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Outfitting — Hides and cloth
Hunting is your main supplier, with hides of every tier (see Hunting). Herbalism gives Root Tendrils, which grow in the mountain woods, haunted woodlands and swamps (see Herbalism). At sea, a Slaughterfish in the net gives Slaughterfish Scales, and Standard-bearer's Silk only comes from sieges, as a spoil.
The loom turns all this into something you can sew with:
| Work | Takes | Makes |
|---|---|---|
| Cure | 2 Rat Pelts, Mudcrab Chitin, Bat Leather, Bear Hides, Wolf Pelts, Boar Hides or Tiger Pelts | 1 Cured Leather |
| Cure | 2 Scorpion Chitin, Slaughterfish Scales, Dreugh Shells or Dragonling Scales | 1 Hardened Leather |
| Weave | 2 Root Tendrils | 1 Linen Bolt |
| Spin | 2 Rat Pelts, Wolf Pelts, Boar Hides, Bear Hides or Tiger Pelts | 1 Wool Bolt |
| Weave | 3 Spider Silk | 1 Silk Bolt |
Refining these materials gives no XP.
| Material | Processing rule |
|---|---|
| Mudcrab Chitin | Can be cured; cannot be made into skins |
| Spider Silk | Becomes Silk only |
| Harpy Feathers | Used for arrows |
| Tiger Pelt | Cures into Cured Leather; cure manually because automatic raw-material crafting does not trade a hide down a tier |
Tanner changes curing to 1 hide per leather.
The Weavers sell Linen at 2 silver a bolt and Wool at 3, at a Clothing Store's loom and on the Market tab. Bought cloth works in every recipe, with one big catch.
Sources (16)
- src/net/recipeLaw.js
- src/net/professionLaw.js
- src/net/temperLaw.js
- src/net/chainLaw.js
- src/ui/professions/profPages.js
- src/ui/craftXpWords.js
- src/scenes/worldModes.js
- src/systems/smithItems.js
- src/net/alchemyLaw.js
- src/systems/loot/lootRarity.js
- src/net/productRecord.js
- src/net/marketLaw.js
- src/net/nodeLaw.js
- src/net/writLaw.js
- src/net/marksLaw.js
- src/systems/tradeModes.js