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