Difference between revisions of "Trader"

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===Domestic Goods===
 
===Domestic Goods===
The Trader-DomesticGoods profession consists of chefs (who make drinks & food) and tailors (who make clothing). Every chef and tailor is (automatically) also a Master Merchant.
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The Trader-DomesticGoods profession consists of chefs (who make drinks & food) and tailors (who make clothing & tailor components, e.g. synth cloth). Every chef and tailor is (automatically) also a Master Merchant.
  
Caveat: The information in this document was collected from many sources, including: http://www.theamazonbasin.com/~zendragon/swg/tailor/outfits_list.html - list (no picutres) of outfits ZenLhaso put together from various sources, some of which no longer exist; http://tkfashion.swgentertainer.com/ - pictures of clothing items - ignore all other information as it is out-of-date (e.g., enhancement info); http://zero.hastypastry.net/~shirow/swgtailor/ (aka, swgtailor.com); Sony SWG Forum: lots of sub-forums (http://forums.station.sony.com/swg/).
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Caveat: The information in this document was collected from many sources, including:
 +
http://www.theamazonbasin.com/~zendragon/swg/tailor/outfits_list.html - list (no pictures) of outfits ZenLhaso put together from various sources, some of which no longer exist; http://tkfashion.swgentertainer.com/ - pictures of clothing items - ignore all other information as it is out-of-date (e.g., enhancement info); http://zero.hastypastry.net/~shirow/swgtailor/ (aka, swgtailor.com); Sony SWG Forum: lots of sub-forums (http://forums.station.sony.com/swg/).
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All decay has been removed from all items in the game.
 +
 
 +
There is no experimentation on clothing, so the quality of the Tailor's crafting tools & crafting stations is not very much of a concern.
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 +
Tailors can make clothing items with sockets, although none of the pre-NGE armour attachment skill tapes & clothing attachment skill tapes that used to be put in the sockets work - & they weren't converted to any of the new modifiers. Each clothing item can have up to a maximum of 4 sockets - how many the clothing item has is random. The Tailor only makes the clothing item - the owner of the clothing item is the person who puts the skill tapes into the clothing item. The Tailor's clothing items will not see any sockets until the Tailor acquires the Tailoring 3 skill. Jewelry does not have any sockets. And backpacks do not accept skill tapes of any kind. Wearing a "tailor crafting apron" may increase your sockets. You can also get an actively-applied inspiration buff from an Entertainer-Dancer which gives a 10% bonus to assembly - this may or may not help the jury is out - some Tailors believe it helps while others don't.
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Nobody can craft the bio-components (i.e., BE tissues) for clothing. Pre-NGE BE clothing & tissues didn't convert. What’s in the game is the last. Any BE tissues from pre-NGE can be used to make BE clothing; however, the only BE tissue that appears to work is the "terrain negotiation" tissue. The jury is out on the other BE tissues - some players believe they work while others don't.
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 +
All of the clothing schematics & colour palettes remained the same as they were pre-NGE - there are no new clothing items that Tailors can make & no new colours to make them in.l.
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 +
There is a ton of looted/reward/quested clothing now - most have stats, and special names - a few have new artwork. Ani_cul, 11/15/10:31 a.m. However, at the moment Tailors can't make clothing with the new looted item stat & skill mods. ItemCreator, 11/16, 10:43 a.m.
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The quality of all resources used by Tailors to make their clothing & tailor components = JUNK. The resources that come from creatures (bone, hide, & meat) drop off of creatures as random loot - & the rate is low. The other resources are obtained from using harvesters when the resource can be found on one of the planets.
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Many of the Tailor components are used in other professions - e.g., armoursmiths use synth cloth.
 +
 
 +
Tailors sell their items on the Galaxy Bazaar, on a vendor, by special order, or by a hybrid of the previous methods.
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 +
Ithorians have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Ithorian clothing & each piece of Ithorian clothing has the word "Ithorian" in its name. Ithorians can also wear belts & normal backpacks. Other species can't wear Ithorian clothing. Ithorian also have their own chef hats.
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Twileks can't wear headgear that doesn't say "lekku" or "Twilek" in it. Other species can't wear Twilek headgear.
 +
 
 +
Wookiees have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Wookiee clothing. Other species can't wear Wookiee clothing.
 +
 
 +
All species can wear chef aprons and chef hats).
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 +
Their are some gender restrictions with regards as to which gender can wear something - e.g., only males can wear smocks.
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 +
A popular program for keeping track of your sales is "Merchant's Friend" - ask WeeScott for it.
  
 
===Structures===
 
===Structures===

Revision as of 19:17, 19 December 2005

SWG Main Wiki

This page is being compiled

A noble profession for those that like to work with their hands, Traders craft items and then sell what they craft to eager folks that need items that they make. Credits can flow into a shrewd Trader's hands if they follow the desires of the market.

Traders tend to specialize in one of four fields: Domestic Goods, Structures, Munitions, or Engineering.

Specials:

  • Resource Acquisition
  • Crafting

Domestic Goods

The Trader-DomesticGoods profession consists of chefs (who make drinks & food) and tailors (who make clothing & tailor components, e.g. synth cloth). Every chef and tailor is (automatically) also a Master Merchant.

Caveat: The information in this document was collected from many sources, including: http://www.theamazonbasin.com/~zendragon/swg/tailor/outfits_list.html - list (no pictures) of outfits ZenLhaso put together from various sources, some of which no longer exist; http://tkfashion.swgentertainer.com/ - pictures of clothing items - ignore all other information as it is out-of-date (e.g., enhancement info); http://zero.hastypastry.net/~shirow/swgtailor/ (aka, swgtailor.com); Sony SWG Forum: lots of sub-forums (http://forums.station.sony.com/swg/).

All decay has been removed from all items in the game.

There is no experimentation on clothing, so the quality of the Tailor's crafting tools & crafting stations is not very much of a concern.

Tailors can make clothing items with sockets, although none of the pre-NGE armour attachment skill tapes & clothing attachment skill tapes that used to be put in the sockets work - & they weren't converted to any of the new modifiers. Each clothing item can have up to a maximum of 4 sockets - how many the clothing item has is random. The Tailor only makes the clothing item - the owner of the clothing item is the person who puts the skill tapes into the clothing item. The Tailor's clothing items will not see any sockets until the Tailor acquires the Tailoring 3 skill. Jewelry does not have any sockets. And backpacks do not accept skill tapes of any kind. Wearing a "tailor crafting apron" may increase your sockets. You can also get an actively-applied inspiration buff from an Entertainer-Dancer which gives a 10% bonus to assembly - this may or may not help the jury is out - some Tailors believe it helps while others don't.

Nobody can craft the bio-components (i.e., BE tissues) for clothing. Pre-NGE BE clothing & tissues didn't convert. What’s in the game is the last. Any BE tissues from pre-NGE can be used to make BE clothing; however, the only BE tissue that appears to work is the "terrain negotiation" tissue. The jury is out on the other BE tissues - some players believe they work while others don't.

All of the clothing schematics & colour palettes remained the same as they were pre-NGE - there are no new clothing items that Tailors can make & no new colours to make them in.l.

There is a ton of looted/reward/quested clothing now - most have stats, and special names - a few have new artwork. Ani_cul, 11/15/10:31 a.m. However, at the moment Tailors can't make clothing with the new looted item stat & skill mods. ItemCreator, 11/16, 10:43 a.m.

The quality of all resources used by Tailors to make their clothing & tailor components = JUNK. The resources that come from creatures (bone, hide, & meat) drop off of creatures as random loot - & the rate is low. The other resources are obtained from using harvesters when the resource can be found on one of the planets.

Many of the Tailor components are used in other professions - e.g., armoursmiths use synth cloth.

Tailors sell their items on the Galaxy Bazaar, on a vendor, by special order, or by a hybrid of the previous methods.

Ithorians have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Ithorian clothing & each piece of Ithorian clothing has the word "Ithorian" in its name. Ithorians can also wear belts & normal backpacks. Other species can't wear Ithorian clothing. Ithorian also have their own chef hats.

Twileks can't wear headgear that doesn't say "lekku" or "Twilek" in it. Other species can't wear Twilek headgear.

Wookiees have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Wookiee clothing. Other species can't wear Wookiee clothing.

All species can wear chef aprons and chef hats).

Their are some gender restrictions with regards as to which gender can wear something - e.g., only males can wear smocks.

A popular program for keeping track of your sales is "Merchant's Friend" - ask WeeScott for it.

Structures

The Trader-Structures profession consists of architects (who make buildings & furniture) and shipwrights (who make ships & their assorted parts). Every architect and shipwright is (automatically) also a Master Merchant.

Munitions

The Trader-Munitions profession consists of armoursmiths (who make armour) and weaponsmiths (who make bombs, guns, & knives). Every armoursmith and weaponsmith is (automatically) also a Master Merchant.

Engineer

The Trader-Engineer profession consists of droidsmiths (who make droids), weaponsmiths (who make bombs, guns, & knives; it's also unclear as to whether or not the Trader-Engineer is 100% weaponsmith - he/she may only be able to make some of the weaponsmith items), and Master Artisan (components, vehicles, various miscellaneous items). Every droidsmith, weaponsmith, and Master Artisan is (automatically) also a Master Merchant.