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Online:Clothing

< Professions(Redirecionado de Online:Tailoring)

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.

Style Material Motif
Altmer Style   Adamantite   Racial Motifs 1: The High Elves
Dunmer Style   Obsidian   Racial Motifs 2: The Dark Elves
Bosmer Style   Bone   Racial Motifs 3: The Wood Elves
Nord Style   Corundum   Racial Motifs 4: The Nords
Breton Style   Molybdenum   Racial Motifs 5: The Bretons
Redguard Style   Starmetal   Racial Motifs 6: The Redguards
Khajiit Style   Moonstone   Racial Motifs 7: The Khajiit
Orcish Style   Manganese   Racial Motifs 8: The Orcs
Argonian Style   Flint   Racial Motifs 9: The Argonians
Imperial Style   Nickel   Racial Motifs 10: Imperial Cyrods
Ancient Elf Style   Palladium   Racial Motifs 11: Ancient Elves
Barbaric Style 18px Copper   Racial Motifs 12: Barbaric
Primal Style   Argentum   Racial Motifs 13: Primal
Daedric Style   Daedra Heart   Racial Motifs 14: Daedric
Dwemer Style 18px Dwemer Frame   Racial Motifs 15: Dwemer
Glass Style   Malachite   Racial Motifs 16: Glass
Xivkyn Style   Charcoal of Remorse   Racial Motifs 17: The Xivkyn
Akaviri Style   Goldscale   Racial Motifs 18: Akaviri
Mercenary Style   Laurel   Racial Motifs 19: Mercenary
Ancient Orc Style   Cassiterite   Racial Motifs 21: Ancient Orc
Trinimac Style   Auric Tusk   Racial Motifs 22: Trinimac
Malacath Style   Potash   Racial Motifs 23: Malacath
Outlaw Style   Rogue's Soot   Racial Motifs 24: Outlaw
Aldmeri Dominion Style   Eagle Feather   Racial Motifs 25: Aldmeri Dominion
Daggerfall Covenant Style   Lion Fang   Racial Motifs 26: Daggerfall Covenant
Ebonheart Pact Style   Dragon Scute   Racial Motifs 27: Ebonheart Pact
Soul-Shriven Style   Azure Plasm   Racial Motifs 29: Soul-Shriven

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.

Trait (Armor) Material Description
Sturdy   Quartz Give a 22% chance to avoid decay when wielder is defeated
Impenetrable   Diamond Increases resistance to Critical hits by 60
Reinforced   Sardonyx Increases this item's Armor value by 4%
Well-fitted   Almandine Reduces the cost of Sprinting by 2%
Training   Emerald Increases armor skill line experience with this armor type by 11%
Infused   Bloodstone Increases this item's armor enchantment effect by 8%
Exploration   Garnet Increases exploration experience gained by 6%
Divines   Sapphire Increases Mundus Stone effects by 4%

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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