Tailoring

Fabric, dyestuffs, and armour, garments and shoes to wear.

A making trade. The guild is in Lutie . At Master it becomes Couturier or Draper.

A Dancer at the dress form in the Tailoring guild, Lutie.
A Dancer at the dress form in the Tailoring guild, Lutie.

Tailoring spins Fluff and Stem into Fabric, mixes herbs into every Dyestuff, and sews robes, coats, garments and shoes. A Master Tailor makes Cloth Bolts and the slotted pieces.

Fabric is the trade's backbone: make it first, and most of your recipes follow from it.

Getting started

Find the Tailoring Guildmaster in Lutie and ask to join. Your first making trade is free. The guildmaster hands you a Tailor's Needle and puts it in your profession equipment.

Your work skill sits at the top of your trade's skill tab. Use it anywhere you can sit, pick a recipe and how many to make, and stay seated until the batch is done. Walking off stops the batch, and nothing you had not started on is lost.

The Tailoring Guildmaster stands in Lutie

How the work goes

Every recipe shows its chance, the time a piece takes and the EXP it pays, all worked out for you: your level, skills and tool are already counted. Each level you stand above a recipe adds 1% to its chance, up to 10%.

Before a batch you choose a bench action. Normal is the usual chance and time. Steady is 15% surer and a quarter slower. Careful keeps three quarters of the materials when an attempt fails, but a failure then teaches nothing and the work is 40% slower. Rush is 35% faster and 10% less sure, and a failure teaches nothing.

Each item in a batch also rolls a bench condition as it starts: now and then it goes 30% faster, or with steadier hands for +10%, or through a dull stretch 20% slower. The progress bar tells you which.

Every recipe needs at least one guild ingredient, marked in the list below. That ingredient must come from a profession, gathered, caught, grown or made. The same item bought from a shop or dropped by a monster will not count for it, though it still works for the recipe's other ingredients.

Recipes

All 47 recipes. The chance shown is before your skills and level, the EXP is for one made, and the gold ingredient is the guild ingredient that must come from a profession.

Fabric Apprentice 1 21
90% base chance 2.5 s each 60 EXP each
Ingredient For one Comes from
Fluff 2 Monsters
Guild Stem 1 Herbalism Apprentice 1 (a profession only)
Cotton Shirt Apprentice 4 2
88% base chance 2.5 s each 120 EXP each
Ingredient For one Comes from
Guild Fabric 2 Tailoring Apprentice 1 (a profession only)
Fabric Apprentice 6 31
87% base chance 3 s each 160 EXP each
Ingredient For one Comes from
Guild Rotten Bandage 3 Excavation Apprentice 1 (a profession only)
White Herb 1 Herbalism Apprentice 1, Farming Apprentice 25
Sandals Apprentice 7 12
87% base chance 3 s each 170 EXP each
Ingredient For one Comes from
Guild Fabric 1 Tailoring Apprentice 1 (a profession only)
Animal Skin 2 Item Collector in Morocc Ruins
Hood Apprentice 10 3
85% base chance 3 s each 250 EXP each
Ingredient For one Comes from
Guild Fabric 3 Tailoring Apprentice 1 (a profession only)
Silk Robe Apprentice 12 44
84% base chance 3 s each 280 EXP each
Ingredient For one Comes from
Guild Fabric 4 Tailoring Apprentice 1 (a profession only)
Fluff 4 Monsters
White Dyestuffs Apprentice 13 1011
84% base chance 3 s each 300 EXP each
Ingredient For one Comes from
Guild White Herb 10 Herbalism Apprentice 1, Farming Apprentice 25 (a profession only)
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Scarlet Dyestuffs Apprentice 15 1011
82% base chance 3 s each 320 EXP each
Ingredient For one Comes from
Guild Red Herb 10 Herbalism Apprentice 1, Farming Apprentice 10 (a profession only)
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Lemon Dyestuffs Apprentice 17 1011
82% base chance 3.5 s each 350 EXP each
Ingredient For one Comes from
Guild Yellow Herb 10 Herbalism Apprentice 1, Farming Apprentice 16 (a profession only)
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Tights Apprentice 18 43
81% base chance 3.5 s each 380 EXP each
Ingredient For one Comes from
Guild Fabric 4 Tailoring Apprentice 1 (a profession only)
Animal Skin 3 Item Collector in Morocc Ruins
Jacket Apprentice 20 33
80% base chance 3.5 s each 400 EXP each
Ingredient For one Comes from
Guild Fabric 3 Tailoring Apprentice 1 (a profession only)
Animal Skin 3 Item Collector in Morocc Ruins
Cobaltblue Dyestuffs Apprentice 22 811
79% base chance 3.5 s each 440 EXP each
Ingredient For one Comes from
Guild Blue Herb 8 Herbalism Apprentice 1, Farming Apprentice 35 (a profession only)
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Thief Clothes Apprentice 24 44
78% base chance 3.5 s each 480 EXP each
Ingredient For one Comes from
Guild Fabric 4 Tailoring Apprentice 1 (a profession only)
Animal Skin 4 Item Collector in Morocc Ruins
Muffler Apprentice 25 43
78% base chance 3.5 s each 500 EXP each
Ingredient For one Comes from
Guild Fabric 4 Tailoring Apprentice 1 (a profession only)
Fluff 3 Monsters
Darkgreen Dyestuffs Apprentice 27 8211
77% base chance 3.5 s each 540 EXP each
Ingredient For one Comes from
Guild Green Herb 8 Herbalism Apprentice 1, Farming Apprentice 7 (a profession only)
Blue Herb 2 Herbalism Apprentice 1, Farming Apprentice 35
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Scapulare Apprentice 28 54
77% base chance 3.5 s each 560 EXP each
Ingredient For one Comes from
Fabric 5 Tailoring Apprentice 1
Guild White Herb 4 Herbalism Apprentice 1, Farming Apprentice 25 (a profession only)
Orange Dyestuffs Apprentice 30 6611
76% base chance 4 s each 600 EXP each
Ingredient For one Comes from
Guild Red Herb 6 Herbalism Apprentice 1, Farming Apprentice 10 (a profession only)
Yellow Herb 6 Herbalism Apprentice 1, Farming Apprentice 16
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Mage Coat Apprentice 32 626
76% base chance 4 s each 640 EXP each
Ingredient For one Comes from
Fabric 6 Tailoring Apprentice 1
Guild Blue Herb 2 Herbalism Apprentice 1, Farming Apprentice 35 (a profession only)
Fluff 6 Monsters
Shoes Apprentice 33 42
75% base chance 4 s each 650 EXP each
Ingredient For one Comes from
Animal Skin 4 Item Collector in Morocc Ruins
Guild Fabric 2 Tailoring Apprentice 1 (a profession only)
Violet Dyestuffs Apprentice 36 6311
75% base chance 4 s each 720 EXP each
Ingredient For one Comes from
Guild Red Herb 6 Herbalism Apprentice 1, Farming Apprentice 10 (a profession only)
Blue Herb 3 Herbalism Apprentice 1, Farming Apprentice 35
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Formal Suit Apprentice 38 75
74% base chance 4 s each 760 EXP each
Ingredient For one Comes from
Guild Fabric 7 Tailoring Apprentice 1 (a profession only)
Animal Skin 5 Item Collector in Morocc Ruins
Black Dyestuffs Master 1 33111
70% base chance 4.5 s each 1,000 EXP each
Ingredient For one Comes from
Guild Red Herb 3 Herbalism Apprentice 1, Farming Apprentice 10 (a profession only)
Yellow Herb 3 Herbalism Apprentice 1, Farming Apprentice 16
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Alcohol 1 Apothecary Master 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Shoes Master 3 411
70% base chance 4.5 s each 930 EXP each
Ingredient For one Comes from
Animal Skin 4 Item Collector in Morocc Ruins
Fabric 1 Tailoring Apprentice 1
Guild Resin 1 Forestry Apprentice 1 (a profession only)
Adventurer's Suit Master 5 22
69% base chance 4.5 s each 850 EXP each
Ingredient For one Comes from
Guild Fabric 2 Tailoring Apprentice 1 (a profession only)
Animal Skin 2 Item Collector in Morocc Ruins
Muffler Master 7 361
69% base chance 4.5 s each 1,090 EXP each
Ingredient For one Comes from
Fabric 3 Tailoring Apprentice 1
Fluff 6 Monsters
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Jacket Master 10 331
68% base chance 5 s each 1,120 EXP each
Ingredient For one Comes from
Fabric 3 Tailoring Apprentice 1
Animal Skin 3 Item Collector in Morocc Ruins
Guild Resin 1 Forestry Apprentice 1 (a profession only)
Boots Master 12 311
68% base chance 5 s each 900 EXP each
Ingredient For one Comes from
Animal Skin 3 Item Collector in Morocc Ruins
Fabric 1 Tailoring Apprentice 1
Guild Resin 1 Forestry Apprentice 1 (a profession only)
Boots Master 14 6211
68% base chance 5 s each 1,220 EXP each
Ingredient For one Comes from
Animal Skin 6 Item Collector in Morocc Ruins
Fabric 2 Tailoring Apprentice 1
Guild Resin 1 Forestry Apprentice 1 (a profession only)
Star Crumb 1 Mining Apprentice 1
Silk Robe Master 16 4611
67% base chance 5 s each 1,280 EXP each
Ingredient For one Comes from
Fabric 4 Tailoring Apprentice 1
Fluff 6 Monsters
Guild Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35 (a profession only)
Star Crumb 1 Mining Apprentice 1
Mantle Master 18 41
67% base chance 5 s each 1,150 EXP each
Ingredient For one Comes from
Guild Fabric 4 Tailoring Apprentice 1 (a profession only)
Animal Skin 1 Item Collector in Morocc Ruins
Undershirt Master 18 451 Lost recipe
67% base chance 5 s each 1,320 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Fabric 4 Tailoring Apprentice 1
Fluff 5 Monsters
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Manteau Master 20 631
67% base chance 5 s each 1,380 EXP each
Ingredient For one Comes from
Fabric 6 Tailoring Apprentice 1
Animal Skin 3 Item Collector in Morocc Ruins
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Pantie Master 20 341 Lost recipe
67% base chance 5 s each 1,350 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Fabric 3 Tailoring Apprentice 1
Fluff 4 Monsters
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Thief Clothes Master 22 551
66% base chance 5 s each 1,450 EXP each
Ingredient For one Comes from
Fabric 5 Tailoring Apprentice 1
Animal Skin 5 Item Collector in Morocc Ruins
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Manteau Master 24 53
66% base chance 5.5 s each 1,520 EXP each
Ingredient For one Comes from
Guild Fabric 5 Tailoring Apprentice 1 (a profession only)
Animal Skin 3 Item Collector in Morocc Ruins
Mantle Master 26 631
66% base chance 5.5 s each 1,600 EXP each
Ingredient For one Comes from
Fabric 6 Tailoring Apprentice 1
Animal Skin 3 Item Collector in Morocc Ruins
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Coat Master 28 751
65% base chance 5.5 s each 1,680 EXP each
Ingredient For one Comes from
Fabric 7 Tailoring Apprentice 1
Animal Skin 5 Item Collector in Morocc Ruins
Guild Star Crumb 1 Mining Apprentice 1 (a profession only)
Saint's Robe Master 29 771
65% base chance 5.5 s each 1,710 EXP each
Ingredient For one Comes from
Fabric 7 Tailoring Apprentice 1
Guild White Herb 7 Herbalism Apprentice 1, Farming Apprentice 25 (a profession only)
Star Crumb 1 Mining Apprentice 1
Coat Master 30 53
65% base chance 5.5 s each 1,680 EXP each
Ingredient For one Comes from
Guild Fabric 5 Tailoring Apprentice 1 (a profession only)
Animal Skin 3 Item Collector in Morocc Ruins
Cloth Bolt x2 Master 32 321

Fabric woven tight with stem fibre and sized with resin.

A Tailor's finest pieces are cut from these.

Made by Tailors.

65% base chance 5.5 s each 1,440 EXP each
Ingredient For one Comes from
Fabric 3 Tailoring Apprentice 1
Guild Stem 2 Herbalism Apprentice 1 (a profession only)
Resin 1 Forestry Apprentice 1
Robe of Cast Master 34 211
64% base chance 5.5 s each 1,680 EXP each
Ingredient For one Comes from
Cloth Bolt 2 Tailoring Master 32
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Star Crumb 1 Mining Apprentice 1
Fabric x8 Master 36 123 Draper only
64% base chance 5.5 s each 1,270 EXP each
Ingredient For one Comes from
Fluff 12 Monsters
Guild Stem 3 Herbalism Apprentice 1 (a profession only)
Ninja Suit Master 37 221
64% base chance 5.5 s each 1,820 EXP each
Ingredient For one Comes from
Cloth Bolt 2 Tailoring Master 32
Animal Skin 2 Item Collector in Morocc Ruins
Star Crumb 1 Mining Apprentice 1
Holy Robe Master 40 2211
64% base chance 6 s each 1,970 EXP each
Ingredient For one Comes from
Cloth Bolt 2 Tailoring Master 32
White Herb 2 Herbalism Apprentice 1, Farming Apprentice 25
Holy Water 1 Monsters
Star Crumb 1 Mining Apprentice 1
Wooden Mail Master 43 1221
63% base chance 6 s each 1,760 EXP each
Ingredient For one Comes from
Cloth Bolt 1 Tailoring Master 32
Solid Trunk 2 Forestry Apprentice 1
Resin 2 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
High Heels Master 46 1311
63% base chance 6 s each 1,820 EXP each
Ingredient For one Comes from
Cloth Bolt 1 Tailoring Master 32
Animal Skin 3 Item Collector in Morocc Ruins
Shining Scale 1 Fishing Master 1
Star Crumb 1 Mining Apprentice 1
Mage Coat Master 48 3211 Couturier only
62% base chance 6 s each 2,420 EXP each
Ingredient For one Comes from
Cloth Bolt 3 Tailoring Master 32
Blue Herb 2 Herbalism Apprentice 1, Farming Apprentice 35
Illusion Flower 1 Herbalism Apprentice 30, Farming Master 25
Star Crumb 1 Mining Apprentice 1

Skill tree

Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.

Apprentice skills

Skill Levels What it does At its top level
Sew 1 Set out your form and open your work list. Pick what to make and how many, and stay seated until they are done. Needs a Tailor's Needle worn in your profession equipment. Opens your work list.
Tailoring Mastery 10 Recipes succeed more often. Success +15.0%
Nimble Fingers 10 Each piece takes less time. 40% faster
Spare Cloth 10 A success may make a second piece. 20% chance of a second piece
Unpick 5 A failed attempt may leave its materials. 50% chance a failure keeps its materials
Dye Lore 5 A Dyestuff you make may come out as two. 25% chance of a second Dyestuff
Pattern Reading 5 Plain clothing comes out right more often. Success +10% on clothing without a slot
Long Bolt 10 Make more in one batch. Up to 25 in a batch

Couturier (Master)

Skill Levels What it does At its top level
Fine Seams 10 Master recipes succeed more often. Success +20% on Master recipes
Close Cutting 10 A Master recipe may use none of its materials. 20% chance a Master recipe uses no materials
Second Cut 10 A Master recipe may make a second piece. 30% chance of a second piece from Master recipes
Master's Cut 10 Slotted clothing comes out right more often. Success +15% on slotted clothing

Draper (Master)

Skill Levels What it does At its top level
Quick Stitch 10 Apprentice recipes take less time. 50% faster on Apprentice recipes
Full Shelf 10 An Apprentice recipe may make a second piece. 40% chance of a second piece from Apprentice recipes
Waste Not 10 An attempt may use no materials. 30% chance an attempt uses no materials
Market Sense 10 Tailoring guild orders pay more Guild Marks. Guild Marks +20%

Equipment

Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.

Tool

  1. Tailor's Needle

    A plain needle. A Tailor cannot sew without one.

    Given by the guildmaster when you join.

  2. Fine Needle

    Work 5% faster.

    Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.

  3. Guild Needle

    Work 10% faster.

    Mark shop, 700 Marks at 3 hearts.

Outfit

  1. Tailor's Waistcoat

    Work 6% faster.

    Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.

Charm

  1. Tailor's Charm

    4% chance of one more piece.

    Mark shop, 600 Marks at 3 hearts.

Levels and tasks

The first time you make anything pays three times its EXP, so a new recipe is always worth one batch. A recipe pays its full EXP until you are ten levels past it, half until twenty levels past, and then nothing, so keep moving up the list.

Make 25 of a recipe and its batches can run to 99 at once.

  1. Apprentice 10

    Tailoring: a first task

    2 Guild Hood1 Guild Sandals

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Tailoring: a journeyman's task

    3 Guild Jacket2 Guild Tights

    Pays 60 Guild Marks and a Fine Needle.

  3. Apprentice 30

    Tailoring: the guild's order

    16 Guild Orange Dyestuffs2 Guild Scapulare

    Pays 80 Guild Marks and a Tailor's Waistcoat.

  4. Apprentice 40

    Tailoring: the masterpiece

    5 Guild Formal Suit12 Guild Violet Dyestuffs

    Pays 150 Guild Marks. Delivering it opens the way to Master.

Guild orders

The five guild clients order goods from every trade. These are what they ask a Tailoring hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.

Apprentice 14 Guild Fabric
Apprentice 41 Guild Cotton Shirt
Apprentice 71 Guild Sandals
Apprentice 101 Guild Hood
Apprentice 121 Guild Silk Robe
Apprentice 134 Guild White Dyestuffs
Apprentice 154 Guild Scarlet Dyestuffs
Apprentice 174 Guild Lemon Dyestuffs
Apprentice 181 Guild Tights
Apprentice 201 Guild Jacket
Apprentice 241 Guild Thief Clothes
Apprentice 251 Guild Muffler
Apprentice 274 Guild Darkgreen Dyestuffs
Apprentice 281 Guild Scapulare
Apprentice 304 Guild Orange Dyestuffs
Apprentice 321 Guild Mage Coat
Apprentice 331 Guild Shoes
Apprentice 364 Guild Violet Dyestuffs
Apprentice 381 Guild Formal Suit
Master 14 Guild Black Dyestuffs
Master 31 Guild Shoes
Master 51 Guild Adventurer's Suit
Master 71 Guild Muffler
Master 121 Guild Boots
Master 141 Guild Boots
Master 161 Guild Silk Robe
Master 181 Guild Mantle
Master 201 Guild Manteau
Master 241 Guild Manteau
Master 261 Guild Mantle
Master 291 Guild Saint's Robe
Master 326 Guild Cloth Bolt
Master 371 Guild Ninja Suit
Master 401 Guild Holy Robe
Master 461 Guild High Heels

Questions

Tips

  • Dyestuffs are wanted by everyone changing a hair colour or a costume dye.
  • Your own Fabric counts as a guild ingredient in your other recipes.
Is Fabric a guild ingredient?

Yes, when a Tailor made it. Fabric from a monster or a shop is not.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Tailoring takes your making place.

What happens if I change trade?

Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.

How do I become a Master?

Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Couturier or Draper, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.

Can I reset my skills?

Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.

Why do shops only pay 1 zeny?

What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.

Can Hardcore characters take a trade?

Yes. Their goods and Marks stay inside the Hardcore economy.

Is there a reward at the top?

The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.