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Difference between revisions of "User:Zosymandias/DyeTableTest"
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| − | <td>[[Charcoal]] or [[Red Cockatrice Feather | + | <td>[[Charcoal]] or [[Red Cockatrice Feather]]</td> |
| − | <td>[[Black Extract]]</td> | + | <td rowspan="2">[[Black Extract]]</td> |
| − | <td>[[Black Dye|Black]]</td> | + | <td rowspan="2">[[Black Dye|Black]]</td> |
| − | <td>[[Grey Dye|Grey]]</td> | + | <td rowspan="2">[[Grey Dye|Grey]]</td> |
| − | <td>[[Light Grey Dye|Slate]]</td> | + | <td rowspan="2">[[Light Grey Dye|Slate]]</td> |
| − | <td>Various elementals. Kunark Cockatrice, Frogloks, Goblins</td> | + | <td rowspan="2">Various elementals. Kunark Cockatrice, Frogloks, Goblins</td> |
| + | </tr> | ||
| + | <tr> | ||
| + | <td>[[Green Froglok Skin]] or [[Green Goblin Skin]]</td> | ||
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Revision as of 14:05, 24 September 2017
Fine Plate Dyes
| Material | Extract | Colors | Drop Locations | ||
|---|---|---|---|---|---|
| Resin x1 | Resin x2 | Resin x3 | |||
| Permafrost Crystals | Permafrost Extract | Dark Blue | Blue | Pale Blue | Mobs in Permafrost, Ground Spawn in Dire wolf pens |
| Evergreen Leaf | Evergreen Extract | Dark Green | Green | Pale Green | Ground Spawn in Greater Faydark at (2400, 2400) and The Wakening Land at (2900, 4300) |
| Sarcoscypha Fungus | Sarcoscypha Extract | Crimson | Red | Rose | Fungus mobs in Upper Guk, Innothule Swamp. Ground Spawn in LFay at the Faerie camp (199, 3613) |
| Jack-O-Lantern Fungus | Jack-O-Lantern Extract | Dark Yellow | Yellow | Pale Yellow | Scarecrows in WK, Unrest. Ground Spawn in LFay at the Faerie camp (1101, 3594) |
| Charcoal or Red Cockatrice Feather | Black Extract | Black | Grey | Slate | Various elementals. Kunark Cockatrice, Frogloks, Goblins |
| Green Froglok Skin or Green Goblin Skin | |||||
| Russet Oxide | Russet Extract | Brown Rust | none | none | Various elementals. Ground Spawn in Steamfont at (1950, -1200) |
| Iron Oxide | Red Rust Extract | Red Rust | none | none | Various elementals. Ground Spawn in Steamfont at (1950, -1200) |
Armor dyes are used on fine steel plate armor only (no other armor will accept a dye). The color of the armor can be changed, while the stats are unmodified. The extracts needed for the dyes are made by either a Shaman using Alchemy or a Rogue using Make Poison. These extracts are then usable by anyone (no specific skill check) to be combined into dyes. The general process involves three steps:
- Make the extract
- Make the dye
- Dye the armor
- Make the Extract
Extracts MUST be combined in either an alchemist's Medicine Bag, or in a rogue's Mortar and Pestle (trivial reports of 35 or thereabouts from both shaman and rogues who have tried this.) The Empty Vial needed is sold by the dye supply merchants - you CANNOT use poison vials for this recipe. While this step can be done by anyone, according to reports, it is better to have a shaman with Alchemy skill, or a rogue with Poison Making skill perform this combine, for less chance of failure.
The elementals (earth/air/fire/steam) for the oxide/charcoal drops can be found in places like The Hole, Steamfont, Lavastorm and Najena. See the individual item pages for more information on where to acquire them.
- Make the Dye
Can be made by anyone (no-fail), using the above extracts, and combining them in a Medium Clay Jar with some Resin (made by pottery, this is a combineable container. You lose the jar on combine)
- dark color - 1 resin, 1 extract
- base color - 2 resins, 1 extract (e.g. Green Dye)
- light color - 3 resins, 1 extract
- Dye the Armor
Take a completed piece of fine steel plate armor, place it in the forge along with 1 dye, 1 Jar of Acid, 1 Jar of Lacquer and hit combine. Once dyed, the color cannot be removed. You CAN fail on this part of the process (it's a skill check versus your smithing skill), read your combine message carefully. On a failure, the armor will be returned to you, undyed, and you lose the dye, lacquer and acid.