By
needle and thread I make my bread ....
Och! I know what yer thinkin' right enough. Tailor!?
Who'd want to be a tailor when there's more excitin' things
to be doin' with my time? Tailor! Phaw! What a sissy profession!
Ye must be daft. Well lads and lassies, I'm here to tell
ya that ye'd be runnin' 'round in the altogether if it
weren't for us 'sissy' tailors! Where do ye think all
them fancy duds ye're wearing come from, eh? They don't
grow on trees I can tell ya that. Furthermore, until ye're
up there with yer fancy warrior or heaven forfend
magery skills, ya gotta eat and ya gotta buy supplies.
They don't grow on trees neither. Yez kin call me a sissy
all ya wants and I'll just go off cryin' to the bank.
It's possible for us 'sissies' to bank 3-4k (sometimes
more when ye're in the groove) per hours work. So go ahead
and laugh all ya wants.
Ostwind, GM tailor.
Of all the professions in
this fair land, tailoring is, next to mining, the most profitable
profession by far. It's certainly a deuce of a lot safer
than mining. And Ostwind is right it is possible
to make large sums of money tailoring if you put your mind
to it. But even if GM Tailor is not your goal in life, Tailoring
can keep you in beer and skittles and more importantly
armour, weapons and reagents. I recommend it as a secondary
skill for all players just starting out and also recommend
adding one to your UO team. This essay is about how to build
a character whose primary emphasis is on tailoring but since
it is not really possible nor is it a good idea to build
a 'pure' anything this treatise will discuss additional
skills and attributes which have been chosen to enhance
the tailoring aspect and maximize the profitability of the
character.
 |
In his 'infinite
wisdom' (an oxymoron), The Great God OSI
through his avatar Lord British, has decreed that
the cost of raw materials such as thread, bolts, etc.,
will be raised forthwith. Consequently, thread has
gone from 3 gp/spool to 21 gp/spool! A seven-fold
increase! At the same time, the prices NPC's will
pay you have not budged. Hence, tailoring is not as
profitable as it once was but can still turn a pretty
coin withal. All hail OSI! (not!) |
Some of this material is slanted to the raw beginner or
as they are sometimes called the clueless
newbie. Too bad for you 'experts'. Just skip over the 'simple'
stuff. Of course there just might be something here even
you jaded 'old-timers' might find useful or heaven
forfend didn't even know.
- clueless newbie
- Someone who has yet to grasp the basic fundamentals
of a milieu, process or skill; a neophyte; all of us
at one or more times in our lives.
- Also: a term of disparagement applied to a
neophyte by someone who has just learned to count to
10 with his/her shoes on and who is now lording it over
the other person who hasn't yet accomplished that feat.
I am a GM Tailor (I'm also a GM Lumberjack and close onto
being a GM Carpenter all skills acquired whilst sewing
up a storm) and have spent months of hard work to get to
that level. And if you are planning on hitting the money
making levels hinted at by Ostwind, you should prepare yourself
for a lot of hard work very little of which you'll
be able to 'macro'.
A
word or two about macroing: OSI, in its
'infinite wisdom' has decreed that unattended macroing
is verbotten forbidden and have
instituted certain measures including banning. Hence
we will not discuss methods for relieving the drudgery
of repetitive tasks such as looming which lends
itself well to macroing. OSI has 'fixed' things so
that each time you succeed in making things from cloth,
the stack of cloth moves to a random place within
your backpack which makes it next to impossible to
'power sew'. So be it. That doesn't happen with hides.
Whether you choose to macro or not is up to you. We
will say no more about the subject within this treatise.
Except to urge you to set up one in-game macro
Lastobject. I recommend F12 for that purpose.
Then when you are tailoring having once selected your
sewing kit or yarn/thread, simply hitting F12 will
get you a targeting cursor. This is a real time saver
make no mistake. |
Starting attributes
For someone starting a new character, these are the attributes
I recommend:
- STR -- 50
- INT -- 20
- DEX -- 10
Whether this is a primary or secondary (mule) character
makes no difference in choice of physical attributes (STR;INT;DEX).
The primary attribute for a tailor is STR but don't neglect
INT.
You need at least an 11 INT in order to cast 4th Circle
spells and you will need one particular 4th Circle spell
Recall if you intend to be a successful tailor.
Forget about DEX make that the lowest; yes you'll
need it later but DEX has a way of skyrocketing whilst you
are beavering away with needle and thread; DEX has absolutely
nothing to do with tailoring. I've experimented with characters
started with high DEX and low DEX and each had the same
number of successes and failures which were wholly dependent
upon the Tailoring skill at the time.
You need STR to be able to carry the materials that are
necessary to make things. Tailoring has been changed to
require you to have the materials within your pack and hides
are very heavy. You can hold up to 400 stone
but wont be able to move which doesn't do you a lot of good
since the tailors move around within the shop. Stripped
to your undies at 50 STR you will only be able to carry
about 205 stone (excluding your 10 stone of body weight).
So 190 spools of thread plus or minus a few
will be all you can manage in that state (see below for
why not 205 spools). At 100 STR you should be able to carry
about 370+ thread while stripped down.
There are many ways to build STR but the best in
my opinion is by Maceing
and Lumberjacking. Which
is why you should buy a war axe. There are many reasons
for this not the least of these is that's it's fast
and hits hard but the other reason I suggest this
is for the fact that the war axe is the only ambiguous or
dual weapon on the list. That is, it is classified as a
Mace weapon but has a blade edge. The latter means that
you can skin animals and shear sheep with it. You can also
chop wood with it (without worrying about dulling the edge.
For some reason edges only wear in UO when whacking living
beings that bleed). Hence while chopping you build STR twice
as fast and improve two other skills into the bargain. Besides
it makes a great whooping sound as you wield it against
monsters and the like.
Note:
there is a quirk in tailoring that has not been fixed
that you need to be aware of. Each bolt of cloth weighs
5 stone. You would think that when you are successful
in making a clothing article that your weight would
decrease slightly since some material is always wasted
when making something. At least this is true in RL.
But not in UO! Instead, if you are successful, your
weight will increase, usually by a stone or two!
Deal with it and pay heed to it to avoid overloading
yourself. |
Beginning skills
Naturally you will choose Tailoring
-- 50 as your primary skill. What you choose next is dependent
upon your plans for this character. If he/she is to be simply
a 'worker bee', then your choices are narrowed to skills that
will enhance the characters revenue enhancing abilities. I
recommend Magery -- 49
as the second skill.
Note: Yes
I know! Some of you are probably saying: Whoa Stitch!
You must be smoking too much wackie tabaccy! Magery!? Forsooth!
Forsooth indeed. But the fact is that you're going to need
Recall and that spell
requires at least a 26 Magery to even hope to cast it (and
only a 2% chance at that). At 49 you will increase your
chances to about 40 - 50%.
Spend your last point on Carpentry, which choice will give
you a carpentry tool. Why choose that? Because with the
changes in UO, it's possible to make House
Add-ons. Tailoring
can be combined with Carpentry
to make:
| House Add-on's |
| Item Name |
Supplies required |
Carpentry |
Tailoring |
| Dressform |
25 Wood |
10 Cloth |
63.1 |
65.0 |
| Loom |
85 wood |
25 cloth |
84.2 |
65.0 |
| Small Bed |
100 wood |
100 cloth |
94.7 |
75.0 |
| Large Bed |
150 wood |
150 cloth |
94.7 |
75.0 |
| Pickpockets Dip |
65 wood |
60 cloth |
73.6 |
50.0 |
| Spinning Wheel |
75 wood |
25 cloth |
73.6 |
65.0 |
| Training Dummy |
55 wood |
60 cloth |
73.6 |
50.0 |
Of course you wont be able to make diddly with 1 in Carpentry
but the tool is free. You will buy Carpentry later and when
you get to 50 in that skill you can start to make Wooden
Shields which not only are a good money maker (with which
to buy tailoring supplies) but will advance your Carpentry
skills quite nicely. However, we're getting ahead of ourselves.
The city of beginning
You next will choose a place to be born; I recommend Vesper
at the Youth Hostel. Most
people choose Britain. To be sure Britain's a nice city and
there are 2 tailor shops there as well as a tannery and a
carpentry shop but it's a dangerous place for a new character
and the fact that so many people like the place makes it hard
to get started as a tailor. It can be done and if you've got
your heart set on Britain go ahead knock yourself out.
Vesper has two tailor shops and a carpentry shop as well;
it also has a nice partly guarded forest near The
Spinning Wheel tailor shop north bank. And
the Spinning Wheel will be your temporary headquarters. The
fact that The Adventurer's Supplies
provisioners is right next door to the tailor shop is a big
plus.
As soon as you show up outside the Youth Hostel
hightail it to the bank and drop off everything but your
gold and your sewing kit and cloth. Ditch the useless candle,
the book and the equally useless dagger unless you have
formed some sentimental attachment to these articles in
your short jaunt from the Hostel to the bank. Just dump
them near the bank; you can't sell them and they wont last
long on the ground anyway.
Now skeddaddle across the North Bridge to The Spinning
Wheel (look on the map. Do I have to tell you everything?)
and find the tailor. Buy two more sewing kits and all the
thread he/she has in stock subject to your weight limits
and your current bankroll. Remember my admonition about
weight gained through tailoring above and the number of
thread you buy should be evenly divisible by 5.
As an aside when you buy thread, buy as much
as you can in one single transaction. If you don't,
the greedy NPC's will kite the price on your next
purchase and will keep it at that level or higher
until they're out or reset. |
The nitty-gritty of tailoring
The sewing kit is the main tool of the tailor; his/her materials
are: cloth and leather (in the form of hides). I usually keep
at least 3 kits in my backpack unless I plan a 'full court
press' in which case I carry 5 (they do wear out you know).
I drop each one into the open pack by targeting the extreme
upper right-hand corner of the pack. That way they drop right
on top of one another and are always in the same place.
The other important tools you will be using are the loom
and spinning wheel (see below). Which really makes
the PC a Tailor/Weaver, whilst the game distinguishes between
these two skills in the NPC's.
Note It's important for you to make this distinction
as well since you can only buy and sell cloth and
yarn to the Weaver; whereas the Tailor will buy and
sell it all. On the other hand, the Tailor Guildmaster/mistress
will do neither but will train you up to and sometimes
exceeding the usual maximum which is 25. There was
a time when paying at least 100 gp more than they
ask for would pop you up to 30+. That may still work
but if your character is already at 50 don't bother.
|
Tools of the trade
Using the sewing kit:
first understand that the latest changes to the Tailoring
skill require that the material needed to make any tailored
item must be in your backpack.
Double left click on the kit and a windowed menu will pop
up from which you may select the desired item to make. Tailoring
is now skill based which means that you will only see those
objects that you have any hope of making. Which is not the
same thing as saying that you will succeed. You won't know
that until you target the cloth (it is not necessary to target
hides). If you succeed, the sound of scissors snipping will
be heard and the item will appear within your backpack. When
you fail not if you fail some material (cloth
or leather) will be lost. The lower your skill or the tougher
the item you're trying for, the more material will be lost.
As your skill improves so will your failure rate go down.
Not only that but so will the amount of material that you
will lose; in some cases you will fail but no material will
be lost in the failure.
The new interface looks for material within your pack.
If you have both leather and cloth you will see both
leather and cloth objects to make. It also looks to see
how much material you have. If you don't have enough to
make anything at all UO will tell you so and somewhat
rudely. If you have the skills but not enough material to
make those items you'll only be shown those things
it is possible to make with the materials at hand.
Using the wheel: Double
left click on the raw material (flax, cotton or wool) and
target the wheel hub (see the rebus below). One pile of
wool yields 3 yarn, whereas a bundle of flax/bale of cotton
each yield 6 thread. We will discuss this aspect in more
detail further on (see: Maximizing profits).
Using the loom: Double
left click the stack of thread/yarn and target the loom
near the lower crossbar (see the rebus below). After selecting
the loom, you will get a progress message. Keep double clicking
the thread/yarn and selecting the loom. If your thread or
yarn is in a stack, you can just use the "Lastobject" macro
that you were advised to set up using F12 (you did remember
did you not?). After the fifth spool or ball, the bolt of
cloth will appear in your backpack. It is possible to stack
bolts, but they will not automatically do this unless you
start the process. Five thread/yarn will produce one bolt
of cloth and it doesn't matter if you mix thread and yarn.
We will discuss this aspect in more detail further on (see:
Maximizing profits).
Note if anyone else is standing near the loom
make sure that they're not using it. There
is nothing more frustrating than contributing your
thread to someone else's bolt of cloth. |
The following rebus shows the basic flow in the tailoring
process:
Note: scissors cannot be
used for shearing sheep anymore.
Maximizing profits
The primary rule of any merchant is: buy low and sell high.
That's the ideal at any rate. How can we do that as a tailor
in UO? Firstly let's talk about what not to
do:
- Don't:
- buy raw materials (cotton, flax, hides, or wool)
- buy yarn
- buy bolts of cloth
- dye bolts
Let's start with the last one in the list: dyeing
bolts. The NPC doesn't give a hoot whether the
finished product is dyed or not it makes no difference
in the buying price. The vendor will pay you only 50% of
the retail price +/- a few gp depending upon market. Hence
a fancy shirt will bring 26-28 gold. Only the players care
if it's dyed or not (we'll discuss selling to players anon).
But, if you dye the cloth, unless you always dye it the
same color each time you'll waste remnants. That is when
you're down to 1 or 2 pieces of cloth, starting on a new
bolt will stack the cut bolt onto the remnants only
if they're the same color. So the first rule
is: don't dye bolts.
Bolts of cloth run anywhere from 120-135 gp for 50 yards
of cloth each (1 yard can be purchased for 3 gp). Which
means that a bolt will yield five 10 yd items if you succeed
each time. Hence each item costs you anywhere from 24-27
gp to make. However, it's better to weave your own bolts.
Lets
do the math: Thread will cost you anywhere
from 19-21 gp each (if you've paid attention you will
buy as much as you can carry at one time when the
price is at 19 gp). It takes 5 thread to make 1 bolt.
Thus, a bolt will cost from 95-105 gp if you weave
it yourself (I suppose that it's possible to fail
at weaving but I've never heard of it happening).
Worst case that's a savings of 15-25 gp/bolt
(best case it's 30-40 gp). Now those same 10 yard
items have only cost you 19-21 gp each. So if you
sold each one of those for 28 gp, rounding off, you
profited 7-9 gp each or 35-45 gp/bolt. If you add
in the savings/bolt, you've actually earned 40-85
gp/bolt. The second rule, therefore, is: weave
your own bolts. |
A ball of yarn will cost you anywhere from 21-35 gp each
and it takes 5 yarn to weave 1 bolt. Hence a bolt woven
from purchased yarn will cost you from 105-175 gp/bolt.
Get the picture or do we have to do the math again? The
third rule then is: don't buy yarn.
The typical cost of a pile of wool is 74 gp sometimes
it's more for a yield of 3 yarn or 25 gp/yarn. It
takes 5 yarn to weave 1 bolt; hence it takes 2 wool bundles
to yield 1 bolt with 1 yarn left over. Buying 5 wool to
yield 15 yarn (3 bolts) costs you 125 gp/bolt. Don't buy
wool either.
A bale of cotton typically runs 122 gp/bale; a bundle of
flax runs 109-122 gp/bundle. Each will yield 6 spools of
thread or roughly 18-21 gp/spool. Which puts your cost per
bolt at around 90-105 gp/bolt better but not great
and only if you get the flax cheaply; cotton is no bargain.
Whereas you can go out and pick the cotton in the New Lands
for free (well ... that was true for awhile but someone
built a stone fence around the fields in Delucia; try behind
the Orc Fort. I believe that I've already said that OSI
has a sense of humor, however warped it may be) or shear
sheep; also for no cost. Therefore, the fourth rule of tailoring
is: gather your own raw materials
whenever possible. Though only the Great and
Powerful OSI knows where in blazes to harvest flax.
The following table summarizes this discussion:
| Raw Materials Chart |
| Raw Material |
Price |
Use on |
To make |
| Pile of Wool |
74g |
Spinning Wheel |
3 balls of yarn |
| Bale of Cotton |
122g |
Spinning Wheel |
6 spools of thread |
| Flax Bundle |
122g |
Spinning Wheel |
6 Spools of Thread |
| 5 balls of yarn |
125g(25g per) |
Upright Loom |
A bolt of cloth |
| 5 Spools of thread |
105g(21g per) |
Upright Loom |
A bolt of cloth |
Note A word about shearing sheep. It only requires
a sharp edged tool. This can be a dagger or other
edged weapon, or strangely enough a
war axe (this is one reason I urge you to buy a war
axe as your primary weapon). Equally strangely it
can no longer be a scissors which will come
as a surprise to my Aussie friends no doubt but there
it is. The Great God OSI through his avatar Lord British
has decreed that scissors are not for shearing. Go
figure.
Double click the weapon/tool (but not scissors)
and then target the unsheared
sheep.
Make sure that you're not in WAR MODE when you do
this else you kill the sheep. In the event that
you do kill the sheep (klutz!!), skinning it will
yield wool. But the wool you get that way is not
normal wool! Take a close look at the accompanying
illustration:
Look at pile "A" and compare it with pile "B". Note
that pile "B" has a slight pinkish hue to it (stained
with blood from the poor sheep no doubt). Spinning
a pile of tainted wool
will only yield 1 yarn
which yarn will not stack with yarn made from sheared
wool. Whereas wool pile "A" (sheared/normal) will
yield 3 yarn. Therefore, there is no excuse to murder
sheep (unless you just can't stand their bleating
or your pet dragon is hungry in which case
get the wool first).
|
Okay we've talked about don'ts. What are the do's?
Do:
- weave your own cloth
- obey the Rule of 3's
- tour Britannia
- gather your own hides
The first "Do" is primary: weave
your own cloth (I know I've said that twice now.
Get a grip!). To do that you have to gather your own wool/cotton
and/or buy thread while prices are low. Most will do the
latter, taking advantage of opportunities to shear sheep
or harvest cotton as occasions present themselves. In order
to buy low or buy enough you have to be prepared to travel
which subject we'll get to in a minute. There can
be a problem with buying thread quite aside from availability
and price, however. Take a look at the following illustration:
 |
 |
Warning
Will Tailor! Warning! When you see this
on the NPC's listing, there's a better than even chance
that those spools are bugged. When you buy them they
will stack within your pack. However, odds are
when you double left click on the stack nothing
will happen; that is no targeting cursor will appear.
When that happens, take 1 spool at a time off the
stack and double click on it. You may or may not get
a targeting cursor. If you do, either click on the
loom or press ESCape
to cancel and stack that spool separately. When you
find the one (sometimes two or more) spools that are
bugged give them to the tailor for 'brownie
points'. Do not sell them to him since that's how
he got them in the first place; some player probably
found a spool on a monsters corpse.
Making your own thread seems to work but when you
sell any such spools to the tailor something happens
to some of them. I've done some experimentation
and found that maybe half will be bugged after selling
them to the NPC shopkeeper. It's no big deal as
long as you are alert to the existence of this bug.
|
The Rule of 3, is a
simple rule and simply followed. Simply stand next to the
tailor and make 3 fancy shirts and sell them don't
bother with plain shirts unless you're absolutely desperate
for cash (hence the red 'X' through the plain shirt in the
rebus above). If he/she buys them, immediately make 3 more
and sell those. Continue until he/she will buy no more (they
will generally buy 10-20 of any item but sometimes someone
will have beaten you to it and then they will buy less or
none at all) then switch to plain dresses. Make 3, sell
these and repeat until the market dries up. When it does,
do robes and repeat. The reason you make them in 3's is
that 3 items fit on the selling list without scrolling which
moves the process along much more quickly. Also quick
transactions serve to root the tailor in place. Each time
you talk to him/her and/or do a transaction, their movement
timer is reset. Simple concept. This way you also end up
with less surplus stock since you will not likely have over-produced.
Note the NPC Tailors never seem to get enough
skullcaps. You can make and sell them all day to the
same NPC Tailor if you wish. Also, plain shirts are
profitable again so ignore the red "X"
through the shirt in the rebus above. |
| Clothing Profitability Chart |
| Clothing |
Cloth |
Price |
Profit * |
Unit Profit |
| Plain Shirt |
8 |
28-30 gp |
66-78 gp |
11-13 gp |
| Fancy Shirt |
8 |
25-28 gp |
48-66 gp |
8-11 gp |
| Plain Dresses |
10 |
28-30 gp |
35-45 gp |
7-9 gp |
| Robe |
16 |
36-40 gp |
6-18 gp |
2-6 gp |
| Skullcap |
2 |
6 gp |
50 gp |
2 gp |
| Long Pants |
8 |
19 gp |
12 gp |
2 gp |
| Body Sash |
4 |
10 gp |
24 gp |
2 gp |
| Kilt |
8 |
18 gp |
6 gp |
1 gp |
| Doublet |
8 |
18 gp |
6 gp |
1 gp |
| Half Apron |
6 |
14 gp |
8 gp |
1 gp |
| Cloak |
14 |
30 gp |
3 gp |
1 gp |
| Skirt |
10 |
17-19 gp |
-15 gp |
-2.1 gp |
| Fancy Dress |
12 |
15 gp |
-40 gp |
-10 gp |
| Tunic |
18 |
18 gp |
-40 gp |
-20 gp |
| Jester's Suit |
24 |
33 gp |
-38 gp |
-19 gp |
| Bandana |
2 |
**
|
| Full Apron |
10 |
**
|
The peripatetic tailor
The problem with tailoring is that you can't stay in one place
and expect to market your goods in volume; leastwise not in
a timely manner. The NPC Tailors will only buy a certain amount
of any single item before they "fill up" and stop buying until
the next Sosarian day (about two hours in the real world).
You can do several things about this. First, make several
different items, but even that only goes so far because, generally,
the maximum amount of a single item that they will buy from
you is usually ten.
Hence,
you're going to have to travel and visit many different
tailor shops to sell your wares. To do this effectively,
you must be able to Recall
because the facts are that traveling on foot is not only
time consuming but downright dangerous not to say foolhardy
and some places cannot be reached except by boat or through
Magery. This is why I recommended that you take a high skill
in Magery as well as the 20 in INT to begin with. So, the
formula I use to 'power tailor' is to make as many high
return items that I can possibly hold (fancy shirts, plain
dresses and robes), then travel around selling them to all
the tailor shops in the land. And while you are visiting
the shops, buy as many spools of thread you can as well,
so you will be able to return and make more items to sell.
As soon as you build up a pile of gold beavering away there
at The Spinning Wheel spend some of it on the following:
2 Mark scrolls, 2 unmarked
runes, 1 Recall scroll
and 20 of each reagent. If you know someone or find a player
vendor selling lockable small boxes (the red kind) buy one.
Then read over Elowan's Guide to Adventurer's Backpacks
in The
Way of the Warrior under Professions about the
use of that box and take heed of the advice therein.
While browsing through the player vendors wares take notice
of any runes for sale. Buy any that are marked for tailor
shops or if none be found, for cities which have tailor
shops. A reasonable price for a City Rune ranges from 100-150
gp. You must have runes to each of the tailor shops in the
realm if you are to be successful in your trade.
A normal price for a Mark scroll is 65 gp no more;
55-60 for Recall; there should be scroll vendors close by
or in Vesper itself. Seek one out. Mark one rune within
the bank in one of the back rooms. Mark the other within
the bedroom at the tailor shop. Drop the Recall scroll onto
your spellbook. Now to go to the bank and back use
Recall; 'tis much safer and faster that way. You'll fizzle
at first but you'll get better at it as you go along.
The following table lists the locations and names of tailor
shops throughout Britannia and The New Lands:
| Britannian Tailors |
| Location |
Shop Name |
| Britain |
The Right Fit |
| ----- |
The Lords Clothiers |
| Jhelom |
Adventurer's Needle |
| ----- |
Jhelom's Fine Tailoring |
| Magincia |
Stitchin' Time |
| Moonglow |
The Scholar's Cut |
| Nujel'm |
Tailor of the Isle |
| Ocllo |
A Stitch in Time |
| Serpent's Hold |
Silver Serpent Tailors |
| Skara Brae |
Shear Pleasure |
| Trinsic |
Adventurer's Clothing |
| Vesper |
The Spinning Wheel - city |
| ----- |
The Spinning Wheel - north bank |
| Delucia |
Tailor |
| Papua |
Tailor |
Any player in the game has easy access to the major cities
on the main land. Few have the means to visit other islands.
If you can get to another island and set a rune it would
allow you access to a less trafficked tailor's shop. Ocllo,
Jhelom, and Skara Brae have tailor's shops that do not get
very much traffic. I would not suggest starting off on an
island as you would have the same trouble with access to
the mainland. Getting to know how to use the moongates can
be a definite advantage early in your career.
Once you have acquired a rune for a few cities and especially
for Ocllo, I recommend that you relocate to that city. It's
less crowded than is Vesper or even Jhelom (though Jhelom
has two tailor shops) making it easier to sell your wares.
The provisioners is across the street; the inn is next door
and the bank is not far away. It has a lot more wooded areas
as well which will become important for working up your
Carpentry and Lumberjacking. It's a pleasant place withal
and once you start venturing out for hides is a much
safer venue.
Venturing into the wilds
There will eventually come a time when you will need to start
tailoring hides. It is possible to never touch a hide and
do well monetarily but if you intend to advance very far in
the skill you must tailor hides. The down side is you
have to find and hunt down the hide bearing animals. This
takes time, it takes arrows if you are an archer or proficiency
if you are a warrior, and you have to travel around searching
for prey. It also takes a greater Tailoring skill to make
leather items than it does to make cloth ones. There was a
time long ago it seems when the tanneries in
Britain and elsewhere carried quantities of hides. Buying
these up and then leaving them beside you on the floor, you
could tailor up a storm. Nowadays you cannot tailor material
outside one's pack and hides are harder to find. There's nothing
for it but to break out the trusty war axe and go hunting.
Venturing out into the unguarded areas is not without hazard,
even on the island of Ocllo. Occasional vermin such as orcs
have been known to spring up in the southern forests from
time to time on the island, and lizardmen and even ogres
are not unheard of. Occasionally, a water elemental may
go astray and come ashore but such occurrences are few and
far between.
Still,
an enraged bull or even a Great Hart can beat the snot out
of you if you are unprepared and inexperienced or have insufficient
STR. Therefore, it's a good idea to wear some sort of armour
protection. At first at least until your STR reaches
60 you'll have to content yourself with wearing chainmail.
Until you can wear full plate (tunic [breastplate] and legs),
I recommend a GM grade Archers Set. There are two varieties
Light and Heavy. The Heavy set substitutes plate
arms for the ringmail sleeves in the Light set and boosts
your AR 2 points from 28 to 30. These sets tend to be pricey
and range from 1300-1600/set, however. You also need to
know a thing or two about preparation for battle. I suggest
that you take a look at Elowan's The
Way of the Warrior for some further tips on the subject.
There are 4 different kinds of leather (hides) that a warrior
can cut from a monster's corpse:
| Leathers |
| Plain |
Spined |
Horned |
Barbed |
 |
 |
 |
 |
| Animals Yielding Normal Hides |
| Animal |
Yield |
Animal |
Yield |
| alligator |
12 |
gorilla |
1* |
| bear, brown/black |
12 |
llama |
12 |
| bear, grizzly |
16 |
hart, great |
15 |
| bear, polar |
3 |
hind |
8 |
| bull |
15 |
horse |
10 |
| cat |
1* |
panther |
10 |
| cougar |
10 |
rabbit |
4 |
| cow |
12 |
snow leopard |
1* |
| goat |
8 |
walrus |
12 |
| goat, mountain |
12 |
wolf, timber |
5 |
Bears and llamas used to give fur but fur has disappeared
from UO at least temporarily though I have seen a
furrier in Britain and Nujel'm from time to time. Perhaps
furs will come back when (and if) OSI ever gets weather
straightened out. Then having fur or even wool will make
more sense, but for now such things are for collectors.
| Monsters Yielding Normal Hides |
| Monster |
Yield |
Monster |
Yield |
| Bullfrog |
4 |
Mongbat, strong |
6 |
| Dire Wolf |
7 |
Swamp Dragon |
20 |
| Giant Rat |
6 |
|
|
| Monsters Yielding Spined Hides |
| Monster |
Yield |
Monster |
Yield |
| Alligator |
12 |
Lava Lizard |
12 |
| Dire Wolf |
7 |
Lizard Men |
12 |
| Giant Ice Serpents |
15 |
Pixies |
5 |
| Giant Serpent |
15 |
Ratman |
8 |
| Giant Toad |
12 |
Ridgeback |
12 |
| Imp |
6 |
Small Hellcat |
10 |
| Large Hellcat |
10 |
|
|
| Monsters Yielding Horned Hides |
| Monster |
Yield |
Monster |
Yield |
| Deep Sea Serpents |
? |
Sea Serpents |
10 |
| Drake |
20 |
Unicorn |
10 |
| Ki-rin |
10 |
Wyvern |
20 |
| Monsters Yielding Barbed Hides |
| Monster |
Yield |
Monster |
Yield |
| Ancient Wyrm |
20 |
Nightmare |
10 |
| Dragon |
20 |
White Wyrm |
20 |
As
you can see, the tougher monsters also yield a tougher kind
of leather. A full set of exceptional studded normal leather
armor gives you an AR of 18. The same set made of spined leather
gives you an AR of 27, horned gives 29, and barbed 32. If
you add some bones to the mix, and create sets of exceptional
barbed bone armor, you can tailor armor with an AR of 48.
Not bad for some needlework eh ?
| Monsters Yielding Bones |
| Monster |
Yield |
Monster |
Yield |
| Giant Serpent |
* |
Shadow Wisp |
* |
| Horde Minion |
* |
Zombie |
* |
| more monsters to be added later |
Raw bones will not do a tailor any good. To convert raw
bones into usable bones, use a scissor on them. You will
end up with femur bones, which are stackable. The bone types
that you can cut up are: Bones, Jaw Bones, Pelvic Bones,
Bone Shards, Spines, Rib Cages and Bone Piles. You cannot
cut up skulls, body parts or bone containers to get tailor
usable bones.
Skinning a hide animal (by double left-clicking on a bladed
object such as your war axe and targeting
the dead animal) will also produce some raw meat in the
form of ribs. Provisioners will not buy the raw meat though
the butcher may. Provisioners will buy the cooked meat.
This is a good way to raise all 3 stats to higher levels
instead of discarding the carved ribs. Within hours of hunting
you will have gained several stat points that way. Cooking
and Camping skills can be just allowed to atrophy later..
However, if you don't wish to take the time to do this
don't just leave stuff lying on the ground! OSI frowns when
people litter the countryside with cast-off bits. He manifests
this displeasure by instructing his minion the Spawning
God to reduce the number and frequency of new creatures
being manifest within the Land. To please him, place your
castoffs onto the corpse so that they and it may be recycled
quickly into the Land and be reborn more quickly. 'Tis thy
civic duty in any event. I also recommend that you tote
a pair of scissors. Hides are very heavy. However, double
left-clicking on the scissors and targeting the pile of
hides will result in a pile of leather weighing considerably
less (1 stone/hide). The leather counts as hides do in making
items.
Note: currently
the scissors will only convert 50 hides at a time into leather.
That should not create a problem, however, so don't write
any nasty letters to the priests of OSI.
At your current Tailoring skill of 50, you should be comfortably
able to stitch boots, sandals, shoes and thigh boots and
earn a profit at it. These will have to be sold to the cobbler(s)
found in most provisioners shops. I say most because occasionally
no cobblers are to be found there. The city of Wind is one
such place. At one time there was a tailor (there's a tailor
shop, albeit only a sort of one since there is no loom or
spinning wheel there), a cobbler, and a provisioner. For
some reason these NPC's have gone missing (at least on Great
Lakes and I suspect the other shards as well) in Wind. But
unless you have a magery of 72 and a fondness for dealing
with liches (not really in the tailoring line and liches
have no sense of fashion) you will not likely visit the
fabled city.
By far, the highest return on investment is leather armor,
because unless you buy the hides, which few people do, it
is 100% profit. You sell leather armor at armorer's and
provisioners. In my youth you could always tailor a suit
of female plate armor. Such an item would fetch from
between 100-125 gold. Alas, this choice is denied you now.
And unless and until you shall have reached the 64th degree
of Tailoring skill perhaps somewhat sooner but unlikely
you will not be able to make female armour at all.
I am grateful to the good Sweet who points out that a mere
56.8 skill level (which should not take you long to achieve
having started at 50) will permit you to stitch leather
gloves which are, in point of fact, the most profitable
item a tailor may make. They take but 3 hides and sell for
24-30gp each; a return of 8-10 gp/hide.
| Selling price for Leather
Items |
| Item |
# of Hides |
Selling price |
Gold per Hide |
| Leather Armor |
| Gorget |
4 |
37g |
9g |
| Gloves |
3 |
30g |
10g |
| Sleeves |
4 |
40g |
10g |
| Leggings |
10 |
40g |
4g |
| Tunic |
12 |
52g |
4g |
| Female Armor |
| One piece |
8 |
52 gp |
6 gp |
| Shorts |
8 |
34 gp |
4 gp |
| Skirt |
6 |
43 gp |
7 gp |
| Bustier |
6 |
57 gp |
9 gp |
| Footwear |
| Boots |
8 |
20-28g |
2-4g |
| Sandals |
4 |
10g |
2-3g |
| Shoes |
6 |
16g |
2-3g |
| Thigh Boots |
10 |
28g |
3g |
|
|
| Selling price for Studded
Items |
| Item |
# of Hides |
Selling price |
Gold per Hide |
| Studded Armor |
| Gorget |
6 |
37g |
6 gp |
| Gloves |
8 |
40g |
5 gp |
| Sleeves |
10 |
45 gp |
5 gp |
| Leggings |
12 |
52 gp |
4 gp |
| Tunic |
14 |
64 gp |
5 gp |
| Female Studded Armor |
| One Piece |
10 |
72 gp |
7 gp |
| Bustier |
8 |
55 gp |
7 gp |
|
Recently, because of sun spots no doubt, if you possess
only those hides sufficient to tailor a particular garment,
the tailoring will result in one hide left over. I do not
know why this is so, suffice that it may only take 7 hides
for a suit of armor, 9 hides for leggings, etc. Save the
remaining one to re-stack and thank the Great God OSI for
his largess.
When you become more proficient with tailoring studded
armor tunics and leggings provide good return as do bustiers.
Some experts aver that the bustier is the most profitable
amongst the choices, but as Sweet points out correctly
recently and at 30 gp/3 hides, gloves are more so,
with leather sleeves and gorgets a close second; bustiers
are close but still in third place.
Note when venturing outside the safety of the
town guards, always keep your pack open and visible.
Be prepared to jettison your extra hides should flight
become necessary. Remember this, however:
"Running is not a plan; running is
what you do when a plan fails."
Running is good for the soul; it is certainly good
for your health. Nor is it unseemly. It is easy
to gauge how far to run by bringing up the vision
of your pursuers stats. As you run, when the stat
bar disappears, your pursuer has been outrun. Which
is not the same as saying it has stopped chasing
you nor are you necessarily safe from being cast
upon. Running will be come even more important in
the future. The Great God OSI has taken heed of
his supplicants prayers. I have it on the authority
of the Priests of OSI that the range of spells will
soon be limited so that there will be a safe distance
beyond which one cannot be struck by, say, a fireball.
It will still not be possible to outrun such a spell,
however.
If you can manage it, try to venture out with someone
of your own level and someone with whom you have
developed a trusting relationship. Do not go with
just anyone who asks you to do so. I regret to say
that even if they are entitled with the appellation:
Great Lord, some of these are of such stripe as
not to scruple to lead the unwary into an ambush
by evil doers and afterwards sharing the spoils
with them. On the other hand, most neophytes are
relatively safe from this scourge since they own
little of value. Which is a hint: if you go hunting,
wear old clothes and leave your Gucchi backpack
within the bank.
|
What to make and when to make it
To raise your tailoring skill, you should make items that
you have about 70% chance of success with, according to
the Tailoring Skill
list (actual skills required may vary somewhat depending
upon the phase of the moon, the mood of DD's cat and 'fixes'
to the software). However, these items often don't have
the greatest return value monetarily. Plus, once you get
into leather items, they tend to be heavy. After a certain
point, I was leaving everything I made on the animal corpses,
because returning to town and selling was taking too long;
if you're on Ocllo that won't be necessary since the town
is not that far away.
Arcane Clothing
Skilled tailors have the ability to use Arcane
Gems on some pieces of clothing and thus create Arcane
Clothing. (Frontal
view, backside
view)
To use the arcane gems, double-click a gem and then target
the piece of clothing you wish to make arcane. You must
already have an exceptionally crafted piece of clothing,
and it must be one of the following: Robe, cloak, leather
gloves, or thigh boots.
Arcane clothing items receive a maker's mark automatically,
even if the tailor who crafted them is not a GM tailor...
it's not optional.
The arcane clothing lets you use charges of it in place
of reagents. When you cast a spell without sufficient reagents,
the clothing will lose one charge per spell. Charges will only be drawn from
the clothing if the wearer does not have sufficient reagents
for a spell in his backpack.
When the charges are gone, the arcane item loses the special
appearance it was given when it was made arcane, although
the label remains (complete with maker's mark)... It can
be recharged by targeting it with another arcane gem, but
you won't necessarily recharge it fully with one gem even
though only one gem is required to enhance a piece of clothing.
Arcane clothing is charged with 24 charges for a Legendary Tailor(120).
For each 5 points lower, one charge is deducted. So from
115.0 to 119.9 skill, only 23 charges will be applied and
so on. By combining a robe, cape, thigh boots and leather
gloves you can be equipped with 96 charges maximum. You
do not have to be a tailor to recharge an Arcane clothing
item that has run out of charges. However, the higher your
tailoring skill, the more charges will be added (with a
maximum of 24).
Arcane clothing can be dyed like regular clothes , but
it cannot be blessed. Also, do not change blessed clothing
into Arcane clothing since the blessed status will *not*
be retained.
|