Tailoring allows players to cut and weave various pieces of cloth into armor, bags, shirts, and other cloth items. Tailors play an especially important role in guilds because they can create bags for the entire guild, provided the guild members gather the proper ingredients. Tailors are responsible for creating cloth items for cloth-armor wearing classes: Mages, Warlocks, and Priests. They occasionally make items for other classes, such as cloaks or spellthread for pants. They also make decorative shirts. Tailors are also able to make special cloth equipment which requires that the user have a high level tailoring skill in order to use the item as well as a special Tailoring Mount.
The first staple for tailors is Linen Cloth, followed by Wool Cloth, Silk Cloth, Mageweave, Runecloth, Netherweave (Burning Crusade Expansion),Frostweave (Wrath of the Lich King Expansion), and Embersilk Cloth (Cataclysm Expansion). Typically, humanoid monsters drop these items, although most undead do as well, while demons can occasionally drop Felcloth (used in high-level pre- Burning Crusade patterns). Recipes usually require thread and sometimes a colored dye (mostly only lower level recipes), both of which are purchased from NPC trade merchants. Additionally, tailoring recipes sometimes call for leather, gems, potions, or other special ingredients created by other craftsmen. Leather is gathered by skinners and must be purchased from other players (altough it can occasionally be obtained by fishing). Gems are found from monster drops, treasure chests, mining, prospecting ore, fishing, and Rogue pick pocketing. Potions will need to be purchased from an Alchemist.
Tailors generally don't require any special equipment or locations to process their materials into finished products. As long as the tailor has all of the required materials for the creation of an item, it can be made anywhere in the world at any time. However, some high-level cloth types have cooldowns, or require special equipment and locations to be crafted.
Tailoring does not require a gathering skill to acquire materials, unlike Alchemy (which needs herbalism) or Jewelcrafting and Blacksmithing (which need mining). This gives tailors a lot of freedom when selecting their second profession.
Enchanting complements tailoring well, since green or higher quality items made with tailoring can in turn be disenchanted to use for your own enchanting purposes. Also, many of the endgame patterns require materials produced by disenchanting.
Skinning is one of the few professions that supplies materials for tailoring. Several patterns (mainly boots and certain bags) require some kind of leather. Though you would have to have leatherworking to change certain items (like light leather scraps) into usable items in tailoring.
Mining on its own is a very profitable profession, because jewelcrafters, engineers, and blacksmiths all require mats from it. In addition, manyGrand Master recipes require materials that are easily obtained through mining, such as gems and Eternal elements.
To get the most skill from the least linen when starting out as a tailor, make nothing but bolts of linen cloth and bank them. Around a skill level of 50, making bolts of linen should go gray. At this point you can take all that linen out of the bank and start tailoring in earnest. You have to make bolts anyway, so you might as well get every drop of skill out of them that you can. Repeat this every time you learn to use a new type of cloth.
Types of crafted items
Tailors can create many pieces of cloth armor, appropriate for Mages, Warlocks, and Priests. Other caster classes, like Holy Paladins and Balance or Restoration Druids, may sometimes opt to wear cloth gear due to the pieces' greater bonuses to caster related attributes. In addition to making stand-alone cloth armor pieces, tailors can also craft multi-item collections, sets of...
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