Tailoring discipline

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Tailoring is a discipline of the Outfitting skill. Below are some tailoring basics, while the Tailoring player guide goes a little more in depth.

Currently, the only open locations are the Crossing Outfitting Society, Hibarnhvidar Outfitting Society, Muspar'i Outfitting Society, Riverhaven Outfitting Society, Ratha Outfitting Society, and the Shard Outfitting Society.

Cloth Preparation


Spinning is the process of turning plant fibers into thread. To do so, PUT the fibers on a distaff or spinning wheel; a distaff can hold 100 yards of fiber, while a spinning wheel can hold 400. You can then ADJUST the wheel or distaff to produce fine, thin, average, thick, heavy thread, or yarn; thinner thread is harder to spin, but you produce more thread per yard of fiber. Certain thicknesses of thread will not work well for certain projects; thinner thread for cloth, thicker thread is better for leather. Once you have chosen the correct thickness, simply SPIN your distaff or wheel to begin.
  • If your thread becomes dull due to grime, CLEAN the wheel or distaff to wipe away the grime.
  • If the fiber begins to bunch together, PUSH the wheel or distaff to adjust it.
  • If a counter-twist in the fiber strand threatens to unravel if not corrected, TURN the wheel or distaff to even the thread.


Weaving allows you to turn thread into cloth using a loom. To do so, PUT two spools of thread, each of at least 10 yards, on the loom. Simple looms, such as the ones in the Crossing Outfitting Society, can only weave together threads of the same type into basic cloth. Once you have placed the thread on the loom, simply WEAVE it.
  • If the threads bunch together, TURN the loom to adjust them.
  • If the threads begin to unravel, PUSH the loom to tighten it.
  • If there is dust and debris obstructing the prim of the shuttle, CLEAN the loom to untangle the knots and loops.

Leather Preparation

Leather objects begin with a hide or pelt SKINned from a creature after using ARRANGE to select for a skin. Currently each skin will provide between two and five yards of material depending on the size of creature.
Tanning begins by SCRAPEing the hide or pelt until clean. Be sure to scrape hide careful to avoid incurring slight penalties to quality.
After an application of tanning salts which are sold in the form of tanning lotion at the outfitting societies, the curing will take place without further interaction (example: pour lotion on hide). Further application of salts will increase the speed of tanning, but has an escalating skill check with each additional application which could decrease the quality of the final product. To see how much longer the skin will need to cure for, simply LOOK at it.
Furthermore, if only a single application of salts is used and the full time is taken, then a bonus to quality is applied to the skin.


Sewing is the process of using a piece of cloth or leather and some thread to create a finished item. The first step is to turn your tailoring book to the desired chapter and page, then STUDY it. Once you have done so, get your cloth in one hand, some scissors in the other, and CUT <cloth> WITH SCISSORS. Having done so, get a needle, PUT some thread on it, and PUSH <item> WITH NEEDLE.
  • If the material is folding or becoming misaligned, get some pins and POKE <item> WITH PINS.
  • If the fabric becomes creased or wrinkled, get a slickstone or a warm flat-iron and RUB <item> WITH SLICKSTONE or FLAT-IRON.
  • If you need to remeasure, first get a yardstick and MEASURE <item> WITH YARDSTICK, then get scissors and CUT <item> WITH SCISSORS.
  • If you need more holes in the hide, get an awl and POKE <item> WITH AWL.
Each time you PUSH your item with the needle, it uses up about a yard of thread.


Knitting is the process of making clothing from yarn. Yarn is a thicker version of thread and can be made by the same spinning process as making thread. 100 yards of fiber makes 40 yards yarn.
To knit an item, first STUDY your tailoring book to learn the design. Next, put away the tailoring book and hold a pair of KNITTING NEEDLES and some yarn. KNIT yarn with KNITTING NEEDLES to begin the project. The unfinished item will be located on the KNITTING NEEDLES until the project has been completed. To craft the item, KNIT KNITTING NEEDLES. When the item is finished CAST KNITTING NEEDLES to tie off and complete the item.
  • Some additional PUSHing and TURNing may be required to add purl stitch and ribbing to the item.


See Tailoring Techniques.


See Crafting Tools for an in-depth discussion of them.


Material for Tailoring comes in cloth, yarn, and leather.


See Tailoring Products.


To reduce its length of fibers, thread, and cloth:
  • MARK <item> at X YARDS
The amount marked is the amount that will be cut off. For example, if a 10-yard piece of material is marked at 6 yards and then cut, exactly 6 yards will be cut off. The person would be left holding 4 yards of material.
There is a page in Chapter 1 of the tailoring book explaining how to COMBINE, MARK, and CUT fabrics.


When an item requires more than one ingredient, additional ingredients can be added with the ASSEMBLE command:
  • ASSEMBLE <ingredient1> WITH <ingredient2>
After the ingredients have been successfully assembled the item must typically be sewn again to complete the process.


To repair cloth or leather item you will need sewing needles (with thread) and a slickstone.

First, take your threaded needle and:
  • PUSH <item> with needle
Then you need to put your needle away, get your slickstone out and:
  • RUB <item> with slickstone

You may need to repeat the process several times before you have a fully repaired item. Knowledge of techniques means less attempts at repair and can also grant a measure of damage prevention for a time.

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