Learning

The Clothing skill line is granted the first time you activate a clothing station. You can increase your skill by crafting or deconstructing light and medium armor, researching traits, and by completing Clothier Writs or Master Writs. In addition, you can earn free levels in the skill line by reading Skill Books, which may be found randomly on bookshelves anywhere. The skill books which increase Clothing are:

  • Medium Armor: Tannins and Leather
  • Khajiiti Arms and Armor
  • Clothier: Light Armor Basics
  • Chronicles of Ehtelar, Vol. 1
  • The Year 2920, Vol. 3
  • Letter to Strastnoc

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 50 160. Damage values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000. 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.

Tailoring

Rank Description
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 Kresh Fiber 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

Rank Description
2 Fibrous plants in the world will be easier to see when you are 20 meters or closer.
9 Fibrous plants in the world will be easier to see when you are 30 meters or closer.
30 Fibrous plants in the world will be easier to see when you are 40 meters or closer.

Outfit Hireling

Rank Description
3 A hireling will send you some clothing materials and possibly other items every day.
12 A hireling will send you more clothing materials and possibly other items every day. You have a chance at better quality materials.
32 A hireling will send you even more clothing materials and possibly other items every day. You have a greater chance at better quality materials.

Unraveling

Rank Description
4 Improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.
22 Greatly improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.
32 Maximizes the chances of extracting Clothing ingredients and allows the refining of the most powerful tannins from raw materials.

Stitching

Rank Description
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.

Tanning Expertise

Rank Description
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 to improve items with tannins.

Skill points

The table below shows the amount of skill points required in order to max out the Clothing skill line.

Skill Price
Keen Eye : Cloth 3
Outfit Hireling 3
Unravelling 3
Tanning Expertise 3
Stitching 4
Tailoring 9

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:

Light Armour

Raw Material Refined Into Used To Make Level
Raw Jute Jute Homespun Armor 1 - 14
Raw Flax Flax Linen Armor 16 - 24
Raw Cotton Cotton Cotton Armor 26 - 34
Raw Spidersilk Spidersilk Spidersilk Armor 36 - 44
Raw Ebonthread Ebonthread Ebonthread Armor 46 - 50
Raw Kreshweed Kresh Fiber Kresh Armor Champion Points10 - 30
Raw Ironweed Ironthread Ironthread Armor Champion Points40 - 60
Raw Silverweed Silverweave Silverweave Armor Champion Points70 - 80
Raw Void Bloom Void Cloth Shadowspun Armor Champion Points90 - 140
Raw Ancestor Silk Ancestor Silk Ancient Silk Armor Champion Points150 - 160

Medium Armour

Raw Material Refined Into Used To Make Level
Rawhide Scraps Rawhide Rawhide Armor 1 - 14
Hide Scraps Hide Hide Armor 16 - 24
Leather Scraps Leather Leather Armor 26 - 34
Thick Leather Scraps Thick Leather Full-Leather Armor 36 - 44
Fell Hide Scraps Fellhide Fell Armor 46 - 50
Topgrain Hide Scraps Topgrain Hide Brigandine Armor Champion Points10 - 30
Iron Hide Scraps Iron Hide Ironhide Armor Champion Points40 - 60
Super Hide Scraps Superb Hide Superb Armor Champion Points70 - 80
Shadowhide Scraps Shadowhide Shadowhide Armor Champion Points90 - 140
Rubedo Hide Scraps Rubedo Leather Rubedo Leather Armor Champion Points150 - 160

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. 

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.