Tailoring/Leatherworking Leveling Guide
Tailoring – Working with Cloth fabrics. Create clothes and cloth armor – very good for magic resistance but not so much on the physical.
Leatherworking – Working with Leather. Create clothes, armor, saddles and shoes/boots from Leather – only magical resistance from magical beings, and not that great physical resistance except for taking blunt damage since there is so much give and flexibility to the armor. Leather is best used for fighters who are quick on their feet and don’t rely too much on strength to win a fight.
For both of these, you need pretty much the same skills, the ability to measure, form a pattern, cut, stitch, and take out stitches. You can repair or create armor or anything else (depending on level) from Cloth and Leather.
Rules
Rules on both Tailoring and Leatherworking
For Armor, we created a system to increase its defense (physical or magical) so no one could or would wonder what to do when they got better materials or whatnot.
First, even if you’re starting with a higher level armor material… make a template with a Basic Iron/Cow leather/Cotton value… you can create it as “Physical Defense: 3 Basic Cow Leather +2 for Wolf and +3 for Torso = 8 X half its weight (2lb=X1) = 8”… if you want, that way you wouldn’t have to make 2 different templates, but you need a starting point so that these numbers can correspond correctly (all the metals and leathers and cloths have a +4, +5, etc. that are over Iron/Cow Leather/Cotton, so if you don’t know what that number is, it makes it hard to improve upon it).
Anyways, on to the system – All armors are multiplied by half their weight to get a boost once you make something past Iron/Cow Leather/Cotton. This way those three materials are pretty crappy… and you should want to improve them quickly, you’d be surprised how much a boost they get once you multiply by half the weight.
– For armor pieces that go onto the Hand, Foot, Head, or Neck, you do not get a ‘Body Part Bonus’, so it is the Base Resistance + anything for a higher material X half its weight
-For armor pieces that go onto the Forearm, Upper Arm, and Calf, you get a ‘Body Part Bonus’ of +1, so add that and any higher materials bonus points to your base defense and X that by half its weight
- For armor pieces that go onto the Thigh, you get a ‘Body Part Bonus’ of + 2, so add that and any higher material bonus points to your base defense and X that by half its weight
- For armor that covers a majority of lower body (pants/shorts) or any part or all of your torso (full shirts, robes, dresses, etc.), you get a ‘Body Part Bonus’ of +3, so add that and any higher material bonus points to your base Defense and X that by half its weight
Ex. Wolf Leather – in the Common Uncommon Animal Class, Numbers correspond to Physical Resistance
- hand armor = 1(original template)+2(wolf) =3 X half of 1lb (.5 rounded back up to 1) = 3
- forearm = 4(original template)+2(wolf)=6 +1(body part bonus) =7 X half of 4lb (making it 2) = 14
- Thigh = 7(original template)+2(wolf) = 9 + 2(body part bonus) = 11 X half of 7lb (making it 3.5 rounded up to 4)= 44
- pants = 10(original template)+2(wolf)=12 +3(body part bonus) = 15 X half of 14lb (making it 7)= 105
Any Material that is 20 levels below you will no longer give you a training point, so make sure you use newer materials when you get them.
In order to make Saddles and Shoes (leather or cloth), you must be 10 levels higher than the level you were when you became able to use the material you want to make them out of… use Cow leather at 15, must be 25 to make a Cow Leather saddle. This goes until level 100 where you can skip this whole thing since there isn’t anything higher than 100… so you can just go ahead and make those things.
Rules on Tailoring
Any Raw materials for making Cloth must be spun through a spinning wheel to remove impurities and weaved on a loom to being formed into actual Cloth. This can be done at a Tailor shop, or with a small hand held Loom and travel wheel. 1 post of spinning produces about 1 square yard of material to be weaved.
Cloth used as reinforcement to metal or leather armor does not increase physical defense, but it does give magical resistance. (Certain exceptions below with alternative bonuses)
Rules on Leatherworking
Leatherworkers cannot Skin animals unless they are a Hunter as well, and they cannot Cure the Leather unless they are a Hunter as well. All Leather must be Cured by a Hunter or a high level NPC Tailor/leatherworker/Hunter before using as Leather. It may cost you more if you don’t get it Cured quickly… so Cure the leather as soon as you have an opportunity.
Leather used as reinforcement to metal armor only increases blunt resistance (and any magical from special leathers)
Types of Cloth.
Cotton -
Basic of basic. Made from cotton plants. 100 gold per square yard.
Physical defense dependent on what type of armor, 1:3 ratio physical: all magical resistance (Ex. Physical Defense 4 = Magical Defense 12)
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 3:3
Pierce 1:3
Slash 1:3
Fire 3:3
Water 3:3
Air 3:3
Earth 3:3
Light 3:3
Dark 3:3
Lightning 3:3
Other 3:3
Linen -
no more physical defense than Cotton, 1:3 Ratio Physical:Magical resistance. But 5% more to armor rating when used as a reinforcement with another cloth or leather armor and + 50% of the linen’s defense. 125 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 3:3
Pierce 2:3
Slash 1:3
Fire 3:3
Water 3:3
Air 3:3
Earth 3:3
Light 3:3
Dark 3:3
Lightning 3:3
Other 3:3
Wool –
Harvested from Sheep. +2 to physical defense from basic Cotton, 1:4 Physical:Magical resistance. 150 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 4:3
Pierce 4:3
Slash 6:3
Fire 6:3
Water 4:3. Will shrink when hit with water… not ice, but water.
Air 6:3
Earth 6:3
Light 6:3
Dark 6:3
Lightning 6:3
Other 6:3
Canvas -
+4 to defense (over cotton) 10% more armor rating. +4 to defense and 15% more to armor rating when used as reinforcement with another cloth or leather armor 1:5 Physical:Magical Defense. Water proof - 1:6 physical: water magic, not including anything ice/frost. 300 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 6:3
Slash 6:3
Fire 8:3
Water 10:3
Air 8:3
Earth 8:3
Light 8:3
Dark 8:3
Lightning 8:3
Other 8:3
Hemp –
+6 to defense over cotton. 15% more armor rating. 1:6 Physical:Magical Defense. Can make rope from this. 500 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 9:3
Slash 9:3
Fire 8:3
Water 10:3
Air 10:3
Earth 10:3
Light 10:3
Dark 10:3
Lightning 10:3
Other 10:3
Fleece –
Wool that is weaved 50% more thick (this will add 50% more weight). +8 to defense over cotton. 1:7 Physical:Magical Defense. 1:8 to any Cold/Ice magic, 1:6 Water Magic. 550 gold per square yard premade (if you’re going to make it, then see Wool prices)
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 8:3
Slash 12:3
Fire 12:3
Water 8:3
Air 12:3
Earth 12:3
Light 12:3
Dark 12:3
Lightning 12:3
Other 12:3
Cotton Velvet -
Need 50% more the normal amount of cotton to make (this will make it 50% heavier also). Cotton woven a different way as a tufted fabric in which the cut threads are evenly distributed, with a short dense pile, giving it a distinctive feel - +10 to defense over cotton. 1:6 Physical:Magical Defense. 600 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 15:3
Pierce 15:3
Slash 12:3
Fire 17:3
Water 17:3
Air 17:3
Earth 17:3
Light 17:3
Dark 17:3
Lightning 17:3
Other 17:3
Satin –
Glossy on one side and dull on the other, it is created by taking Linen and changing up the weaving. +11 to defense over cotton. 1:8 Physical:Magical Defense. 700 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 15:3
Pierce 15:3
Slash 12:3
Fire 20:3
Water 20:3
Air 20:3
Earth 20:3
Light 24:3
Dark 24:3
Lightning 20:3
Other 20:3
Silk –
Silk is a naturally made protein made from the cocoon of silkworm larvae and/or normal spiders’ thread. 10k gold for square yard of fabric (due to the process of how it is made).
+12 to defense over cotton. 1:9 Physical:Magical Defense
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 18:3
Pierce 18:3
Slash 15:3
Fire 26:3
Water 26:3
Air 23:3
Earth 23:3
Light 23:3
Dark 23:3
Lightning 23:3
Other 23:3
Silk Velvet –
Need 50% more the normal amount of Silk to make (this will make it 50% heavier also). Silk woven a different way as a tufted fabric in which the cut threads are evenly distributed, with a short dense pile, giving it a distinctive feel. +14 to defense over cotton 1:8. 15k gold per square yard (again, due to silk’s difficulty of getting the material).
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 20:3
Pierce 20:3
Slash 20:3
Fire 26:3
Water 26:3
Air 23:3
Earth 23:3
Light 23:3
Dark 23:3
Lightning 23:3
Other 23:3
Celestial Cloth –
Unknown origin, only found in certain secret areas. Only found already woven, not created. +15 to defense over cotton, 1:10 Physical:Magical Defense. Price to be determined.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 25:3
Pierce 25:3
Slash 25:3
Fire 30:3
Water 30:3
Air 30:3
Earth 30:3
Light 30:3
Dark 30:3
Lightning 30:3
Other 30:3
You can also create cloth from materials of different creatures and monsters. This can come from many sources, their hair, spider’s silk, etc. but Fur is considered Leather when it is still attached to its skin.
Types of Leather
Cow leather –
Leather made from a cow’s hide. The basic of basic for Leather. 25 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 6:2
Pierce 4:2
Slash 4:2
Fire 2:2
Water 2:2
Air 2:2
Earth 2:2
Light 2:2
Dark 2:2
Lightning 2:2
Other 2:2
Common Animals/Uncommon Animals –
+2 to Physical Defense, this is all creatures from this category… wolf, bear… elephant, etc. If you make a full suit out of a creature from here, it becomes a Unique Rarity and will get some kind of bonus dependent on what creature.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
THIS IS THE BASIC RATIO AND IS EDITABLE BY ADMIN FOR CHANGES DEPENDENT ON CREATURE
Blunt 6:2
Pierce 6:2
Slash 6:2
Fire 3:2
Water 3:2
Air 3:2
Earth 3:2
Light 3:2
Dark 3:2
Lightning 3:2
Other 3:2
The following applies to all the following creature types of Leather:
Any bonus to Physical or Magical Resistance/Defense is dependent on creature and will be listed in the creature’s template in the Beastiary (creatures will not be posted in Beastiary until they are discovered with an Event). If you make a full suit out of a creature from here, it becomes a Unique Rarity (unless otherwise specified) and will get some kind of bonus dependent on what creature.
Rare Unique Creatures –
Mini Boss -
Rare Animal -
Common Boss -
Rare Unique Creatures -
Boss - If you make a full suit out of a creature from here, it becomes a Created Legendary Rarity with a Unique ability and will get some kind of bonus dependent on what creature.
Epic Boss - If you make a full suit out of a creature from here, it becomes a Cosmic Rarity with a Unique ability and will get some kind of bonus dependent on what creature.
Leveling Guide
Level 15
Cloth
– Cotton – Basic Magical resistance
Leather
- Cow Leather – Basic Physical Resistance
Level 20
Cloth
– Improved skill with Cotton - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
– Improved skill with Cow Leather - +1 Physical Resistance over this Material type
Level 25
Cloth
– Common and Uncommon Animal Classes,
- Wool
Leather
– Common and Uncommon Animal Classes -
Level 30
Cloth
– Improved skill with Common and Uncommon Animal Classes, and Wool - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
– Improved skill with Common and Uncommon Animal Classes - +1 Physical Resistance over this Material type
This is the starting level to be able to use Leather and materials to make Cloth from Rare Unique Creatures... some can be used at this level, but it depends on the creature, some can't be until Leatherworking/Tailoring level 90... so go by the Creature Info and don't assume you can do it all right away.
Level 35
Cloth
– Linen. Giving your cloth armor a secondary resistance of the same level Cotton armor. Linen is only used as reinforcement to Leather and Cloth or substitute for Cotton.
Leather
– no addition
Level 40
Cloth
- Improved Linen - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
– Mini Boss Class Monsters - +Magical Resistance dependent on type of Mini Boss
- Canvas - Used as its own armor and also used as reinforcement to other cloth or Leather armors
Leather
– Mini Boss Class Monsters - +Physical Resistance dependent on type of Mini Boss
Level 45
Cloth
– Improved skill with Mini Boss Class Monsters - +1 above the Mini Boss’s Magical resistance normally
- Improved Skill with Canvas - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
- Improved skill with Mini Boss Class Monsters - +1 above the Mini Boss’s Physical resistance normally
Level 50
Cloth
– Rare Animals and Common Boss Class Monsters - +Magical Resistance dependent on Individual creature
- Hemp - Can create your own rope.
Leather
– Rare Animals and Common Boss Class Monsters - +Physical resistance dependent on individual creature
Level 55
Can now put in certain metals into your cloth and leather, Gold, Silver. These are able to be manipulated by the tailor after it’s created by a blacksmith into thin strips or plates. They are stitched into the fabric or leather and you can now socket gems into them as well as get a slightly higher defense.
Level 60
Cloth
– Improved Skill with Rare Animals and Common Boss Class Monsters - +1 to previously stated Magical Resistance per creature
- Improved skill with Hemp - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
- Improved skill with Rare Animals and Common Boss Class Monsters - +1 to previously stated Physical resistance per creature
Level 70
Cloth
- Fleece and Velvet
Leather
- No additions
Can now put in another metal into your cloth and leather: Platinum. These are able to be manipulated by the tailor after it’s created by a blacksmith into thin strips or plates. They are stitched into the fabric or leather and you can now socket gems into them as well as get a slightly higher defense.
Level 80
Cloth
– Improved skill with Fleece and Velvet - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Satin
Leather
- No additions
Level 90
Cloth
– Improved skill with Satin - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Silk
- Boss Class Monsters - +Magical Resistance dependent on creature
Leather
– Boss Class Monsters - +Physical Resistance dependent on creature
Level 100
Cloth
– Improved Skill with Silk - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Improved skill with Boss Class Monsters - +1 to previously stated Magical Resistance dependent on creature
- Epic Boss Monsters - +Magical Resistance dependent on creature
-Celestial Cloth
Leather
– Improved skill with Boss Class Monsters - +1 to previously stated Physical Resistance dependent on creature
- Epic Boss Monsters - +Physical Resistance dependent on creature
Tailoring – Working with Cloth fabrics. Create clothes and cloth armor – very good for magic resistance but not so much on the physical.
Leatherworking – Working with Leather. Create clothes, armor, saddles and shoes/boots from Leather – only magical resistance from magical beings, and not that great physical resistance except for taking blunt damage since there is so much give and flexibility to the armor. Leather is best used for fighters who are quick on their feet and don’t rely too much on strength to win a fight.
For both of these, you need pretty much the same skills, the ability to measure, form a pattern, cut, stitch, and take out stitches. You can repair or create armor or anything else (depending on level) from Cloth and Leather.
Rules
Rules on both Tailoring and Leatherworking
For Armor, we created a system to increase its defense (physical or magical) so no one could or would wonder what to do when they got better materials or whatnot.
First, even if you’re starting with a higher level armor material… make a template with a Basic Iron/Cow leather/Cotton value… you can create it as “Physical Defense: 3 Basic Cow Leather +2 for Wolf and +3 for Torso = 8 X half its weight (2lb=X1) = 8”… if you want, that way you wouldn’t have to make 2 different templates, but you need a starting point so that these numbers can correspond correctly (all the metals and leathers and cloths have a +4, +5, etc. that are over Iron/Cow Leather/Cotton, so if you don’t know what that number is, it makes it hard to improve upon it).
Anyways, on to the system – All armors are multiplied by half their weight to get a boost once you make something past Iron/Cow Leather/Cotton. This way those three materials are pretty crappy… and you should want to improve them quickly, you’d be surprised how much a boost they get once you multiply by half the weight.
– For armor pieces that go onto the Hand, Foot, Head, or Neck, you do not get a ‘Body Part Bonus’, so it is the Base Resistance + anything for a higher material X half its weight
-For armor pieces that go onto the Forearm, Upper Arm, and Calf, you get a ‘Body Part Bonus’ of +1, so add that and any higher materials bonus points to your base defense and X that by half its weight
- For armor pieces that go onto the Thigh, you get a ‘Body Part Bonus’ of + 2, so add that and any higher material bonus points to your base defense and X that by half its weight
- For armor that covers a majority of lower body (pants/shorts) or any part or all of your torso (full shirts, robes, dresses, etc.), you get a ‘Body Part Bonus’ of +3, so add that and any higher material bonus points to your base Defense and X that by half its weight
Ex. Wolf Leather – in the Common Uncommon Animal Class, Numbers correspond to Physical Resistance
- hand armor = 1(original template)+2(wolf) =3 X half of 1lb (.5 rounded back up to 1) = 3
- forearm = 4(original template)+2(wolf)=6 +1(body part bonus) =7 X half of 4lb (making it 2) = 14
- Thigh = 7(original template)+2(wolf) = 9 + 2(body part bonus) = 11 X half of 7lb (making it 3.5 rounded up to 4)= 44
- pants = 10(original template)+2(wolf)=12 +3(body part bonus) = 15 X half of 14lb (making it 7)= 105
Any Material that is 20 levels below you will no longer give you a training point, so make sure you use newer materials when you get them.
In order to make Saddles and Shoes (leather or cloth), you must be 10 levels higher than the level you were when you became able to use the material you want to make them out of… use Cow leather at 15, must be 25 to make a Cow Leather saddle. This goes until level 100 where you can skip this whole thing since there isn’t anything higher than 100… so you can just go ahead and make those things.
Rules on Tailoring
Any Raw materials for making Cloth must be spun through a spinning wheel to remove impurities and weaved on a loom to being formed into actual Cloth. This can be done at a Tailor shop, or with a small hand held Loom and travel wheel. 1 post of spinning produces about 1 square yard of material to be weaved.
Cloth used as reinforcement to metal or leather armor does not increase physical defense, but it does give magical resistance. (Certain exceptions below with alternative bonuses)
Rules on Leatherworking
Leatherworkers cannot Skin animals unless they are a Hunter as well, and they cannot Cure the Leather unless they are a Hunter as well. All Leather must be Cured by a Hunter or a high level NPC Tailor/leatherworker/Hunter before using as Leather. It may cost you more if you don’t get it Cured quickly… so Cure the leather as soon as you have an opportunity.
Leather used as reinforcement to metal armor only increases blunt resistance (and any magical from special leathers)
Types of Cloth.
Cotton -
Basic of basic. Made from cotton plants. 100 gold per square yard.
Physical defense dependent on what type of armor, 1:3 ratio physical: all magical resistance (Ex. Physical Defense 4 = Magical Defense 12)
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 3:3
Pierce 1:3
Slash 1:3
Fire 3:3
Water 3:3
Air 3:3
Earth 3:3
Light 3:3
Dark 3:3
Lightning 3:3
Other 3:3
Linen -
no more physical defense than Cotton, 1:3 Ratio Physical:Magical resistance. But 5% more to armor rating when used as a reinforcement with another cloth or leather armor and + 50% of the linen’s defense. 125 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 3:3
Pierce 2:3
Slash 1:3
Fire 3:3
Water 3:3
Air 3:3
Earth 3:3
Light 3:3
Dark 3:3
Lightning 3:3
Other 3:3
Wool –
Harvested from Sheep. +2 to physical defense from basic Cotton, 1:4 Physical:Magical resistance. 150 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 4:3
Pierce 4:3
Slash 6:3
Fire 6:3
Water 4:3. Will shrink when hit with water… not ice, but water.
Air 6:3
Earth 6:3
Light 6:3
Dark 6:3
Lightning 6:3
Other 6:3
Canvas -
+4 to defense (over cotton) 10% more armor rating. +4 to defense and 15% more to armor rating when used as reinforcement with another cloth or leather armor 1:5 Physical:Magical Defense. Water proof - 1:6 physical: water magic, not including anything ice/frost. 300 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 6:3
Slash 6:3
Fire 8:3
Water 10:3
Air 8:3
Earth 8:3
Light 8:3
Dark 8:3
Lightning 8:3
Other 8:3
Hemp –
+6 to defense over cotton. 15% more armor rating. 1:6 Physical:Magical Defense. Can make rope from this. 500 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 9:3
Slash 9:3
Fire 8:3
Water 10:3
Air 10:3
Earth 10:3
Light 10:3
Dark 10:3
Lightning 10:3
Other 10:3
Fleece –
Wool that is weaved 50% more thick (this will add 50% more weight). +8 to defense over cotton. 1:7 Physical:Magical Defense. 1:8 to any Cold/Ice magic, 1:6 Water Magic. 550 gold per square yard premade (if you’re going to make it, then see Wool prices)
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 8:3
Pierce 8:3
Slash 12:3
Fire 12:3
Water 8:3
Air 12:3
Earth 12:3
Light 12:3
Dark 12:3
Lightning 12:3
Other 12:3
Cotton Velvet -
Need 50% more the normal amount of cotton to make (this will make it 50% heavier also). Cotton woven a different way as a tufted fabric in which the cut threads are evenly distributed, with a short dense pile, giving it a distinctive feel - +10 to defense over cotton. 1:6 Physical:Magical Defense. 600 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 15:3
Pierce 15:3
Slash 12:3
Fire 17:3
Water 17:3
Air 17:3
Earth 17:3
Light 17:3
Dark 17:3
Lightning 17:3
Other 17:3
Satin –
Glossy on one side and dull on the other, it is created by taking Linen and changing up the weaving. +11 to defense over cotton. 1:8 Physical:Magical Defense. 700 gold per square yard.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 15:3
Pierce 15:3
Slash 12:3
Fire 20:3
Water 20:3
Air 20:3
Earth 20:3
Light 24:3
Dark 24:3
Lightning 20:3
Other 20:3
Silk –
Silk is a naturally made protein made from the cocoon of silkworm larvae and/or normal spiders’ thread. 10k gold for square yard of fabric (due to the process of how it is made).
+12 to defense over cotton. 1:9 Physical:Magical Defense
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 18:3
Pierce 18:3
Slash 15:3
Fire 26:3
Water 26:3
Air 23:3
Earth 23:3
Light 23:3
Dark 23:3
Lightning 23:3
Other 23:3
Silk Velvet –
Need 50% more the normal amount of Silk to make (this will make it 50% heavier also). Silk woven a different way as a tufted fabric in which the cut threads are evenly distributed, with a short dense pile, giving it a distinctive feel. +14 to defense over cotton 1:8. 15k gold per square yard (again, due to silk’s difficulty of getting the material).
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 20:3
Pierce 20:3
Slash 20:3
Fire 26:3
Water 26:3
Air 23:3
Earth 23:3
Light 23:3
Dark 23:3
Lightning 23:3
Other 23:3
Celestial Cloth –
Unknown origin, only found in certain secret areas. Only found already woven, not created. +15 to defense over cotton, 1:10 Physical:Magical Defense. Price to be determined.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 25:3
Pierce 25:3
Slash 25:3
Fire 30:3
Water 30:3
Air 30:3
Earth 30:3
Light 30:3
Dark 30:3
Lightning 30:3
Other 30:3
You can also create cloth from materials of different creatures and monsters. This can come from many sources, their hair, spider’s silk, etc. but Fur is considered Leather when it is still attached to its skin.
Types of Leather
Cow leather –
Leather made from a cow’s hide. The basic of basic for Leather. 25 gold per square yard
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
Blunt 6:2
Pierce 4:2
Slash 4:2
Fire 2:2
Water 2:2
Air 2:2
Earth 2:2
Light 2:2
Dark 2:2
Lightning 2:2
Other 2:2
Common Animals/Uncommon Animals –
+2 to Physical Defense, this is all creatures from this category… wolf, bear… elephant, etc. If you make a full suit out of a creature from here, it becomes a Unique Rarity and will get some kind of bonus dependent on what creature.
Resistance ratio. Damage-to-your-Armor-Rating:Damage-to-your-Health
THIS IS THE BASIC RATIO AND IS EDITABLE BY ADMIN FOR CHANGES DEPENDENT ON CREATURE
Blunt 6:2
Pierce 6:2
Slash 6:2
Fire 3:2
Water 3:2
Air 3:2
Earth 3:2
Light 3:2
Dark 3:2
Lightning 3:2
Other 3:2
The following applies to all the following creature types of Leather:
Any bonus to Physical or Magical Resistance/Defense is dependent on creature and will be listed in the creature’s template in the Beastiary (creatures will not be posted in Beastiary until they are discovered with an Event). If you make a full suit out of a creature from here, it becomes a Unique Rarity (unless otherwise specified) and will get some kind of bonus dependent on what creature.
Rare Unique Creatures –
Mini Boss -
Rare Animal -
Common Boss -
Rare Unique Creatures -
Boss - If you make a full suit out of a creature from here, it becomes a Created Legendary Rarity with a Unique ability and will get some kind of bonus dependent on what creature.
Epic Boss - If you make a full suit out of a creature from here, it becomes a Cosmic Rarity with a Unique ability and will get some kind of bonus dependent on what creature.
Leveling Guide
Level 15
Cloth
– Cotton – Basic Magical resistance
Leather
- Cow Leather – Basic Physical Resistance
Level 20
Cloth
– Improved skill with Cotton - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
– Improved skill with Cow Leather - +1 Physical Resistance over this Material type
Level 25
Cloth
– Common and Uncommon Animal Classes,
- Wool
Leather
– Common and Uncommon Animal Classes -
Level 30
Cloth
– Improved skill with Common and Uncommon Animal Classes, and Wool - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
– Improved skill with Common and Uncommon Animal Classes - +1 Physical Resistance over this Material type
This is the starting level to be able to use Leather and materials to make Cloth from Rare Unique Creatures... some can be used at this level, but it depends on the creature, some can't be until Leatherworking/Tailoring level 90... so go by the Creature Info and don't assume you can do it all right away.
Level 35
Cloth
– Linen. Giving your cloth armor a secondary resistance of the same level Cotton armor. Linen is only used as reinforcement to Leather and Cloth or substitute for Cotton.
Leather
– no addition
Level 40
Cloth
- Improved Linen - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
– Mini Boss Class Monsters - +Magical Resistance dependent on type of Mini Boss
- Canvas - Used as its own armor and also used as reinforcement to other cloth or Leather armors
Leather
– Mini Boss Class Monsters - +Physical Resistance dependent on type of Mini Boss
Level 45
Cloth
– Improved skill with Mini Boss Class Monsters - +1 above the Mini Boss’s Magical resistance normally
- Improved Skill with Canvas - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
- Improved skill with Mini Boss Class Monsters - +1 above the Mini Boss’s Physical resistance normally
Level 50
Cloth
– Rare Animals and Common Boss Class Monsters - +Magical Resistance dependent on Individual creature
- Hemp - Can create your own rope.
Leather
– Rare Animals and Common Boss Class Monsters - +Physical resistance dependent on individual creature
Level 55
Can now put in certain metals into your cloth and leather, Gold, Silver. These are able to be manipulated by the tailor after it’s created by a blacksmith into thin strips or plates. They are stitched into the fabric or leather and you can now socket gems into them as well as get a slightly higher defense.
Level 60
Cloth
– Improved Skill with Rare Animals and Common Boss Class Monsters - +1 to previously stated Magical Resistance per creature
- Improved skill with Hemp - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
Leather
- Improved skill with Rare Animals and Common Boss Class Monsters - +1 to previously stated Physical resistance per creature
Level 70
Cloth
- Fleece and Velvet
Leather
- No additions
Can now put in another metal into your cloth and leather: Platinum. These are able to be manipulated by the tailor after it’s created by a blacksmith into thin strips or plates. They are stitched into the fabric or leather and you can now socket gems into them as well as get a slightly higher defense.
Level 80
Cloth
– Improved skill with Fleece and Velvet - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Satin
Leather
- No additions
Level 90
Cloth
– Improved skill with Satin - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Silk
- Boss Class Monsters - +Magical Resistance dependent on creature
Leather
– Boss Class Monsters - +Physical Resistance dependent on creature
Level 100
Cloth
– Improved Skill with Silk - +1 Physical Resistance over this Material type, follow Physical:Magical Resistance accordingly
- Improved skill with Boss Class Monsters - +1 to previously stated Magical Resistance dependent on creature
- Epic Boss Monsters - +Magical Resistance dependent on creature
-Celestial Cloth
Leather
– Improved skill with Boss Class Monsters - +1 to previously stated Physical Resistance dependent on creature
- Epic Boss Monsters - +Physical Resistance dependent on creature
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