Tailoring
Anyone may learn the tailoring trade skill. If you are a resident of a city or commune, you will automatically be a member of the tailoring cartel in that location and able to use the unique patterns of that cartel. This time honored profession begins by learning to sew basic clothes items and then progresses to creating fashions of higher and higher quality and prestige. Master tailors will be able to imbue certain clothes items to protect against certain elements, such as fire or cold. Finally, tailors will eventually be able to produce great robes, much desired by enchanters. The greatest creation is a splendor outfit which only the tailor him- or herself may wear. NOTE: This is not a trade skill recommended for those in the knight class (as you can't wear armour and splendor outfits at the same time). You must be in a tailor's workshop to sew. |
Skill | Learned At | Description |
---|---|---|
Washing | Inept+0% | Better do something about that dirty laundry! |
Shoes | Inept+0% | Basic cobbling for practical footwear. |
Underwear | Inept+50% | Keep the family jewels snug and warm. |
Shirts | Novice+0% | Some basic tailoring for every day wear. |
Hats | Novice+50% | What every haberdasher should know. |
Tunics | Apprentice+0% | A most excellent choice for the stylish. |
InfluenceKnots | Apprentice+0% | Knots to increase influence. |
FabricAppraisal | Apprentice+0% | Determine the warmth of an article of clothing. |
Mending | Apprentice+50% | Stitch up and repair worn clothing, extending its life. |
Pants | Capable+0% | Advanced stitching techniques for creating pants. |
Coats | Capable+50% | Comfortable and very warm. |
PhysicalKnots | Capable+50% | Knots protecting against physical damage. |
Accessories | Adept+50% | Gloves, scarves or backpacks, it's all about accessorizing. |
Lingerie | Master+0% | Ooo la la! Create delicate and sensual creations. |
ElementalKnots | Gifted+0% | Knots protecting against elemental damage. |
Dresses | Gifted+0% | Create dresses that are absolutely fabulous! |
Embroidery | Expert+0% | Embroider messages onto clothing. |
Greatrobes | Expert+50% | These great robes are mystical and magical delights. |
Thermal | Expert+50% | Vastly improve the thermal performance of outerwear. |
Miniatures | Expert+50% | Battle figurines shouldn't go without! |
BiologicKnots | Expert+50% | Knots protecting against biological damage. |
Batting | Fabled+0% | Line a leather vest with luxurious silk. |
Highfashion | Fabled+50% | Only the rich can afford these fashion statements. |
Constructs | Mythical+0% | A special cloak enormous enough to protect constructs. |
CosmicKnots | Expert+50% | Knots protecting against cosmic damage. |
Splendour | Transcendent+0% | Only you can wear an outfit so well-tailored. |
Washing
Syntax |
WASH <clothing> |
You can wash items of clothing to remove any proofings on them, among other things.
Shoes
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to cobble shoes.
Also see TAILORING SHOES.
Underwear
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together underwear.
Also see TAILORING UNDERWEAR.
Shirts
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together shirts.
Also see TAILORING SHIRTS.
Hats
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together hats.
Also see TAILORING HATS.
Tunics
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together tunics.
Also see TAILORING TUNICS.
InfluenceKnots
Syntax |
TIE KNOT <type> |
Comms: 2 silk |
Using silk and various potions, you can tie special knots used by
enchanters and forgers to enhance armour. Each knot requires 2 silk, and
50 sips of the appropriate potion. This ability allows the creation of
the following knot types, using the indicated fluids.
Charity - Sandalwood oil
Empower - Dragonsblood oil
Weaken - Vanilla oil
Seduction - Musk oil
Paranoia - Jasmine oil
FabricAppraisal
Syntax |
PROBE <item> |
Your skills as a tailor allow you to determine not just the warmth factor of an article of clothing, but also whether it has been padded for that extra protection.
Mending
Syntax |
MEND <clothes> |
For a small gold outlay, you can mend clothing and make it almost as good as new. However, each time you mend an article of clothing, its prestige will drop lower and lower, until eventually it will drop to a negative prestige and become tattered rags. It should be noted that those with clothing of a negative prestige will perform better in a charity ego battle.
Pants
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together pants.
Also see TAILORING PANTS.
Coats
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together coats. A master tailor may cure coats to add extra protection against fire, cold, electricity or magic.
Also see TAILORING COATS.
PhysicalKnots
Syntax |
TIE KNOT <type> |
Comms: 2 silk |
This ability allows the creation of the following knot types, using the
indicated fluids. See AB TAILORING INFLUENCEKNOTS for details.
Cutting - Mineral oil
Blunt - Mineral oil
Accessories
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to craft accessories.
Also see TAILORING ACCESSORIES.
Lingerie
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together lingerie.
Also see TAILORING LINGERIE.
ElementalKnots
Syntax |
TIE KNOT <type> |
Comms: 2 silk |
This ability allows the creation of the following knot types, using the
indicated fluids. See AB TAILORING INFLUENCEKNOTS for details.
Fire - Fire potion
Cold - Frost potion
Electric - Galvanism potion
Magic - Vitae potion
Dresses
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together dresses.
Also see TAILORING DRESSES.
Embroidery
Syntax |
EMBROIDER <clothing> <text> |
You can embroider script upon articles of clothing. This costs 10 gold pieces per letter.
Greatrobes
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together great robes. Great robes may be enchanted to protect against physical damage by a qualified enchanter. Also, it may be cured by a tailor against many non-physical forms of damage.
Also see TAILORING GREATROBES.
BiologicKnots
Syntax |
TIE KNOT <type> |
Comms: 2 silk |
This ability allows the creation of the following knot types, using the
indicated fluids. See AB TAILORING INFLUENCEKNOTS for details.
Psychic - Lucidity slush potion
Poison - Antidote potion
Asphyxiation - Quicksilver potion
Miniatures
Syntax |
SEW MINICLOAK DRESS <figurine> WITH <cloak> |
At a tailoring workbench, you can sew miniature cloaks that will protect
against breath weapons.
Note: This requires 2 cloth commodities.
Batting
Syntax |
BATT <vest> |
Cost: silk 50 |
On any leather vest, you can batt it with silk, making it a much more expensive and desirable item. Batted vests can be proofed just like greatrobes (but do not stack with greatrobes).
Highfashion
Syntax |
SEW CLOAK |
Comms: cloth 25 silk 25 |
Construct cloaks are protective in nature and can help prevent poison damage. They are limited in usage, however, so time it appropriately.
Highfashion
Syntax |
SEW <design number> |
You must be in a proper tailoring workshop to sew together high fashion items.
Also see TAILORING HIGHFASHION.
CosmicKnots
Syntax |
TIE KNOT <type> |
Comms: 2 silk |
This ability allows the creation of the following knot types, using the
indicated fluids. See AB TAILORING INFLUENCEKNOTS for details.
Divinus - Love potion
Excoro - Allheale potion
Splendour
Syntax |
SEW <design number> |
The epitome of every tailor is to create for him or herself an outfit of splendor. The fit of a splendor outfit is such that only the tailor it is made for can wear it. A splendor outfit can be enchanted and cured like great robes, though its quality makes enchantments upon it greater than those of great robes. Splendor outfits seem to have a life of their own, and creating another will cause the previous one to disintegrate in a fit of jealousy.
Also see TAILORING SPLENDOR.
Additional Notes: |
Splendour robes can take all four proofings, but they do not stack with proofed coats or cloaks. |