This post was originally made by Xulan, but I have modified it for use by tailors as well as smiths, and included information about the cultural sewing kits and needles.
***
Also, I have still need information about the cultural metals needed by Half-Elf, Froglok, Vah Shir, and Halflings. Please feel free to correct me
Thanks to Yilda for your input =)
***
Thanks to all who contributed to the information here. Thanks to Ngreth, people online in beta, and especially Tatsukaze whose ore-modifying drop post info I reprinted here.
Most of this info can be found in the 5 books called "The Resurgence of History," sold by one of the dwarven smithing vendors in PoK. The rest of the information is found in the Ancestral book as well as the 4 Culture books which are quested, which are discussed below.
General Notes:
- The 4 <levels_of_mastery> are (from the bottom up): Journeyman, Expert, Master and Grandmaster.
- The GM level armor and symbols require quite a bit of metallic drake scales. The drop rate and availability (meaning the ease of the zones and the mobs from which they drop) will be the determining factor on the rate of how much GM armor and symbols enter the game.
- The result of the mold combines take up 8 inventory slots, as well as the result of the symbol pattern combines (for each level of mastery) take up 8 inventory slots. If you make a set of molds and a set of symbol patterns for each level of mastery, you will have 40 inventory slots of stuff you have to fit somewhere. They are all no drop btw, so gl on your inventory & bank management.
- If special note is not given for a component, it is presumed to be vendor sold or readily available through some means.
CONTENTS
I. The Books (that you must have)
II. Material Preparations for the Armor
III. The Sewing Kits and Needles
IV. The Armor Combines
V. The Symbols (the type 11 augments)
VI. Cultural Ores (needed for sewing kits and metal bar combines)
VII. The Ore-Modifying Drops (to make the ore into the different levels of mastery)
VIII. The Silk / Pelt / Hide Drops (for the different levels of mastery)
IX. Trivials
I. The Books (that you must have)
These books are said to only have a certain amount of uses before you have to get new ones. It is unconfirmed if they actually have "charges."
Quest for "Ancestral <race> Armor" (book)
This is a very simple quest which involves gathering 4 items from "newbie" area mobs. The quest is given by an npc in the home city for your race, and there is a different set of things which needs to be collected for each race.
This book and the 4 books below are from a single npc in each city with the description of (Tradeskill Quests) under their name.
Tasks for the 4 symbol books: “<level_of_mastery> Book of <race> Culture” (journeyman's through grandmaster's) (books)
The first 3, for journeyman through master, take place mostly in dungeons which go up by level for each level of book. The tasks are different for each race. The master's level books are places like chardok and sebilis. The lesser books are in easier places. The tasks have no time limit, and I was able to get all 3 at once. The tasks were very simple, like kill 50 of X mob and bring back 4 of Y items. The last task for the GM book seems to be in the broodlands regardless of the race (starting zone for the DoN expansion).
You must be level 55(?) to get the Master task.
You must be level 65 to get the GM task.
Book Binding & a Quill
Book Binding is a container used for making patterns (both for armor and symbols). These are a sold item as well as a Quill, which is the same "a quill," used in spell research, Ink, and Roll of Parchment and various Vellums. The book binding, ink, parchment, and vellum are used up in combines, but a quill is not.
II. Material Preparations for the Armor
Molds & Patterns
(These combines make an 8 slot backpack full with 20 stacked molds/patterns for each visible slot, 2x for wrists)
Molds (used for smithing: chain & plate):
+ Ancestral <race> Armor (quested book)
+ huge block of clay
+ compacted backpack
+ sculpting tools
+ h.q. firing sheet
in a kiln
Patterns (used for tailoring: silk & leather, I added this just so people don't associate "patterns" with chain armor, and because it is in the Ancestral Book):
+ Ancestral <race> Armor (quested book)
+ roll of parchment
+ large bottle of ink
+ quill (special quill, not the "a quill" used in spell research)
+ compacted backpack
in a book binding (book binding is not returned)
<level_of_mastery> <bar_metal_name> Bar (4 types, one for each level of mastery)
+ <a droped item dependant upon tier and race> (j. through mastery level is race specific, but GM bar uses metallic drake scales for everyone. See section V. of this post for the drops.)
+ small brick of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
OR
+ 3<droped item dependant upon tier and race>
+ large brick of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
yield 3
OR
+ 6<droped item dependant upon tier and race>
+ block of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
yield 6
<culture_metal> is like adamantite for dark elves, brellium for dwarves, etc.
<level_of_mastery> <sheet_metal_name> Sheet (4 types, one for each level of mastery)
+ <level_of_mastery> <bar_metal_name> Bar
+ water
+ <culture> smithy hammer
in <culture> forge
<level_of_mastery> <silk_name> Swatch (4 types, one for each level of mastery)
+ <silk swatch dependant upon tier and race>
+ small spool of <culture> thread
+ <culture> needle
in <culture> sewing kit
yield 1
<level_of_mastery> <hide_name> Hide (4 types, one for each level of mastery)
+ <hide/pelt dependant upon tier and race>
+ small spool of <culture> thread
+ <culture> needle
in <culture> sewing kit
yield 1
III. The Sewing Kits and Needles
The sewing kits and needles needed to make the cultural silk and leather armor are similar to the ones that were in game prior to Dragons of Norrath, but not all races had these (ie. Half-elves).
Additional sewing kit and needle recipes have been put in game. All races need to make them for them to work with DoN Cultural Tailoring. In the future, no racial sewing kits will be vendor sold.
<culture> Sewing Kit (10 slot capacity, holds giant sized items)
+ <cultural> metal (dependant upon race)
+ needle mold
+ thimble mold
in <culture> forge
<culture> Needle
+ <culture> Essence (brewing combine, racial dependant drop + water, trivial 186)
+ embroidering needle
IV. The Armor Combines
The number of sheets/bars/swatches/hides are as follows:
3: chest, legs
2: feet, helm
1: arms, hands, wrists
Plate & Chain Armor
+ X number of <level_of_mastery> <sheet_metal_name> Sheet (for plate)
OR
+ X number of <level_of_mastery> <bar_metal_name> Bar (for chain)
+ 1 large brick of <culture_metal>
+ armor mold
+ <culture> smithy hammer
in <culture> forge
Silk & Leather Armor
+ X number of <level_of_mastery> <silk_name> Swatch (for silk)
OR
+ X number of <level_of_mastery> <hide_name> Hide (for leather)
+ 1 large spool of <culture> thread
+ armor pattern
+ <culture> needle
in <culture> sewing kit
V. The Symbols
These combines have no cultural restrictions, and may be done by anyone with enough skill in a regular forge (and JC kit for the JC portion).
<level_of_mastery> <armor_slot> Symbol Pattern
(These combines result in an 8 slot backpack filled with symbol patterns, 20 of each visible slot (2x's wrists), just like the mold/pattern combines listed above.)
+ <level_of_mastery> Book of <race> Culture
+ quill
+ large bottle of ink
+ compacted backpack
+ roll of <vellum_quality> (from journey. to gm: vellum, good quality vellum, high quality vellum, superb vellum)
in a book binding (book binding is not returned)
<level_of_mastery> Water of <diety_descriptor>
+ <dropped item> (from j to gm: jade shard, lambent stone, crushed diamond dust, purescale ore)
+ (Blessed) Water of <diety>
in Jewelers kit (jewelry combine)
Note: The (Blessed) Water of <diety> is sold in npc guild halls. The guild hall will sell water for all of the dieties which can be chosen for the race/class combo in that guild hall. This includes Water of the Skeptic, where a race/class combo can choose agnostic. It is often found on spell vendors when the class uses spells. If not, it is found on a general purpose vendor for the pure melee classes.
Chain and plate Symbols: <level_of_mastery> <armor_piece> Symbol of <diety>
(these are the type 11 augs that give the armor the rest of its stats)
+ Dropped/bought item (from journey. to gm: warbone chips, fire opal, shissar scales, metallic drake scales)
+ <level_of_mastery> Water of <diety_descriptor>
+ <level_of_mastery> <armor_slot> Symbol Pattern
in ANY forge
Silk and Leather Symbols: <level_of_mastery> <armor_piece> Symbol of <diety>
(these are the type 11 augs that give the armor the rest of its stats)
+ <swatch/hide/pelt> (dependant upon tier and race)
+ <level_of_mastery> Water of <diety_descriptor>
+ <level_of_mastery> <armor_slot> Symbol Pattern
in ANY sewing kit
VI. Cultural Ores
Humans, Barbarians: High Quality Ore
Trolls: Iron
Iksar: Skyiron
Erudite: Titanium
Gnomes: Fortified Bronze
High Elves: Mithril Ore
Dwarves: Brellium Ore
Dark Elves, Ogres: Adamantite Ore
Half Elves, Halflings, Frogloks, Vah Shir: ???
VII. The Ore-Modifying Drops
Humans: Tusk of a small mammoth, horn of a woolly rhino, pile of gravel, metallic dragon scales
Barbarians: Permafrost crystals, chunk of condensed ice, pile of gravel, metallic dragon scales
Wood Elves: Mistletoe powder, polished serpent scale, small brick of Yttrium ore, metallic dragon scales
High Elves: Mistletoe powder, fungus sap, small brick of Yttrium ore, metallic dragon scales
Dwarves: Warbone chips, lava rock, pile of gravel, metallic dragon scales
Dark Elves: Russet oxide, small piece of Acrylia, midnight stone, metallic dragon scales
Half Elves: Permafrost crystals, fungus sap, basilisk tooth, metallic dragon scales
Ogres: Barbed bone chips, dark ore, pile of gravel, metallic dragon scales
Trolls: Barbed bone chips, globe of fear, basilisk tooth, metallic dragon scales
Halflings: Ivory, drop of mercury, small brick of Yttrium ore, metallic dragon scales
Gnomes: Warbone chips, chunk of condensed flame, small brick of Yttrium ore, metallic dragon scales
Erudites: Shark bones, drop of mercury, midnight stone, metallic dragon scales
Iksar: Loose scale, small piece of Velium, basilisk tooth, metallic dragon scales
Vah Shir: Porous mineral block, brick of black acrylia, small brick of Yttrium ore, metallic dragon scales
Frogloks: Barbed bone chips, gargoyle eye, basilisk tooth, metallic dragon scales
VIII. Swatch/Hide/Pelt Drops
Silk
High Elves, Humans, Wood Elves: Silk Swatch, Drachnid Silk, Stormweave Swatch, Coarse Silk Swatch
Frogloks , Iksar: Silk Swatch, Drachnid Silk Swatch, Ice Silk Swatch, Coarse Silk Swatch
Dark Elves: Silk Swatch, Drachnid Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Gnomes: Silk Swatch, Crystalline Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Erudin: Silk Swatch, Terrorantula Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Leather
Humans, Wood Elves: Medium Quality Cat, High Quality Cat, Shissar Scales, Glossy Drake Hide
Ogres, Trolls, Barbarians: Medium Quality Bear, High Quality Bear, Shimm Ukun, Glossy Drake Hide
Half Elves, Halflings: Medium Quality Wolf, High Quality Wolf, Racnar, Glossy Drake Hide
Iksar: Sabretooth, Ex Sabretooth, Racnar, Glossy Drake Hide
Vah Shir: Medium Quality Rockhopper, High Quality Rockhopper, Shissar Scales, Glossy Drake Hide
IX. Trivials
The combines that make the molds and patterns appear to be no-fail.
The <culture> sewing kits are 162.
The <culture> needles are 122.
Water combines (jewelcraft) are (journey. to gm) 56, 68, 82, 95.
Making Bars from <culture> metal trivials are (journey. to gm): 62, ???, 182, 242.
Turning Bars into Sheets is trivial at 15.
Armor & symbol trivials (wrist to chest):
Journeyman: 115 - 139
Expert: 182 -222
Master: 248 - 304
Grandmaster: 316 - 386
***
Also, I have still need information about the cultural metals needed by Half-Elf, Froglok, Vah Shir, and Halflings. Please feel free to correct me
Thanks to Yilda for your input =)
***
Thanks to all who contributed to the information here. Thanks to Ngreth, people online in beta, and especially Tatsukaze whose ore-modifying drop post info I reprinted here.
Most of this info can be found in the 5 books called "The Resurgence of History," sold by one of the dwarven smithing vendors in PoK. The rest of the information is found in the Ancestral book as well as the 4 Culture books which are quested, which are discussed below.
General Notes:
- The 4 <levels_of_mastery> are (from the bottom up): Journeyman, Expert, Master and Grandmaster.
- The GM level armor and symbols require quite a bit of metallic drake scales. The drop rate and availability (meaning the ease of the zones and the mobs from which they drop) will be the determining factor on the rate of how much GM armor and symbols enter the game.
- The result of the mold combines take up 8 inventory slots, as well as the result of the symbol pattern combines (for each level of mastery) take up 8 inventory slots. If you make a set of molds and a set of symbol patterns for each level of mastery, you will have 40 inventory slots of stuff you have to fit somewhere. They are all no drop btw, so gl on your inventory & bank management.
- If special note is not given for a component, it is presumed to be vendor sold or readily available through some means.
CONTENTS
I. The Books (that you must have)
II. Material Preparations for the Armor
III. The Sewing Kits and Needles
IV. The Armor Combines
V. The Symbols (the type 11 augments)
VI. Cultural Ores (needed for sewing kits and metal bar combines)
VII. The Ore-Modifying Drops (to make the ore into the different levels of mastery)
VIII. The Silk / Pelt / Hide Drops (for the different levels of mastery)
IX. Trivials
I. The Books (that you must have)
These books are said to only have a certain amount of uses before you have to get new ones. It is unconfirmed if they actually have "charges."
Quest for "Ancestral <race> Armor" (book)
This is a very simple quest which involves gathering 4 items from "newbie" area mobs. The quest is given by an npc in the home city for your race, and there is a different set of things which needs to be collected for each race.
This book and the 4 books below are from a single npc in each city with the description of (Tradeskill Quests) under their name.
Tasks for the 4 symbol books: “<level_of_mastery> Book of <race> Culture” (journeyman's through grandmaster's) (books)
The first 3, for journeyman through master, take place mostly in dungeons which go up by level for each level of book. The tasks are different for each race. The master's level books are places like chardok and sebilis. The lesser books are in easier places. The tasks have no time limit, and I was able to get all 3 at once. The tasks were very simple, like kill 50 of X mob and bring back 4 of Y items. The last task for the GM book seems to be in the broodlands regardless of the race (starting zone for the DoN expansion).
You must be level 55(?) to get the Master task.
You must be level 65 to get the GM task.
Book Binding & a Quill
Book Binding is a container used for making patterns (both for armor and symbols). These are a sold item as well as a Quill, which is the same "a quill," used in spell research, Ink, and Roll of Parchment and various Vellums. The book binding, ink, parchment, and vellum are used up in combines, but a quill is not.
II. Material Preparations for the Armor
Molds & Patterns
(These combines make an 8 slot backpack full with 20 stacked molds/patterns for each visible slot, 2x for wrists)
Molds (used for smithing: chain & plate):
+ Ancestral <race> Armor (quested book)
+ huge block of clay
+ compacted backpack
+ sculpting tools
+ h.q. firing sheet
in a kiln
Patterns (used for tailoring: silk & leather, I added this just so people don't associate "patterns" with chain armor, and because it is in the Ancestral Book):
+ Ancestral <race> Armor (quested book)
+ roll of parchment
+ large bottle of ink
+ quill (special quill, not the "a quill" used in spell research)
+ compacted backpack
in a book binding (book binding is not returned)
<level_of_mastery> <bar_metal_name> Bar (4 types, one for each level of mastery)
+ <a droped item dependant upon tier and race> (j. through mastery level is race specific, but GM bar uses metallic drake scales for everyone. See section V. of this post for the drops.)
+ small brick of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
OR
+ 3<droped item dependant upon tier and race>
+ large brick of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
yield 3
OR
+ 6<droped item dependant upon tier and race>
+ block of <culture_metal>
+ <culture> smithy hammer
in <culture> forge
yield 6
<culture_metal> is like adamantite for dark elves, brellium for dwarves, etc.
<level_of_mastery> <sheet_metal_name> Sheet (4 types, one for each level of mastery)
+ <level_of_mastery> <bar_metal_name> Bar
+ water
+ <culture> smithy hammer
in <culture> forge
<level_of_mastery> <silk_name> Swatch (4 types, one for each level of mastery)
+ <silk swatch dependant upon tier and race>
+ small spool of <culture> thread
+ <culture> needle
in <culture> sewing kit
yield 1
<level_of_mastery> <hide_name> Hide (4 types, one for each level of mastery)
+ <hide/pelt dependant upon tier and race>
+ small spool of <culture> thread
+ <culture> needle
in <culture> sewing kit
yield 1
III. The Sewing Kits and Needles
The sewing kits and needles needed to make the cultural silk and leather armor are similar to the ones that were in game prior to Dragons of Norrath, but not all races had these (ie. Half-elves).
Additional sewing kit and needle recipes have been put in game. All races need to make them for them to work with DoN Cultural Tailoring. In the future, no racial sewing kits will be vendor sold.
<culture> Sewing Kit (10 slot capacity, holds giant sized items)
+ <cultural> metal (dependant upon race)
+ needle mold
+ thimble mold
in <culture> forge
<culture> Needle
+ <culture> Essence (brewing combine, racial dependant drop + water, trivial 186)
+ embroidering needle
IV. The Armor Combines
The number of sheets/bars/swatches/hides are as follows:
3: chest, legs
2: feet, helm
1: arms, hands, wrists
Plate & Chain Armor
+ X number of <level_of_mastery> <sheet_metal_name> Sheet (for plate)
OR
+ X number of <level_of_mastery> <bar_metal_name> Bar (for chain)
+ 1 large brick of <culture_metal>
+ armor mold
+ <culture> smithy hammer
in <culture> forge
Silk & Leather Armor
+ X number of <level_of_mastery> <silk_name> Swatch (for silk)
OR
+ X number of <level_of_mastery> <hide_name> Hide (for leather)
+ 1 large spool of <culture> thread
+ armor pattern
+ <culture> needle
in <culture> sewing kit
V. The Symbols
These combines have no cultural restrictions, and may be done by anyone with enough skill in a regular forge (and JC kit for the JC portion).
<level_of_mastery> <armor_slot> Symbol Pattern
(These combines result in an 8 slot backpack filled with symbol patterns, 20 of each visible slot (2x's wrists), just like the mold/pattern combines listed above.)
+ <level_of_mastery> Book of <race> Culture
+ quill
+ large bottle of ink
+ compacted backpack
+ roll of <vellum_quality> (from journey. to gm: vellum, good quality vellum, high quality vellum, superb vellum)
in a book binding (book binding is not returned)
<level_of_mastery> Water of <diety_descriptor>
+ <dropped item> (from j to gm: jade shard, lambent stone, crushed diamond dust, purescale ore)
+ (Blessed) Water of <diety>
in Jewelers kit (jewelry combine)
Note: The (Blessed) Water of <diety> is sold in npc guild halls. The guild hall will sell water for all of the dieties which can be chosen for the race/class combo in that guild hall. This includes Water of the Skeptic, where a race/class combo can choose agnostic. It is often found on spell vendors when the class uses spells. If not, it is found on a general purpose vendor for the pure melee classes.
Chain and plate Symbols: <level_of_mastery> <armor_piece> Symbol of <diety>
(these are the type 11 augs that give the armor the rest of its stats)
+ Dropped/bought item (from journey. to gm: warbone chips, fire opal, shissar scales, metallic drake scales)
+ <level_of_mastery> Water of <diety_descriptor>
+ <level_of_mastery> <armor_slot> Symbol Pattern
in ANY forge
Silk and Leather Symbols: <level_of_mastery> <armor_piece> Symbol of <diety>
(these are the type 11 augs that give the armor the rest of its stats)
+ <swatch/hide/pelt> (dependant upon tier and race)
+ <level_of_mastery> Water of <diety_descriptor>
+ <level_of_mastery> <armor_slot> Symbol Pattern
in ANY sewing kit
VI. Cultural Ores
Humans, Barbarians: High Quality Ore
Trolls: Iron
Iksar: Skyiron
Erudite: Titanium
Gnomes: Fortified Bronze
High Elves: Mithril Ore
Dwarves: Brellium Ore
Dark Elves, Ogres: Adamantite Ore
Half Elves, Halflings, Frogloks, Vah Shir: ???
VII. The Ore-Modifying Drops
Humans: Tusk of a small mammoth, horn of a woolly rhino, pile of gravel, metallic dragon scales
Barbarians: Permafrost crystals, chunk of condensed ice, pile of gravel, metallic dragon scales
Wood Elves: Mistletoe powder, polished serpent scale, small brick of Yttrium ore, metallic dragon scales
High Elves: Mistletoe powder, fungus sap, small brick of Yttrium ore, metallic dragon scales
Dwarves: Warbone chips, lava rock, pile of gravel, metallic dragon scales
Dark Elves: Russet oxide, small piece of Acrylia, midnight stone, metallic dragon scales
Half Elves: Permafrost crystals, fungus sap, basilisk tooth, metallic dragon scales
Ogres: Barbed bone chips, dark ore, pile of gravel, metallic dragon scales
Trolls: Barbed bone chips, globe of fear, basilisk tooth, metallic dragon scales
Halflings: Ivory, drop of mercury, small brick of Yttrium ore, metallic dragon scales
Gnomes: Warbone chips, chunk of condensed flame, small brick of Yttrium ore, metallic dragon scales
Erudites: Shark bones, drop of mercury, midnight stone, metallic dragon scales
Iksar: Loose scale, small piece of Velium, basilisk tooth, metallic dragon scales
Vah Shir: Porous mineral block, brick of black acrylia, small brick of Yttrium ore, metallic dragon scales
Frogloks: Barbed bone chips, gargoyle eye, basilisk tooth, metallic dragon scales
VIII. Swatch/Hide/Pelt Drops
Silk
High Elves, Humans, Wood Elves: Silk Swatch, Drachnid Silk, Stormweave Swatch, Coarse Silk Swatch
Frogloks , Iksar: Silk Swatch, Drachnid Silk Swatch, Ice Silk Swatch, Coarse Silk Swatch
Dark Elves: Silk Swatch, Drachnid Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Gnomes: Silk Swatch, Crystalline Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Erudin: Silk Swatch, Terrorantula Silk Swatch, Nightmare Silk Swatch, Coarse Silk Swatch
Leather
Humans, Wood Elves: Medium Quality Cat, High Quality Cat, Shissar Scales, Glossy Drake Hide
Ogres, Trolls, Barbarians: Medium Quality Bear, High Quality Bear, Shimm Ukun, Glossy Drake Hide
Half Elves, Halflings: Medium Quality Wolf, High Quality Wolf, Racnar, Glossy Drake Hide
Iksar: Sabretooth, Ex Sabretooth, Racnar, Glossy Drake Hide
Vah Shir: Medium Quality Rockhopper, High Quality Rockhopper, Shissar Scales, Glossy Drake Hide
IX. Trivials
The combines that make the molds and patterns appear to be no-fail.
The <culture> sewing kits are 162.
The <culture> needles are 122.
Water combines (jewelcraft) are (journey. to gm) 56, 68, 82, 95.
Making Bars from <culture> metal trivials are (journey. to gm): 62, ???, 182, 242.
Turning Bars into Sheets is trivial at 15.
Armor & symbol trivials (wrist to chest):
Journeyman: 115 - 139
Expert: 182 -222
Master: 248 - 304
Grandmaster: 316 - 386
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