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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:

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)