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Tailoring

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Tailoring skill banner

Tailoring is the cloth-and-leather crafting skill. The prose is community-derived (paraphrased from the uorenaissance.com skill list plus ServUO behavior) pending field verification; the stats table is source-verified against ServUO.

Tailoring sews cloth and leather into clothing, bandages, and leather/studded/bone armor with a sewing kit. Higher skill unlocks heavier armor types and better quality (exceptional pieces carry bonus armor and can take a maker’s mark). It is one of the two pillar crafter skills (with Blacksmithy) and supplies the cloth and leather armor casters and rogues favor.

Stock cloth (from bolts/cotton) and leather (tan hides from kills), then use a sewing kit to open the crafting menu. Exceptional results need high skill and good tools. See crafting.

Quick start: an NPC Tailor/Weaver teaches up to one-third of its own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach: baseToSet = ourSkill.BaseFixedPoint / 3) — buy to ~30–42 first. Then make the hardest piece that still has a workable success %, stepping up as skill climbs:

  • Low skill — sew simple cloth items and bandages; cheap and fast.
  • Mid skill — basic leather armor.
  • High skill — studded/bone armor and the hardest pieces for the steadiest gains and exceptional output.

Keep a bulk supply of cloth/leather so a session runs uninterrupted; GGS pays out the slow late points as long as you keep sewing. Recipe thresholds live in Scripts/Services/Craft/DefTailoring.cs. See skill gain and using & training skills.

Primary statDexterity
Secondary statIntelligence
TitleTailor
Mastery skillNo
Gain notesskill-ups can raise Str +0.38, Dex +1.63, Int +0.5 (per-use stat gain weights)

Tailoring is a pure crafting skill — no active target. Higher-grade leathers (from special creatures) raise difficulty and reward.

Banner icon courtesy of uorenaissance.com.