Torval the Harvester
11-29-2004, 09:59 PM
Hi all. Please share impressions and suggestions for improvement, then I'll clean this up and submit it to 'mum.
'Val
--------
This is intended to be a lay person’s guide to rare harvested items and to what to do with them when found. You don’t need to be an artisan to benefit from this guide (in fact I assume most artisans have proably learned most of this while working) but you are best off if you know people to work with, such as guildmates, who can help you with producing items from your rare harvests. This is what you need to know about what they do in order to work with them.
Rare Ore
Bronze Cluster (tier one)
Blackened Iron Cluster (tier two)
Steel Cluster (tier three)
These can be forged into weapons and either medium or heavy armor. Bronze can only be made into weapons because in tier one there is only light and very light armor. The armor and weapons created will be attunable and hence usable only by one owner. The weapons and armor created will be among the best available for that tier, but keep in mind what that means. Nice though a bronze weapon might be, for a level 7 character, you'll outgrow it pretty fast.
Rare Pelts
Any Non-Sullied Low Quality Pelt (tier one)
Any Non-Sullied Average Quality Pelt (tier two)
Any Non-Sullied Medium Quality Pelt (tier three)
These can be made into light armor for brawler types, druids, etc., and backpacks. The light armor follows the same rules as the stuff made from ore (read above) and the backpacks are pretty nice, and seem to have 19% reduction as well as more slots than normal for that tier. Good wax (tier one) backpacks have eight slots and cured (tier two) have ten.
Rare Wood
Severed Alder (tier one)
Severed Bones (tier two)
Note: The bone is somewhat bugged and spawns separately
Severed Fir (tier three)
I have the most trouble making recommendations for these. You can make nifty furniture, but that currently seems a waste. There is some suggestion that furniture will eventually have a function after all, aside from looking pretty, so this is something to remain aware of. You can make good boxes but the normal boxes from the tier just above would be better. You can probably make shields, totems, and instruments (when they are fixed) which might be among the best usage, but I have limited experience here. It's worth keeping an eye on.
Rare Roots
Yarrow (tier one)
Sisal Root (tier two)
Raw Dandelion (tier three)
Makes very light armor, for caster types. Follows much the same rules as the other armor made from ore, see above. Rare roots can also be used to make rare type rugs and paintings, which may or may not follow the same rules as other rare furniture and help to defray status maintainance.
Rare Gems and Metals
Rough Lapis (tier one)
Copper Cluster (tier one)
Rough Coral (tier two)
Silver Cluster (tier two)
Rough Jasper (tier three)
Palladium Cluster (tier three)
Okay, there is jewelry and stuff you can make with this but unless you are dead set on having an interesting piece of jewelry no one will ever advise you to do that with these rares. These are the most sought after rares and the most versitile. Whether the metal or the gem, this is the stuff that will make your ink for Adept III spell/skill upgrades. It's all the same ink, whether for essences (fighters) runes (scouts) or scrolls (priests/mages). So either tier one rare will make one skill/spell upgrade for a tier one ability (something you gained during levels 1-9) either tier two rare can make one skill/spell upgrade for a tier two ability (gained levels 10-19) etc. Assuming you either commission the right artisan, or else have the right recipie yourself, you can craft any Adept III upgrade in the appropriate tier.
How To Use Rares
Basically, if you want to use rares yourself, you need dropped books to do it. First, you need to be able to refine the raw material. For tier one crafting you'll need Advanced Artisan Refining Volume 4 and Advanced Artisan Refining Volume 5&6 (one book). Then you need whichever book covers the actual finished product you intend to make. The refining books are the hard ones to get. Everyone wants those. The final recipe book you can probably buy on the open market most times for a reasonable price.
For tier two I am fairly certain there is just one refining book for each class (outfitter, craftsman, and scholar) and I think it's volume 11 in each case, but it's hard to be sure because the dropped Craftsman books are all bugged at the moment. In any case it's definitely volume 11 for scholar and outfitter. With this book you can refine the rare drop and then again, you need a final recipe books (fairly easy to get) to produce the end result.
For tier three and above each subclass again has a refining book. I think it's volume 20, 30, etc. Of course I'm not familiar all the way up the line, but these books tend to be called "refining" in their titles. Then you still need a final recipe book.
As you can see, getting the rare drop is only half the battle. You still need someone who can actually refine the bloody stuff for you, or you need the books to learn the recipies yourself. If you find the refining books for the love of Tunare don't sell them, not if you value the good will of your guild artisans and/or the friends you hope to commission work from. Either save them for yourself if you can use them or else pass them off to those who can. Work out a deal if you can't afford to outright give them away. These things are worth their weight in gold. If you absolutely must sell them get a good price, but just remember that when you find out what artisans are charging you in return for their work.
Keep close contact with your artisan guildmates and friends if you are hoping for work from them in the future. They need your support. Stay organized and hopefully when you finally do get that rare harvest it will translate into a nice piece of equipment for you. Otherwise, at least, this guide should help you to know what’s really valuable.
Torval
Tradeskill Officer
Saga, Antonia Bayle
Edit: I consider this guide finished at this time, since the information missing doesn't seem available. If things do shift considerably in the future I'll edit this into a guide v.2. :)
'Val
--------
This is intended to be a lay person’s guide to rare harvested items and to what to do with them when found. You don’t need to be an artisan to benefit from this guide (in fact I assume most artisans have proably learned most of this while working) but you are best off if you know people to work with, such as guildmates, who can help you with producing items from your rare harvests. This is what you need to know about what they do in order to work with them.
Rare Ore
Bronze Cluster (tier one)
Blackened Iron Cluster (tier two)
Steel Cluster (tier three)
These can be forged into weapons and either medium or heavy armor. Bronze can only be made into weapons because in tier one there is only light and very light armor. The armor and weapons created will be attunable and hence usable only by one owner. The weapons and armor created will be among the best available for that tier, but keep in mind what that means. Nice though a bronze weapon might be, for a level 7 character, you'll outgrow it pretty fast.
Rare Pelts
Any Non-Sullied Low Quality Pelt (tier one)
Any Non-Sullied Average Quality Pelt (tier two)
Any Non-Sullied Medium Quality Pelt (tier three)
These can be made into light armor for brawler types, druids, etc., and backpacks. The light armor follows the same rules as the stuff made from ore (read above) and the backpacks are pretty nice, and seem to have 19% reduction as well as more slots than normal for that tier. Good wax (tier one) backpacks have eight slots and cured (tier two) have ten.
Rare Wood
Severed Alder (tier one)
Severed Bones (tier two)
Note: The bone is somewhat bugged and spawns separately
Severed Fir (tier three)
I have the most trouble making recommendations for these. You can make nifty furniture, but that currently seems a waste. There is some suggestion that furniture will eventually have a function after all, aside from looking pretty, so this is something to remain aware of. You can make good boxes but the normal boxes from the tier just above would be better. You can probably make shields, totems, and instruments (when they are fixed) which might be among the best usage, but I have limited experience here. It's worth keeping an eye on.
Rare Roots
Yarrow (tier one)
Sisal Root (tier two)
Raw Dandelion (tier three)
Makes very light armor, for caster types. Follows much the same rules as the other armor made from ore, see above. Rare roots can also be used to make rare type rugs and paintings, which may or may not follow the same rules as other rare furniture and help to defray status maintainance.
Rare Gems and Metals
Rough Lapis (tier one)
Copper Cluster (tier one)
Rough Coral (tier two)
Silver Cluster (tier two)
Rough Jasper (tier three)
Palladium Cluster (tier three)
Okay, there is jewelry and stuff you can make with this but unless you are dead set on having an interesting piece of jewelry no one will ever advise you to do that with these rares. These are the most sought after rares and the most versitile. Whether the metal or the gem, this is the stuff that will make your ink for Adept III spell/skill upgrades. It's all the same ink, whether for essences (fighters) runes (scouts) or scrolls (priests/mages). So either tier one rare will make one skill/spell upgrade for a tier one ability (something you gained during levels 1-9) either tier two rare can make one skill/spell upgrade for a tier two ability (gained levels 10-19) etc. Assuming you either commission the right artisan, or else have the right recipie yourself, you can craft any Adept III upgrade in the appropriate tier.
How To Use Rares
Basically, if you want to use rares yourself, you need dropped books to do it. First, you need to be able to refine the raw material. For tier one crafting you'll need Advanced Artisan Refining Volume 4 and Advanced Artisan Refining Volume 5&6 (one book). Then you need whichever book covers the actual finished product you intend to make. The refining books are the hard ones to get. Everyone wants those. The final recipe book you can probably buy on the open market most times for a reasonable price.
For tier two I am fairly certain there is just one refining book for each class (outfitter, craftsman, and scholar) and I think it's volume 11 in each case, but it's hard to be sure because the dropped Craftsman books are all bugged at the moment. In any case it's definitely volume 11 for scholar and outfitter. With this book you can refine the rare drop and then again, you need a final recipe books (fairly easy to get) to produce the end result.
For tier three and above each subclass again has a refining book. I think it's volume 20, 30, etc. Of course I'm not familiar all the way up the line, but these books tend to be called "refining" in their titles. Then you still need a final recipe book.
As you can see, getting the rare drop is only half the battle. You still need someone who can actually refine the bloody stuff for you, or you need the books to learn the recipies yourself. If you find the refining books for the love of Tunare don't sell them, not if you value the good will of your guild artisans and/or the friends you hope to commission work from. Either save them for yourself if you can use them or else pass them off to those who can. Work out a deal if you can't afford to outright give them away. These things are worth their weight in gold. If you absolutely must sell them get a good price, but just remember that when you find out what artisans are charging you in return for their work.
Keep close contact with your artisan guildmates and friends if you are hoping for work from them in the future. They need your support. Stay organized and hopefully when you finally do get that rare harvest it will translate into a nice piece of equipment for you. Otherwise, at least, this guide should help you to know what’s really valuable.
Torval
Tradeskill Officer
Saga, Antonia Bayle
Edit: I consider this guide finished at this time, since the information missing doesn't seem available. If things do shift considerably in the future I'll edit this into a guide v.2. :)