Clothing is a profession in Elder Scrolls Online. This profession's specialty is to create and improve light and medium armor in various styles of different races. To perform this task you need to be at a clothing station, which can also be used to conduct research on different kinds of light and medium armor traits. The list of ingredients (cloth, leather, raw fibers, and tannins) used in Clothing can be found here.
Clothier Dialogue
You can learn about this profession by speaking with some of the clothiers, "What exactly does a clothier do?" They reply, "We tan, weave, stitch—you name it. People in search of medium and light armor come to us. This requires fibers, leather, and a work table like those found in town. We also seek out style books and special ingredients for more advanced work."
I assume there's more to it than tanning and weaving?: "Yes, of course. During the tailoring process, we can choose a special trait for the work. It takes research to discover these techniques, but it's well worth the effort. Reinforced buckles, intricate detail work ... each brings a special benefit."
What else is involved?: "Well, the piece can be improved even more through the use of tannins. These elements can enhance the value and quality of your work. Just be cautious. You risk ruining the piece if you're not careful. Improving on perfection is no mean feat!"
Skill Perks
Clothing has an associated skill line that is revealed through use of the Clothing profession. Known abilities are listed below.
- Notes
- The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 4, wherein each additional level increases the Magicka/Stamina Cost by 10% of this value. Damage values are based on Max Magicka/Stamina 1000, and Weapon/Spell Damage 0. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.
Passive Abilities
Passive abilities are active all the time, and affect the outcome of Clothing related activities.
Name | Line Rank | Skill Rank | Description | |
---|---|---|---|---|
Tailoring | 1 | Allows the use of Jute and Rawhide. | ||
5 | Allows the use of Flax and Hide. | |||
10 | Allows the use of Cotton and Leather. | |||
15 | Allows the use of Spidersilk and Thick Leather. | |||
20 | Allows the use of Ebonthread and Fell Hide | |||
25 | Allows the use of Kreshweed and Topgrain Hide. | |||
30 | Allows the use of Ironthread and Iron Hide. | |||
35 | Allows the use of Silverweave and Superb Hide. | |||
40 | Allows the use of Void Cloth and Shadowhide. | |||
50 | Allows the use of Ancestor Silk and Rubedo Leather. | |||
Keen Eye: Cloth | 2 | Fibrous plants in the world will be easier to see when you are 20m or closer. | ||
9 | Fibrous plants in the world will be easier to see when you are 30m or closer. | |||
30 | Fibrous plants in the world will be easier to see when you are 40m or closer. | |||
Trapper Hireling | 3 | A trapper and gatherer hireling will send you cloth or leather and possibly other items every day. | ||
12 | A trapper and gatherer hireling will send you more cloth or leather and possibly better items every day. | |||
32 | A trapper and gatherer hireling will send you even more cloth or leather and possibly even better items twice a day. | |||
Unraveling | 4 | Improves the chances of extracting Clothing ingredients. | ||
22 | Greatly improves the chances of extracting Clothing ingredients. | |||
32 | Maximizes the chances of extracting Clothing ingredients. | |||
Stitching | 8 | Reduces research times by 5% and allows the research of two items at once. | ||
18 | Reduces research times by 10% and allows the research of two items at once. | |||
28 | Reduces research times by 20% and allows the research of three items at once. | |||
45 | Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once. | |||
Tannin Expertise | 10 | Increases the chances of improving items with tannins. | ||
25 | Greatly increases the chances of improving items with tannins. | |||
40 | More than doubles the chances of improving items with tannins. |
Clothing Stations
Clothing stations can be found in towns, usually next to other crafting stations. At a clothing station, you can refine raw materials, craft new items, deconstruct existing items to retrieve material components, improve the quality of an item by using tannins, or research a trait by destroying an existing item. At a crafting station, your inventory is virtually merged with your bank, so you can use items from your inventory or your bank for any operation, but the materials from the inventory are used first.
Refining
You can refine raw resources in batches of 10, obtaining 7-10 materials suitable for crafting and possibly a gem or a tannin. The materials refine into the following:
Raw Material | Refined Into | Used To Make... |
---|---|---|
Fell Hide Scraps | Fellhide | Fell Armor (Medium Armor Levels 46 - 50) |
Hide Scraps | Hide | Hide Armor (Medium Armor Levels 16 - 24) |
Iron Hide Scraps | Iron Hide | Ironhide Armor (Medium Armor V4 - V6) |
Leather Scraps | Leather | Leather Armor (Medium Armor Levels 26 - 34) |
Raw Ancestor Silk | Ancestor Silk | Ancient Silk Armor (Light Armor V15 - 16) |
Raw Cotton | Cotton | Cotton Armor (Light Armor Levels 26 - 34) |
Raw Ebonthread | Ebonthread | Ebonthread Armor (Light Armor Levels 46 - 50) |
Raw Flax | Flax | Linen Armor (Light Armor Levels 16 - 24) |
Raw Ironweed | Ironthread | Ironthread Armor (Light Armor V4 - V6) |
Raw Jute | Jute | Homespun Armor (Light Armor Levels 1 - 14) |
Raw Kreshweed | Kresh Fiber | Kresh Armor (Light Armor V1 - V3) |
Raw Silverweed | Silverweave | Silverweave Armor (Light Armor V7 - V8) |
Raw Spidersilk | Spidersilk | Spidersilk Armor (Light Armor Levels 36 - 44) |
Raw Void Bloom | Void Cloth | Shadowspun Armor (Light Armor V9 - V14) |
Rawhide Scraps | Rawhide | Rawhide Armor (Medium Armor Levels 1 - 14) |
Rubedo Hide Scraps | Rubedo Leather | Rubedo Leather Armor (Medium Armor V15 - 16) |
Shadowhide Scraps | Shadowhide | Shadowhide Armor (Medium Armor V9 - V14) |
Super Hide Scraps | Superb Hide | Superb Armor (Medium Armor V7 - V8) |
Thick Leather Scraps | Thick Leather | Full-Leather Armor (Medium Armor Levels 36 - 44) |
Topgrain Hide Scraps | Topgrain Hide | Brigadine Armor (Medium Armor V1 - V3) |
Crafting new items
Clothing allows you to create cloth armor (light) or leather armor (medium). Initially you can craft from Jute and Hide, but when you improve your Clothing skill and apply skill points towards Tailoring, you get access to higher tier materials. For each material you can create items with a range of armor values and level requirements, depending on how much material you choose to use. Once you have access to a material, you can create every item out of it. See this page for the full list of the cloth and leather used in Clothing.
To craft a new item, you must choose the type of the item (robe, hat, etc.), the type and quantity of the material to use, the style of the item to create (this is required, and every style requires a specific secondary ingredient), and optionally a trait to add among the traits you have unlocked for this specific item type (adding a trait requires a tertiary ingredient).
Deconstructing items
You can deconstruct a piece of armor at a clothing station. The process destroys the item, but allows the recovery of refined materials, secondary (style) or tertiary (trait) ingredients that were used to create this item, and the extraction of a tannin of the item's quality. The chances of extracting each material are calculated separately, and are improved with higher ranks of the Unravelling skill. Finally, you will always get some Clothing experience, but much less will be obtained from deconstructing an item you made yourself.
Improving items
At a clothing station, you can apply tannins to items to try and improve them. Each improvement has only a chance of success, the higher the tier of the item the smaller the chance. Tannins can be obtained when refining raw fibers and scraps.
Research
Having an item with a trait, you can learn how to create other items of the same type with the same trait. Research takes predefined time and destroys the item. For a given item type researching the first trait lasts 6 hours, and each next trait takes twice longer than the previous. You can only research one trait per profession at a time; however, each profession has a perk (for Clothing it is Stitching) that allows you to have two or three parallel research processes. Traits on different types of items are completely separate, so if you learned a trait on a robe you can only apply it to a robe and not to a hat, and time for researching a trait for a robe will only depend on how many traits you have already discovered for a robe.
Style
Weapons and Armor are crafted in a variety of Styles. Crafting an item in a specific style requires a secondary ingredient. Each character starts with the ability to create items in their own racial style, and other styles may be learned from special consumable books called motifs.
These books along with secondary ingredients may be randomly found in containers (other than crates and barrels) throughout the world. The type of ingredients and books found depend on the level of the zone:
- The ten playable race motifs and materials can be found in the level 1 to 50 zones.
- Barbaric and Primal motifs and the corresponding materials can be found in the Cadwell's Silver zones (Veteran ranks 1 to 5).
- The Ancient Elf and Daedric motifs and corresponding materials can be found in the Cadwell's Gold zones (Veteran ranks 6 to 10) as well as Craglorn (Veteran ranks 11 and 12).
- All other ingredients can be obtained at any level in various ways, as detailed on the individual style page.
Besides that, secondary ingredients may be obtained when deconstructing an item of the respective style, and the ingredients for the ten basic racial styles are sold by vendors at crafting stations. Crafting hirelings for Blacksmithing, Clothing and Woodworking will also commonly send all types of style materials.
Traits
A weapon or piece of armor can have a single trait (in addition to an enchantment). These traits can be researched at crafting stations from an existing item which possesses the trait, destroying the item in the process. To add a trait when crafting one must use a tertiary ingredient.
Tannin Improvement Chances
Initial | |
---|---|
32pxHemming | 20% per hemming |
32pxEmbroidery | 15% per embroidery |
32pxElegant Lining | 10% per lining |
32pxDreugh Wax | 5% per wax |
Tannin Expertise I | |
32pxHemming | 30% |
32pxEmbroidery | 22.5% |
32pxElegant Lining | 15% |
32pxDreugh Wax | 7.5% |
Tannin Expertise II | |
32pxHemming | 40% |
32pxEmbroidery | 30% |
32pxElegant Lining | 20% |
32pxDreugh Wax | 10% |
Tannin Expertise III | |
32pxHemming | 50% |
32pxEmbroidery | 37.5% |
32pxElegant Lining | 25% |
32pxDreugh Wax | 12.5% |
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