ESO Clothier Guide

Hello and welcome to Tamriel Foundry’s Clothier Guide! Here we cover the basic and advanced mechanics of the Clothier profession in The Elder Scrolls Online as well as some best practices! If you would like to get a quick primer on the basics, check out the video.

 

 

Why It’s Useful

Clothing lets you craft the various Light and Medium Armor in ESO. You can turn fibrous plants & hides you collect in the world into fine pieces with various stats and styles as well. Some of the best Light and Medium Armor in the game can be crafted by Clothiers and they have the ability to fine tune their pieces. Light and Medium Armor types can be used in many build types including Health and Stamina based builds. This defies the usual MMO convention of Light/Medium Armor only being used for caster/thief type  builds. Experiment with Clothing!

Clothiers can also improve on crafted or already existing armor you’ve found in the world! Using improvement materials found by refining fibrous plants & hides, deconstructing armor, and given to you by hirelings, Clothiers can improve Light and Medium Armor all the way to legendary!

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Profitability: Moderate!

Many players will need Light and Medium Armor of various types and styles. Deadric, Altmer, and Breton seem to be the most popular as far as style, so having the Racial styles available can be very profitable! Also, upgrading as a service to others can net a pretty hefty commission!

 

Gathering

Raw fibrous plants & hides are used in the creation of clothing pieces and can be found throughout the zones in Tamriel. They are usually zone-specific, and you will only find one or two types of cloth in a zone.  You’ll find these plants in grassy areas, around trees, growing in ruins, and in towns. You’ll find hides off of beast, monsters, and Daedra! Raw fibrous plants & hides must be refined in stacks of 10, and give you bolts of cloth and sometimes other materials for Clothing.

 The current list of plants/leathers are (in order of item level):

  • Jute / Hide
  • Flax / Leather
  • Cotton / Thick Leather
  • Spidersilk / Hide
  • Ebonthread / Top Grain Hide
  • Kresh Weed / Fell Hide
  • Iron Weed / Iron Hide
  • Silver Weed / Scaled Hide
  • Void Bloom / Daedra Hide

 

Finding a Station

Clothing Stations are found in towns and cities and are identified by a thread and scissors symbol on flags outside of the station and on the map.

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The station itself is a workbench with a stretched hide across it, completed with knives, hammers, a loom, and some detailing tools

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There are also special Set Clothing Stations located throughout the world that allow you to craft items with special set bonus. These special set stations require multiple traits to be unlocked for the various pieces of clothing gear. HERE is a list of the Set Stations and their locations!

 

Refining

Refining gathered fibrous plants & hides is the first step in creating amazing pieces! It requires 10 plants for each refinement and yields cloth and sometimes other useful items for Clothing! You can refine materials from your bag or from your bank. As of the writing of this guide, refining unfortunately does not give you any inspiration. However, creating and deconstructing  items do! Let’s check it out!

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Creation

Creating Light and Medium Armor requires cloth and a style material. The more cloth you use the higher the level, armor, and values goes. You will choose the type of armor, its cloth type and amount, the style material to define its look, as well as the trait material to make the weapon have special properties.

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Deconstruction

Another way to gather materials is to deconstruct old or useless armor into usable materials! Simply click the item you wish to deconstruct and hit the interact button. This WILL destroy the item and provide some of its base materials for use in creating new items. With the proper skills, a clothier has an increased chance of extracting these materials from items!

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Improvement

A clothier can improve upon already crafted gear. These improvements will increase the quality and look of the gear from Common all the way to Legendary. These improvements do not have a level requirement of any kind, so a clothier can increase the quality of ANY clothing item.

There is a risk, however, as improvement takes multiple improvement materials to complete and the chance goes up the more materials you use. These materials cannot be farmed or gathered in the field, they are random drops, found in chests, earned by deconstructing, and can be sent to you by a hireling.

This is one way clothiers make their money from external sources. A master clothier needs less improvement materials and can help a non-clothier save money by not having to buy as many. This can net you a pretty decent profit if you advertise your services correctly.

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Research

Research allows the discovery of traits! These traits you learn can be added to weapons and armor that you create in the future! Researching traits requires the specific piece of gear that you want to learn the trait from to be destroyed in order to understand it’s properties. If you wish to learn a trait for chest pieces, you will need to destroy a chest piece with that trait on it in order to learn it. This also takes time. LOTS of time. Each trait in a particular piece takes ever increasing time starting at 6 hours. This time is real time and will continue whether you are logged on or off. You can reduce these times with skills that allow more than on research at a time and reduce the overall time to research.

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Researchable Armor Traits

  • Sturdy – Chance of avoiding decay after death
  • Impenetrable – Critical resistance
  • Reinforced – Value of armor on item
  • Training – Additional experience using item’s skill line
  • Divines – Additional Mundus Stone effect
  • Well-fitted – Reducing cost for running
  • Infused – Additional armor enchant effect
  • Exploration – Additional exploration experience

You can find the list of research times and their reductions HERE!

 

Skills

The skills for Clothing that you can place points in to enhance the craft include Tailoring which is the only *required* skill to raise Clothing to maximum level. However there are many other skills that improve and enhance the profession!

 

Early Crafting Skillpoint Allocation

If you would like to start crafting as soon as possible while leveling, here are some must-have skills to get your Clothing off to a great start! After taking your initial survival skills, place points into the following to get the ball rolling!

  • Keen Eye: 1 / 3 – To start seeing plants better!
  • Outfitter Hireling: 1/3 – To get Clothing stuff sent to your mail!
  • Stitching: 1/3 – To get research times down and do multiple research at one!
  • Unraveling: 1/ 3 – To get the most out of extraction

Just keep putting points into these four skills in order as you level Clothing, interwoven with your regular combat skills!

 

Here is the full list of skills and descriptions that you can allocate points into!

Tailoring

  • Rank 1: Allows the use of Jute and Hide.
  • Rank 2: Allows the use of Flax and Leather.
  • Rank 3: Allows the use of Cotton / Thick Leather.
  • Rank 4: Allows the use of Spidersilk / Hide.
  • Rank 5: Allows the use of Ebonthread / Top Grain Hide.
  • Rank 6: Allows the use of Kresh Weed / Fell Hide.
  • Rank 7: Allows the use of Iron Weed / Iron Hide.
  • Rank 8: Allows the use of Silver Weed / Scaled Hide.
  • Rank 9: Allows the use of Void Bloom / Daedra Hide.

Keen Eye: Cloth:

  • Rank 1: Fibrous Plants in the world will be easier to see when you are 20 meters or closer.
  • Rank 2: Fibrous Plants in the world will be easier to see when you are 30 meters or closer.
  • Rank 3: Fibrous Plants in the world will be easier to see when you are 40 meters or closer.

Outfitter Hireling:

  • Rank 1: An Outfitter Hireling will send you cloth and possibly other items every day.
  • Rank 2: An Outfitter Hireling will send you more cloth and possibly better items every day.
  • Rank 3: An Outfitter Hireling will send you even more cloth and possibly even better items twice a day.

Unraveling:

  • Rank 1: Improves the chance of extracting Clothing ingredients.
  • Rank 2: Greatly improves the chance of extracting Clothing ingredients.
  • Rank 3: Maximizes the chance of extracting Clothing ingredients.

Stitching:

  • Rank 1: Reduces research times by 5% and allows the research of two items at once.
  • Rank 2: Reduces research times by 10% and allows the research of two items at once.
  • Rank 3: Reduces research times by 20% and allows the research of three items at once.

Tannin Expertise:

  • Rank 1: Increases the chance of improving items with tannins.
  • Rank 2: Greatly increases the chance of improving items with tannins.
  • Rank 3: More than doubles the chance of improving items with tannins.

 

Tips & Best Practices!

  • SAVE YOUR GEAR! – Even bound gear can be deconstructed or used in researching traits! Don’t vendor your gear!
  • Buy UNREFINED materials! – Refining raw plant gives you cloth, however it also has a chances to give you improvement and style materials! When you are buying or trading for materials, make sure they are RAW!
  • Focused Research! – Decide what traits you want to research first and have a plan! It takes a long time to research all the traits for a profession. Have an order to the research you want for your build!
  • Gather at Night! - If you have the chance to gather at night with your Keen Eye ability ready to go, you will see the fibrous plants from a very long distance and it is very bright in the dark!

As always, we hope you have found this guide informative and useful, and will continue to update it as we discover more! Happy crafting!

Want to discuss crafting further? Head over to the Crafter’s Hall and start posting!