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  • Blight�s Guide to Tailoring v 2.2
    By: Blight, Posted at: Sat, Jun 14th 12:08 PM 2003
    Rated 5.00 by 22 people

    Blight�s Guide to Tailoring

    version 2.2 (6/30/2003)

    by
    Forum Name: Scuzzbopper
    Beta Character: Blight, Master Tailor, Bria server
    Release Character: Stark Fist, aspiring Tailor & Bio-Engineer, Eclipse server


    ----------------------------------------

    Index Of Topics

    * Warnings and Disclaimers
    * Welcome To The Royal Siblinghood Of Tailors
    * So What Do Tailors Do?
    * The Tailor Skills
    * Tailor Training �OR� �Where The #%!& Is The Tailor Trainer?!?�
    * Choosing A Home: A Closer Look At The Tailor Trainer Cities
    * Tips For Tailors
    * A Not-So Quick Guide To Crafting In General
    * FAQs
    * What Can The Other Classes Do For You?
    * The Tailoring Resources
    * Outfits and Combinations
    * Tailor Schematics
    * The Combat Surveyor/Explorer Surveyor
    * A Brief Guide To Grinding
    * Known Issues
    * Play End Theme, Roll Credits


    ----------------------------------------

    Warnings and Disclaimers:

    1. May contain some mild suggestive dialogue and revealing clothing.
    2. If you enjoy figuring things out for yourself, some content may spoil
    part of the game experience for you. Don�t read if you want to learn things
    on your own.
    3. Everything herein is just my personal experience and opinion. No reason
    that you should or will agree with me. If disagreeing with me is going to
    annoy you, don�t read.
    4. Some information I have included here is based on deduction, supposition,
    or second-hand (if reliable) information. I try to specifically note this
    when it's the case.
    5. This guide is based largely on information gathered during the Beta 3
    phase of SWG, updated up to the last 10 days before release (and a little
    bit from the final beta hours and first couple days of release). Many things
    will likely change over the coming weeks and months and some or all of the
    information herein may no longer be accurate as patches and updates roll out.


    ----------------------------------------

    Welcome To The Royal Siblinghood Of Tailors

    �So you�ve decided to become a Tailor�� Are there any guides that don�t
    begin with some words to that effect?

    I don�t know about you, but I never decided to become a Tailor. I know there
    must be people in SWG who did say �I want to be a Tailor� and diligently
    achieved their goals. That�s fantastic! Maybe you�re one of these people,
    maybe you just fell into it like me, or maybe you have a story all your own.
    The only story I know for sure is mine, so here it is. Feel free to skip to
    the next section if you want to learn more about Tailoring but not about me.

    I started early on in Beta 3. I came into the game with visions of Bounty
    Hunters and Imperial operatives dancing in my head. Before the character
    wipe I played two characters -- a covert Imperial human Marksman/Brawler
    (Stane Gloamstar, Bounty Hunter wannabe) and a wookiee Scout/Marksman
    aspiring Ranger whose name I forget. Really hadn�t changed my thinking much
    by the time of the first Beta 3 character wipe (lost all my XP from the
    terminal event due to the rollback bug, so never go to try the advanced
    professions as they were and still wanted to get there).

    I created Blight (human) after the character wipe and started him as a
    Marksman/Scout (a Bounty Hunter wannabe still). What I did differently this
    time was pick up all the other classes at start, except Brawler, and played
    around with them at least a little. Without ever really planning it that
    way, Blight started climbing up the Artisan tree (all except Business,
    anyway). Scout and Marksman kept up for a while, but pretty soon I was
    building harvesters, setting the countryside ablaze in a strip-mining frenzy
    of smoke and decay... and crafting away.

    By the time I had reached Engineering IV and Domestic Arts IV in the Artisan
    skill tree, I did pretty much what I had done when I started the character
    -- picked up a whole slew of professions. I trained novice in Architect,
    Armorsmith, Weaponsmith, and Tailor and just started playing around with
    each of the classes. Somehow, I�ve ended up a Tailor.

    I think a big part of it goes back to coming up through Artisan. Clothing
    always seemed like the most in-demand and interesting of the items I could
    make. By Engineer IV/Dom Arts IV, no one really wanted any weapons I could
    make, no one seemed interested in food at all, bone armor was in demand, but
    it was all the same and pretty boring and repetitive. Clothes had variety,
    people wanted them, and (until some color reorganization late in Beta 3) I
    could also make some pretty varied colors. Not much changed in going to the
    novice advanced professions. Weapons were worse in many ways (barring
    gaining back all that experimentation ability before getting something
    marketable). There was a new type of armor available, but I couldn�t make it
    without (at the time) an item from half-way up the Tailor tree. Architect
    took HUGE amounts of resources. But Tailor was still pretty decent. Going to
    Novice Tailor meant you got new designs, different styles, and there still
    was some interest from other players in purchasing what you made, even if
    the it would take a while to get some better colors. Plus it was fun.
    Tailoring had more variety than weapons or armor, was more consistently in
    demand with other players, gave you a tangible result for what you were
    doing, and didn�t require massive resources. I liked it.

    So that�s the path my character took and how Blight, the Bounty Hunter
    wannabe, became a Tailor.


    ----------------------------------------

    So What Do Tailors Do?

    They make clothes. (What, you want more?)

    Tailors, depending on their depth and breadth of experience, can craft
    clothing of all sorts, jewelry, and some equipment/gear such as packs.

    There are four different branches in the Tailor skill tree. These branches are:

    Casual Wear
    Field Wear
    Formal Wear
    Tailoring

    In more detail:

    1. Casual Wear: As you might guess, Casual Wear includes pretty standard
    fare, although there are a few racier items. You have sneakers, sandals,
    standard shoes, a variety of shirts. Hot pants and bustiers are in the
    Casual Wear line, as are cloaks and vests.

    2. Field Wear: Field Wear includes most of your "gear" such as packs and
    backpacks. Quasi-military clothing like swoop helmets, bandoliers, and such
    are also part of Field Wear. The ever-popular dusters/trenchcoats are in
    this line. Anything with names like reinforced or heavy-duty or rugged in
    their names are probably part of Field Wear. All the packs except your
    starter at Novice Tailor are in this line.

    3. Formal Wear: Formal Wear is just what the name says. This line includes
    all your fancier outfits. Jewelry all falls under Formal Wear. Anything with
    words like flared or decorative, fancy or elegant tend to be part of Formal
    Wear.

    4. Tailoring: None of the previous three branches include any Skill Mods for
    Tailors. The Tailoring branch does not provide any schematics, but does give
    you all of your Skill Mods. This is the branch to increase to get more
    colors and improve your chances of getting socketed items and enhance
    experimentation (once experimentation does something...). Let me repeat one
    thing: this is the skill to advance if you want more colors.


    Slave girl outfits (i.e., Princess Leia's metal bikini) are the province of
    the Master Tailor, for those of you who were wondering.


    The Tailor titles for the four branches are: "Clothier" (Casual Wear IV),
    "Uniform Marshal" (Field Wear IV, the coolest of the four IMHO), "Costumier"
    (Formal Wear IV), and "Expert Tailor" (Tailoring IV).


    ----------------------------------------

    The Tailor Skills

    The Tailor skills (Skill Mods) are:

    Clothing Assembly
    Clothing Experimentation
    Clothing Customization
    Clothing Repair

    1. Clothing Assembly: This skill is exclusive to the Tailor profession. I
    believe that this deals with the quality of your finished product (the
    likelihood that you will have an outfit that is 'ok', a moderate success, a
    success, a good success, a great success, or an amazing success). The better
    your success, the better your starting foundation for further
    experimentation. This skill and your success also appears to determine the
    likelihood that an article of clothing you craft will or will not have
    sockets for power-up gems (and how many sockets).

    2. Clothing Experimentation: {Unverified} Also exclusive to the Tailor
    profession, clothing experimentation determines how much experimentation you
    can perform on an item and your chances of success. So far I have only seen
    experimentation to improve item durability for clothes and it doesn�t seem
    to do much yet, if anything.

    3. Clothing Customization: Clothing Customization is a continuation of the
    same skill from the Artisan Domestic Arts branch. This determines how many
    colors you have to choose from. If you want more colors, you will need to
    improve this skill.

    4. Clothing Repair: {Unverified} Presumably, this determines your chances to
    successfully repair clothing and tailored items. As of late Beta 3, item
    decay for clothes does not yet appear to be in effect, so I don't have
    anything else to say about this skill at the moment.


    ----------------------------------------

    Tailor Training �OR� �Where The #%!& Is The Tailor Trainer?!?�

    Oh boy! Finding the Tailor Trainer. Heretofore, probably the single biggest
    headache of becoming a Novice Tailor was finding the dang trainer. Once upon
    a time in the galaxy, for a while, there was one Tailor Trainer in all the
    known planets. Fortunately, that's no longer the case. Still, finding a
    trainer can be a challenge.

    To spare you the pain the rest of us have already been through, here�s the
    scoop on where you can find all the Tailor Trainers I've been able to find.
    There have been rumors of other Tailor Trainers from time to time (usually
    on Naboo), but none of these rumors have yet panned out. All of the Tailor
    Trainers listed here are ones I personally tracked down and verified at some
    point during the last three weeks of Beta.


    Verified:

    * Corellia : Doaba Guerfel : As you leave the shuttleport, turn left and
    skirt the western edge of the city, eventually you will come to a fenced-in
    area with crafting stations and trainers on the very edge of town. The
    Tailor Trainer is there (co-ords: 3076, 5251).
    * Naboo : Moenia : Take the elevated bridge across from the starport. The
    trainer is on the right, just over the bridge (co-ords: 4857 -4799).
    * Rori : Restuss : Go straight trough the double gates as you leave the
    shuttleport and the Tailor Trainer is almost directly in front of you near a
    pair of Clothing & Armor Crafting Stations adjacent to the Commerce Guild
    (co-ords: 5209, 5279)
    * Talus : Dearic : In the �square� outside the starport next to the far
    Clothing & Armor Crafting Station on your left as you leave the starport
    (co-ords: 369, -2877).
    * Tatooine : Bestine : Just outside the cantina across from the shuttleport,
    next to a Clothing & Armor Public Crafting Station (co-ords: -1351, -3680).


    This gives you one Tailor Trainer on each of the five starting planets. Note
    that as of 6/20/03, contrary to what some people may say, the /find command
    does not locate trainers for any of the advanced professions. You will need
    to track down the Tailor Trainer yourself.


    ----------------------------------------

    Choosing A Home: A Closer Look At The Tailor Trainer Cities

    Most players will eventually want a place to call home. A city you consider
    your own and small (or not so small) house out in the country nearby. As a
    Tailor, it makes sense to pick a home city for yourself where one of the
    Tailor Trainers is located. Although you should definitely travel and see
    the galaxy, you may also want to consider one of these cities for starting
    your newbie character... if you plan for them to become a Tailor.

    This is a brief overview of the five Tailor Trainer cities, what they offer,
    and what sort of place they were to hang out during late Beta on the Bria
    server. The character of these cities could change significantly after
    release and be very different on different servers.

    Doaba Guerfel, Corellia: Faction: Neutral. My personal favorite. Doaba
    Guerfel is located high in the mountains of Corellia and features some of
    the most attractive countryside and scenery. It is fairly expansive and has
    a full range of services, but nevertheless "feels" like a small, quaint
    little town. Kind of Swiss, if you've ever been to Switzerland. During Beta,
    this was also a fairly quiet place. Not a lot of people tended to stay
    there, so it's sometimes hard to find entertainers and medics, but it also
    isn't swamped by massive hunting parties and PVP battles (it has no faction
    terminals or NPCs that I've ever seen). Tends to help keep the lag down,
    making it less frustrating than other places sometimes get. Nothing out of
    the ordinary to do here, but a nice quiet place to kick back. As a Corellian
    city, it also has durnis (Corellian rabbits) living in the wilderness nearby
    and paralopes (a deer analogue) further out. These animals are some of the
    few that give wooly hides -- very important for tailors -- that are not out
    beyond the hunting abilities of a largely unskilled fighter. A very good
    city, but not a place to do business, or to go if you like action. You'll
    want to travel to find buyers for your wares.

    Moenia, Naboo: Faction: Rebel. "Swamp City," as I like to call it. Moenia is
    a city sympathetic to the Rebellion, so expect to see lots of Rebels here
    and the extra lag that comes with PVP battles when the Imperials come in to
    town. I've spent a lot of time in Moenia and it's a decent place. The swamp
    actually makes a surprisingly good place to sample for resources. Creatures
    and POIs (Points-Of-Interest) don't spawn in the water, or on very small
    patches of land, making the swamp a safer-than-average place to be if you're
    searching in the deep wilderness for resources. Find a tiny little island
    just big enough for you to kneel on and you can sample there with little
    fear of getting surprised by anything nasty spawning in on top of you. The
    PVP here is bearable (I'm not into it myself), although occasionally
    annoying. I guess not many Imperials care for the swamp. Business here was
    okay, but not particularly brisk. I've seen more creatures getting into the
    city in Moenia than anywhere else -- it's very open to the wilderness with
    no walls and lots of open space, so watch out for the occasional aggressive
    creature chasing someone into town. There's also a lot of thugs in this
    city, so have a care if you fight them. Lose enough faction and being KOS
    (Kill-On-Sight) with the thugs will make Moenia a headache or worse. Rumor
    has it that rebel troops may have ousted the thugs, but I haven't been back
    to check.

    Restuss, Rori: Faction: Imperial. Rori is a moon of Naboo. As such, travel
    options are more limited here than on the three core planets (Corellia,
    Naboo, and Tatooine). Getting off-planet to anywhere other than Naboo
    requires traveling to Naboo first, and then moving on from there. If you
    plan on traveling to sell your wares (or wears), living on Rori will make
    doing so more expensive. Services are also a little more limited here than
    on the three "core" planets. There's no cantina for instance, so you'll need
    to go to the hotel if you need an entertainer. In general, Rori seemed to be
    the least populated of the five starting planets, player-wise. Entertainers
    and medics seemed fewer, although that's not necessarily a hardship for a
    Tailor. Restuss is an Imperial city, but there's little PVP here. Lacking
    any Rebel presence in Rori's only other city, Narmle, the Imperials
    effectively dominate this whole planet. I hear there is a Rebel base outside
    the two cities here, but I guess not many Rebel players know of it.

    Dearic, Talus: Faction: Rebel/Imperial. For a time, Dearic was home to the
    sole Tailor Trainer in the galaxy, and where Blight officially began as a
    Tailor with training to novice. It's not a bad place to begin, and will feel
    very familiar to those who have visited the larger cities of Corellia (such
    as Coronet City). It's a big city, and has a full set of services, including
    a cantina. Talus is better-populated by players than Rori, and you can find
    a fair number of people here. Not as many as big cities on the core planets,
    but still decent. Unlike Rori, Talus at least a nominal presence for both
    Imperials and Rebels, so you will find some PVP here, but nothing of a
    degree which will bother or lag you while you're trying to craft. Dearic has
    both Rebel and Imperial mission terminals in the city, making it one of the
    exceptions in that respect, but only a Rebel recruiter, that I've found, so
    this city is more to their side. The other city on Talus -- Nashal -- is
    also one of the most visually appealing and impressive cities in the game. I
    wished they all looked that good! A lot of care and depth went into
    designing Nashal. It's a pity the Tailor Trainer isn't located there, but at
    least it's just a shuttle hop away if you'd rather make that your home.
    Although the two cities on the map don't have any Imperial recruiters or
    NPCs in force that I've seen, there is a major Imperial installation a bit
    northwest of the half-way point between the two cities.

    Bestine, Tatooine: Faction: Imperial. Ah Bestine. A handy little place with
    some definite good points, but frequently a headache, also. I've spent a lot
    of time in Bestine, too (all players should travel -- see the galaxy!). It's
    kind of amusing that all the cities I spent the most time in all ended up
    with Tailor Trainers. And only those cities for the three core planets.
    Anyway, let's start with the good. Bestine is a reasonable-sized city with a
    full set of services. The thing I like best about it is that the region
    between Bestine and Anchorhead is, apart from some late Beta oddities, some
    of the least hostile wilderness on Tatooine or any of the planets. Sure,
    I've seen my share of red cons there, but none of the sort of reds that
    burst run and a little luck couldn't see me clear of. This makes it a good
    (and popular) choice for building a home, operating harvesters, and sampling
    for resources. Bestine is also a busy city, and I haven't lacked for
    customers there. Now on the other hand, Bestine is also a busy city. That
    means it can be frequently laggy, making crafting, and using the bazaar, and
    such more difficult. Bestine is an Imperial city. A real Imperial city, not
    just one with a faction mission terminal and a recruiter. And just over a
    couple hills is the rebel stronghold of Anchorhead. This makes Bestine a
    hotbed of PVP as the rebels roll into town trying to liberate the city. It's
    also a major rallying point for hunting expeditions into the wilds (or even
    off-planet to Lok). This means that there are often huge concentrations of
    other players, frequent fire-fights in the streets, and about a million
    player corpses littering the ground. Fun to watch, but it makes the city
    very laggy. If you are trying to craft, you will want to move well-away from
    the starport/shuttleport area. Go hide in one of the buildings on the other
    side of town and you'll find getting a little work done here much easier.


    ----------------------------------------

    Tips For Tailors

    1. Get Yourself An Armor & Clothing Specialized Crafting Tool: Henceforth
    referred to as an �SCT� for Specialized Crafting Tool. If you don�t already
    have one of these from your time as an Artisan (hard to believe!), get
    yourself one now. Make it yourself, buy, beg, or steal. You will need one
    for most of the clothes and components you can and will make as a Tailor.
    It�s also just easier to use an SCT and only have the tabs for Armor and
    Clothing instead of for everything like you have in the General Crafting
    Tool (GCT).

    2. Get Yourself An Armor & Clothing Specialized Crafting Tool: �The second
    rule of Fight Club is��

    3. Get Yourself An Armor & Clothing Specialized Crafting Tool: That�s right.
    Get three of these for yourself. You can keep two in the bank for most of
    the time if you want, but odds are you will want three SCTs. Why three? I
    have found that three SCTs provide for continuous crafting turnaround for
    all but the most complex items (so long as the server isn�t too laggy). With
    just two SCTs, you will still be waiting for the first one to finish
    outputting the contents of the hopper when you�ve finished closing the
    crafting session on a second item (at least for anything very complicated).
    With three SCTs, the first one will be ready to use again when you finish
    with the third. I�ve found this to be the optimum number of SCTs for either
    filling big orders or just plain old grinding (whichever play style you
    prefer). Unless you like idle time, you�ll want three of these.

    4. Learn To Advertise: Once you get Novice Tailor, hit CTRL-P to call up the
    character window. Choose the �Character� tab and on the middle right-hand
    side of the screen you will see a pull-down menu under �Title.� This will
    give you a list of all the titles you can set for your character. The title
    is the name that appears over your head, shows up when someone types a /who
    command, and identifies you for people using the Search Tool (also under
    CTRL-P). Also make sure that the checkbox to make your character searchable
    on the same page as your title is turned on. People who are familiar with
    the search tool will use this to look for Tailors. Set yours to �Novice
    Tailor� (or an advanced Tailor title if you have one). Having it appear
    above your head will also mean that people around you will be able to see
    you are a Tailor and come to you for business. It pays to advertise. You can
    always turn it off for a while if you�re getting swamped.

    5. Wear Your Sunday Best: As I said, it pays to advertise. Put together an
    attractive and distinctive outfit for yourself. Use the best colors you have
    available to you. Making it bright and garish may even help. If you wear a
    distinctive outfit that catches peoples� eyes, they�ll stop and look twice
    (you did turn on your �Novice Tailor� title, right?). When people notice you
    it will help bring you business, so put your best foot forward. If you can
    make one of the fancier packs (especially the Spec Ops pack or Bounty Hunter
    pack) be sure to wear one. People will see it, and many will want to buy.
    Between tips 4 and 5, I never had to look for business. It found me.

    6. Get Access To A Wearables Factory: Once you start getting into the �third
    tier� of the Tailor profession, you will start to encounter schematics that
    require identical components from a factory crate. Most of them in fact. How
    you go from here is up to you. You could buy the already-made components
    from another Tailor with a factory, and there are definite advantages to
    this (you spread the wealth a little, save yourself some work, and focus on
    quality end products without worrying about every step along the way.
    Another course of action is to create your own manufacturing schematics and
    then negotiate for access to a Wearables Factory, with someone who has one
    (be they another Tailor or simply an enterprising character of another
    profession willing to provide factory access for fees, goods, or services).
    Or lastly get a factory of your own, purchasing one from an Architect
    (unless you know enough Architecture to make one yourself). At this point
    it's, unclear if there's more to come from clothing that Tailors can do.
    Right now, clothing can have sockets for power-ups, but never have inherent
    abilities or bonuses of their own that I've seen. I hear that in order to
    get this (without resorting to power-ups), you must use the optional
    component enhancements that you can get from a Bio-Engineer; although I've
    not tried this myself. If that does work, I would definitely want to make my
    own manufacturing schematics and components to make sure I'm generating the
    best possible product. Barring that, I'd rather find ways of getting my
    components already made from another Tailor. This also helps out the economy
    by creating demand within the profession for Tailors lower down the skill
    tree. Right now I have an arrangement with another Tailor, made out of
    necessity, but which is working quite well. I have my own factory, to which
    I give him access to for making components (he doesn't have a factory), and
    I get 25% of the product. So either sooner or later, you will need access to
    a Wearables Factory. Whether it belongs to someone else and they let you use
    it, or you bought a deed from an Architect, or you trained as an Architect
    and built it yourself. Either way, you�ll need to be able to get at a
    Wearables Factory, or the products of one at the very least.

    7. Get Access To A Private Crafting Station: There are some clothing designs
    complex enough to require a private crafting station to make, not just one
    of the public ones in town. Thermal boots are one example. There's only a
    very few you will need this for, but they are some of the higher end items.
    Either get a home of your own and install a private crafting station or get
    access to a home or other player building (like a PA hall) with a private
    crafting station. Odds are good that if you ask around you'll be able to
    find a public house with these that you can use.

    8. Get To Know Your Datapad: It still surprises me that there seems to be a
    lot of players who don�t know that they can view their crafting schematic
    from their Datapad. I mention this in the section on crafting in general,
    but it bears repeating. All your schematics for everything you can craft are
    in your Datapad. You can preview what finished items will look like here
    (although the images are small) and your Datapad will also tell you what is
    required to make the item (just a generic crafting tool, a specialized
    crafting tool, a specialized crafting too and a crafting station, etc.).
    Open your Datapad and click the tab for �Draft Schematics.� Take a look at
    what you�ve got. It�s a little less organized, but is comprehensive. If you
    go just by what items you see listed in your crafting tool, you will often
    miss things as they don�t show up in your list unless you are currently able
    to make an item (which you won�t be for many things if you aren�t in close
    proximity to a crafting station, for instance).

    9. Go Where The People Are: Go to the places where people gather. The more
    people who see you (and your cool outfit -- see Tip #5), the better.
    Starports, banks, and shuttleports all tend to be good places to �hang out�
    and be seen. Cities that have a lot of foot traffic and are generally busy
    are also good, as you can expect there to be more people there.

    10. Try To Make At Least One Of Everything: I think this is a good idea and
    an important way to familiarize yourself with item requirements and what you
    can and can�t make. Whenever you gain a new skill box, write down all the
    items gained at that level (check in the skills window: CTRL-S). Then go to
    a crafting station and try one of each. That way you�ll learn which ones
    require rare resources (which you may not have), which ones require
    identical components from a factory crate (which you may or may not have),
    and how much Tailoring XP each item gives (if you care about that).

    11. Check For Those Resources: Do this every time you log on and every time
    you go to a new planet. Work your survey tools and look for the specific
    types of resources needed for some items (like Titanium Aluminum for Spec Op
    Packs or Thoranium Steel for Bounty Hunter packs). If you see it, grab it
    (at least a small stash). You will want it sooner or later. Even if the
    schematics are beyond you right now, having the resource in the bank for
    when you get there will be a good thing when that resources has been
    depleted out of the galaxy. I'm assuming that you have some Surveying
    skills. Maybe not, but hard to imagine a Tailor without them. Also check the
    bazaar for these. You can't survey for hides, so check the bazaar for wooly
    and the rarer hides you need for special tailor items.


    ----------------------------------------

    A Not-So Quick Guide To Crafting In General

    If you're thinking about becoming a Tailor, I'd like to imagine that you
    already know something about crafting. But just in case you don't, let me
    give you a brief (or not so brief) overview so you have some idea of what
    you are getting yourself into. Skip ahead if you�re already familiar with
    crafting. Note that this section is written to provide a general overview of
    crafting useful to all professions, so not everything here is
    Tailor-specific, and it includes mention of a couple things that Tailors
    don't get to do.

    In order to craft (make things), you will need, at minimum, a generic
    crafting tool (or GCT). As items become more complex you will need a
    specialized crafting tool (or SCT). Generic crafting tools can be used to
    create any sort of item (clothes, weapons, food, medicine, etc.), but only
    the very simple ones. More complex items require a specialized crafting tool
    design to create specific items. For example, there is a Chemical and Food
    specialized crafting tool which can only be used to make foods and
    medicines, but not weapons or clothes or armor. As an aspiring Tailor, you
    will eventually want an Armor & Clothing Specialized Crafting Tool which
    will allow you to craft clothing, jewelry, packs, armor, and all their
    associated components. Obtaining one of these specialized crafting tools for
    your profession is something you should do fairly early in your career,
    probably while you are still climbing your way up the first few rungs of
    Domestic Arts as a Novice Artisan. In fact, you will probably want three
    specialized crafting tools eventually. More on that later.

    Every item that you craft has a complexity, represented by a number. More
    complex items will require both your specialized crafting tool and access to
    a crafting station. Crafting stations come in two varieties: public and
    private. Private crafting stations are superior to public crafting stations
    and will allow you craft the most complex items possible. Public crafting
    stations are the next step up from what you can accomplish with just you
    specialized crafting tool on your own. These can be found scattered around
    the city and in most guild halls. As a Tailor you will want to learn to
    recognize the Clothing & Armor Public Crafting Stations. If you need to find
    a public crafting station, try typing "/find guild:commerce". This should
    lead you to the nearest Commerce Guild Hall. In one of the rooms inside you
    should be able to find a Clothing & Armor Public Crafting Station. Try other
    guild halls if there are none there (University and Combat guilds both
    usually have them). Typing just "/find" will call up a window with all the
    items you can search for (sadly, crafting stations are not among them). If
    you want to look for one outside (some are just scattered about the city),
    look for a large, fat, round, gray cylinder with rectangles sticking off it
    to either display and a small display at the front bottom. That's sort of
    what the Clothing & Armor Public Crafting Station looks like. They are often
    located just outside starports as well.

    Private Crafting stations are strictly the province of players. These are
    items made by Artisans (from the Engineering skill branch) and are placed in
    homes or other player structures (such as PA halls). You will need access to
    a Private Clothing & Armor Crafting Station to make the most complex items.

    The good thing about crafting stations (public or private) is that you don't
    need to do anything special in order to use them. You simply need to stand
    in close proximity and use your specialized crafting tool as you normally
    would. The crafting station automatically "interfaces" (or whatever) with
    your specialized crafting tool (must be of the same type as the crafting
    station!). This will allow you both to craft more complex items than you
    could with your specialized crafting tool alone and will also allow you to
    experiment on the items you craft. A crafting station will not allow you to
    craft more complex items or experiment if all you have is a generic crafting
    tool. You will need a specialized crafting tool of the same type as the
    crafting station.

    Before you start working with your crafting tool, familiarize yourself with
    your Datapad (CTRL-D). You probably already know your Datapad as a place to
    enter, view, and edit waypoints. What many crafters seem to be unaware of
    though, is that the Datapad is also where all of your crafting schematics
    are stored. Click the �Draft Schematics� tab in your Datapad and you will be
    given a graphical list of all your available schematics. The information in
    your Datapad will show you what the finished product looks like, what
    combination of crafting tools and/or crafting stations are needed to make
    the item, resources required, and all the other information. You can get
    most (but not all) of this info from looking at the item information given
    by your crafting tool. The main difference is that the Datapad will always
    list all of your items. A crafting tool will not list an item if you can�t
    currently make it due to complexity. For example, if you need a crafting
    station to make an item, but aren�t currently in proximity to one, the item
    will not show up in your list of schematics in your crafting tool. It will
    still show up in your Datapad.

    Now that you know about schematics in your Datapad, let�s actually start
    crafting. To begin crafting, you use your crafting tool. Depending on the
    item�s complexity it may require only a GCT or it may require an SCT. If it
    is particularly complex, it may also require a crafting station. You don�t
    need to do anything special to use a crafting station. Just go stand near
    one of the appropriate type.

    To start your crafting session, open your inventory (CTRL-I). Find the icon
    for the appropriate crafting tool you will use and double-click on your
    crafting tool. You may also select �Start Crafting Session� from the radial
    menu of your crafting tool. This will open the crafting tool and bring up a
    window beginning the crafting session. A crafting session has six steps.
    Each step is numbered in the crafting session window as you proceed.

    Step 1/6 - Draft Schematics: From this screen you can select what type of
    item you wish to craft from the tabs near the top left. As a Tailor, your
    options with a Clothing & Armor Specialized Crafting Tool will be (wait for
    it�) �Armor� and �Clothing.� For crafting in general you may have other tabs
    to choose from depending on your particular crafting tool. Select the
    category of items you wish to craft and it will give you a scrolling list on
    the right hand side of all the items you can currently make based on your
    tool and the proximity of a crafting station. Selecting an item will show
    preview image of the item on the top right-hand side, and will list a
    break-down of required resources and components on the bottom right. The
    list of required components will also display a breakdown of all the item�s
    attributes and what resource values/stats affect each attribute. The quality
    of resources used is a factor in the final quality/success of the item being
    made and also determines the degree of success which may be achieved by
    experimentation. The value of the different resource stats range from 1 to
    1000 (possibly 999?). To produce a better item, select resources with high
    values for those stats which affect the item�s attributes, as displayed on
    this screen. For instance, if an item�s attributes are listed as being
    determined by 66% shock resistance and 33% overall quality, you would want
    to select a resource for that item which has high values for both shock
    resistance and overall quality. This will, on the balance, produce a better
    item. Items which have multiple parts, with a different resource for each
    part, may use different resources stats for each part which goes towards
    making the final item. (As an aside, this is much more important for most
    other advanced crafting classes than it is for Tailors right now).

    Click �Next� or double-click a schematic/item name in the left-hand window
    to continue.

    Step 2/6 - Item Assembly: On this screen, the window will give you a center
    section showing all the draft schematic slots for the parts which compose
    your item. You will need to put appropriate resources and/or components into
    each of these slots. The top left-hand side of the window will show all
    relevant resources in your inventory which can be used to manufacture this
    item. You can drag resources into the appropriate slots, or simply
    double-click on the resource to automatically have the crafting tool assign
    that resource to the first available slot which can use a resource of that
    type (if you are mixing and maxing resources for best effect, be sure to put
    the appropriate quality resource into the slot for the correct part,
    double-clicking will just default to the first available slot for a resource
    of that type). The crafting tool will analyze each resource as you choose it
    (you will see a brief message to this effect each time you assign a
    resource). Within each slot you must use all resources of the exact same
    type. In other words, all the resources must come from a single stack of the
    same name and type. You may use different resources for each separate part
    of the item, but each part, in itself, must use all the same resource. Once
    you have filled all the slots with the appropriate resources and/or
    components, click �Assemble� to continue. There is the possibility at this
    stage (based on your skill, item complexity, and resource quality {I
    believe}) that a �Critical Failure� may occur. A Critical Failure will
    destroy all resources and the item will not be made. Please try again. Keep
    in mind that some items require components (basically sub-items you make
    separately before you add it to your final item).

    Step 3/6 - Crafting Summary: If Step #2 is successful, crafting will proceed
    to a window showing the successfully crafted item and the degree of success
    you have achieved. An image of the item will appear in the upper right-side
    of the window, with it�s statistics and attributes displayed to the upper
    left. The bottom part of the screen will indicate the degree of
    success/quality of the item (from least successful to most successful: �ok�,
    moderate success, success, good success, great success, amazing success).
    The degree of success determines the base attributes of the item and the
    base factor for further experimentations. Below the item success will be
    given the different item attributes that can be experimented on to further
    enhance/improve the item and their starting experimentation value (these
    values will remain fixed if you proceed without experimenting).

    Click �Next� to proceed.

    Step 4/6 - Finish Crafting Step: This is an optional step. It will also only
    be available if you have a specialized crafting tool and are next to a
    crafting station of the same type. Both of these conditions must be
    satisfied to experiment, otherwise the option is not offered and crafting
    automatically skips to the next step. This is a small window which gives you
    three options for proceeding:

    Create a Prototype Item
    Create Manufacturing Schematic
    Experiment

    Create a Prototype Item will skip the experimentation step and take you
    right to Step #6 to finish creating your item. Create Manufacturing
    Schematic will allow you to add an item "blueprint" to your Datapad which is
    used to produce identical items in bulk using a factory. You can do this
    now, without experimenting, or you can wait and create a schematic after you
    have finished experimenting. This just creates an intangible blueprint for
    use in create identical items in quantity from a factory, it will not give
    you an actual item in your inventory. I'll leave greater detail on
    manufacturing schematics for a more advanced discussion on crafting. Lastly,
    Experiment will take you Step #5 where you can attempt to improve your
    crafted item through experimentation. Click on your choice of these three
    selections to continue.

    Step 5/6 - Experimentation: If you clicked Experiment in Step #4, you will
    proceed to the Experimentation window. Otherwise, you will skip over
    experimentation to Step #6. Like manufacturing, a detailed explanation of
    experimentation requires an entire guide in and of itself. In brief, you
    will see an image of your item and a description with stats at the top of
    the window. At the bottom of the window is a listing of the item attributes
    which you can experiment with in an attempt to improve (in the center), the
    number of experimentation points you have to work with (on the left) and a
    risk indicator (on the right) which will give you an idea of how likely your
    experiment is to succeed or fail. To experiment. Click on the purple boxes
    of an attribute to assign your experimentation points. The more point you
    assign at once, the more likely you are to fail, so watch the risk meter.
    You can run multiple experiments as long as you have experimentation points
    to work with, so you don't have to assign them all at once. I would hope
    (UNVERIFIED) that assigning a lot of point at once and excepting a higher
    risk would make for an increased chance of a particularly successful
    experiment (if you beat the risk). Otherwise it would make no sense to do
    anything except assign one box at a time and keep your risk to a minimum.
    When you have assigned all the experimentation points you wish to, click
    "Run Experiment." Repeat this for as long as you wish and still have points
    left (you can stop at any time and do not have to use all your points). The
    crating will session will report back on your success (or lack thereof) and
    you can see the effect your experiment has on the item attributes. When you
    are done, click "Done Experimenting" to continue.

    Step 4/6 (Revisited): If you choose to experiment, you will receive this
    window again when you finish experimenting. The second time through, you
    will have only the options to Create a Prototype Item or Create
    Manufacturing Experiment. You have already experimented, so this option will
    no longer be offered. Click your choice of these two options to continue.

    Step 6/6 - Item Customization: Often there isn't much to do at the last
    step. Customization will allow you to change the name of an item if you
    don't want to use the default name given. You may also be able to select
    from a range of appearances/designs/styles from a pull-down list (Tailors
    don't get this, but some other professions do) and may also be able to
    change the color of an item (Tailors do get this and most others don't ).
    You can change the name on any item. Apart from the name, only certain items
    can be further customized. If you are creating a manufacturing schematic
    instead of a prototype item you will also be given the option of setting the
    maximum number of items which can be manufactured from this schematic (up to
    100). Click "Create Object" to close the crafting session.

    Once the crafting session closes, it is simply a matter of waiting for your
    crafting tool to finish making the item and then transferring it from the
    output hopper to your inventory. This happens automatically as long as you
    have room in your inventory. If your inventory is too full to hold the item,
    it will remain in the output hopper of your crafting tool (you can access
    this from the tool's radial menu). Once the item is in your inventory, do
    with it as you will.

    That is basic crafting in a (largish) nutshell.


    ----------------------------------------

    FAQs

    Q: When do I get �cool� colors?
    A: Well, that�s a bit subjective. I picked up decent/dark reds, blues,
    purples, greens at Tailoring III. Bright primaries and secondaries (yellow,
    orange) are still pale, but I have good colors as of Tailoring III. Some
    people see those colors as more blends (magentas rather than reds), in which
    case I�d expect that you�d see more colors to your liking as of Tailoring
    IV. I feel that I�m finally reasonable as of Tailoring III, but wasn�t
    particularly happy when it came to colors prior to that point. Tailors
    currently (6/21/03) max at 200 colors. Earlier in beta before they changed
    colors by splitting them across Tailor and Artisan, there used to be 255.
    We're missing some. At least I sure hope we are. I'm counting on this being
    a bug that will be addressed after release.

    Q: Should I focus exclusively on the Tailoring skill branch to get all my
    colors?
    A: My opinion would be no. By doing so, you won�t be gaining any new
    schematics for a long while (until after you max out the Tailoring branch
    and move on). You�re basically limiting yourself to just the Novice Tailor
    items for what you can make. If you want the colors badly, and I understand
    that, pick at least one other skill branch (Casual Wear, Field Wear, or
    Formal Wear) and level that up in conjunction with Tailoring. It�s doubling
    the time to get new colors, but at least you can make new items too. Then go
    back and work on the other branches when you�re satisfied with the colors
    you get.

    Q: What should I sell to make money?
    A: The less helpful answer is whatever people want. However, some items are
    more reliable sellers than others. Packs are pretty universally desired,
    especially the �cooler� looking ones. There also seems to be a
    near-continuous demand for dusters (trenchcoats) and cloaks (cloaks being a
    second-choice alternative to dusters/trenchcoats). Of these, cloaks are
    probably the easiest to make (although they require a lot of hides), then
    packs of varying kinds, and lastly dusters are the hardest (at least for the
    moment, because they require factory-identical components).

    Q: How much should I charge?
    A: Again, this is more up to you and what the market will bear than any set
    pricing scheme. Some folks have detailed pricing formula, many of which are
    quiet thorough. Maybe a few will follow-up to this guide, but I'll leave
    that for them. For items that need a specific rare resource (like a
    particular type of fiberplast or a specific kind of steel), I�ll hike the
    price up another notch. I charge less to entertainers for clothes (50%+
    off), and I charge through the nose for components (I don�t want to grind
    out synthetic cloths or reinforced fiber panels for someone else, so if
    someone wants those from me it will cost them 200 credits or more per
    piece). Of course, none of this is set in stone. People who chat and are
    friendly or make an effort to roleplay (even if I don�t play along) I�ll
    usually give a better deal to. My mood also effects price. If an item is �in
    demand,� I will definitely sell it for more. At the same time, I�ll
    ruthlessly undercut other Tailors on the bazaar if I think they�re
    over-charging. Nothing personal! In general, I think most folks would tell
    you that my prices are a bit low, but as long as I feel I�m getting my
    effort�s worth, I�m content. If I'm happy, the cutomer is happy, and I come
    out richer at the end of the day than when I started, that's good enough for me.

    Q: Does experimentation do anything?
    A: Not that I can tell. The only experimentation category Tailors get is
    item durability, nothing very thrilling in and of itself. Experimentation
    does advance the percentage bar for item durability, but I don't see any
    effect from this. And it doesn�t visibly effect the item in any way I can
    tell (the item�s �points� are still always the same). Experimentation
    doesn�t seem to do anything at this time.

    Q: Do clothing repair tools do anything?
    A: I haven�t seen any item decay on clothes as yet, so there doesn�t seem to
    be any point to clothing repair tools yet. Perhaps someday.

    Q: What are sockets?
    A: As your Tailoring skills advance, you will begin to see some of your
    crafted good appearing with yellow names instead of light blue names. This
    is an indicator that the item has one or more �sockets.� Sockets can receive
    power-up �gems� which can be found as loot and provide bonuses to skills or
    stats when added to your socketed item and that item is equipped. You can
    also see these with clothes you craft from the Domestic Arts branch of the
    Artisan tree, but I didn�t start getting sockets out of Artisan-level
    clothes until I attained Master Artisan. Started getting them occasionally
    as a Tailor at Tailoring II and now almost all the time at Tailoring III.
    Clothing can have anywhere from 1 to 4 sockets. The number appears to be
    tied to the quality of your crafting success (amazing success, great
    success, good success, etc.), but I haven�t aggressively tested this. 4
    sockets appears to be the maximum, I've never gotten more, even as a Master
    Tailor.

    Q: Should I charge more for socketed clothing?
    A: *shrug* This is another one of those things that�s up to you. I�ll just
    give you my personal view on this. I charge the same whether it�s socketed
    or not. Sockets just �happen� depending on success. If the buyer doesn�t
    have a specific interest in sockets, I�ll just sell them whatever come out
    of the hopper (As a Master Tailor, I always get sockets anyway). If someone
    is specifically interested in sockets or wants a particular number, then I
    would charge more according to the effort needed to get the desired number
    of sockets.

    Q: Can I use the /find command to locate a Tailor Trainer?
    A: Some people claim this works. It never has for me. Go ahead and try it.
    But I say the answer is no. I continue to test this in multiple cities as I
    travel and have never found it to work yet.

    Q: What race should I play for a Tailor?
    A: My advice is to play the race you want to play and worry about your
    profession second. And further, with a couple exceptions, I don't think it
    makes a whole lot of difference. If you want to focus on attributes, the
    Tailor doesn't really have any requirements, except for where your basic
    professions come in. If you're doing your own surveying and sampling, you'll
    want to build yourself as an Artisan. If you plan on doing a lot of the
    Scout profession to collect hides, build yourself as a Scout. With respect
    to just Tailoring... doesn't make any difference. Humans and wookiees
    probably make the best all-around characters, just because of their wide
    spread of skill bonuses. However, wookiees will only be able to wear wookiee
    clothes, which are a very small fraction of schematics. If you plan on
    self-modeling, you'll be limited to wookiee-wear as one of the big furry
    guys. By that same token, there are a number of items specific to Twi'leks.
    Headpieces for their lekku (tentacles). And, also there's sex. The ladies
    get more stuff to wear than the fellas. If you want to self-model, and with
    that as the only consideration, Tailor is probably best for a female
    Twi'lek. Either that, or put one on retainer as a model in exchange for free
    clothes (Hi Kas-dra!)

    Q: What else do I need to know?
    A: There's a lot that will help! I'm not going to try to cover in this guide
    things like operating and maintaining harvesters and factories, or how to
    operate vendors, how to use the bazaar, or any other number of things it
    would be good for you to know as a Tailor. This guide is getting plenty big
    enough already, and I'll leave some work for someone else to do. Read some
    of the other guides out there. Hit CTRL-H to call up your Holocron (the
    in-game help system and "live" tutorial. It's a very detailed tool and will
    give you at least the basics of anything you need to know. Talk to other
    players (look for ones with "HELPER" in their title, I think you can guess
    why) and use the SWG forums. The official forums will be up live with the
    release, I trust, even though the current ones will be leaving soon. Bye
    everybody! *sniff*


    ----------------------------------------

    What Can The Other Classes Do For You?

    Since, of course, they are all here to serve you, the Tailor.
    This same information can, of course, also be used to select secondary
    professions for your character which you can use to compliment your Tailor
    (or increase their independence).


    All Classes: Word of mouth and walking advertisements. Regardless of class,
    other PCs wearing your clothes are a walking advertisement for your work.
    Always do your best to provide a client with something that looks good (and
    is what they want). Satisfied customers and word of mouth are things that
    will help your business when someone asks another player where they got
    their clothes.

    Artisans: Perhaps you�ll be a Master Artisan yourself as part of your road
    to Master Tailor. Still, if you only pursue the Domestic Arts to get to
    Tailor, are just picking up a �bit� of Tailor, or just prefer to
    sub-contract a lot to focus on high-end Tailoring, other Artisans will be
    very valuable to you. Artisans can provide resources, harvesters, and
    private crafting stations. All these things range from important to vital
    for any Tailor. Artisans are also very important as a potential information
    network. Many of the more desirable items a Tailor can make require rare
    resources that might only be found on one planet in the galaxy (and recent
    dev statements hint may even appear and disappear independently of the usual
    resource depletion scheme, as I read it). Having a network of other players
    set up will help you rapidly locate resources as they become available and
    can help you get a jump on the market before everyone else gets those
    resources, too.

    Brawler (plus Marksman and other Combat Classes): These classes can serve
    you best as bodyguards and escorts. The odds are pretty good that you will
    eventually have your own house, factory or other installation. Even if you
    never own your own, you�ll still need access to these things if you go all
    the way as a Tailor. Since you can�t build within something like 1km of a
    city, you will need to face the wilderness someday. And the wilderness is
    where nasty things will be looking to hurt you. This is where the combat
    classes come in. Hire them as bodyguards to escort you to and from
    installations you need to visit (factories, harvesters, etc.) and to clear
    out creature and NPC infestations at places where you need to be.

    Entertainer: Entertainers, especially dancers, are probably one of the best
    showcases for displaying your wares. Cut entertainers a special discount (or
    even give them free samples) and dress them up in your love! Put together
    the most provocative ensemble you can for your skill level, add jewelry, and
    give the dancers something nicer (and more revealing!) than their underwear
    to perform in. For those entertainers who enjoy performing in your skivvies
    -- you�ll be able to show even more skin with some of the clothes an
    experienced Tailor can provide. And they look a lot better too!

    Marksman: See Brawler, above.

    Medic: If you do run afoul of something nasty and need healing, medics will
    always be your go-to gals. If you do your own sampling for resources, a
    companion medic can keep your stats healed up while you sample, reducing or
    eliminating resting time. Of course, you'll need to provide some incentive
    to the medic for this arrangement...

    Scout: Scouts are vital as creature resource harvesters. Scout are the
    suppliers of hides that a Tailor needs in order to make many popular clothes
    and items. Recent changes to Tailor schematics seems to have gotten rid of
    most previous uses for bones, but you will still need hides. A scout who can
    reliably provide woolly hide in quantity is worth her weight in Thoranium
    Steel, and then some.

    Architect: Along with Artisans, Architects are the most important associates
    for a Tailor. Architects can provide deeds for medium and large harvesters.
    They are the makers of factories and houses. Both of which you will likely
    want at some point. They are, of course, also the makers of furniture with
    which to garnish your home. If you plan on setting up a shop/vendor in your
    home, don�t underestimate the importance of presenting an appealing place of
    business.

    Armorsmith: Another class that goes well with Tailors. An Armorsmith
    requires components that only a Tailor can make for the construction of
    their armor. If nothing else, an Armorsmith will be a buyer for Tailoring
    components. Many need to be identical from a factory crate, so another
    reason for you to get access to a Wearables factory. As this is also the
    same type of factory an Armorsmith requires, this can make for a good
    working relationship between Tailors and Armorsmiths. The Armorsmith
    provides the Tailor access to a factory, and the Tailor takes some time on
    the factory to produce the synthetic cloth or other components an Armorsmith
    requires.

    Bio-Engineer: Bio-Engineer is the profession you would need to seek out in
    order to obtain �biological components.� Biological components serve as
    optional enhancements to many of your Tailoring Components, such as
    synthetic cloth and reinforced fiber panels. If you want to get the most out
    of your components, I imagine you�ll need to make a few purchases from a
    Bio-Engineer. I hear these ingredients are also the secret to "empowered"
    tailor items -- items which grant bonuses without need of power-ups and
    sockets. So I hear.

    Dancer: See Entertainer, above. Highly-skilled dancers who know many
    evocative moves are especially desirable (*ahem*, *cough*).

    Droid Engineer: Droids that can function as crafting stations and storage
    devices could be useful to a Tailor (once droids become transferable�).

    Merchant: Obviously, coming to an arrangement with a merchant who will take
    over the sales side of things for a cut in the profits, while you focus on
    producing the goods, could be a highly beneficial relationship.

    Tailor: Personally, I would much rather buy my factory-identical components
    from another Tailor than make them myself. I don't really want the burden of
    trying to operate and maintain a factory. Seems excessive right now. If
    there are low-level Tailor items you'd rather not make yourself, contract
    out to another Tailor.

    �And The Rest: Well, someone has to be the Professor and Mary Ann. I�ll
    leave it to the developing economy and game dynamics to show more about how
    other classes and Tailors can interact and develop relationships (beyond the
    obvious seller-buyer connection). Although I do think there is a skill set
    which could serve a valuable supplier role for both Tailors and any of the
    advanced crafting professions� (I'll talk more about this near the end).


    ---------------

    The Tailoring Resources

    Resources are the raw materials that finished goods are made from. These are
    the animal skins, chemicals, metals, ores, etc. which are collected and used
    as ingredients to make items in the game; including clothes, of course.

    There are four primary resources which Tailors need to make the majority of
    their wares. These are Fiberplast (a chemical resource), Inert
    Petrochemicals (another chemical resource), Hides (an organic resource -
    animal skins harvested from creatures by Scouts), and Metal (in inorganic
    mineral resource). With all four of these in stock, of just about any kind,
    you will be able to make more than half of any Tailoring item.

    So what about the minority of items that require other resources? Many
    simply require a particular type of the four main resources. Fiberplast
    appears to be usable in any variety. If you're wondering what fiberplast is,
    I think of it as a sort of naturally-occurring synthetic fiber, but your
    guess is probably as good as or better than mine. That leaves the other
    three resources and a handful of stragglers not numbered among the "big four".

    Inert Petrochemicals come in many forms and include things like your
    petroleum products (which plastics come from). A subset of Inert
    Petrochemicals are Polymers. Some Tailoring schematics specifically require
    Polymer resources instead of just any Inert Petrochemical. My advice is to
    only harvest/buy/trade for Polymer. As Polymer is an Inert Petrochemical,
    you can use it for all the schematics that require that type of resource,
    and you are also covered for the designs that specifically require Polymer
    as an ingredient.

    Hides also come in many varieties (Leathery, Scaley, Bristley, Wooly). Some
    designs will require one of these particular type of Hide, although most
    will accept Hide of any type. Of all the types of Hide, Wooly has been the
    hardest to come by for Tailors, or perhaps it just seems that way because it
    is the kind you need the most and is required as the only type of Hide you
    can use for many of the best and most popular items. If you see a chance to
    grab some wooly hide, take it!

    Gemstones are an item I left off the list of the basic four because they are
    largely needed only for jewelry and some high-end clothing pieces. If you
    plan on becoming a Master Tailor, you will need these too, but the
    schematics which use them for ingredients are only a fraction of your stock.
    Gemstones come in Crystalline and Armophous varieties, with Crystalline
    being, by far, the sort you will need most.

    Low-Grade Ores are also required for a handful of items. Ores are mineral
    resources. I believe these are needed for a couple of belts and not much
    else, and not very distinctive belts either.

    Bones are needed for one or two items as well. Like hides, these are organic
    resources harvested from creatures by Scouts. Very few items need Bones.

    Metals also come in many varieties. These, at least, are probably about what
    you'd expect. Most Tailoring schematics will accept any type of Metal, but
    some do require a particular kind. Jewelry, in particular, often requires
    Steel as a specific types of Metal. Copper is also needed for some
    schematics (bikinis are one of these!). There are also a couple of isolated
    cases that require Iron. There is also one schematic which requires
    Aluminum, but that one case also must be a specific type of Aluminum, which
    leads to...


    The Rare Resources

    So, as mentioned above, different categories of resources have sub-sets
    which constitute particular types of the broader category of resources (for
    example, Steel, Copper, and Aluminum are sub-sets and different types of
    Metal). To further complicate maters, each of these sub-sets, has sub-sets
    of their own. Steel, for instance, can includes particular types of Steel --
    there is Neutronium Steel, Thoranium Steel, Duranium Steel, Quadranium
    Steel, and more. The same is true for other resources, with even more types
    and varieties.

    In a few rare instances, for some select high-end Tailoring items, one of
    these particular named varieties of a specific resource is required as an
    ingredient. I refer to these as the "rare resources" which I've already
    touched on earlier in this guide. Here is a summary of the rare resources
    and the items which require them.

    Tatooinian Wooly Hide - required for High Quality Boots
    Nabooian Scaley Hide - required for Thermal Boots
    Thoranium Steel - required for Bounty Hunter Packs (I have yet to lay my
    hands on sample of this)
    Titanium Aluminum - required for Spec-Ops Packs (A specialty of mine )
    Green Diamond Crystalline Gemstone - required for Twi'lek Noble's Crest
    Plexite Armophous Gemstone - required for Twi'lek Noble's Crest (Yep! Two
    rares on that one!)

    These are the rare resources to keep your eye out for. Of the lot, the two
    used for the "cool" backpacks are by far the more in demand of these. I
    seriously doubt you'll see anyone shouting "WTB Thermal Boots!" but you will
    see this for Bounty Hunter and Spec-Ops packs, so check for those resources!


    ----------------------------------------

    Outfits and Combinations

    "The only thing I'm hunting for is an outfit that looks good..." - C.
    Montgomery Burns

    So what constitutes a good outfit? I'm not going to try to claim that I'm
    necessarily the person to answer that question, but I have seen people post
    to the forums the idea of listing outfits and combinations of clothes, and I
    think that was a good idea. So I'll take stab at that in my own way. Mostly
    what I'm going to focus on here is my best guess at what clothes schematics
    from the game match some of the outfits worn by characters in the movies. I
    think this is also a good way to describe these outfits to customers (trying
    to describe your wares to customers without a display sample is always a
    pain). I say these are a best guess, because it's not always easy to see all
    of someone's outfit. I also need a bigger TV. So, yes, I know some of these
    aren't exact. This will also be a short list, and a bit abrupt. Getting down
    to the wire for the end of Beta and this is the last section I'm writing.

    If anyone wants to donate a giant-screen plasma TV to me I promise to take
    another pass at this section.


    Supreme Chancellor Valorum, Episode I: Smock (medium brown with black belt
    sash). Best viewed in the scene where Queen Amidala's ship first arrives on
    Coruscant. I think the smock is one of the best outfits for male characters
    in the game. A basic black or white with a brightly-colored sash and matched
    boots and gloves makes an excellent outfit. Don't let the name fool you, the
    smock is an excellent outfit. Don't knock the smock!

    Oola, Episode VI: Exotic Leotard (basic black).

    Han Solo - Hoth Winter Gear, Episode V: Scout Jacket (blue with gray/white
    trim), Large Pocket Pants (all gray, or about any fairly plain slacks/pants
    in light gray), Workman's Belt (dark brown), Cold Weather Gloves (white),
    Hide Boots (white), Dress Shirt (white). Hard to tell the color/design of
    his pants, but that's my best guess.

    Han Solo - Indoor Outfit, Episode V: Casual Jacket (dark navy or black),
    Striped Pants (dark brown w/ yellow stripe), Workman's Belt (dark brown),
    Dress Shirt (white), Uniform Boots (black)

    General Crix Madine, Episode VI: Belted Jacket (light brown with gray-blue trim)

    Luke Skywalker - Dagoba/Cloud City Outfit, Episode V: Labour Jacket
    (tan/light brown/khaki) or Pilot's Jacket (same colors), Pocketed Work Pants
    (tan/light brown/khaki), Paneled Boots (same color again), Workman's Belt
    (dark brown). Luke's tank-top isn't in the game that Tailors can make, so
    I'd substitute a Flex-form Shirt in the same colors.

    Princess Leia, Episode IV: Loose Dress (white) or Pleated Dress (white)

    Princess Leia - Cloud City Dress, Episode V: Cloaked Dress (plum and light tan)

    Hoth Rebels - Indoor Officers, Episode V: Vested Jacket (tan and light gray)

    Imperial Fleet Officers, Episodes IV-VI:: Long Formal Jacket (gray), Leather
    Gloves (black), Uniform Boots (black), Dress Slacks (gray)


    ----------------------------------------

    Tailor Schematics

    This section lists out the Tailor schematics as of 6/22/03, with the
    complexity of each item and the resources required to make them. I have not
    listed XP granted by each item. I'll let you figure that out on your own .
    Wouldn't want things to be too easy would you?

    Component Abbreviations:

    SC = Synthetic Cloth
    MF = Metal Fastener
    SS = Shoe Sole
    CP = Cargo Pocket
    RFP = Reinforced Fiber Panel
    T = Trim
    JS = Jewelry Setting

    This list of abbreviations also gives you a run-down of all the Tailor
    components. Components are essentially sub-pieces for other schematics and
    items. If a schematic calls for a component, then you have to make the
    component or components separately first, and then used that finished
    component in the assembly of the finished product.

    Additionally, "factory-identical" means that these components must all come
    from the same production run of a batch of components made with a factory,
    coming out of the same factory crate or "batch" of crates. You can't just
    make these components by hand. They need to come out of a factory. That's
    why you'll want access to a wearables factory by the time you start hitting
    the third tier of the Tailor skill tree branches.

    Remember that the Tailoring branch advances your skills and skill mods as a
    Tailor, but does not grant any schematics.


    Novice Tailor

    Bangles, C19, 5 Steel/10 Steel/5 Crystalline Gemstone
    Casual Shirt, C16, 20 Fiberplast/20 Inert Petrochemical
    Councilman's Robe, C19, 30 Fiberplast/1 SC/1 MF/1 SC/1 SC
    Dress Shirt, C18, 20 Fiberplast/10 Hide/10 Inert Petrochemical
    Formal Shirt, C18, 20 Fiberplast/10 Hide/10 Inert Petrochemical
    Large Pendant, C17, 5 Steel/15 Steel/5 Crystalline Gemstone
    Large Pocket Pants, C17, 20 Fiberplast/15 Inert Petrochemical/1 MF/1 SC
    Leather Work Gloves, C15, 15 Hide/15 Inert Petrochemical/10 Inert Petrochemical
    Metal Bracelet, C19, 5 Steel/10 Steel/5 Crystalline Gemstone
    Metal Necklace, C17, 5 Steel/15 Steel/5 Crystalline Gemstone
    Military Travel Pack, C23, 20 Fiberplast/10 Hide/10 Hide/5 Metal/
    Padded Jacket, C18, 20 Polymer/30 Fiberplast/1 SC
    Plain Shirt, C16, 30 Fiberplast/10 Hide
    Ribbed Pants, C17, 20 Fiberplast/15 Inert Petrochemical/1 MF/1 SC
    Ribbed Shirt, C17, 30 Fiberplast/30 Metal
    Rugged Jacket, C15, 30 Fiberplast/20 Polymer/1 MF/1 SC
    Sleeveless Dress, C24, 30 Inert Petrochemical/1 SC/1 MF/1 SC/1 SC
    Smock, C19, 30 Fiberplast/1 SC/1 MF/1 SC/1 SC
    Striped Pants, C17, 15 Hide/15 Inert Petrochemical/1 MF/1 SC
    Striped Pendant, C22, 10 Steel/20 Steel/10 Crystalline Gemstone
    Synthetic Cloth, C15, 16 Fiberplast/4 Inert Petrochemical/1 (optional)
    Biological Component
    Thin Striped Pants, C17, 20 Fiberplast/15 Inert Petrochemical/1 MF/1 SC
    Weighted Waist Wrap, C20, 45 Fiberplast/1 SC/1 MF/1 SC
    Wookiee Traveller's Helm, C19, 1 SC/1 SC/35 Inert Petrochemical
    Wooly Jacket, C18, 10 Wooly Hide/40 Fiberplast/1 SC
    Workman's Belt, C15, 5 Inert Petrochemical/5 Inert Petrochemical/10 Metal


    Casual Wear I: Basics

    Cold Weather Gloves, C17, 30 Fiberplast/20 Hide/20 Inert Petrochemical
    Loose Dress, C20, 30 Hide/1 SC/1 MF/1 SC/1 SC
    Modest Skirt, C19, 35 Fiberplast/1 SC/1 MF/1 SC
    Paneled Boots, C19, 20 Fiberplast/1 MF/20 Wooly Hide/1 SS
    Pleated Skirt, C19, 35 Fiberplast/1 SC/1 MF/1 SC
    Sandals, C17, 30 Fiberplast/1 MF/10 Hide/1 SS
    Shoe Sole, C10, 20 Polymer/5 Inert Petrochemical
    Sneakers, C17, 30 Fiberplast/1 MF/10 Hide/1 SS
    Standard Boots, C23, 30 Hide/10 Inert Petrochemical/1 SS
    Tipless Gloves, C17, 30 Fiberplast/20 Hide/20 Inert Petrochemical
    Women's Shoes, C17, 30 Fiberplast/1 MF/10 Hide/1 SS
    Wookiee Strapped Gloves, C15, 30 Hide/20 Inert Petrochemical/20 Inert
    Petrochemical


    Casual Wear II: Synthetics

    Belted Jacket, C18, 30 Inert Petrochemical/25 Hide/1 SC
    Desert Crawlers, C17, 1 SC/20 Inert Petrochemical/1 MF/1 SC
    Flex-form Shirt, C21, 1 SC/30 Fiberplast
    Heavy Shoulder Pad, C17, 15 Fiberplast/15 Bone
    Hot Pants, C17, 1 SC/20 Inert Petrochemical/1 MF/1 SC
    Longsleeve Shirt, C21, 1 SC/30 Fiberplast
    Mangy Vest, C20, 1 SC/40 Fiberplast/1 MF
    Muscle Shirt, C21, 1 SC/30 Fiberplast
    Pullover, C20, 1 SC/40 Fiberplast/1 MF
    Scout Jacket, C18, 30 Inert Petrochemical/25 Hide/1 SC
    Shortsleeve Shirt, C9, 25 Fiberplast/5 Polymer
    Simple Vest, C20, 1 SC/40 Fiberplast/1 MF
    Striped Slacks, C17, 1 SC/20 Inert Petrochemical/1 MF/1 SC
    Tight Jacket, C18, 30 Inert Petrochemical/25 Hide/1 SC


    Casual Wear III: Weather Wear

    Cloak, C20, 60 Fiberplast/50 Hide
    Decorative Dress, C20, 30 Fiberplast/1 SC/1 MF/1 SC/2 factory-identical SC
    Double Robe, C20, 60 Fiberplast/50 Hide
    High Quality Boots, C23, 25 Fiberplast/4 factory-identical MF/20 Tatooinian
    Wooly Hide/1 SS
    Large Headwrap, C19, 1 SC/25 Inert Petrochemical/2 factory-identical SC
    Light Bustier, C19, 2 factory-identical SC/20 Fiberplast/30 Hide
    Pleated Dress, C20, 30 Fiberplast/1 SC/1 MF/1 SC/2 factory-identical SC
    Small Bustier, C19, 2 factory-identical SC/20 Fiberplast/20 Hide
    Sports Bustier, C19, 2 factory-identical SC/20 Fiberplast/30 Hide
    Sunguard, C19, 1 SC/25 Inert Petrochemical/2 factory-identical SC
    Thermal Boots, C28, 25 Fiberplast/4 factory-identical MF/20 Nabooian Scaley
    Hide/1 SS
    Warm Hat, C19, 1 SC/25 Inert Petrochemical/2 factory-identical SC
    Wookiee Padded Gloves, C17, 15 Fiberplast/25 Hide/20 Inert Petrochemical


    Casual Wear IV: Complex Clothing

    Belted Vest, C20, 2 factory-identical SC/45 Hide/2 factory-identical MF
    Crested Vest, C20, 2 factory-identical SC/45 Hide/2 factory-identical MF
    Leather Trim Shirt, C21, 3 factory-identical SC/3 factory-identical SC/20
    Fiberplast
    Long Vest, C20, 2 factory-identical SC/45 Hide/3 factory-identical MF
    Pantaloons, C17, 1 SC/40 Inert Petrochemical/3 factory-identical MF/2
    factory-identical SC
    Pilot's Jacket, C22, 30 Inert Petrochemical/70 Bristley Hide/3
    factory-identical SC
    Reinforced Pullover, C22, 30 Inert Petrochemical/70 Bristely Hide/3
    factory-identical SC
    Short Skirt, C17, 1 SC/40 Inert Petrochemical/3 factory-identical MF/2
    factory-identical SC
    Short Vest, C20, 2 factory-identical SC/45 Hide/2 factory-identical MF
    Sleeveless Jacket, C22, 30 Inert Petrochemical/70 Bristley Hide/3
    factory-identical SC
    Sports Wrap, C21, 3 factory-identical SC/3 factory-identical SC/20 Fiberplast
    Twi'lek Bone Crest, C17, 2 factory-identical SC/20 Polymer/20 Bone/3
    factory-identical SC
    Twi'lek Lekku Wrap, C17, 2 factory-identical SC/40 Polymer/2
    factory-identical SC
    Wooly Shirt, C21, 3 factory-identical SC/3 factory-identical SC/20 Fiberplast


    Field Wear I: Basic Gear

    Cargo Pocket, C10, 20 Fiberplast/5 Inert Petrochemical
    Cold Weather Jacket, C21, 1 SC/10 Inert Petrochemical/15 Fiberplast/20 Metal
    Long Leather Gloves, C15, 30 Hide/30 Inert Petrochemical/10 Inert Petrochemical
    Patterned Wookiee Gloves [sic], C17, 10 Fiberplast/25 Hide/10 Inert
    Petrochemical
    Reinforced Jacket, C21, 1 SC/10 Inert Petrochemical/15 Fiberplast/20 Metal
    Sturdy Boots, C19, 5 Fiberplast/1 MF/ 20 Hide/10 Polymer/5 Metal
    Swoop Helm, C19, 25 Steel/20 Inert Petrochemical/1 SC
    Tech Pack, C23, 1 CP/1 CP/10 Hide/5 Metal
    Uniform Boots, C25, 5 Fiberplast/1 MF/20 Hide/10 Polymer/5 Metal
    Utility Belt, C15, 10 Inert Petrochemical/5 Inert Petrochemical/15 Metal


    Field Wear II: Reinforced Fibers

    Ammo Bandolier, C20, 1 CP/20 Fiberplast/20 Metal/1 RFP
    Bounty Hunter Pack, C23, 1 CP/1 CP/1 CP/10 Hide/5 Metal/10 Thoranium Steel
    Crafter's Pants, C17, 1 RFP/20 Inert Petrochemical/1 MF/1 SC
    Formfitting Undershirt, C21, 1 RFP/20 Fiberplast/10 Metal
    Lined Workshirt, C21, 1 RFP/20 Fiberplast/10 Metal
    Link-Steel Reinforced Gloves, C15, 30 Inert Petrochemical/10 Inert
    Petrochemical/20 Metal/10 Inert Petrochemical
    Pocketed Shorts, C18, 1 RFP/20 Inert Petrochemical/1 MF/1 SC
    Rank Sash, C20, 1 CP/20 Fiberplast/20 Metal/ 1 RFP
    Reinforced Fiber Panel, C15, 5 Fiberplast/5 Inert Petrochemical/15
    Fiberplast/5 Metal/1 (optional) Biological Component
    Reinforced Work Shirt, C21, 1 RFP/20 Fiberplast/10 Metal
    Small Pocket Belt, C15, 25 Inert Petrochemical/25 Inert Petrochemical/10 Metal
    Wookiee Battle Padding, C15, 20 Hide/10 Inert Petrochemical/1 MF/1 SC/1 SC
    Workman's Gloves, C15, 30 Inert Petrochemical/10 Inert Petrochemical/20
    Metal/10 Inert Petrochemical


    Field Wear III: Martial Gear

    Decorated Belt, C16, 20 Inert Petrochemical/10 Inert Petrochemical/30 Metal
    Desert Command Jacket, C21, 2 factory-identical RFP/20 Inert Petrochemical/1
    SC/35 Metal
    Heavy Reinforced Jacket, C21, 2 factory-identical RFP/20 Inert
    Petrochemical/1 SC/35 Metal
    Mercenary Bandolier, C20, 1 CP/20 Fiberplast/15 Metal/10 Metal/1 RFP
    Multipocket Bandolier, C20, 1 CP/20 Fiberplast/15 Metal/10 Metal/15 RFP
    Padded Workpants, C17, 1 RFP/40 Inert Petrochemical/2 factory-identical MF/2
    factory-identical SC
    Reinforced Pants, C17, 1 RFP/40 Inert Petrochemical/2 factory-identical MF/2
    factory-identical SC
    Spec-Ops Duster, C21, 2 factory-identical RFP/20 Inert Petrochemical/1 SC/35
    Metal
    Spec-Ops Pack, C23, 1 CP/1 CP/1 CP/10 Hide/5 Metal/10 Titanium Aluminum
    Two-Strap Bandolier, C20, 1 CP/20 Fiberplast/15 Metal/10 Metal/1 RFP
    Wookiee Shoulder Pad, C18, 1 RFP/40 Bone/1 MF/ 2 factory-identical SC


    Field Wear IV: Paramilitary Gear

    Cartridge Belt, C16, 50 Inert Petrochemical/25 Metal/35 Steel
    Crested Battle Padding, C15, 15 Fiberplast/15 Inert Petrochemical/1 SC/1 SC/1 SC
    Grenadier's Belt, C16, 50 Inert Petrochemical/25 Metal/35 Iron
    Gunman's Duster, C23, 4 factory-identical SC/40 Metal
    Heavy Gloves, C17, 20 Inert Petrochemical/20 Hide/30 Inert Petrochemical/10
    Metal
    Infiltration Suit, C24, 6 factory-identical RFP/40 Inert Petrochemical
    Infiltrator Leggings, C18, 1 RFP/40 Inert Petrochemical/2 factory-identical
    MF/2 factory-identical SC
    Long Uniform Gloves, C17, 20 Inert Petrochemical/20 Hide/30 Inert
    Petrochemical/10 Metal
    Paramilitary Camos, C18, 1 RFP/40 Inert Petrochemical/2 factory-identical
    MF/2 factory-identical SC
    Reinforced Jumpsuit, C24, 6 factory-identical RFP/40 Inert Petrochemical


    Formal Wear I: Fashion Basics

    Belted Skirt, C19, 1 SC/1 SC/1 T/10 Metal
    Bristle Hide Belt, C15, 20 Hide/10 Inert Petrochemical/5 Fiberplast
    Crested Neckpiece, C15, 10 Metal/5 Metal/15 Crystalline Gemstone
    Dress Blouse, C16, 20 Fiberplast/1 T/5 Fiberplast
    Dress Shoes, C17, 25 Fiberplast/1 T/10 Hide/5 Inert Petrochemical
    Dress Slippers, C17, 25 Fiberplast/1 T/10 Hide/5 Inert Petrochemical
    Emerald Pendant, C15, 10 Metal/5 Metal/15 Crystalline Gemstone
    Fashionably Pleated Skirt, C19, 1 SC/1 T/1 T/10 Metal
    Leather Belts, C15, 20 Hide/10 Inert Petrochemical/5 Fiberplast
    Plated Necklace, C21, 10 Metal/5 Metal/15 Crystalline Gemstone
    Sidebuttoned Shirt, C16, 20 Fiberplast/1 T/5 Fiberplast
    Sigiled Waist Wrap, C17, 1 SC/15 Inert Petrochemical/1 MF/1 SC
    Strap Belt, C15, 20 Hide/10 Inert Petrochemical/5 Fiberplast
    Trim, C10, 20 Fiberplast/5 Inert Petrochemical
    Two-Tone Formal Skirt, C19, 1 Synthetic Cloth/1 T/1 T/10 Metal


    Formal Wear II: Jewelry

    Black Leather Belt, C15, 25 Hide/25 Inert Petrochemical/5 Low-Grade Ore
    Cloaked Dress, C23, 20 Hide/1 T/20 Metal/1 SC/1 SC
    Decorative Skirt, C21, 25 Hide/1 T/20 Metal/2 factory-identical SC
    Decorative Vest, C17, 15 Polymer/20 Wooly Hide/1 T/1 SC
    Flared Jacket, C18, 20 Polymer/25 Wooly Hide/1 T/1 SC
    Golden Bracelet, C19, 25 Steel/20 Steel/1 JS
    Golden Symbol, C19, 25 Steel/20 Steel/1 JS
    Jewelry Setting, C15, 15 Crystalline Gemstone/10 Metal/5 Copper
    Metal Band, C19, 25 Steel/20 Unit/1 JS
    Robe, C22, 20 Hide/1 T/20 Metal/1 SC/1 SC
    Suit Belt, C15, 25 Hide/25 Inert Petrochemical/5 Crystalline Gemstone
    Suit Jacket, C18, 20 Polymer//2o Wooly Hide/1 T/1 SC
    Vested Jacket, C18, 20 Polymer/25 Wooly Hide/1 T/1 SC
    Widebuckle Belt, C15, 25 Hide/25 Inert Petrochemical/5 Crystalline Gemstone
    Wookiee Sage's Hood, C19, 1 SC/1 SC/25 Hide/1 SC/1 SC


    Formal Wear III: Gowns

    Band, C20, 20 Metal/20 Metal/3 factory-identical JS
    Decorative Headdress, C19, 2 factory-identical SC/30 Inert Petrochemical/2
    factory-identical SC
    Decorative Waist Wrap, C20, 40 Hide/1 SC/1 MF/1 SC/1 SC
    Doctor's Dress, C22, 25 Hide/1 T/1 JS/15 Metal/2 factory-identical SC/2
    factory-identical SC
    Elegant Gemstone Necklace, C21, 20 Steel/10 Armophous Gemstone/3
    factory-identical JS
    Elegant Gown, C22, 25 Hide/1 T/1 JS/15 Metal/2 factory-identical SC/2
    factory-identical SC
    Flared Cuff Shirt, C18, 1 SC/3 factory-identical T/10 Metal
    Formal Gown, C22, 25 Hide/1 T/1 JS/15 Metal/2 factory-identical SC/2
    factory-identical SC
    Heavy Crystal Symbol, C21, 20 Steel/10 Armophous Gemstone/3 factory-identical JS
    Lined Shorts, C17, 2 factory-identical SC/40 Inert Petrochemical/3
    factory-identical MF/2 factory-identical SC
    Longsleeve Gown, C22, 25 Hide/1 T/1 JS/15 Metal/2 factory-identical SC/2
    factory-identical SC
    Signet, C20, 20 Metal/20 Metal/3 factory-identical JS
    Silver Pendant, C21, 20 Steel/10 Armophous Gemstone/3 factory-identical JS
    Slacks, C17, 2 factory-identical SC/40 Inert Petrochemical/3
    factory-identical MF/2 factory-identical SC
    Suit Shirt, C18, 1 SC/3 factory-identical T/10 Metal
    Trim Lined Shirt, C18, 1 SC/3 factory-identical T/10 Metal


    Formal Wear IV: High Fashion

    Comfortable Slacks, C17, 2 factory-identical SC/60 Inert Petrochemical/1
    MF/3 factory-identical SC/2 factory-identical T
    Dignified Belt, C18, 25 Hide/15 Inert Petrochemical/5 Low-Grade Ore/2
    factory-identical JS
    Dress Robe, C18, 20 Inert Petrochemical/30 Hide/2 factory-identical T/3
    factory-identical SC
    Dress Slacks, C17, 2 factory-identical SC/60 Inert Petrochemical/1 MF/3
    factory-identical/2 factory-identical T
    Dress Uniform Jacket, C18, 20 Inert Petrochemical/30 Hide/2
    factory-identical T/3 factory-identical SC
    Exquisite Gown, C23, 40 Hide/2 factory-identical T/1 JS/20 Metal/2
    factory-identical SC/1 SC
    Fancy Belt, C18, 25 Hide/15 Inert Petrochemical/5 Low-Grade Ore/2
    factory-identical JS
    Long Formal Jacket, 20 Inert Petrochemical/30 Hide/2 factory-identical T/3
    factory-identical SC
    Luxurious Gown, C23, 40 Hide/2 factory-identical T/1 JS/20 Metal/2
    factory-identical SC/1 SC
    Noble Skirt, C21, 20 Hide/3 factory-identical T/25 Metal/2 factory-identical SC
    Patterned Slip Dress [sic], 40 Hide/2 factory-identical T/1 JS/20 Metal/2
    factory-identical SC/1 SC
    Refined Skirt, C21, 20 Hide/3 factory-identical T/25 Metal/2
    factory-identical SC
    Short Wrap, C17, 2 factory-identical SC/60 Inert Petrochemical/1 MF/3
    factory-identical SC/2 factory-identical T
    Simplified Belt, C18, 25 Hide/15 Inert Petrochemical/5 Low-Grade Ore/2
    factory-identical JS
    Stately Necklace, C25, 20 Steel/25 Armophous Gemstone/2 factory-identical
    JS/2 factory-identical JS
    Thin Pleated Skirt, C21, 20 Hide/3 factory-identical T/25 Metal/2
    factory-identical SC


    Master Tailor

    Bikini Leggings, C20, 4 factory-identical SC/50 Copper
    Exotic Leotard, C23, 60 Hide/3 factory-identical T/2 factory-identical JS/50
    Metal/3 factory-identical SC/2 factory-identical SC
    Fighter Flightsuit, C21, 2 factory-identical SC/4 factory-identical SC/2
    factory-identical RFP/80 Polymer/3 factory-identical MF
    Gemstone Crest, C25, 40 Iron/40 Iron/20 Copper/3 JS
    Grand Ball Gown, C23, 60 Hide/3 factory-identical T/2 factory-identical
    JS/50 Metal/3 factory-identical SC/2 factory-identical SC
    Grand Healer's Robe, C23, 60 Hide/3 factory-identical T/2 factory-identical
    JS/50 Metal/3 factory-identical SC/2 factory-identical SC
    Grand Twi'lek Headpiece, C25, 3 factory-identical SC/40 Polymer/3
    factory-identical SC/3 factory-identical SC
    Heavy Flightsuit, C21, 2 factory-identical SC/4 factory-identical SC/2
    factory-identical RFP/80 Polymer/3 factory-identical MF
    Immense Gemstone Necklace, C25, 40 Steel/60 Armophous Gemstone/6 JS
    Lekku Ys'rak, C25, 3 factory-identical SC/3 factory-identical SC/20
    Polymer/3 factory-identical SC/20 Armophous Gemstones
    Low-Cut Top, C20, 3 factory-identical SC/2 factory-identical SC/30 Wooly Hide
    Metal Bikini, C20, 2 factory-identical SC/50 Copper/50 Wooly Hide
    Revealing Bikini, C20, 2 factory-identical SC/50 Copper/50 Wooly Hide
    Revealing Fleshwrap, C21, 300 Polymer/2 factory-identical JS/4
    factory-identical MF
    Revealing Top, C20, 3 factory-identical SC/2 factory-identical SC/30 Wooly Hide
    Robe of Honor, C23, 80 Hide/3 factory-identical T/2 factory-identical JS/40
    Metal/3 factory-identical SC/3 factory-identical SC
    Tactical Skinsuit, C21, 240 Polymer/60 Polymer/4 factory-identical MF
    Trader's Flightsuit, C21, 2 factory-identical SC/4 factory-identical SC/2
    factory-identical RFP/80 Polymer/3 factory-identical MF
    Transport Flightsuit, C21, 2 factory-identical SC/4 factory-identical SC/2
    factory-identical RFP/80 Polymer/ 3 factory-identical MF
    Twi'lek Noble's Crest, C25, 3 factory-identical SC/20 Inert Petrochemical/3
    factory-identical SC/10 Green Diamond Crystalline Gemstone/10 Plexite
    Armophous Gemstone


    ----------------------------------------

    The Combat Surveyor/Explorer Surveyor

    This is a role which I think there would be some genuine demand for if
    someone would pick up the challenge. Most of the advanced crafting
    professions that I know of eventually require specific and specialized
    resources for their advanced items. Particular types of ore or metal, for
    example. It can�t just be steel, say, but has to be thoranium steel. It can
    just be gemstones, but has to be green diamond crystalline gemstones. The
    list goes on.

    As I mentioned earlier, some of the dev posts have also seemed to suggest
    that the �rare� resources like this may even spawn in and spawn out
    independent of the usual resources depletion schedule. I have no proof that
    this is the case. Just a deduction I�ve made reading the dev posts and
    listening to folks talk in-game that seems to suggest it might be true.

    Now the more advanced the crafting professions get, the more you get tied to
    one area. You set up a home, factory, fleet of harvesters, what have you,
    and it starts to tie you down. This makes it harder to get out there and
    check for those rare resources if they aren�t on your home planet.
    Additionally, the more advanced you are as a crafter, the less likely you
    are to also be keeping up with combat skills. Eventually, you�ll probably
    start surrendering those points in marksman to get more points in an
    advanced crafting profession. Dathomir, Lok, Endor, Yavin IV, and Dantooine
    probably aren�t places where you want to be off running around the
    wilderness on your own without some solid combat skills under your belt.
    Don�t get me wrong. It can be done. I�ve done it myself. But it�s stressful,
    to say the least!

    So what is the solution? I�ve already mentioned networking with other
    Artisans and crafters on different planets. If you find green diamond
    crystalline gemstones on your home planet of Corellia and a weaponsmith you
    know finds thoranium steel on Tatooine, then you can let each other know and
    work out a trade or resource sharing agreement. If resort to going out and
    searching on your own, then hiring a few bodyguards to accompany you to the
    high-level planets might not be a bad idea. If you want to go this route,
    I�d suggest focusing on hiring locals, otherwise you�ll end up eating their
    transportation cost, too, and that can get expensive quick.

    But are either of these the best solution? I think the networking idea is
    the better of the two, but it�s still an imperfect solution. Sure, that
    Gunsmith you know might be able to verify that there�s thoranium steel on
    her planet because the resource shows up in her surveying tool. But that
    doesn�t mean she�s going to have any idea or be anywhere near where there�s
    a rich concentration for harvesting/sampling.

    I think there�s an untapped potential for what I like to call a Combat
    Surveyor. I picture this character as being part Artisan (Survey IV, at
    least, and maybe Engineering III or IV), part Scout (for Exploration and
    Hunting, maybe some Survival for better self-sufficiency), and with some
    solid combat skills for self-defense (at least into one of the advanced
    weapon professions).

    Such a character could roam the galaxy searching for the rare resources that
    all advanced crafting professions need. Crafters could pay them a small
    retainer to help defray their travel costs, and then while they are out
    hunting rancors on Dathmoir or pirates on Lok, they take the time to see if
    there are any rare resources around. If there rare resources around, they
    take time between hunts or other adventures to stock up on a good supply. If
    they just know Survey (and no Engineering), they grab a few hundred units
    sampling. If they know Engineering or are willing to buy a harvester, they
    can drop one and start it up, and then come back and empty it after they
    finished hunting out the planet and are ready to head home. Then they come
    back to the �civilized� planets and sell those rare resources at
    outrageously inflated prices (or at least at a reasonable profit). Any
    crafters who contributed a retainer get first option.

    If you are Combat Class who travels, seriously think about setting aside
    enough skill points to pick up Novice Artisan and four levels of Surveying.
    You�ll want all four levels of Survey to minimize your time investment for
    sampling, or else just get one level of Survey and carry some harvesters and
    energy to run them. I�d being willing to give a harvester deed to someone if
    they promised me the option to buy a significant cut of any rare resource
    they find that I want (say a third or half of what they can gather, at just
    a little above maintenance cost on the harvester plus travel expenses -- the
    rest they can sell at a higher profit). Just a suggestion for one possible
    arrangement. I�m sure there are others that could be reached that would be
    mutually agreeable.

    I think there is a real market for something like this. Crafters are always
    looking for signs of the rare resources. Just look at the forums. Someone
    who�s willing to go out, find, and collect these will definitely have a
    market. Especially from folks who aren�t in a PA and can�t use their
    association to pull together remote harvesting sites. And if you can do it
    using a harvester instead of just surveying and sampling, the time
    investment required from you is really pretty small.


    ----------------------------------------

    A Brief Guide To Grinding

    So do I grind? Yeah, sometimes. When I�m stuck doing something repetitive or
    non-interactive already -- like if I�m sampling for a scarce resource (and
    lacking or can�t use a harvester). Instead of going AFK, I�ll grind to get
    some XP out of my time sitting there sampling. Waiting for the shuttle or
    transport is another example. Or when I�m down to that last 1000 XP before a
    level and know that a handful of high-return items will get me there in a
    couple minutes. Times like that. Not really my idea of fun.

    But still, some people want to do this or may find it useful at times, so
    I�ll offer some very basic advice for grinding through Tailor. If you don�t
    like grinding, stop reading now. I saved it for last so you wouldn�t miss
    anything else, except the end credits. Remember, this is all Crafting XP
    (CXP). If you grind and destroy, you�re missing out on Usage XP!

    1. Remember how I said you�d want 3 SCTs? Make sure you have those.
    2. Have lots of resources. A big pile of fiberplast and metal is the best.
    Generally, items that use more resources return more XP (The baseline
    follows a 2 XP per 1 resource model. Some items yield a little of the
    baseline.). If you don�t have the resources, don�t plan on grinding.
    3. Restock your resources while you grind. Find a concentration of something
    you�re going to use and start sampling. It won�t ever keep up, but it�ll
    minimize the hit against your resources some.
    4. Don�t craft anything that requires components for assembly. Some folks
    might say you get more XP from items that use components (because you get XP
    for both making the components and making the item), but I don�t agree that
    the benefit is worth the extra time it take. Stick with items that just use
    raw resources.
    5. Pick an item to make that requires the fewest possible slots. Take at
    some of the items you can make. Many have several slots for different
    resources that go into making them -- soles, inner lining, buckles,
    reinforcement, outer shell, waterproofing, etc., etc. Now look at an item
    that only has two resource requirements (two slots). Clicking or dragging to
    fill up two slots with resources in the crafting process goes quicker than
    clicking to fill up five slots. You might not have a choice, depending on
    what resources you have in bulk, select an item to grind that has the fewest
    number of resource slots.
    6. If you have to pick an item that requires a lot of multiple slots for
    resources, select one that at least can use the same resources for as many
    of its parts slots as possible. Then you can just sit there clicking on the
    resources container over and over to fill up all the slots. Although it�s
    going to have to �analyze the resource� each time, it won�t slow you down as
    bad as requiring multiple resources of all different types. For example,
    pick one that has four inert petrochemical (any kind) requirements and one
    metal requirement over an item that only has four slots, but needs 1 hide, 1
    fiberplast, 1 metal, and 1 inert petrochemical.
    7. Start grinding. I found ribbed shirts to be a good choice early on as a
    Tailor. Easy, reasonably quick, and a cut above baseline for XP. I�ll let
    you figure out better choices as you advance up the Tailor tree.


    ----------------------------------------

    Known Issues

    This is a list of known Tailor issues & bugs as of the finally hours of
    beta. Some may turn out in the end to be intentional, but they don't seem
    like they were meant to be that way to me.

    1. Master Tailors are missing 55 colors. Clothing Customization maxes at
    200. Formerly there were 255. 55 are missing.
    2. Some schematics with two colors are bugged such that one of the color
    palettes has only two identical choices of white, and no other colors
    (example: Light Bustier).
    3. Several items of Wookie clothing are bugged such that the color of the
    item as displayed/created does not match the color selected from the
    palette. The palette selection is not mapping correctly with the item color.
    4. Spelling Error: There are two items with the word "Patterened" in their
    name. This should be "Patterned."
    5. Spelling Variants: Not necessarily errors, but I'll mention them --
    "Labour Jacket" (British spelling for labor), "Wookiee Traveller's Helm"
    (uses non-standard variant of traveler's), "Wooly" (instead of woolly, for
    hides and other things, really an error by my dictonary, but so widespread
    throughout the game it'll probably stay).
    6. The Light Bustier does not gain sockets. This is a bug that no matter
    your skill level and crafting success, the Light Bustier never has sockets.
    7. Graphics for many belts and bandoliers don�t look right. They like
    roll-cages they�re so big.


    ----------------------------------------

    Play End Theme, Roll Credits

    "Thanks" and "Hi," in no particular order to the following folks for various
    advice, assistance, useful forum posts, being good customers, listening to
    me complain about Tailoring being bugged, etc., etc.:

    LadyRachael
    LadySparkling
    Umbriel
    Vonfaustus
    Yod
    Aniri
    Bulvine (in all his names & incarnations)
    Danareal
    Simone
    ...and all my customers and many apprentices

    I'm sorry the list is so short. I don't mean to leave anyone out, but I lost
    a lot of folks when the friends list got wiped right at the end of beta.

    Doubly sorry on that one as I lost a lot of people who were waiting on
    Master Tailor items. Sylacer (guessing at your name there), you especially.

    And special thanks to Kas-dra as my dedicated clothing model for every new
    piece whenever I gained a skill box with fresh schematics.



    Beta: Blight, Master Tailor, Bria server, Doaba Guerfel, Corellia
    Release: Stark Fist, aspiring Tailor and Bio-Engineer, Eclipse server,
    Dearic, Talus
    forum name: Scuzzbopper
    public e-mail: evo_apocalypse@hotmail.com
    (you might get a reply from a different e-mail address, but you'll know it's
    me if the return address is scuzzbopper)

    SWG: Crafting: Blight�s Guide to Tailoring v 2.2, by Blight
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    18 threads, 1 page(s) long 
       Tailoring Reply...
      Posted @ Fri, Jan 16th 1:48 PM 2004
      By: NacoleBellano
      1 posts
      Score: Decent [3.00]

      I am fairly new to the game...and have learned most of this on my own, but this will help me loads!!! Thanks!!

      Oh, and to the person who was asking about the Frock....lol, that was ages ago, but I found that I was able to modify the colors on the frock at Novice Tailor.....Hope you found the answer to that!!!

      Oh, and a few questions (hopeing that someone who knows is watching):  Why does it seem that when I make one item I get NO xp? but when I make the ribbed shirt I get 140?!?!?! lol, I was getting so mad last night when I didn't get any xp and I had been making stuff all night, and as soon as I made like 5 ribbed shirts I had earned almost 1k xp....needless to say I want to make a macro for that....(and I know that there are people saying "OH! evilllll!!! She uses Macros!!!!!!" but I don't care) ......Here is my problem....I keep telling the macro to "/select DraftSchematic 146" and it selects some other draft schematic wayyy up there...like #6......is that just a bug and the next time I get on it will be all better? or is there some way I can fix it?

      Oky, I will stop bugging everybody!

      REMEMBER! The game is there to have FUN with! Don't stress, just PLAY!!!!

      Toodles!!!
      Na'cole Bellano

      (server: Starsider; planet: Naboo; email ig for waypoint!! and/or go to my website to see what I can make for now! www.geocities.com/nacoles_world/...)

       
      1 Reply
         RE: Tailoring Reply...
        Posted @ Thu, Feb 5th 4:12 PM 2004
        By: easi
        5 posts
        Score: Decent [3.00]

        awesome post blight. good job                                                                             

         
        0 Replies
       Help Reply...
      Posted @ Fri, Nov 21st 4:41 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I would definitely get it. I am a master tailor on Bria, name is Birah Mar'naga. This is how I would get master:

      Start by grinding Ribbed Shirts and get all 4 field wear levels first. Then grind Cartridge Belts which require fiberplast, inert petro, metal, and steel. I think it is 50 inert petro and like 10 of the others. They give about 270 on practice mode I think. They are really easy levels if you don't mind grinding that much.

      My shop is on tatooine, I can e-mail you the waypoint on request.

       
      0 Replies
       Crafting 2 colors Reply...
      Posted @ Sun, Sep 7th 10:51 AM 2003
      By: Lady Elmyndreda
      6 posts
      Score: Decent [3.00]

      How can you craft TWO colors. I have Crafting Customization, but I can't seem to change more then 1 color...any ideas?                                                                

       
      1 Reply
         RE: Crafting 2 colors Reply...
        Posted @ Wed, Oct 22nd 4:49 PM 2003
        By: Nekojin
        Scholar
        1087 posts
        Score: Decent [3.08]

        Only some items can be made with multiple colors; most items have only one color choice to be made.                                                                

         
        ----------------------------
        My Mains over the years (dozens of alts not mentioned, and some games forgotten):
        Celone Greenedge, Ranger, EQ (Retired)
        Aerik, RDM/???, FFXI (Retired)
        Jandu Balo, Scout/Surveyor, SWG (Retired)
        Edifice Wrecks, Stone/Stone Tanker, CoH (Retired)
        Dahlia, Lv. 59 Forsaken Mage, Lightning's Blade PvP, WoW
        1 Reply
           RE: Crafting 2 colors Reply...
          Posted @ Thu, Apr 22nd 7:29 AM 2004
          By: CandlelightofHammer
          Scholar
          68 posts
          Score: Decent [3.06]

          I see we suffer from the same affliction:
          MMMORPGAS*.


          *multiple massive multiplayer online role playing game addtion syndrome

          Candlelight Dreamspinner - EQ 40 Bard 7th Hammer
          Kleathu - EQ 45 Druid 7th Hammer
          Nodya - DAOC Troll Thane
          Shareena - FFXI Mithran 26 WHM/25 WAR Midgardsormr
          Nadhia Rosala - SWG Novice Medic Sunrunner            

           
          ----------------------------
          Candlelight Dreamspinner - EQ 40 Bard 7th Hammer
          Kleathu - EQ 45 Druid 7th Hammer
          Nodya - DAOC Troll Thane
          Shareena - FFXI Mithran 26 WHM/25 WAR Midgardsorm
          Nadhia Rosala - SWG Novice Medic/Novice Tailor Sunrunner
          To name a few.
          See me here:
          http://www.magelo.com/eq_view_profile.html?num=572235
          0 Replies
       Biological Components? Reply...
      Posted @ Tue, Jul 29th 3:26 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I'm confused about biological components.  I bought some constrictor cloths from a bio-engineer, under the assumption that they were what I wanted, but when I started crafting synthetic cloths, it wouldn't let me add them. Any help?                                      

       
      2 Replies
         RE: Biological Components? Reply...
        Posted @ Fri, Oct 10th 11:28 PM 2003
        By: Anonymous
        Score: Default [2.00]

        anyone have a list of what components work in what i have a big pile of them and alot of em i can't use yet                                                                

         
        0 Replies
         RE: Biological Components? Reply...
        Posted @ Wed, Oct 1st 7:48 AM 2003
        By: Anonymous
        Score: Default [2.00]

        Constrictor Cloths can be placed in reinforced fiberpanels only                                                                

         
        0 Replies
       Grinding Reply...
      Posted @ Mon, Jul 21st 2:37 PM 2003
      By: Anonymous
      Score: Default [2.00]

      On grinding: Remember that components give almost twice the XP that full outfits do. The net effect of this is that Sleeveless Dresses and Smocks give more than twice the XP that Ribbed Shirts do: Roughly 320 versus 140, for the same amount of resources.

      Since it now appears that usage XP is also scaled to production XP, they will also give usage XP at 1.5 times the rate when you sell them. And there's the most important difference: unlike ribbed shirts, people actually *want* sleeveless dresses and smocks. (The "smock," for those of you who haven't seen it, is a men's trenchcoat, and the first really good looking men's outfit you get to make. I can't keep them in stock at 1000 credits each.)

      I was most of the way to my first box in Tailoring (Casual 1 in my case), and decided to grind my way the rest of the way up. It would have taken me about 20 ribbed shirts. Instead, it took me seven smocks - all of which will probably sell in the next 24 hours.

      Yes, to make those 7 smocks, I had to make 21 synthetic cloth panels and 7 metal fasteners first, then make the 7 smocks. I may buy a factory before I need to because I am seeing synthetic cloth panels in my sleep now. But look at it this way: I saved a bundle of resources. I will end up having gained about seven times the XP, once the usage XP comes in from them. I will have made money on the resources. And I don't think it took me more than half again as long to make those 7 smocks that people are waiting in line for than it would take you to make 20 ribbed shirts that you end up throwing away.

      And that doesn't count the time you wasted running missions, or whatever it is you do, to afford the resources that you used up at 3 times my rate and then threw away.

      Don't grind. Make things that people *want.*

      (Brad Bradley, Tailor. Kettemoor server, planet Rori, near Restuss, /waypoint 5915 5195.)

       
      1 Reply
         RE: Grinding Reply...
        Posted @ Sat, Oct 11th 2:35 AM 2003
        By: Anonymous
        Score: Default [2.00]

        not anymore i barely get 70exp per smock now and get 250 for a rugged jacket                                                                

         
        0 Replies
       OMG!!! Reply...
      Posted @ Fri, Jul 18th 2:18 PM 2003
      By: gengen
      7 posts
      Score: Decent [3.00]

      IM SO GOING TAILOR!!!

      what server are you on again blight????                                                                

       
      1 Reply
         RE: OMG!!! Reply...
        Posted @ Mon, Jul 21st 7:00 AM 2003
        By: Anonymous
        Score: Default [2.00]

        Is there any page that has PICs of every single cloth and jewelry a tailor can do?

        Jinx                                                                

         
        0 Replies
       Enhancements Reply...
      Posted @ Fri, Jul 18th 6:17 AM 2003
      By: lecallur
      3 posts
      Score: Decent [3.00]

      also anyone know how to use Skill Enhancing items?                                                                             

       
      0 Replies
       Bounty Hunter Packs Reply...
      Posted @ Fri, Jul 18th 5:56 AM 2003
      By: lecallur
      3 posts
      Score: Decent [3.00]

      anyone know where to get Thoranium Steel from for bounty hunter packs?                                                                

       
      0 Replies
       response Reply...
      Posted @ Thu, Jul 17th 9:19 PM 2003
      By: kinnky
      7 posts
      Score: Decent [3.00]

      In leveling tailoring, I found ribbed shirts the easiest to level off of, they take up alot of resources but they are real easy to make requiring only fiberplast and a metal and also they give around 140exp.                                      

       
      ----------------------------
      Kinnky / Mithra
      57 BST / 28 WHM
      Server: Sylph
      Linkshell: TeaStation
      0 Replies
       XP Reply...
      Posted @ Fri, Jul 11th 9:17 AM 2003
      By: Anonymous
      Score: Default [2.00]

      What's the quickest way to level you're crafting skills? Which items raise xp the fastest?                                                                

       
      0 Replies
       Color 1 Reply...
      Posted @ Fri, Jul 4th 11:54 AM 2003
      By: Anonymous
      Score: Default [2.00]

      On items such as frocks .. when you choose a color, it only changes the belt color.  Above the colors is 'Color 1'. Does this mean there is a 'Color 2' option somewhere and i'm just not finding it? Or do the dresses have to stay that ugly gray?                                      

       
      0 Replies
       crafting macro? Reply...
      Posted @ Fri, Jul 4th 11:22 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Here's a question...  Is there anyway to make a crafting macro? I've been trying, but have had no success.                                                                

       
      0 Replies
       factory Reply...
      Posted @ Fri, Jul 4th 10:42 AM 2003
      By: Anonymous
      Score: Default [2.00]

      what is the approximate cost of upkeep of wearables factory?                                                                

       
      0 Replies
       Factories Reply...
      Posted @ Thu, Jul 3rd 11:24 AM 2003
      By: Blodie
      1 posts
      Score: Decent [3.00]

      Not sure how factories work...can anyone explain it to me? Is a wearables factory different than an equipment factory?

      I assume that one would make a master prototype/schmatic, load in the supplies, and it would manufacture on its own, similar to a harvester doing its own thing while you are off line?                         

       
      0 Replies
       yes they do Reply...
      Posted @ Wed, Jul 2nd 9:01 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Yes Tailors NEED surveying. Unless you want to spend 50X more then you will make. I mean, yes you can always buy or barter your resources, but its much easier to just get them yourself. Plus Survey has got to be the easiest skill in the game to raise. Make a simple macro and let it go for a few hours. not only will you have a few K in resources buy survey will max out by itself.
      Sample macro:
      (use survey tool one time to get barings as to where you wanna sample at)
      then run the following macro..

      /sample;/pause 900;/sample;/pause 900;/sample;/pause 900;/sample;/pause 900;

      That line will take resource samples for one hour. Just put the line multiple times for multiple hours. What happens is you sample for about 7-8min, then you run out of energy and stand up. You wait about 7 or 8 mins for stam to com back and then it repeats. (900 = 15mins total time.. 60 = 1 min 60X15 = 900)

      Good luck and happy dirt farming..

      -Old man Rakon

       
      0 Replies
       Great Guide Reply...
      Posted @ Sun, Jun 29th 4:51 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Great guide!
      Thnx A LOT!
      I�m not planning to be a tailor though, I�m gonna be a weapon smith, so I found the general crafting part most interesting but the rest served as a good example!                                                   

       
      0 Replies
       RE: Do tailors need surveying? Reply...
      Posted @ Fri, Jun 27th 1:35 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Well, not really. But if you survey with no surveying skills you get about 2 units every survey tick. If you have surveying IV you get about 10 units per tick. SO it's well worth it if you handsample your own resources. And it is basically free exp since you get it doing something you have to do :)  Like getting exp from running :)            

       
      0 Replies
       Surveying Reply...
      Posted @ Sun, Jun 22nd 3:00 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Do Tailors need surveying?                                                                             

       
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