Tailoring
Tailoring weaves the Intellect and Spirit cloth casters live in, from homespun basics through the gildenweave set to rare sunweave work, and sews the Silkspun Satchel, a ten-slot bag no one ever refuses.
- Skill cap
- 125
- Station
- Loom
- Masters
- Weaver Ottilie (Eastbrook)
- Specialization
- Skill 75: 20% material discount
Cloth for the casters, bags for everyone
The ladder climbs from homespun basics through the gildenweave set to the rare rung: the Silkbinder's Raiment and the sunweave pieces. Its second trade is universal: the Silkspun Satchel is a ten-slot bag, and there is no class, spec, or level that does not want more bag space.
On the ring Tailoring sits between Leatherworking and Inscription. Its living pair is the Outfitter, Leatherworking and Tailoring together, sworn before Weaver Ottilie at the Eastbrook loom after culling four webwood spiders for their silk; the Inkweaver pair with Inscription is named on the ring, and with Inscription's base catalog now inked it waits only on an oath quest of its own.
Thread, silk, and, yes, herbs
The loom runs on what the hunt drops and what the fields grow. Linen scraps and homespun cloth come off humanoid kills, spider silk is harvested from spider corpses, and the rare rung's centerpiece, the Silkbinder's Raiment, wants a Pristine Silk, the signed specimen a lucky corpse harvest turns up.
Herbalism feeds tailoring more than any other gear craft: sheenleaf trims the slippers, goldleaf colors the gildenweave set, and sunpetal threads the whole rare rung, so a tailor who picks their own herbs saves steadily. A Spool of Thread costs 12 copper from Ottilie, and the loom asks for no metal at all: even the Wardweave Cowl capstone is woven from premium herbs, Pristine Silk, spider silk, and thread.
Learning at Ottilie's loom
Two field commons, the Eastbrook Wool Trousers and Ritual Vestments, are known from the start and craft anywhere. The trainer ladder runs at the loom south of the Eastbrook well: the homespun rung (hood, mitts, slippers) is free at skill 0, the gildenweave rung (robe, leggings, and the Silkspun Satchel) costs 25 silver a recipe at skill 25, and the rare rung (raiment, mantle, treads) costs 1 gold each at skill 50.
The Wardweave Cowl needs no trainer: everyone knows it, but it sits at skill 75, loom-bound, as the craft's tier 3 capstone. As everywhere, Ottilie teaches a recipe as soon as your tier in Tailoring reaches the recipe's own tier.
How crafting works
Open the crafting window (default key T) and every recipe you know is listed with what it needs and what you have on hand. Station-bound recipes ask you to stand within 20 yards of the right station in town, field recipes craft anywhere, and Enchanting's breaking and enchanting need no station at all (only its three trainer recipes are station work, at the toolworks). There is no failure roll: a craft with the materials in hand always succeeds.
Two small frictions keep the economy honest. Every successful craft pays a fee of 2 copper per point of the item's stat budget, and every craft-family action takes real cast time (field crafts near two seconds, harder ladder crafts longer, and disenchant, enchant, salvage, and tool recharge each about a second and a half). Materials, the gold fee, stations, and skill ceilings do the rest; nothing scolds you for working too quickly.
Recipes
Every recipe of the craft: its exact skill requirement and materials, where it is learned and for what fee, and the three skill values where its gain fades to half, a quarter, and nothing.
| Recipe | Skill | Source | Station | Materials | Quality | Gain fades at |
|---|---|---|---|---|---|---|
| Eastbrook Wool Trousers | 0 | Known from the start | Anywhere | Homespun Cloth x3Spool of Thread x9 | Common | 25 / 50 / 75 |
| Eastbrook Ritual Vestments | 0 | Known from the start | Anywhere | Linen Scrap x3Twitching Spider Leg x1Homespun Cloth x3Spool of Thread x5 | Uncommon | 25 / 50 / 75 |
| Wardweave Cowl | 75 | Known from the start | Loom | Sunpetal Herb x2Goldleaf Herb x2Pristine Silk x2Spider Silk x4Spool of Thread x2 | Rare | 100 / 125 / never |
| Homespun Hood | 0 | Trainer, free | Loom | Homespun Cloth x4Linen Scrap x2Spool of Thread x1 | Common | 25 / 50 / 75 |
| Homespun Mitts | 0 | Trainer, free | Loom | Homespun Cloth x3Spool of Thread x1 | Common | 25 / 50 / 75 |
| Palethread Slippers | 0 | Trainer, free | Loom | Linen Scrap x3Sheenleaf Herb x2Spool of Thread x1 | Common | 25 / 50 / 75 |
| Gildenweave Robe | 25 | Trainer, 25s | Loom | Spider Silk x4Goldleaf Herb x2Spool of Thread x2 | Uncommon | 50 / 75 / 100 |
| Gildenweave Leggings | 25 | Trainer, 25s | Loom | Homespun Cloth x4Goldleaf Herb x2Spool of Thread x1 | Uncommon | 50 / 75 / 100 |
| Silkspun Satchel | 25 | Trainer, 25s | Loom | Spider Silk x6Goldleaf Herb x2Spool of Thread x2 | Uncommon | 50 / 75 / 100 |
| Silkbinder's Raiment | 50 | Trainer, 1g 0s | Loom | Pristine Silk x1Sunpetal Herb x2Spider Silk x4Spool of Thread x2 | Rare | 75 / 100 / 125 |
| Sunweave Mantle | 50 | Trainer, 1g 0s | Loom | Sunpetal Herb x1Homespun Cloth x4Spool of Thread x2 | Rare | 75 / 100 / 125 |
| Sunweave Treads | 50 | Trainer, 1g 0s | Loom | Sunpetal Herb x1Goldleaf Herb x2Spider Silk x3Spool of Thread x1 | Rare | 75 / 100 / 125 |
| Forager's Haversack | 25 | Trainer, 25s | Loom | Spider Silk x8Goldleaf Herb x3Spool of Thread x3 | Uncommon | 50 / 75 / 100 |
| Duskweave Bag | 50 | Trainer, 1g 0s | Loom | Pristine Silk x2Sunpetal Herb x3Spider Silk x6Spool of Thread x3 | Rare | 75 / 100 / 125 |
| Resonantweave Bag | 50 | Trainer, 1g 0s | Loom | Resonant Thread x8Pristine Silk x4Sunpetal Herb x4Spool of Thread x4 | Epic | 75 / 100 / 125 |
| Loombound Reagent Satchel | 50 | Trainer, 1g 0s | Loom | Resonant Thread x12Pristine Silk x6Sunpetal Herb x5Homespun Cloth x8Spool of Thread x6 | Epic | 75 / 100 / 125 |
| Sunspun Bolt | 75 | Trainer, 4g 0s | Loom | Sunpetal Herb x1Spider Silk x4Pristine Silk x1Quickening Catalyst x1 | Common | 100 / 125 / never |
| Sunspun Vestments | 100 | From a found pattern | Loom | Sunspun Bolt x3Wyrmfall Core x2Spider Silk x4Pristine Silk x1 | Epic | 125 / never / never |
| Sunspun Leggings | 100 | From a found pattern | Loom | Sunspun Bolt x3Wyrmfall Core x2Spider Silk x4Pristine Silk x1 | Epic | 125 / never / never |
| Sunspun Handwraps | 100 | From a found pattern | Loom | Sunspun Bolt x3Wyrmfall Core x2Spider Silk x4Pristine Silk x1 | Epic | 125 / never / never |
| Sunspun Haversack | 100 | From a found pattern | Loom | Sunspun Bolt x3Wyrmfall Core x2Spider Silk x4Pristine Silk x1 | Epic | 125 / never / never |
| Linen Pouch | 0 | Trainer, free | Loom | Red Bandana x2Linen Scrap x4Spool of Thread x4 | Common | 25 / 50 / 75 |
| Crucible Spellcaster's Robe | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
| Crucible Spellcaster's Sash | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
| Crucible Spellcaster's Slippers | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
| Crucible Healer's Robe | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
| Crucible Healer's Sash | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
| Crucible Healer's Slippers | 100 | From a found pattern, or the Heroic Quartermaster | Loom | Core of the Last Flame x3Spider Silk x8Spool of Thread x4 | Epic | 125 / never / never |
Skill gain
Every recipe in the window wears its gain state in the classic colors: orange means full gain, yellow half, green a quarter, gray nothing. The boundaries are exact, every 25 skill is a tier, and a recipe fades one color for each tier it falls below yours.
Because gains are deterministic (a full-gain craft always moves you exactly one point), you can plan a whole climb from the list: work a rung while it is orange, train the next rung as it turns yellow, and never spend materials on a gray craft expecting progress. At the cap of 125 the number stops, but the recipes, the masterwork chance, and the profits keep working.
Masterworks
Every successful craft is exactly what the recipe promises, and sometimes a little more: a masterwork finishes the same piece one quality tier finer, with the bonus stats baked in at craft time. It is add-only, never a downgrade. Ordinary crafting follows its existing gear ladder; the raid-funded Crucible collections are a separate alternative at the current raid tier.
The apex Masterwrought crafts are the one exception, and they pay the same proc a different way. An apex piece already sits at the top of its ladder, so there is no finer tier to finish it in; a masterwork there hands the piece over one rank into Perfecting instead, a free first rank on the four-rank walk the Professions page describes. Nothing is baked into the stats, and the chance and its gates are the ones below.
The chance is published, not mystical: 3% base, plus 1% per tier your skill sits above the recipe, plus 2% when any signed reagent goes in, plus 3% once you are specialized, with higher-tier materials adding 1 to 2% more, all capped at 15%. Only a piece with real stats can improve, so statless commons, tools, and consumables never proc; a dormant craft never produces one, and a hobby craft cannot masterwork past its rare ceiling.
Fine work carries its maker. Rare and better outputs are signed, every copy (Crafted by; gathered materials carry Gathered by), a masterwork is always signed whatever its quality. A signature is provenance, not a lock: signed goods trade, mail, and list on the World Market freely.
Training
Trainer recipes come from the resident masters, taught at their stations. The rule is one line: a master teaches a recipe once your tier in the craft has reached the recipe's own tier, and nothing else gates it, not your level, not your archetype. The gear and consumable ladders run their rungs at skill 0, 25, and 50, and every craft adds one 75-rung intermediate above them, taught at its station (Enchanting's is the Lucent Reagent, beside its two charm recipes on the 25 rung); Engineering's two rod lessons continue its ladder at 75 and 125, so a fresh rung opens as your tiers climb.
Fees are one-time and flat by rung: the starting rung is free, the skill 25 rung costs 25s a recipe, the skill 50 rung 1g 0s, and the 75 and 125 rungs above them carry their own fees, listed beside each recipe in the table. You must stand at the master's actual station to train, and a mobile station never counts. The common field recipes and the six crafted land-tool recipes need no training at all; every character knows them from the start.
Specialization
At skill 75 this craft specializes you, no quest needed: discountable recipe materials cost 20% less from then on, and specialization adds its own bump to the masterwork chance. Raid-core costs are never discounted.
Specialists also learn to take the workshop with them: a specialized crafter can set up a mobile station in the field for ten minutes at a time, so station-bound recipes can be worked at the mine mouth instead of back in town. Its limits are deliberate: it never counts for training with a master or for unbinding a commissioned piece, and it expires on its timer whether or not you used it.
Masterworks, and a working route to 125
A Pristine Silk in the raiment covers the masterwork signed-reagent bonus by itself, and goldleaf and sunpetal count as tier 1 and tier 2 materials for the proc, so the rare rung is where the odds peak. Plain, statless work like the satchel never procs: a masterwork improves stats, and a bag has none.
Sew the homespun rung to 25, train gildenweave the day it opens and ride it to 50, then the rare rung to 75. From 75 the Wardweave Cowl takes over: a tier 3 recipe, full gain to 99 and half beyond, roughly 75 crafts for the last fifty points, each one costing two Pristine Silk, four spider silk, a pair each of sunpetal and goldleaf herbs, and two thread.
Make the climb pay for itself: satchels sell to literally everyone, and Ottilie's loom work order buys six spider silk every 30 minutes. The Book of Deeds marks A Fine Seam at skill 50, with Grandmaster Tailoring waiting at the 125 cap.