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.
This is soley for plate and chain armor. However, tailoring combines are very similar, and follow the same patterns. All combines have been verified in beta by me.
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.
- Here are links of GM Dark Elf armor with Innoruuk GM symbols inserted:
http://eq.finch.st/armor1.jpg
http://eq.finch.st/armor2.jpg
CONTENTS
I. The Books (that you must have)
II. Material Preparations for the Armor
III. The Armor Combines
IV. The Symbols (the type 11 augments)
V. The Ore-Modifying Drops (to make the ore into the different levels of mastery)
VI. 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)
(Note: This is the *only* book you need to do armor. The level_of_mastery of the armor is determined by the metal bars/sheets that you use, not the molds/patterns.)
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)
(Note: These are the books for the symbols. You need the appropriate book for the level of symbol you want. You do not have to do every task, only the ones you want.)
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 40 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 70 to get the GM task.
Book Binding & Quill
Book Binding is a container used for making patterns (both for armor and symbols). These will probably be a sold item as well as the Quill, which is not to be confused with "a quill," used in spell research. The book binding is used up in combines, but the quill is not. These will most likely be vendor sold.
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 plain 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
III. The Armor Combines
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
The number of sheets/bars are as follows:
3: bp, legs
2: boots, helm
1: sleeves, gloves, wrists
IV. 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 j 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.
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 a ANY forge
V. The Ore-Modifying Drops
Note: "metallic dragon scales" may actually "metallic drake scales."
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
VI. Trivials
The combines which make the molds and patterns appear to be no-fail.
Water combines (jewelcraft) are (j to gm) 56, 68, 82 & 95.
Making Bars from <culture> metal trivials are (j to gm): 62, 122, 182, 242.
Turning Bars into Sheets is trivial at 15.
Armor & symbol trivials (wrist to bp):
Journeyman: 115 - 139
Expert: 182 -222
Master: 248 - 304
Grandmaster: 316 - 386
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.
This is soley for plate and chain armor. However, tailoring combines are very similar, and follow the same patterns. All combines have been verified in beta by me.
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.
- Here are links of GM Dark Elf armor with Innoruuk GM symbols inserted:
http://eq.finch.st/armor1.jpg
http://eq.finch.st/armor2.jpg
CONTENTS
I. The Books (that you must have)
II. Material Preparations for the Armor
III. The Armor Combines
IV. The Symbols (the type 11 augments)
V. The Ore-Modifying Drops (to make the ore into the different levels of mastery)
VI. 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)
(Note: This is the *only* book you need to do armor. The level_of_mastery of the armor is determined by the metal bars/sheets that you use, not the molds/patterns.)
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)
(Note: These are the books for the symbols. You need the appropriate book for the level of symbol you want. You do not have to do every task, only the ones you want.)
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 40 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 70 to get the GM task.
Book Binding & Quill
Book Binding is a container used for making patterns (both for armor and symbols). These will probably be a sold item as well as the Quill, which is not to be confused with "a quill," used in spell research. The book binding is used up in combines, but the quill is not. These will most likely be vendor sold.
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 plain 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
III. The Armor Combines
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
The number of sheets/bars are as follows:
3: bp, legs
2: boots, helm
1: sleeves, gloves, wrists
IV. 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 j 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.
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 a ANY forge
V. The Ore-Modifying Drops
Note: "metallic dragon scales" may actually "metallic drake scales."
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
VI. Trivials
The combines which make the molds and patterns appear to be no-fail.
Water combines (jewelcraft) are (j to gm) 56, 68, 82 & 95.
Making Bars from <culture> metal trivials are (j to gm): 62, 122, 182, 242.
Turning Bars into Sheets is trivial at 15.
Armor & symbol trivials (wrist to bp):
Journeyman: 115 - 139
Expert: 182 -222
Master: 248 - 304
Grandmaster: 316 - 386
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