Rash. Kerajinan Menjahit

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Rash. Craft Tailoring (tâyllor)

Tailoring is one of the risky crafts. Despite the dominant (as a rule) number of sins, rangers, and sorcs, the price of a tailor's products is not very high due to these classes' preference for abyss gear. Also, these classes change armor less frequently due to its low significance for them (the usefulness of manastones often exceeds the usefulness of the gear). Therefore, production items with a small number of sockets are simply garbage and often cost less than the materials used. Useful items are critical crafts (which is not always the case) and products of the highest levels (mastercraft). Consequently, in the earlier late phases of the game, developing this craft is not very profitable.

Tailor's (weaver's) products

One of the downsides of tailoring is its dependence on “successful crafting,” known as critical crafting. You spend a lot of resources and time creating one item, and if you end up getting the item listed in the recipe and not its upgraded version, you often end up losing. Those who craft equipment do not lose by making 20 items in a row. Statistically, they always come out in profit. But epic failures do happen. Moreover, the focus on critical crafting forces you to create items with a skill level 70 higher than the recipe, which is expensive for low levels.

The advantage of crafting is the ability to gear up in end-game items at the final levels much cheaper. Also, pointless simple recipes at the higher levels are cheap enhancements. That is, the price of the item itself will be about five times lower than the price of the enhancement that can be obtained from it. If you want to be well-enhanced while playing as a scout/magic class, level up tailoring. Materials are much cheaper than for armor crafting (the equivalent craft for heavy armor). Additionally, only through tailoring can you craft belts. Everyone wears belts, and the drop rate for good belts from mobs is virtually zero.

Why is this article about Rash?

Rash involves your maximum rapid progression to the end-game phase and the final dungeons. Some tailor-made items + those obtained from enhancement items are pieces of end-game gear. This is what Rash leads to.

This craft is best developed by scout classes (sin and ranger) because they are more dependent on armor than others. Sadly, armor provides almost no defense to mages. It will also be easier to engage mages-alchemists and sin-weapon smiths in cooperation.

Other classes are better suited to other types of crafting, which will be explained further.

Tailoring, like any craft, is divided into several levels of mastery. Each level requires its own consumables, resources, and materials.

1-99 lesser craft (Lesser)

100-199 regular craft (Regular)

200-299 greater craft (Greater)

300-399 major craft (Major)

400+ mastercraft (Master Craft) and dragoncraft

As you progress in crafting, you essentially produce the same items, but for higher levels and better quality.

Key items include: Armor (leather and cloth), belts, leather helmets, and parts for siege equipment.

To produce armor and belts, resources from earth and air + enhancement stones are needed (access refine for hats and belts, armor refine for armor).

+ processed leather by the tailor.