Making leather armour
You have leather and a sewing kit. Choose a leather piece with a reasonable success chance. If the recipe also requires a special material, ordinary leather alone will not be enough.

Crafting · Skill guide
Crafts and repairs cloth and leather equipment, including learned Armory sets.
Recommended activities for Tailoring at each skill range.
View the training tableMANA RECOVERY
Wearing even one Leather or Studded armor piece reduces your total mana recovery rate by 50%. This applies to passive recovery and to the faster recovery while actively Meditating, after the other regeneration bonuses are calculated. A normal recovery interval therefore takes twice as long.
Leather still allows the full Meditation skill contribution; Studded first reduces that contribution to 50%. The final armor penalty then applies to the resulting total rate. These are separate steps, so Studded is not simply equivalent to Leather.
Make and repair cloth and leather equipment. It is the profession for clothing and many light-armour recipes.
Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
Ordinary recipe, standard materials, all other requirements met, no success bonus from equipment. Minimum skill 94; full ordinary success at 119. This is the chance to make the item, not the chance of exceptional quality.
| Effective skill | Success chance |
|---|---|
| 80 | Cannot attempt yet |
| 90 | Cannot attempt yet |
| 100 | 62% |
Each recipe has its own difficulty. Reaching 100% on this recipe does not give 100% on all recipes. Open the item in the crafting menu to see its own chance, materials and additional requirements.
Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.
Standard materials, no equipment success bonus, all requirements met. Recipe difficulty 90–140. This is ordinary creation success, not exceptional quality.
| Skill | Success chance |
|---|---|
| 100 | 60% |
| 110 | 70% |
| 120 | 80% |
Each recipe has a different difficulty. Extra skill improves difficult checks; it does not add a universal damage bonus to crafted items or unlock new recipes automatically.
You have leather and a sewing kit. Choose a leather piece with a reasonable success chance. If the recipe also requires a special material, ordinary leather alone will not be enough.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Tailoring to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–49.9 | Buy an NPC lesson | 300 gold when offered; optional, with room under your skill caps. |
| 50.0–51.7 | Cloak | 14 Cloth. Recipe check: 41.4–66.4. |
| 51.8–76.7 | Leather Gloves | 3 Leather. Recipe check: 51.8–76.8. |
| 76.8–78.8 | Leather Gorget | 4 Leather. Recipe check: 53.9–78.9. |
| 78.9–103.7 | Studded Gorget | 6 Leather. Recipe check: 78.8–103.8. |
| 103.8–107.8 | Studded Gloves | 8 Leather. Recipe check: 82.9–107.9. |
| 107.9–112.0 | Studded Arms | 10 Leather. Recipe check: 87.1–112.1. |
| 112.1–116.1 | Studded Legs | 12 Leather. Recipe check: 91.2–116.2. |
| 116.2–118.9 | Studded Chest | 14 Leather. Recipe check: 94–119. |
| 119.0–120.0 | Field Dressing Roll | 40 Cloth; avoids the Bones required by Bone Chest. Recipe check: 90–140. |
A failed craft can still give a gain check. Change recipe before its check becomes automatic; bonuses can make displayed success reach 100% earlier. Unlock the matching Power Scroll before training above your cap.
Crafting success and skill gain are separate checks; use a recipe whose skill window still includes your current value.
Unlock the matching higher cap first. Failed fixed-quantity attempts consume the complete listed material cost.
The 90.0–140.0 roll recipe converts 40 Cloth into a tradable consumable that opens into 40 normal Bandages. Supported leather, studded and bone Armory armor uses its family and rarity for Armor Rating; Exceptional adds +3 raw Armor Rating per piece. Cloth has no rarity Armor Rating curve.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.