Skills/Tailoring: Difference between revisions
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Tailoring is the craft of sewing cloth into clothing and cutting leather into armor. Every hat, robe, cloak and pair of boots a player makes in New Bradford, and every suit of leather, studded or bone armor, comes out of a tailor's sewing kit. Skilled tailors can work the rarer spined, horned and barbed leathers, dye their work any color, fill bulk orders for the town tailors and weavers, and earn runic sewing kits, house decorations and power scrolls along the way.
This page explains how tailoring works in New Bradford, from your first skullcap to a Grandmaster's suit of barbed studded armor. Hides come from carving creatures in the Bestiary. For metal armor, see Blacksmithy.
At a glance
| Skill category | Crafting & gathering |
|---|---|
| Tools | Sewing kit, plus scissors for cutting (see Tools) |
| Workstation | None. You can sew anywhere. |
| Materials | Cloth for clothing. Leather or hides (normal, spined, horned or barbed) for footwear and armor. Bones as well for bone armor. |
| What you can make | Hats, shirts, dresses, robes, cloaks, pants, skirts, aprons, footwear, and leather, studded, female and bone armor |
| Other uses | Cutting cloth into bandages and hides into leather, cutting old clothing and armor back into material, filling bulk orders |
| Skill cap | 100 (Grandmaster), raised up to 120 with Tailoring power scrolls |
| Starting gear | Choosing Tailoring as a starting skill gives you a bolt of cloth and a sewing kit. |
Tools
| Tool | Name | Uses | Where to get it | Notes |
|---|---|---|---|---|
| Sewing kit | 25 to 75 (100 if exceptional) | Tailors (3 gold). Tinkers can make one from 2 iron ingots (10 Tinkering). | Weighs 2 stones. Opens the tailoring menu. | |
| Scissors | Never wear out | Tailors and weavers (11 gold). Tinkers can make them from 2 iron ingots (5 Tinkering). | Weighs 1 stone. Cuts cloth, hides, clothing and armor. See Scissors. | |
| Runic sewing kit | 45, 30 or 15 | Bulk order reward | See Runic sewing kits. |
The sewing kit must be on your person, in your backpack: "The tool must be on your person to use."
Every attempt uses one charge, whether it succeeds or fails. When the last one is gone the kit breaks: "You have worn out your tool!" Sewing kits are cheap, so carry a few.
How to sew
- Put cloth (for clothing) or leather or hides (for footwear and armor) in your backpack.
- Double-click your sewing kit. The tailoring menu opens.
- For leather items, pick the leather from the material list first. It shows how much of each kind you're carrying.
- Pick a category (Hats, Shirts, Pants, Miscellaneous, Footwear, Leather Armor, Studded Armor, Female Armor or Bone Armor), then the item.
- On success the item goes in your backpack: "You create the item."
The menu also has a Make Last button to repeat your last item, a Last Ten list, and the maker's mark setting. There's no repair button: tailors can't repair clothing or leather armor in New Bradford.
Cut cloth and uncut cloth both count as cloth, and hides count as leather of the same kind, so you can sew straight from hides without cutting them first. A bolt of cloth doesn't count until you cut it into cloth with scissors.
Success chance
Every item has a minimum Tailoring (listed in the tables below). Below it, you can't make the item at all.
At the minimum your chance is already 50%, and it rises by 2% for every skill point above it. At 25 points above the minimum you never fail. For example, a studded tunic needs 94.0, so you have a 62% chance at 100.0 and you'd never fail at 119.0.
A failed attempt costs all the material for that item: "You failed to create the item, and some of your materials are lost." Practice on cheap items, and save rare leather for items you rarely fail.
Exceptional quality
Every successful attempt also has a chance to come out exceptional: "You create an exceptional quality item."
Your exceptional chance is your success chance minus 60% (before it's capped at 100%). Above 95.0 Tailoring the penalty shrinks by 3% per point, down to minus 45% at 100.0. So:
- At 100.0 Tailoring, every item with a minimum of 52.5 or lower is exceptional every time. That's every hat, shirt, pair of pants and shoe except the robe (97%) and the oil cloth.
- At 100.0, a studded tunic (94.0) succeeds 62% of the time but is exceptional only 17% of the time, and a bone armor chest (96.0) 13%.
- Raising your skill past 100 with power scrolls raises both chances.
The tables below show each item's exceptional chance at 100.0.
What exceptional means:
- Armor (leather, studded, female and bone): +8 armor rating and 20% more durability.
- Clothing and footwear: the item is labelled exceptional, and that's all. It gives no other bonus.
Maker's mark
Your work can carry your name. Use the MARK ITEM button in the menu to switch between Mark Item, Do Not Mark and Prompt For Mark. Marked items show crafted by and your name, or crafted with exceptional quality by and your name for exceptional pieces: "You create an exceptional quality item and affix your maker's mark."
Color
- Clothing comes out in the color of the cloth you used. If you're carrying several colors, it takes the color of the stack that supplied the most cloth. Dye your cloth first, or dye the finished piece (see Dyeing).
- Footwear and armor come out in the color of the leather: plain for normal leather, or the spined, horned or barbed shade.
- Want your work plain? On the material page, toggle DO NOT COLOR (USE MATERIAL COLOR switches it back). Armor keeps its leather bonus.
Materials
Cloth
| Material | Weight | Where to get it | Notes | |
|---|---|---|---|---|
| Cloth (cut cloth) | 0.1 | Tailors (2 gold), or cut from a bolt | Used for all clothing. Cut it into bandages with scissors. | |
| Uncut cloth | 0.1 | Tailors (2 gold), weavers (3 gold) | Works exactly like cloth in the tailoring menu. | |
| Bolt of cloth | 5 | Tailors and weavers (100 gold, random color), or woven on a loom | Cut it with scissors into 50 cloth. You can also sew 50 cloth back into a bolt (see Miscellaneous). |
Making your own cloth
| ||||||
| Wool | Cotton | Flax | Spinning wheel | Yarn | Thread | Loom |
Cloth can be made from raw fibre, no skill needed:
- Get fibre. Wool (4 stones) comes from shearing sheep, or from tailors (62 gold). Cotton (4 stones) and flax (1 stone) come from tailors (102 gold each).
- Spin it. Double-click the wool, cotton or flax in your backpack and target a spinning wheel: "What spinning wheel do you wish to spin this on?" Each spin takes about 3 seconds and uses one bale or bundle.
- 1 wool makes 3 balls of yarn: "You put the balls of yarn in your backpack."
- 1 cotton or flax makes 6 spools of thread: "You put the spools of thread in your backpack."
- Weave it. Double-click the yarn or thread and target a loom: "Select a loom to use that on." Every 5 balls or spools make one bolt of cloth (worth 50 cloth): "You create some cloth and put it in your backpack." The loom tells you how far along the bolt is, from "The bolt of cloth has just been started." to "The bolt of cloth is almost finished."
The color carries through: dyed wool spins into dyed yarn, and the bolt takes the color of the last ball or spool you added. Weavers also sell yarn (18 gold) and tailors sell thread (18 gold).
Carpenters can make spinning wheel and loom deeds for your home. Both also need 65 Tailoring, along with 73.6 Carpentry for the wheel and 84.2 for the loom.
Sheep: double-click a blade and target a sheep to shear it for 2 wool: "You place the gathered wool into your backpack." The wool grows back after about 3 hours. Until then: "This sheep is not yet ready to be shorn." Carving an unshorn sheep's corpse gives 3 tainted wool instead, which spins into only 1 ball of yarn each.
Leather and hides
| Hides | Leather | Armor color | Leather | Tailoring to work | Armor bonus |
|---|---|---|---|---|---|
| Normal | Any | — | |||
| Spined | 65.0 | +10 | |||
| Horned | 80.0 | +13 | |||
| Barbed | 99.0 | +16 |
- Hides (5 stones a pile) are what you get from carving a creature. Leather (1 stone a piece) is hides cut with scissors, one for one. Both work in the tailoring menu, so cutting is only to save weight.
- Tailoring is the skill that decides which leathers you can work. Below the listed skill, you'll see "You cannot work this strange and unusual leather."
- Armor made from spined, horned or barbed leather takes the leather's color and gets the armor bonus shown. Footwear takes the color only.
- Normal hides can be bought from leather workers (4 gold) and fur traders (3 gold), and leather from tanners (6 gold). Spined, horned and barbed hides only come from creatures.
Carving hides
Double-click a blade (a dagger, a sword or any other bladed weapon) and target a fresh corpse. The hides are left in the corpse for you to pick up: "You skin it, and the hides are now in the corpse." If there's nothing to take: "You see nothing useful to carve from the corpse."
These creatures give hides when carved:
| Creature | Hides | Hide type |
|---|---|---|
| Black Bear | 12 | Normal |
| Bogling | 6 | Normal |
| Brown Bear | 12 | Normal |
| Bull | 15 | Normal |
| Bull Frog | 4 | Normal |
| Cougar | 10 | Normal |
| Cow | 12 | Normal |
| Giant Rat | 6 | Normal |
| Goat | 8 | Normal |
| Gorilla | 6 | Normal |
| Great Hart | 15 | Normal |
| Greater Mongbat | 6 | Normal |
| Grey Wolf | 6 | Normal |
| Grizzly Bear | 16 | Normal |
| Hind | 8 | Normal |
| Horse | 10 | Normal |
| Jack Rabbit | 1 | Normal |
| Llama | 12 | Normal |
| Mountain Goat | 12 | Normal |
| Pack Horse | 10 | Normal |
| Panther | 10 | Normal |
| Polar Bear | 16 | Normal |
| Rabbit | 1 | Normal |
| Ridable Llama | 12 | Normal |
| Snow Leopard | 8 | Normal |
| Swamp Dragon | 20 | Normal |
| Timber Wolf | 5 | Normal |
| Vorpal Bunny | 1 | Normal |
| Walrus | 12 | Normal |
| White Wolf | 6 | Normal |
| Alligator | 12 | Spined |
| Centaur | 8 | Spined |
| Dire Wolf | 7 | Spined |
| Giant Serpent | 15 | Spined |
| Giant Toad | 12 | Spined |
| Hell Cat | 10 | Spined |
| Ice Serpent | 15 | Spined |
| Imp | 6 | Spined |
| Lava Lizard | 12 | Spined |
| Lava Serpent | 15 | Spined |
| Lizardman | 12 | Spined |
| Pixie | 5 | Spined |
| Ratman | 8 | Spined |
| Ratman Archer | 8 | Spined |
| Ratman Mage | 8 | Spined |
| Ridgeback | 12 | Spined |
| Drake | 20 | Horned |
| Ki-Rin | 10 | Horned |
| Sea Serpent | 10 | Horned |
| Unicorn | 10 | Horned |
| Wyvern | 20 | Horned |
| Ancient Wyrm | 40 | Barbed |
| Dragon | 20 | Barbed |
| Nightmare | 10 | Barbed |
| Serpentine Dragon | 20 | Barbed |
| Shadow Wyrm | 20 | Barbed |
| Skeletal Dragon | 20 | Barbed |
| White Wyrm | 20 | Barbed |
Bones

Bone armor needs bones as well as leather. Bones are found in the loot of these creatures:
| Creature | Bones |
|---|---|
| Ant Lion | 3 |
| Horde Minion | 3 |
| Bogle | 1 |
| Bone Mage | 1 |
| Skeletal Mage | 1 |
| Giant Serpent | 1 |
| Lava Serpent | 1 |
| Sand Vortex | 1 |
| Ice Serpent | Sometimes 1 |
| Zombie | Sometimes 1 |
| Shadow Wisp | Sometimes 1 |
If you're short: "You do not have enough bones."
What you can make
In every table, Tailoring needed is the minimum skill, Always succeeds at is the skill where you stop failing, and Exceptional chance at 100 is your chance of exceptional quality at 100.0 Tailoring. "Any" means anyone can try it. The last column is how much cloth or leather one piece takes.
Hats
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Cloth | |
|---|---|---|---|---|---|
| Skullcap | Any | 25.0 | 100% | 2 | |
| Bandana | Any | 25.0 | 100% | 2 | |
| Floppy hat | 6.2 | 31.2 | 100% | 11 | |
| Cap | 6.2 | 31.2 | 100% | 11 | |
| Wide-brim hat | 6.2 | 31.2 | 100% | 12 | |
| Straw hat | 6.2 | 31.2 | 100% | 10 | |
| Tall straw hat | 6.7 | 31.7 | 100% | 13 | |
| Wizard's hat | 7.2 | 32.2 | 100% | 15 | |
| Bonnet | 6.2 | 31.2 | 100% | 11 | |
| Feathered hat | 6.2 | 31.2 | 100% | 12 | |
| Tricorne hat | 6.2 | 31.2 | 100% | 12 | |
| Jester hat | 7.2 | 32.2 | 100% | 15 |
Shirts and robes
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Cloth | |
|---|---|---|---|---|---|
| Doublet | Any | 25.0 | 100% | 8 | |
| Shirt | 20.7 | 45.7 | 100% | 8 | |
| Fancy shirt | 24.8 | 49.8 | 100% | 8 | |
| Tunic | Any | 25.0 | 100% | 12 | |
| Surcoat | 8.2 | 33.2 | 100% | 14 | |
| Plain dress | 12.4 | 37.4 | 100% | 10 | |
|
Fancy dress | 33.1 | 58.1 | 100% | 12 |
| Cloak | 41.4 | 66.4 | 100% | 14 | |
| Robe | 53.9 | 78.9 | 97% | 16 | |
| Jester suit | 8.2 | 33.2 | 100% | 24 |
Pants
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Cloth | |
|---|---|---|---|---|---|
| Short pants | 24.8 | 49.8 | 100% | 6 | |
| Long pants | 24.8 | 49.8 | 100% | 8 | |
| Kilt | 20.7 | 45.7 | 100% | 8 | |
| Skirt | 29.0 | 54.0 | 100% | 10 |
Miscellaneous
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Cloth | |
|---|---|---|---|---|---|
| Body sash | 4.1 | 29.1 | 100% | 4 | |
| Half apron | 20.7 | 45.7 | 100% | 6 | |
| Full apron | 29.0 | 54.0 | 100% | 10 | |
| Oil cloth | 74.6 | 99.6 | 56% | 1 | |
| Bolt of cloth | Any | 25.0 | 100% | 50 |
- The oil cloth is double-clicked and used on a poisoned weapon you're holding or carrying to wipe 2 charges of poison off it: "You have removed some of the caustic substance, but not all." or "You have cleaned the item." It isn't used up.
- The bolt of cloth turns 50 cloth into one bolt, which is handy for storage. Cut it back into cloth with scissors.
Footwear
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Leather | |
|---|---|---|---|---|---|
| Sandals | 12.4 | 37.4 | 100% | 4 | |
| Shoes | 16.5 | 41.5 | 100% | 6 | |
| Boots | 33.1 | 58.1 | 100% | 8 | |
| Thigh boots | 41.4 | 66.4 | 100% | 10 |
Leather armor
Leather armor has a base armor rating of 13 and needs very little Strength.
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Leather | |
|---|---|---|---|---|---|
| Leather cap | 6.2 | 31.2 | 100% | 2 | |
| Leather gloves | 51.8 | 76.8 | 100% | 3 | |
| Leather gorget | 53.9 | 78.9 | 97% | 4 | |
| Leather sleeves | 53.9 | 78.9 | 97% | 4 | |
| Leather leggings | 66.3 | 91.3 | 72% | 10 | |
| Leather tunic | 70.5 | 95.5 | 64% | 12 |
Studded armor
Studded armor has a base armor rating of 16 and needs 25 to 35 Strength.
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Leather | |
|---|---|---|---|---|---|
| Studded gorget | 78.8 | 103.8 | 47% | 6 | |
| Studded gloves | 82.9 | 107.9 | 39% | 8 | |
| Studded sleeves | 87.1 | 112.1 | 31% | 10 | |
| Studded leggings | 91.2 | 116.2 | 23% | 12 | |
| Studded tunic | 94.0 | 119.0 | 17% | 14 |
Female armor
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Leather | |
|---|---|---|---|---|---|
| Leather skirt | 58.0 | 83.0 | 89% | 6 | |
| Leather bustier | 58.0 | 83.0 | 89% | 6 | |
| Leather shorts | 62.2 | 87.2 | 81% | 8 | |
| Female leather armor | 62.2 | 87.2 | 81% | 8 | |
| Studded bustier | 82.9 | 107.9 | 39% | 8 | |
| Female studded armor | 87.1 | 112.1 | 31% | 10 |
Bone armor
Bone armor has a base armor rating of 30 and needs 40 Strength, but the gloves, arms, leggings and chest lower your Dexterity by 1, 2, 4 and 6. The orc helm never takes a leather color.
| Item | Tailoring needed | Always succeeds at | Exceptional chance at 100 | Leather | Bones | |
|---|---|---|---|---|---|---|
| Bone helmet | 85.0 | 110.0 | 35% | 4 | 2 | |
| Bone gloves | 89.0 | 114.0 | 27% | 6 | 2 | |
| Orc helm | 90.0 | 115.0 | 25% | 6 | 4 | |
| Bone arms | 92.0 | 117.0 | 21% | 8 | 4 | |
| Bone leggings | 95.0 | 120.0 | 15% | 10 | 6 | |
| Bone armor | 96.0 | 121.0 | 13% | 12 | 10 |
Dyeing
| Dyes | Dye tub |
Tailors and weavers sell dyes and dye tubs (8 gold each). Neither is used up.
- Double-click the dyes and target the dye tub: "Select the dye tub to use the dyes on." Pick a color from the color picker. The tub is now that color.
- Double-click the tub, within 1 tile of it: "Select the clothing to dye."
- Target the item, also within 1 tile. It takes the tub's color.
- A dye tub works on clothing and hats and on cloth, bolts of cloth, wool, cotton and yarn. It doesn't work on leather, studded or bone armor: "You cannot dye that."
- Shoes, boots and thigh boots can be dyed. Sandals can't.
- Take the item off first: "Can't Dye clothing that is being worn." If you're too far from the tub or the item: "That is too far away."
- Dyeing the cloth before you sew saves a step, since clothing comes out in the cloth's color.
Scissors and cutting things up
Double-click the scissors and target something within 2 tiles: "What should I use these scissors on?"
| Cut | You get |
|---|---|
| Cloth or uncut cloth | Bandages, one per piece of cloth |
| Bolt of cloth | 50 cloth |
| Hides | Leather of the same kind, one for one |
| Clothing, footwear or armor (in your backpack) | Cloth or leather. Player-made items give back half the material they took. Store-bought and looted items give back 1. |
- Clothing and armor must be in your backpack: "Items you wish to cut must be in your backpack."
- Material you cut back keeps the item's color, so cutting dyed clothing gives you dyed cloth.
- Bone armor (made from two materials) and things you can't cut give "Scissors cannot be used on that to produce anything."
- Cutting your practice pieces back into cloth or leather is a cheap way to train.
Bulk orders

Town tailors and weavers hand out bulk orders: deeds asking for a batch of a particular item, which you fill and hand back for gold, fame and a reward.
Getting an order
- You need at least some Tailoring (anything above 0).
- Every time you sell something to a tailor or weaver, there's a 20% chance they offer you an order. Read it and accept or decline.
- After you get an order, there's a wait before the next one: 1 hour, or 2 hours from 50.1 Tailoring, or 6 hours from 70.1.
- Single-click a tailor or weaver and choose Bulk Order Info to check the wait.
- Bulk order deeds are blessed, so you keep them if you die.
Small orders
A small order asks for 10, 15 or 20 of a single item. Higher skill makes the bigger amounts more likely.
- Half of all small orders are for cloth items (hats, shirts, robes, pants, skirts, kilts, the body sash and aprons), and half for leather items (footwear and all the armor). Leather orders start at 6.2 Tailoring.
- You're only offered items you can already make. If the order needs exceptional pieces, it's always for an item you have some chance of making exceptional.
- From 70.1 Tailoring:
- Orders can ask for exceptional pieces. The chance is (your skill + 80) / 200, about 75% at 70.1 and 90% at 100.
- Leather orders can ask for a spined, horned or barbed leather, but only one you can work. Spined is the most common and barbed the rarest, and barbed orders need 99.0.
- Below 70.1, orders are always for normal-quality pieces in plain leather or cloth.
Large orders
From 70.1 Tailoring, some offers are large orders instead. The chance is (your skill − 40) / 300, about 10% at 70.1 and 20% at 100. A large order asks for a whole set, and you fill it by combining filled small orders for each piece (same amount, same quality, same leather). Most large orders (82.5%) ask for exceptional pieces. Only the four leather armor sets can ask for spined, horned or barbed leather.
| Large order | Pieces |
|---|---|
| Farmer | Straw hat, tunic, long pants, boots |
| Fisher girl | Floppy hat, full apron, plain dress, sandals |
| Gypsy | Bandana, shirt, skirt, thigh boots |
| Hats | Tricorne hat, cap, wide-brim hat, tall straw hat |
| Jester | Jester hat, jester suit, cloak, shoes |
| Lady | Bonnet, half apron, fancy dress, sandals |
| Pirate | Skullcap, doublet, kilt, shoes |
| Shoes | Sandals, shoes, boots, thigh boots |
| Town crier | Feathered hat, surcoat, fancy shirt, short pants, thigh boots |
| Wizard | Wizard's hat, body sash, robe, boots |
| Male leather | Leather gorget, cap, gloves, sleeves, leggings, tunic |
| Female leather | Leather skirt, leather bustier, leather shorts, female leather armor, female studded armor, studded bustier |
| Studded | Studded gorget, gloves, sleeves, leggings, tunic |
| Bone | Bone helmet, gloves, arms, leggings, armor |
Filling and turning in
- Double-click the deed (it must be in your backpack) and choose Combine this deed with the item requested.
- Target each finished item. It's used up and the count goes up: "The item has been combined with the deed." Keep targeting until the order is full.
- For a large order, combine it with each matching filled small order instead.
- Drag the filled deed onto a tailor or weaver: "Thank you so much! Here is a reward for your effort."
Messages you may see while filling: "The item must be exceptional.", "The item is not made from the requested leather type.", "The item is not in the request.", and when handing in an unfinished order, "You have not completed the order yet."
Bulk order points
Your reward depends on how many points the order is worth. Add up:
| Part of the order | Points |
|---|---|
| Amount: 10 / 15 / 20 | 10 / 25 / 50 |
| Exceptional | +100 |
| Large order of 4 pieces | +300 |
| Large order of 5 pieces | +400 |
| Large order of 6 pieces | +500 |
| Leather: spined / horned / barbed | +50 / +100 / +150 |
For example, a large exceptional barbed order of 20 for a 6-piece leather set is worth 50 + 100 + 500 + 150 = 800 points, well past the top reward at 700. A small order can reach at most 300 points.
Gold for a filled order ranges from about 135 for a plain small order of 10 to about 2,000 for an exceptional barbed small order of 20, and up to about 33,000 for the best large orders.
Bulk order rewards
You get one reward from the highest tier your points reach. Where a tier lists several, you get one of them at random, with the odds shown. Every order also pays gold and fame.
| Points | Reward | |
|---|---|---|
| 0+ | 100 uncut cloth in a special color | |
| 50+ | 100 uncut cloth in a special color | |
| 100+ | 100 uncut cloth in a special color | |
| 150+ | 100 uncut cloth in a special color (90%), or colored sandals (10%) | |
| 200+ | 100 uncut cloth in a special color (80%), or colored sandals (20%) | |
| 300+ | Stretched hide deed (small or medium, facing east or south) | |
| 350+ | Spined runic sewing kit (45 uses) | |
| 400+ | 105 Tailoring power scroll (40%), or flower tapestry deed (60%) | |
| 450+ | Bear rug deed (brown or polar bear, facing east or south) | |
| 500+ | 110 Tailoring power scroll | |
| 550+ | Clothing bless deed | |
| 575+ | 115 Tailoring power scroll | |
| 600+ | Horned runic sewing kit (30 uses) | |
| 650+ | 120 Tailoring power scroll | |
| 700+ | Barbed runic sewing kit (15 uses) |
The cloth and sandal colors are special shades you can't get from a dye tub. The stretched hide, flower tapestry and bear rug deeds place decorations in your home.
Clothing bless deed
Double-click the deed in your backpack and target a piece of clothing you're carrying: "What would you like to bless? (Clothes only.)" The clothing becomes blessed, so it can't be stolen and stays with you when you die. It only works on clothing: "This bless deed is for Clothes only."
Runic sewing kits
| Spined (45 uses) | Horned (30 uses) | Barbed (15 uses) |
A runic sewing kit is a sewing kit tinted in its leather's color. In New Bradford it doesn't add any magic properties to what you make: it sews exactly like an ordinary sewing kit, just with fewer uses. Keep it as a trophy, or use it like any other kit.
Training Tailoring
- Every attempt to make an item can raise your Tailoring, whether it succeeds or fails, but only while the item is a challenge. Once you're 25 points above an item's minimum it's too easy to teach you anything, and below the minimum you can't try it at all.
- Below 10.0 you gain on every attempt. Above that, each attempt has a chance to gain 0.1.
- The harder the item is for you, the better your chance to gain, especially when you succeed. Your chance also drops as you get closer to your Tailoring cap and to your total skill cap.
- Reaching 100.0 adds Tailoring to the Skills Mastered count on your achievements.
- Town tailors and weavers will also teach you the basics for a fee.
Suggested path
These suggestions are based on each item's skill range and how little material it takes. Cut your practice pieces back up with scissors to get half the cloth or leather back.
| Tailoring | Make | Material each |
|---|---|---|
| 0 to 25 | 2 cloth | |
| 25 to 45 | 6 cloth | |
| 45 to 55 | 14 cloth | |
| 55 to 75 | 4 / 3 leather | |
| 75 to 90 | 12 / 6 leather | |
| 90 to 100 | 8 / 10 leather |
Bulk orders are worth taking all the way up. Small orders only ask for things you can already make, and filling them is good practice too.
Power scrolls

Tailoring tops out at 100.0 unless you use Tailoring power scrolls. They come in four kinds: wondrous (105), exalted (110), mythical (115) and legendary (120). Double-click one to raise your Tailoring cap to that number: "You feel a surge of magic as the scroll enhances your Tailoring!"
- Tailoring power scrolls come only from tailor bulk orders (400, 500, 575 and 650 points). The power scrolls from champion spawns are never Tailoring.
- A scroll only works if it's higher than your current cap. Otherwise: "Your Tailoring is too high for this power scroll."
- Tailoring power scrolls are not blessed, so keep them safe.
Messages you'll see
| Message | What it means |
|---|---|
| You create the item. | Success. |
| You create an exceptional quality item. | Success, and it came out exceptional. |
| You failed to create the item, and some of your materials are lost. | The attempt failed and the material for it is gone. |
| You do not have sufficient cloth to make that. | Get more cloth, or cut a bolt. |
| You do not have sufficient leather to make that item. | Get more leather or hides of the kind you picked. |
| You do not have enough bones. | Bone armor needs bones as well as leather. |
| You cannot work this strange and unusual leather. | You need more Tailoring for that leather. |
| The tool must be on your person to use. | Put the sewing kit in your backpack. |
| You have worn out your tool! | Your sewing kit broke. Grab a spare. |
| Scissors cannot be used on that to produce anything. | That can't be cut. |
| Items you wish to cut must be in your backpack. | Move the item to your backpack first. |
| Can't Dye clothing that is being worn. | Take it off before dyeing. |
| The item is not made from the requested leather type. | The bulk order needs a different leather. |
| You have not completed the order yet. | The bulk order isn't full. |
| That order is for some other shopkeeper. | Hand it to a tailor or weaver. |
Tips
- Carry spare sewing kits. Every attempt, success or failure, uses a charge, and they only cost 3 gold.
- Cut hides into leather when you're carrying a lot. Hides weigh 5 stones a pile, leather 1.
- Practice on cheap items. A failure costs all the material, so stick to cloth while you train and save spined, horned and barbed leather for items you rarely fail.
- Cut your practice pieces back up to get half the cloth or leather back.
- Dye your cloth first so the clothing comes out in the color you want.
- Sell to tailors and weavers to fish for bulk orders, and check Bulk Order Info to see how long you have to wait.
- Save small orders that match (same set, amount, quality and leather) to fill a large order. Large orders are worth far more points.
- Carry a blade when you hunt. Dragons, drakes, wyverns and nightmares give the rare horned and barbed hides, and many common animals give normal hides.

