PDA

View Full Version : DoN Cultural Armor


Gandwar
02-22-2005, 01:56 PM
Taken from alla:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Overview of Cultural Armor in Dragons of Norrath
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is an overview of how Cultural Armor quests in Dragons of Norrath work. We will be tailoring this section to this race specifically as information on quest items, detailed combines, etc. comes along.

"Cultural" references here relate to old-world cultural armor. Most (if not all) combines in Dragons of Norrath use old-world rules. For example, Erudite Tailoring required Terrorantula Silk; Human Smithing required Sea Tempers; Dwarves used their own "Dwarven Smithy Hammer."

"Level" references relate to tiers in these tradeskills: You go from Journeyman to Expert to Master to Grandmaster. The items, zones, drops, results, etc. depend largely on the level you are working at. Journeyman armor will send you for components from places like Unrest while Grandmaster armor will send you to Thundercrest Isles and The Broodlands. When in doubt, refer to the books you receive during the quests and talk with your home city's tradeskill NPC.

Step One:
Obtain your book through a level-appropriate quest involving a "Tradeskill Quests" NPC in your home city.

Books: Ancestral (20th level), Journeyman's (30), Expert's (50), Master's (60), Grandmaster (70).


Step Two:
For Chain or Plate, produce the molds, bars, and sheets needed for your level/race-specific armor.
Molds (in a kiln): Ancestral Armor Book + High Quality Firing Sheet + a Huge Block of Clay + Compacted Backpack + Sculpting Tools
NOTE: The Mold combine produces an eight-slot backpack with 20 stacked molds of each armor slot.
Bars (in cultural forge): Cultural Hammer + Small Brick of Cultural Metal + Cultural Ore

Sheets (in cultural forge): Cultural Hammer + Flask of Water + the Bar made in the above combine


For Silk and Leather, produce the kits, needle, patterns, swatches, and hides:

The Needle: Embroidering Needle + Cultural Brewing Essence

The Kit (in cultural forge): Needle Mold + Thimble Mold + Cultural Metal

Patterns (in a book binding): Ancestral Armor Book + Roll of Plain Parchment + Large Bottle of Ink + Compacted Backpack + Quill (NOT "a quill")
NOTE: The Pattern combine produces an eight-slot backpack with 20 stacked patterns of each armor slot.
Swatches (in cultural kit): Cultural Spool of Thread + Cultural Needle + Culture-Specific Silk Swatch

Hides/Skins/Pelts (in cultural kit): Cultural Spool of Thread + Cultural Needle + Culture-Specific Hide/Skin/Pelt



Step Three:
Produce the armor (no stats) by combining the necessary ingredients.
Plate & Chain (in cultural forge): Armor Mold + # Sheet(s)/Bar(s) + Large Brick of Cultural Metal + Cultural Hammer
NOTE: # is 3 for Chest and Legs; 2 for Feet and Head; 1 for Arms, Hands, and Wrists


Silk and Leather (in cultural kit): Armor Pattern + # Hide(s)/Skin(s) + Large Spool of Cultural Thread + Cultural Needle

NOTE: # is 3 for Chest and Legs; 2 for Feet and Head; 1 for Arms, Hands, and Wrists


Step Four:
Produce your deity-specific symbols.
Symbol Pattern (combine anywhere): (Level's) Book of (Race) Culture + Quill + Compacted Backpack + Large Bottle of Ink + Roll of Vellum
NOTE: What type of Vellum you use depends on your level (journeyman = regular; expert = good; master = high quality; grandmaster = superb).
NOTE: The Symbol Pattern combine produces an eight-slot backpack with 20 stacked symbol patterns of each armor slot.
(Level's) Water (in jewelers kit): Blessed Water of (Deity) + Gem
NOTE: Gem depends on your level (journeyman = jade shard; expert = lambent stone; master = crushed diamond dust; grandmaster = purescale ore).
Chain & Plate Symbol: Symbol Pattern + (Level's) Water + Item
NOTE: Item depends on level: journeyman's = warbone chips; expert = fire opal; master = shissar scale; grandmaster = metallic drake scales
Silk & Leather Symbol: Symbol Pattern + (Level's) Water + Swatch/Hide


Step Five:
Combine the non-stat armor piece with the newly produced symbol to create your final product.

Kalthanan
02-22-2005, 02:41 PM
Interesting... I just looooove all the freaking subcombines required.

Would like to see some of the final products when they are available.

Agoniste
02-22-2005, 09:00 PM
way way way too much work to get to the final combines, my god

Emberdin
02-25-2005, 05:21 AM
Was tooling around on EQ traders and found these links. It says that these were screenshots from beta of the dark elf Grand Master plate armor. But it gives you some kinda idea what the rest of the plate armor will look like when people get it finsihed.

Notice the 3 augment slots, type 7, 11, 12. Type 11 Being where you put the GM symbol for the particular piece.. allowing you to finish the rest off with the type 7/12 of your choosing.

Dark Elf Cultural1 (http://eq.finch.st/armor1.jpg)
Dark Elf Cultural2 (http://eq.finch.st/armor2.jpg)

Gandwar
02-25-2005, 09:18 AM
very nice on ac...

Agoniste
02-25-2005, 05:02 PM
It would be a GREAT IDEA if you come across Metallic Drake Scales or Purescale Ore to hold onto it. So far the only confirmed area that either of these drop in is Thundercrest Isles and Stillmoon Instances and both items are used in Grandmaster Culutral Armors.

Agoniste
03-04-2005, 01:59 PM
currently basilisk teeth for iksar and half elf master's armors are "broken" (not included in the loot tables of mobs they should drop off of)
collecting the 80 fractured drake claws for grandmasters symbol task for numerous races is also "broken" looting them in any version of thundercrest isles may or may not register it to task. Guess it's like a random glitch that sometimes you wont get credit and sometimes you will.

edit,
Basilisk Teeth? (http://eqforums.station.sony.com/eq/board/message?board.id=Trade&message.id=5163)
i hope this isn't true
if the teeth only drop in VP i may never see them and same with a ton of other players.