From Lost Fables Wiki
Tailoring is the art of turning natural fibers and animal skins into useful materials, and then turning those useful materials into clothes, armor, and accessories.
Tailoring is used for creating cloth clothing and accessories, along with all leather goods.
The primary tools of tailoring are all in the sewing kit, a kit with leather punches, sharp scissors, thread cutters, basic thread, and other useful items. Making the materials for sewing requires either a loom, for creating bolts of cloth or threads, or a tanning rack and vats for creating leather out of the hides of animals. A sewing kit, loom, or tanning rack and vat can all be created by either a woodworker or smith. The quality of product a person can make is always limited by their tools, along with their skill, as noted below.
Tailoring requires facilities depending on what exactly you're attempting to do. Looming and sewing requires no more facilities than the tools involved and the clean desk one has to sit at to do so, while tanning requires several large vats of rotting animal parts, dung, and some source of running water. Additionally, tanning smells unbelievably awful, and you should have any such facilities outside of town, or at least far away, and downriver of any drinking water. If you do not do this, you may be subject to awful plagues being visited upon your settlement.
There are several methods of creation which fall under the purvey of tailoring, including tanning, weaving, and sewing. Tanning is the process of turning hides into usable leather goods and always requires a tanning rack, looming is the art of rendering raw thread into cloth, and sewing is the art of needlework when it comes to stitching fabrics and leather together. Each of these methods includes a description, and then a list of beats which must be met via performing emotes under the eye of an ET or LT.
- Tanning: Tanning is the art of taking the hide off a dead beast and turning it into something nice to wear. It involves tanning the hide first, usually involving awful-smelling and unhealthy chemicals along with the brain of the animal to successfully split the fat from the hide. Next, one has to prepare the leather, involving punching holes and cutting it, and finally, one must sew the hides together.
1. First, one must clean the skin, pounding it with rocks and scraping away any fat or flesh left, then the skin is cleaned of hair, typically in a vat of animal urine, lime juice, or simply letting it rot for a bit and then salting it to draw out any remaining moisture, and then using a knife to scrape away any remaining hair. This process takes several days.
2. Once the hair has been removed from the side of the leather to be cured, it is then soaked in animal dung or a vat of animal brains to "bate" it, preparing it for its final stretching and working. This step typically takes several days as well, depending on the thickness of the leather.
3. The final step of tanning is to stretch the leather and then clean it and soften it with a mixture of oils to remove the hideous stench. After this step, you have leather rather than simple hide, and you're ready to use it in sewing.
- Looming: Looming is anything where you use a device known as a loom, a footpedal powered device to allow one to quickly and easily weave together many threads into a more coherent and thicker thread, or even to create cloth. The very simplest of looms are simple devices to allow one to easily raise and lower the individual threads being woven into the device and far more quickly create cloths and threads.
1. The first step of looming is simply to set up your loom, requiring you to loop your thread around the various limbs of the loom.
2. Secondly, one must use the device, usually a process taking a few hours, weaving the thread together as you pull it through the loom.
3. When you have the required amount of cloth or thread, you simply cut it from the loom.
- Sewing: Sewing is the final step of tailoring, where one uses their sewing kit to stitch their leathers or cloths together.
1. When you sew something, you must first measure the person who is to wear the object, or at the least have a general idea of the size of object you're going to create.
2. The second step in sewing is to prepare your materials, sometimes requiring one to loom or tan. This requires one to know what they're producing at the end, and to lay out, cut, and possibly punch their materials strategically for the final product.
3. After preparing your materials, you must sew the materials together, and cut any loose threads. This is the final step to sewing garments together.
Creating skins for other players does not require any tailoring skill, though in character, if one charges in-game money for skins, they can be considered a tailor, but the skill for the purpose of creating skins is wholly separate from the profession. Furthermore, certain items are harder to tailor than others, and thus it is reflected in their token cost:
|Item:||Additional Token Cost:|
|Item for race significantly bigger/smaller than the tailor:||+15|
Note that the quality of an item you can make is ALWAYS limited by the level of your tools in addition to your skill level!
- Novice Tailor: A Novice tailor may get 50 tokens a week, and may only create using up to Rare materials. They can only create adept quality items.
- Apprentice Tailor: Apprentice tailors may receive 100 tokens every week, and make up to moderate quality.
- Adept Tailor: Those who have reached the rank of Adept in tailoring can get 150 tokens each week, and the maximum rarity of threads they can use is wondrous. Adept tailors can create up to fine quality items or garments.
- Journeyman Tailor: Tailors who have learned their trade well enough to be considered journeyman can receive 200 tokens every week, and they can create up to Artisan quality items.
- Master Tailor: Master tailors, at the peak of their craft, can get 250 tokens a week, and use up to mythical materials. Master tailors may create mastercraft items.
Currently there are no artifacts made from tailoring on Anoma, with the exception of the clothing people have brought over with them.
Tailors, much like the other professions, require the help of either a woodworker or smith to create their tools.