Can anyone post a "Idiot's Guide to making your first wearable item"?

Discussion in 'Tradeskill Discussion' started by ARCHIVED-Brumans, Aug 13, 2012.

  1. I *think* I've pieced it together, but the crafting system in VG is so different, and some things like recipes, are even cryptic until you learn how to decipher them. I'm not talking about the actual crafting mini-game - I mean what to make and the steps to make it.
    I've read the guide on Silky Venom's site, which helped bring some things to light, as well as talked to some guildies, so here's what *think* it works? Can someone tell me if this is right, or if I'm missing some things? I'm a Leatherworker, so I'll use some specifics to it, as best I can tell...
    1. Start with refining. Take my raw skins when right-click combined to hides, to make bundles of varying grades. During this process, I can add an attunement (in my case, dust at tiers 1 and 2) to make the bundle go from green to blue, with the appropriate stat added
    2. Next to go "Primary Component", and pick say, "Thestran Mangled Leg Segment". Use what regular bundle and then pick one of my blue bundles to make gear with actual stats on it, and that's it
    3. Rejoice in my new gear!

    Some things I've seem to deciphered, with help from guildies:
    • If the recipe says "(2) Mangled Bundle, (2) Blahblah Bundle, (2) Someother Bundle", what that means is it requires 2 regular Mangled Bundles, and then ONE OF the other types of pairs, to make gear that'll have the stat that attunement made. So in this made-up example, just 2 mangled and 2 blahblahs would give me my piece of gear, or just 2 mangled and 2 someother would do it.

    Some lingering questions:
    • Is there ANY way to tell what the "base stats" of an item are, or even a listing on some website? Like, what the AC value will be per item grade for armor, or the DPS per grade for a weapon?
    • If I'm right in that, in the recipe window seeing "(1) Somesuch Bundle, (1) Someother Bundle" relates to refining a bundle with an attunement (being dust in my case as I'm starting out), can anyone tell me what attunement type leads to what name, with the list? Like: Attunement of Dexterity = Brigand's Bundle, or something. I have no idea what they are.
    • I don't know when secondary components come in. I'm at work (obviously not working, hah!), so I can't remember what's in that list...
  2. the naming conventions in crafting often vary between the items and the recipe that calls for them. one very helpful guide is the crafting page of infomap. It lists every powder and its "name" as used in recipes. However, pending some UI changes, if you have infomap installed you dont see the station cash button unless you modify your UI settings.
    the secondary component part (adding a resonating dust for example) usually comes after the first set of actions. It appears as an icon BELOW the action bar. Players frequently miss this and wonder what went wrong in their combine. Also, those naughty devs also tend to toss a complication at you between action stages. If you stop to deal with the complication while the icon for secondary component is up , you lose it as the combine step moves on to the next phase when you deal with the comp.
    join craft channel in game, always plenty of help there.
  3. Also, you can just try it for yourself. VG is fantastic for giving you opportunities to feel lik eyou've really learned something instead of having your hand held through the whole process. It's one of my fave things about the game, that being that it's not a dumbed-down experience.

    Also, fishing mini-game = <3
  4. Leatherworking is a bit tricky because you need to use attuning dust with your hides to create the brigand's or protectors, or whatever bundles. Then the tricky part - you also need to make cloth bolts (be they jute or cotton) without any attuning dust on them. (armorsmithing, weaponsmithing you use refined ore for both your main component and your attach)
    Next, take your jute bolt, and go to your finishing table and make padding out of it, then again at the finishing table, make your piece of armor.
    Whenever I am confused, I generally tend to start from the end. I look at the final combine - the part that actually gives you useable gear. I note down what I need. A dagger requires a small hilt and 1 dusted ingot. Then I look at what I need to make those components. The hilt requires one undusted ingot. The dusted ingot requires 1 ore and 1 dust. The ingot just requires 1 ore. So, to make a dagger, I need at least 2 ore, 1 dust (though, best to dust ore 5 at a time) - so generally if I dont have spare dusted ingots, I need to start with 6 ore.
    I then create the ingots, create the hilt, then create the weapon. Then I upgrade the weapon and throw it in my bank for the day that I will actually have an alt that can use it. Honestly, I could supply a small army with the weapons I have stashed away.
    TL;DR - Advice : Start from the end combine and work backwards to see what you need to make.

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