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  #1  
Old 10-08-2019, 04:44 PM
Jimjam Jimjam is offline
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Train to 21. Tattered armour to 26, (leather padding 31, using wolves,) raw silk to 36, tailored large bags to 41, bearskin potion bags if possible to 68, hand made backpack to 88, tailored quiver to 115.

You can intersperse studded to 56 and reinforced to 108, especially if you are also smithing.

If brewing you can also cured silk to 82 and wu's gloves to 88... Maybe not from launch. I know the gloves were added much earlier than the other options.
  #2  
Old 10-08-2019, 04:58 PM
aspomwell aspomwell is offline
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For the love of God, don't do what I did (twice).

Twenty years ago I was annoyed when I found out Raw Silk Robe was not made with a Robe pattern but a Tunic pattern.

Fast forward to last week after finding out about P99 and yep, sure enough my first attempt was with Robe pattern. The 20-year-deja-vu on my face was priceless...

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  #3  
Old 10-08-2019, 05:23 PM
loramin loramin is offline
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Quote:
Originally Posted by aspomwell [You must be logged in to view images. Log in or Register.]
For the love of God, don't do what I did (twice).

Twenty years ago I was annoyed when I found out Raw Silk Robe was not made with a Robe pattern but a Tunic pattern.

Fast forward to last week after finding out about P99 and yep, sure enough my first attempt was with Robe pattern. The 20-year-deja-vu on my face was priceless...

Lykosor
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  #4  
Old 10-08-2019, 05:25 PM
Baler Baler is offline
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Can anyone please tell me what the Skill Caps are for each tradeskill in Classic, Kunark and Velious?
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  #5  
Old 10-08-2019, 05:47 PM
loramin loramin is offline
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Quote:
Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
In my opinion the alchemy page should be the template for other tradeskills.
I think a discussion about "what's the best way to show tradeskill info?" would be an awesome one to have.

There's a lot of good to be said about how the Alchemy page does things. But in the interest of trying to come up with the best solution possible, here are the things I dislike about the Alchemy page:
  • That "max skill" table feels like a waste of space to me.
  • The "Skill Range" column and the "Approx. Cost" columns in the "Suggested Progression" table both feel like they should be split into two columns.
  • I don't think we need four columns for the cost in the "Production Costs & Effects": I'd be fine with seeing that Blood of Wolf costs 5.52 (or whatever) plat.
  • The headers in that table get screwed up when you sort it (they all sort together, making them meaningless).
    • I think this could start a very interesting discussion. There's pros/cons to giant tables with every recipe that you can sort, and also to having a bunch of different tables, with groups of recipes, separated by headers (and also to what the Alchemy page does, which is sort of a hybrid)
  • I hate that you can't tell what many potions do without checking the Alchemy page (although really that's not a criticism of the page ...)
  • Related to that, I think the "Effect" and "Description" are largely redundant, and really there's no point in even having the Effect (all it is is the name of the ability, and a link that will say "this effect raises these stats" ... but then for the exact amount it raises you need to check the "Description" column ... so what value does "Effect" add? Plus, the effect is already there in another column, when you mouseover the potion itself)
  • I question if the "Components" column should be split into Component #1, #2, and #3 (this would let you sort them, so if you've got a stack of Lucern lying around and are trying to figure out what to make with it, you could sort by that component, which you can't do now ... although you'd still have to sort three columns, because Lucern could be in any of the three)
  • I really wonder if the Trade Supplier Locations table at the bottom should even exist. I feel like it should just be two lists of vendors: the ones that sell medicine bags, and the ones that sell Lucern.

Now to be clear, all of the above is just my 100% subjective opinion. I'm not stating them to declare "I'm right!" ... I'm stating them so people can agree or disagree respectfully, hopefully resulting in a productive conversation about what will be best for everyone (both for Alchemy and tradeskills in general).

And even if you don't feel like reading my giant laundry list, feel free to chime in with general opinions about (say) whether throwing every recipe into a single table, without headers is better (because all the recipes can be sorted), or whether it's better to not have one giant table and instead have tables for each grouping of item.
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Last edited by loramin; 10-08-2019 at 05:58 PM..
  #6  
Old 10-08-2019, 09:22 PM
sacman08 sacman08 is offline
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The wiki has it right. The monk silk armor is pretty cheap to make and skills up quickly. Bags sell well to recover money spent so make them when you get HQ bear pelts. Other types of armor take studs or boning which is why monk armor is cheapest. Too bad silk and Wu’s doesn’t sell well here but should do good on green until everyone can afford pantherskin.
  #7  
Old 10-09-2019, 12:34 AM
Baler Baler is offline
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Quote:
Originally Posted by sacman08 [You must be logged in to view images. Log in or Register.]
The wiki has it right. The monk silk armor is pretty cheap to make and skills up quickly. Bags sell well to recover money spent so make them when you get HQ bear pelts. Other types of armor take studs or boning which is why monk armor is cheapest. Too bad silk and Wu’s doesn’t sell well here but should do good on green until everyone can afford pantherskin.
I believe the thread is about classic/vanilla. Wu's isn't until Velious, panther skin also.
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Old 10-09-2019, 01:25 AM
loramin loramin is offline
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Quote:
Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
I believe the thread is about classic/vanilla. Wu's isn't until Velious, panther skin also.
He might be referring to the gauntlets, which were available much earlier. Here's a Wayback Machine link for EQ Traders, Nov 28, 1999 (although the text on that page says "minor updates made 6/14/00", so I guess the Wayback Machine is confused?)

https://web.archive.org/web/19991128...eqtraders.com/

Quote:
Once raw silk armor is trivial for you, then you can start teaming up with a brewer to make cured silk armor, and with an enchanter to make Wu's Fighting Gauntlets for the monks (the only piece of "glowing silk" armor in the game so far), but definitely don't even think of trying to learn how to tailor on the more advanced items unless you have a lot of money you're willing to waste as you ruin things.
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  #9  
Old 10-09-2019, 08:40 AM
sacman08 sacman08 is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
He might be referring to the gauntlets, which were available much earlier. Here's a Wayback Machine link for EQ Traders, Nov 28, 1999 (although the text on that page says "minor updates made 6/14/00", so I guess the Wayback Machine is confused?)

https://web.archive.org/web/19991128...eqtraders.com/
That was what I remembered, and from EQTraders too. Thanks Loramin.
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