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Tailoring Mastery

One of the four crafting masteries. They share an identical perk structure and a single shared proc outcome roll — see also Blacksmithy, Carpentry and Bowcraft & Fletching. Like the gathering masteries they level from working, not from kills: every successful craft earns XP. See Skill Masteries for the system itself.

Requires Tailoring at 90.0
Taught by Tailor, Weaver — 10,000 gold
Ultimate Weaver's Fortune

Perks

Perk Effect per level At level 8
Perfect Stitch Perfect Stitch +2.5% exceptional chance on every tailoring craft +20%
Enchanted Weave Enchanted Weave +2.25 points on every magic attribute roll of the armor you sew +18 points
Banewoven Banewoven (template) 0.4% chance that an exceptional armor piece sewn from colored leather comes out a Slayer 3.2%

The perks only help the craft they belong to — a slotted Tailoring mastery does nothing for your smithing, and vice versa.

Perfect Stitch applies to everything the sewing kit makes, clothing included — though only armor has magic rolls for the other two perks to act on. It stacks with the colored-kit and town bonuses.

Enchanted Weave is the only way besides Magical Essence to push the magic rolls past what leather, kit and luck give — at level 8 it is worth almost twice the luck cap. It lifts the floor of the protection and durability rolls, never the cap: shadow leather still tops out at Defense, it just gets there far more often.

Banewoven rolls on every exceptional piece made from shadow leather or better — plain leather never qualifies, and neither does cloth or bone. The slayer family is random. Slayer armor absorbs 50% more against its family, and a full matched leather suit is the cheapest slayer suit there is. Slayer armor never drops as loot, so this perk (and its three siblings) is the only way to get it.

Ultimate — Weaver's Fortune

Fires on a successful craft at 0.3% per proc level (2.4% at level 8). The chance scales with the size of the craft: anything worth about 20 plain leather or more — a leather tunic, or any colored piece — rolls the full rate, while a cheap sash or bandana rolls a fraction, so the proc cannot be farmed on small recipes. One roll per craft action, "craft all" included. When it fires, one outcome is rolled — it never fizzles; an outcome that cannot apply falls through to the refund:

Outcome Chance Details
Materials refunded 52% Every hide, cloth or bone the craft consumed comes back — essence included — and you keep the item
Golden part 20.5% An armor piece from colored leather turns into a golden part; plain leather, cloth and bone take the refund instead
Magical Essence 10% A pile worth the leather's essence tier — a valorite-leather craft pays 120 (plain leather takes the refund)
Mastery Gem 10% Tailoring-matched
Mastery Soul 5% Tailoring-matched
Mastery Fragment 2.5% Tailoring-matched
Stretched Hides very rare A separate pre-roll before the outcomes above, a little likelier on big colored crafts. A decorative rare in one of the five magic leather colours

Earning XP

Crafting masteries earn XP per successful craft, scaled by how much material it consumed and how rare it was. The multipliers run 1 / 3 / 5 / 8 / 12 / 18 per leather from plain up to valorite (essence you burn counts like plain leather), so a valorite-leather tunic levels the mastery 18× faster than a plain one — and a "craft all" run earns for every piece it makes.