Clothing is a crafting profession in Elder Scrolls Online. This profession's specialty is to create and improve light and medium armor in various styles of different races. To perform this task you need to be at a clothing station, which can also be used to conduct research on different kinds of light and medium armor traits. The list of ingredients (cloth, leather, raw fibers, and tannins) used in Clothing can be found here.
In addition to light and medium armor, the Clothing skill allows you to craft furnishings for your home.
The Clothing skill line is granted the first time you activate a clothing station. You can increase your skill by crafting or deconstructing light and medium armor, researching traits, and by completing Clothier Writs or Master Writs. In addition, you can earn free levels in the skill line by reading Skill Books, which may be found randomly on bookshelves anywhere. The skill books which increase Clothing are:
- Medium Armor: Tannins and Leather
- Khajiiti Arms and Armor
- Clothier: Light Armor Basics
- Chronicles of Ehtelar, Vol. 1
- The Year 2920, Vol. 3
- Letter to Strastnoc
You can learn about this profession by speaking with some of the clothiers, "What exactly does a clothier do?" They reply, "We tan, weave, stitch—you name it. People in search of medium and light armor come to us. This requires fibers, leather, and a work table like those found in town. We also seek out style books and special ingredients for more advanced work."
I assume there's more to it than tanning and weaving?: "Yes, of course. During the tailoring process, we can choose a special trait for the work. It takes research to discover these techniques, but it's well worth the effort. Reinforced buckles, intricate detail work ... each brings a special benefit."
What else is involved?: "Well, the piece can be improved even more through the use of tannins. These elements can enhance the value and quality of your work. Just be cautious. You risk ruining the piece if you're not careful. Improving on perfection is no mean feat!"
Clothing has an associated skill line that is revealed through use of the Clothing profession. Known abilities are listed below. Notes
- The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 50 160. Damage values are based on Max Magicka/Stamina 7958, Max Health 8744, and Weapon/Spell Damage 1037. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.
Skills with this icon may need to be updated following changes in Update 20.
Passive abilities are active all the time, and affect the outcome of Clothing related activities.
|Name||Line Rank||Skill Rank||Description|
|Tailoring||1||||Allows the use of Jute and Rawhide.|
|5||Allows the use of Flax and Hide.|
|10||Allows the use of Cotton and Leather.|
|15||Allows the use of Spidersilk and Thick Leather.|
|20||Allows the use of Ebonthread and Fell Hide.|
|25||Allows the use of Kresh Fiber and Topgrain Hide.|
|30||Allows the use of Ironthread and Iron Hide.|
|35||Allows the use of Silverweave and Superb Hide.|
|40||Allows the use of Void Cloth and Shadowhide.|
|50||Allows the use of Ancestor Silk and Rubedo Leather.|
|Keen Eye: Cloth||2||Fibrous plants in the world will be easier to see when you are 20 meters or closer.|
|9||Fibrous plants in the world will be easier to see when you are 30 meters or closer.|
|30||Fibrous plants in the world will be easier to see when you are 40 meters or closer.|
|Outfitter Hireling||3||An outfitter hireling will send you cloth or leather and possibly other items every day.|
|12||An outfitter hireling will send you more cloth or leather and possibly better items every day.|
|32||An Outfitter hireling will search for resources for you. A new delivery from your hireling can be claimed the next time you log in or change zones, provided it has been no less than twelve hours since the last bundle.|
|Unraveling||4||Improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.|
|22||Greatly improves the chances of extracting Clothing ingredients and allows the refining of more powerful tannins from raw materials.|
|32||Maximizes the chances of extracting Clothing ingredients and allows the refining of the most powerful tannins from raw materials.|
|Stitching||8||Reduces research times by 5% and allows the research of two items at once.|
|18||Reduces research times by 10% and allows the research of two items at once.|
|28||Reduces research times by 20% and allows the research of three items at once.|
|45||Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once.|
|Tannin Expertise||10||Increases the chances of improving items with tannins.|
|25||Greatly increases the chances of improving items with tannins.|
|40||More than doubles the chances to improve items with tannins.|
The table below shows the amount of skill points required in order to max out the Clothing skill line.
|Order||Progression||Skill points required|
|2||Keen Eye: Cloth||3|
Clothing stations can be found in towns, usually next to other crafting stations. At a clothing station, you can refine raw materials, craft new items, deconstruct existing items to retrieve material components, improve the quality of an item by using tannins, or research a trait by destroying an existing item. At a crafting station, your inventory is virtually merged with your bank, so you can use items from your inventory or your bank for any operation, but the materials from the inventory are used first.
You can refine raw resources in batches of 10, obtaining 7-10 materials suitable for crafting and possibly a gem or a tannin. The materials refine into the following:
Crafting new items
Clothing allows you to create cloth armor (light) or leather armor (medium). Initially you can craft from Jute and Hide, but when you improve your Clothing skill and apply skill points towards Tailoring, you get access to higher tier materials. For each material you can create items with a range of armor values and level requirements, depending on how much material you choose to use. Once you have access to a material, you can create every item out of it. See this page for the full list of the cloth and leather used in Clothing.
To craft a new item, you must choose the type of the item (robe, hat, etc.), the type and quantity of the material to use, the style of the item to create (this is required, and every style requires a specific secondary ingredient), and optionally a trait to add among the traits you have unlocked for this specific item type (adding a trait requires a tertiary ingredient).
You can deconstruct a piece of armor at a clothing station. The process destroys the item, but allows the recovery of refined materials, secondary (style) or tertiary (trait) ingredients that were used to create this item, and the extraction of a tannin of the item's quality. The chances of extracting each material are calculated separately, and are improved with higher ranks of the Unravelling skill. Finally, you will always get some Clothing experience, but much less will be obtained from deconstructing an item you made yourself.
At a clothing station, you can apply tannins to items to try and improve them. Each improvement has only a chance of success, the higher the tier of the item the smaller the chance. Tannins can be obtained when refining raw fibers and scraps.
Having an item with a trait, you can learn how to create other items of the same type with the same trait. Research takes predefined time and destroys the item. For a given item type researching the first trait lasts 6 hours, and each next trait takes twice longer than the previous. You can only research one trait per profession at a time; however, each profession has a perk (for Clothing it is Stitching) that allows you to have two or three parallel research processes. Traits on different types of items are completely separate, so if you learned a trait on a robe you can only apply it to a robe and not to a hat, and time for researching a trait for a robe will only depend on how many traits you have already discovered for a robe.
Weapons and Armor are crafted in a variety of Styles. Crafting an item in a specific style requires a secondary ingredient. Each character starts with the ability to create items in their own racial style, and other styles may be learned from special consumable books called motifs. As of Update 17, it will be possible to change items to style of any learned style type.
These books along with secondary ingredients may be randomly found in containers (other than crates and barrels) throughout the world. The first fourteen motif listed below can be found throughout the world regardless of zone.
Besides that, secondary ingredients may be obtained when deconstructing an item of the respective style, and the ingredients for the ten basic racial styles are sold by vendors at crafting stations. Crafting hirelings for Blacksmithing, Clothing and Woodworking will also sell all types of racial style materials (for Motifs 1-10).
A weapon or piece of armor can have a single trait (in addition to an enchantment). These traits can be researched at crafting stations from an existing item which possesses the trait, destroying the item in the process. To add a trait when crafting one must use a tertiary ingredient.