Rash. Craft Sewing
Rash. Craft Tailoring
Tailoring is one of the riskier crafts. Despite the usually dominant number of sins, rangers, and sorcs, the price of tailor products is not very high due to these classes' preference for abyss gear. Also, these classes change armor less frequently than others due to its low significance for them (the usefulness of manastones often outweighs the usefulness of gear). Therefore, products with a small number of sockets are essentially trash and often cost less than the materials used. Useful items are critical crafts (which does not happen all the time) and products of the highest levels (mastercraft). Consequently, developing this craft is not very profitable earlier in the late phase of the game.
Tailor Products
One of the downsides of tailoring is its dependence on "successful crafting," known as critical craft. You spend a ton of resources and time creating one item, and if you end up with the item specified in the recipe rather than its improved version, you most often take a loss. People crafting 20 items in a row on item crafts usually profit, according to probability theory. But an epic fail can happen too. Additionally, the focus on critical craft forces you to create items with a skill 70 above the recipe, which is expensive for low levels.
The advantage of crafting is the ability to equip yourself with end-game gear at the final levels much more cheaply. Also, pointless simple recipes of higher levels are cheap enhancements. That is, the price of the item itself will be about 5 times lower than the enhancement that can come from it. If you want to enhance well while playing a scout/mage class, level up your tailoring. The materials are much cheaper than for armor crafting (the analogous craft for heavy armor). Also, only through tailoring can you craft belts. Belts are worn by everyone, and the drop rate for good belts from mobs is practically zero.
Why is this article on the Rash topic?
Rash provides for your fastest development to the end-game phase and the last dungeons. Some tailoring products + those obtained from crafting enhancements are pieces of end-game gear. Rash leads to them.
This craft is preferably developed by scout classes (sin and ranger), because they are more dependent on armor than others. Unfortunately, armor hardly gives defense to mages at all. It will also be easier to attract mages-alchemists and sins-weapon smiths to collaborate.
Other classes are more suited to other types of crafting, and it will be explained why.
Tailoring, like any craft, is divided into several levels of mastery. Each requires its own consumable, 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 develop your craft, you essentially produce the same items but for higher levels and better quality.
Best items include: Armor (leather and cloth), belts, leather helmets, and parts for siege equipment.
To produce armor and belts, you need earth and air resources + enhancement stones (accessory refine for hats and belts, armor refine for armor)
+ processed leather by the tailor.