder
pad pattern, 1 vial of viscous mana, 4 unstacked heady kiolas) until
144. A vial of viscous mana requires a poison vial, one pearl, and
a level 12+ enchanter. If you are not an enchanter, you may need
to find one who can help you; the poison vial and pearl can be bought.
(The poison vial can also be made reliably with a pottery skill
around 150+ if you are so inclined.) Wu's armor requires a lot of
spider silk and a lot of heady kiolas, so be prepared. Spider silk
is best found in East Karana since crag spiders have been known
to drop as many as eight silks at once. Because of this, East Karana
is also often crowded with several people all hunting crag spiders.
If you have track or a friend who can track, it would be in your
best interests to make use of this ability, and know the rules about
kill stealing.
10. Create Wu's sleeves (2 unstacked swatches,
1 sleeve pattern, 1 vial of viscous mana, 4 unstacked heady kiolas)
until 151. Create Wu's tunics (3 unstacked swatches instead of 2)
to 158. When you get to the tunics, you will need to use a loom
in a city, as the recipe calls for 9 items and your large sewing
kit has only 8 slots.
Congratulations! You've finished Wu's armor and no more kiolas!
Many people don't go onward too much farther from this point, as
supplies (if you choose to buy them) now get real expensive. However,
the upside to this is that many pieces you can make now sell for
a lot, so if you farm your supplies, you stand to make a nice profit.
First, take a break and build up your smithing and brewing skills
now; get each above 140 for the tailoring to come.
11. After 158, you have three viable options available.
Most people in their desperation to combine anything for a skillup
tend to do a mix of all three.
11a. Create studded acrylia masks (superb rockhopper
hide, paeala bark tannin, mask pattern, 1 acrylia stud) until 188.
Paeala bark tannin is made by combining paeala bark (vendor sold)
and water in a brew barrel, trivial at 102. An acrylia stud is made
in a forge when you combine 3 acrylia bits (2 acrylia pieces and
water = 1 acrylia bits), one flask of water, and a file, trivial
at 45. Masks (on my server, anyway) do not sell for much, but if
you are so inclined to, other armor like the acrylia studded cloak,
sleeves, and tunic sell fairly well. The latter require more studs
however, so it can be more work to skill up on those. Masks are
the only item that requires one stud, thus making it the easiest
item to make if skilling up is your primary objective. All pieces
of armor trivial at 188.
11b. After 158, I found the solstice robes to
be a nice alternate route to grand mastery. The Ceremonial Solstice
Robe requires a gem studded chain, 3 sacred Tunare silks, tunic
pattern, and an embroidery needle. This one is expensive to make,
particularly the gem studded chain. The sub-combines require a jewelcraft
skill of 250, smithing skill of 122, a pottery skill of 103, and
a tailoring skill of 135 (which you have covered). The robe sold
well for a long time, but I'm sure the price currently varies from
server to server. Check EQTraders for all of the combines and items
required per robe. The main reason to try this now is because on
a failure, the most expensive piece (the gem studded chain) is returned
to you. Thus, until you succeed, this costs mainly silk and emeralds,
among other minor components. The robe can take you to 250, though
most people abandon it as a skillup route once they begin getting
too many successes (around skill 200+).
11c. Legend of Ykesha recipes. With the latest
expansion, we have recipes that can provide a new method for skilling
up. Any tailor, regardless of race, can make a part of the new cultural
robes. Combine a ribbon (bought, range from silver to platinum ribbons),
a pair of shears (hickory then elm), and the appropriate dye. Check
the LoY
recipes to know which dye, ribbon, and shears to use. Hickory
handled shears are smithed from a hickory bow staff, shears mold,
flask of water, and 1 metal bit (trivial 136). The elm handled shears
are a elm bow staff, shears mold, flask of water, and 1 metal bit
(trivial 142). The mold for both is bought in the Gunthak lighthouse.
The gold ribbon items trivial at 162 and 167, and the platinum ribbon
items trivial at 182 and 187.
(End Steps in Guide)
Good job! You've hit tailoring (188), a skill level that not many
people ever reach. But you want to go further? You have some choices
to make! From here, you have multiple routes in which to pursue
to 250. All are time consuming if you farm, and some finished products
sell better than others. In short, here are some tried methods:
Method 1: Acrylia reinforced armor. This requires a flawless
rockhopper hide, paeala bark tannin, a pattern, and acrylia boning
in varying amounts. Again, the mask requires only one boning. Acrylia
boning takes a small brick of acrylia, a flask of water, and a file
in the forge, trivial at around 40. Acrylia reinforced armor can
raise your skill to 242.
Method 2: Studded arctic wyvern hide armor. Requires an
arctic wyvern hide, cod oil, pattern, and varying amounts of velium
studs. Velium studs are made by combining 3 velium bits, a file,
and a coldain velium temper. Cod oil is made from combining a cobalt
cod (fished from Cobalt Scar) and a flask of water in a brew barrel.
You must combine these in a Coldain Tanner's Kit and not a regular
sewing kit. Trivials above 250.
Method 3: Othmir fur caps. Requires 2 othmir furs, a silver
thread, cap pattern, and a vial of clear mana. The silver thread
is sold in Thurgadin. The vial of clear mana requires an emerald,
a poison vial, and a level 29+ enchanter. You must combine these
in a Coldain Tanner's Kit and not a regular sewing kit. Trivials
above 250.
Method 4: Check your cultural options. Some cultures have
alternative routes to high tailoring skills. Wood elves, for example,
have mithril leathers that can take you to 228 if you don't mind
foraging a lot of oak bark. Half-elves do not have this option for
skilling up.
Method 5: Keep an eye out on EQTraders for new recipes and
for other tailoring options. Most people tend to do one of the above
methods, but you never know when a new quest will come along and
much profit can be made on a new tailored item. The Planes of Power
expansion may also contain new tailoring methods to 250, so keep
an eye out there as well.
Method 6: Continue with Solstice Robes (mentioned in step
11b). As mentioned, many stop making them once they begin succeeding
too often, but some others take the robes all the way to 250.
Tip: It has been hinted at that your chance for a skill-up
is slightly better when you succeed making an item versus when you
fail an item. Whether this is true or not is in debate, but if you
want to increase your chance of simply being successful making an
item, you may wish to invest in a geerlock which adds to your tailoring
skill success rate. If nothing else, the additional successes you
have can be sold back to recover more money spent.
I have found that handmade backpacks and leather padding are still
great moneymakers if you are purely interested in profit. The backpack
market alone has been the sole funding for the mastery of 5 of my
trades, including the expensive blacksmithing trade. I do not often
see any market for other below-158 items except the occasional monk
wanting to buy some Wu's armor. However, of all the trades, tailoring
is one of the most difficult (arguably the most difficult, even
after the October 2002 patch), and it is no small accomplishment
to get to 250. I wish you the best of luck!
--Myrron
Wood-Elf Druid on Vazaelle
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