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[Tailoring] Tailor Skill FAQ (Revised 17 June 2009)


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This is the new home of the Tailor FAQ.

While most of the crafting and BOD stuff is done, the little details will probably take a while.... :coco:

FAQ credit info & History

The original tailoring FAQ was initially written by Puppy (this FAQ retains some of this information).
It was then edited by Ce’Nedra Willow with a number of additional posts added to the FAQ as 'Notes' to combine it into one post.
After that many additions were added, edited, changed by previous tailor moderator Bladeswinger and by Feenicks.
Feenicks & Boadicea*/ then took that edited FAQ and re-edited it to include new information, additions, changes and formatting in an attempt to bring it up to date.

This new FAQ is a highly modified version of these previous FAQs.

I first started by copying & pasting the old data into a new post. Many of the sections of the old FAQ are now redundant or obselete, and were either deleted, or moved into the Crafting Guides Sticky (such as the info on Dye Tubs and rare cloth - the latter is more trivia than real FAQ info).

Starting about half-way through Section 1.3, I started adapting much more detailed information from the guides I made during the period the Profession forums were down, as well as Smith FAQ info that was nearly identical to that needed for Tailor (all I had to do was change the tool names and materials, for the most part)

Current Status:

23 August 2016: Added the long overdue Harvester's Blade info. May be revamped further soon.
17 June 2009: Fixed issues with the skill gain section, resulting from an off-site table from the earliest days of the old FAQ no longer being online, and expanding on the data it used to cover. Added a little more Runic information.
11 September 2008: minor tweaking of the UO Assist information. Still need info on more complicated uses of the KR client (can probably d othe tool basics on my own)
14 August 2008: Most of the basic information on crafting is in place, as is the information of Bulk Order Deeds.
Over the next few days, the Arcane Clothing, UO Assist macro (and its KR tool equivalents) and a few other minor additions, will be done.
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List of Sections:

Starting a tailor character
What to make when – from zero to legendary tailoring
How many hides/cloth will I need?
My skill gain is stuck!
Gathering raw Materials
What is recycling?
Resources - Hides & Bones – Where to get them and how to use them?
Where is the best place to get (normal) hides?
Where is the best place to get bones?

Exceptional vs. non-exceptional
Difference between normal and studded leather armour
Leather types - material bonuses
What skill do I need to craft with the different leather types?
How does enhancing work?

Bulk Order Deeds - BODs

Arcane Clothing
UOAssist macros
KR tips and tricks


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Starting a tailor character

When starting a new character you have the choice between a pre-made template and an advanced character. If you have a pure crafter in mind then choosing the blacksmith profession might be preferable, then buying the tailor skill from an NPC. That character starts at 30 points in Blacksmith, Tinker, and Arms Lore (though only arms lore has a direct bearing on your tailor career). A standard advanced character template can have 100 points divided in 2 or 3 skills (at most 50, in one), but there is little advantage to using that form any more.

If you chose to start with 50 tailoring you will find a sewing kit, a bolt of cloth, a pair of scissors and a dagger in your backpack along with 1000 gold pieces – unless you have tinkering in your list of skills then you will need this gold to buy sewing kits. Frankly, 1 bolt of cloth & 20 GP of tools is hardly a big advantage.

Alternatively, if you go with the Blacksmith template, you will start with just the gold, as well as some iron ingots, and tools for Blacksmith & tinker skills. Use the gold to buy Tinkering up to 40 in New Haven, Buy tailor up to about 29 skill, then craft your own sewing kits & scissors.

To start training you will need lots of cloth and sewing kits. If you have 10 tinkering you can make your own sewing kits using 2 ingots and a tinker's tool. You get cloth from either picking cotton or shearing sheep or you can buy it from the NPC weaver or NPC tailor.

What to make when – from zero to legendary tailoring

If your skill is only about 29, you will start out with short pants; if you start out with 50 skill, you'll skip ahead to Fur boots, on the following list. Most tailors in training prefer to use cloth whenever possible during training as it's easier to find and cheaper to buy than leather.

Suggestions for lower levels (under 70 skill):
These suggestions are for if you just want to use
29-41.4 = Short Pants (6 cloth each)
41.4-50 = Cloaks
50-60 = Fur Boots
60-70 = Robes or Kasa

Bulk Order Deeds & training:

You can request Bulk Order Deeds from tailor or weaver NPCs. you can ask for one every hour, until you hit 60 skill, every two hours until 70, and every 6 hours at 70 skill and higher. However, if you complete a BOD, and turn it into the tailor or weaver (not the tailor grandmaster), the timer is reset and you can immediately request another BOD.

Below 70 skill, you are ALWAYS given a small BOD that is within your skill gain range, and the reward is more cloth and gold, so it can be worth your while to request these, fill the ones you have supplies on hand for, turn them back in, and request a new one, as much as possible. As BODs are the means to get the rewards you need to craft greater items later, it is best to learn about them now. (see a later section of this FAQ on BODs and more detail of how they work).

This link is to a chart that shows you what items you can gain to, based on if you've used a Power Scroll or not.

What's a Power Scroll, you ask? A Power Scroll is a reward for some Tailor Large Bulk Order Deeds, that will increase the maximum skill level that you can attain in that skill. Without a Power Scroll, you can only advance to 100.0 skill. Power Scrolls come in 105, 110, 115 & 120 skill varieties, and can be used at any point in a tailor's training.

It is best to use the best one you can as early as you can, during training, as in addition to raising the cap on the maximum skill you can attain, you can get gains from making items for 2.5 skill points past the normal skill cap, for every 5 points over 100 that the scroll is for.

For example, you can gain skill making cloaks up to 66.4 skill, without having used a Power Scroll.
If you have used a 105 skill power scroll, you could gain on cloaks until 68.9 skill
If you have used a 110 skill power scroll, you could gain on cloaks until 71.4 skill
If you have used a 115 skill power scroll, you could gain on cloaks until 73.9 skill
If you have used a 120 skill power scroll, you could gain on cloaks until 76.4 skill.

At higher levels, when skill gains are far between, you can save thousands of material pieces by being able to gain longer, on items that use less material, by having used the best Power Scroll you can get.

Skill Gains After 70:

Typically, the Robes can get you up to 74.6 without too much problem. At that point, you can start making Oil Cloth. Oil cloths really don't have much use, and not real value - but you can make a LOT of them while training, at 1 cloth each. If you cut them up, you will create bandages that characters with Healing or Veterinary skill can use, but cannot get back any usable cloth from them.

If you have used a powerscroll before reaching grandmaster tailoring, you can keep on making oil cloths beyond 99.6 tailoring, depending on which powerscroll you have used. Note that at this point you can STILL get gains from many of the BODs you receive, but you will start getting BODs that you can't gain on from filling, from their requested items either being too easy or too hard to make.

This chart below shows what you can make at the different skill levels, starting with oil cloth, and it also shows the theoretical limits. The chart linked to several paragraphs earlier, is actually an extension of this smaller chart for all of the tailor items.

Starting with Oil Cloths, there are two philosophies towards gains. The first is minimizing material use, at the expense of slower gains. The other is making what gives you faster gains, at much greater expense for materials consumed.

Assuming one has already used a 120-skill power scroll, then this is how the two systems work. This assumes a Character that is NOT upgraded to Stygian Abyss; Those characters have options for Gargoyle Cloth Armor crafting that can take them all the way to 120 skill without using leather, but I have not yet had the time to modify this FAQ for them (such modifications should occur sometime in February 2010).

System 1: Materials conservation.

74.6-109.6 = Oil Cloths
109.6-115.0 = Cloth Ninja Hoods (recycle, ar donate to library for collection points)
115.0-120.0 = Studded hiro sode (recycle each).
Now, at this point, you have additional options - you can keep using cloth, and make Cloth Ninja Hoods, or make lots of studded leather items.

The Advantage of the Hiro Sode is that they use the same amount of leater as the Bustier & gloves, at a higher difficulty (better chance of a gain), without having to shift over to the more costly 10-leather pieces. The Disadvantage is that you'll just be recycling the items - at least the "normal" studded items fit into BODs.

System 2: Speed optimization.

74.6-89.6 = Oil Cloths
89.6-95.0 = Cloth Ninja Hoods (recycle or donate), plus any Studded or bone Items you have BODs for, to fill.
95.0-115.0 = Continue with Studded & bone items for BODs, making Cloth Ninja Hoods or leather ninja hoods, as materials permit, when you are out of BODs, for donation points. Optionally, just make the Studded item that is the hardest for you to make, and recycle (bone types doesn't recycle).
115.0-120.0 = Leather ninja hoods (for donations) and the Studded/Bone pieces that can still give gains (some of which will still be relatively near their sweet spots), as material & BOD supply allows, BOD filling when able, recyclong otherwise.

Note: Most tailors avoid crafting bone armour when training as you cannot recycle bone armour. However, if you choose to train making bone armour you can use what you make filling bone BODs - and they give MUCH better gains than any of the other stuff in the guide above - just be sure to wear a talisman that gives exceptional Tailoring bonus.

How many hides/cloth will I need?

The amounts needed to GM tailoring differ from person to person and the method used, but as a general you should count on using 40K cloth and 2K leather.
To reach Legendary tailoring you will need a lot more of both cloth and leather – people have reported using as much as 50K leather to reach Legendary tailoring, prior to Samurai Empire.
However, an aspect of the current version of the BOD system, referred to as Cycling, can get you tons of cloth to work with. See that section of the FAQ.

My skill gain is stuck!

If you've been tailoring for a while and can't seem to get any gains, look at your skills menu to make sure of the following:

1. That you aren’t at your skill cap
2. If you are at your skill cap that you have some arrows pointed down for other skills (do this showing Real skill - some people have thought they had issues, when they were trying to make skill points go down that weren't really there, but were on skill jewelry)
3. Make sure you can actually gain on the item you're making, by consulting the charts.
4. Also note that for ALL skills, there is a window in the early 90s where skill gains come VERY slow, as an artifact of the era before Power Scrolls.

If you've got plenty of points to lose, there are a few things you can try. Some people suggest getting yourself killed. For some reason this seems to reset a counter somewhere and you may start to gain again. There are less drastic solutions, though. Try crossing a server line, make sure you're well fed, and switch from making one item to making another. A thing that seems to help a lot is taking a few days break from tailoring and work on another skill. You should at least get a gain from the "Guaranteed Gain System" after a couple days off.


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(Note: This is a work in progress - having to expand/double-check the sources of leather before progressing further.)

Now, you may ask, where do the materials for tailors to use come from?

For cloth, there are several options:
  1. Buying cloth (by bolt or by the piece - bolts cut to 50 pieces and are significantly cheaper over time than already cut cloth).
  2. Making the cloth from Wool, cotton or flax (or yarn or thread, which are intermediate steps - described next).
  3. Reward cloth from BODs (which can really pile up into very large amounts over time, at 100 pieces per small BOD turned in).
  4. Taking clothes off dead NPCs (like brigands) and cutting them up (recycling).
Making cloth is a time-honored method from the early days of UO, but few do it anymore.

The first step, usually, is to pick cotton (At certain farms), or shearing sheep. You shear a sheep by double-clicking a bladed weapon (in peace mode), then targeting a sheep that has not been sheared yet. Consult the following picture to determine this:

This will put wool in your pack. You can make the wool respawn quicker by, once you have sheared all the sheep in the pen, killing them all to force them to respawn.

Next, you take the wool & cotton (or flax, if you buy it - some places also sell wool & cotton), and use it on a public spinning wheel, or one you have set up in your home. Wool will create yarn; cotton will create thread.

These, in turn, are used on a loom - several uses of these on the loom will put bolts of cloth into your backpack. If the material was colored (say, you looted or bought the stuff, the last bit you put onto the loom to finish the bolt, will be the finished bolt's color.

One of the reasons why this went out of style is that it became so much easier to buy cloth for little bit of gold - before, one could make vast profits making cloth, but it was so abused, the cloth prices were cut to stop exploiting of the process to build vast fortunes (and often constantly beating the real tailors to the raw materials).

Buying cloth is most likely the best way to go, until you get a self-sustaining supply of BOD reward cloth going. And, note that you can dye the BOD reward cloth all one color, to make it easier to make items for Training or BOD filling from, without wastage.

I'm making all these cloth things. What do I do with them?

Good question. IF you don't have BODs to stick the items in (or if the items don't HAVE BODs, like the oil cloth and ninja hoods), you cut them up. In the old days you could sell them, but these days you'd be lucky to get 2-3 cloth's worth of gold back for an item that took 10-16 cloth to make (again, the result of exploiters using tailoring to amass small fortunes by playing the markets).

You could cut the items up by hand, but that took forever. UO Assist introduced a Recycling agent to cut the stuff back up for you, instead of you doing it by hand, but it still took forever, because it only cut up one item every half-second to second.

But all that's changed, since the Salvage Bag was introduced. This is, most likely, the best 1200 gold you'll ever spend at a provisioner - and it works for both Tailor & Smith. You still have to have scissors on you, but now, you can make all your items in the salvage bag, then remove the extra cloth (otherwise the bag will cut it to bandages), and click on the bag (choosing "recycle cloth" - also works on leather) to turn ALL the items into reusable cloth (well, bandages, in the case of the oil cloths) in just one second!

Note that the return from ANY of these methods is based on ones' tailor skill, and at most it returns half the cloth (or leather). Note also that some leather items have been bugged for at least 6 years, and will not recycle by hand or by the UO Assist agent - but most of them will recycle via the salvage bag. Bone armor items, unfortunately, don't recycle, nor do most hats from before Samurai Empire, nor do footwear items.

It is definitely in the best interest of a starting tailor to go develop at least enough combat skills to get the gold for a Salvage Bag immediately on starting training, even if you plan to get rid of the skills later. Besides, there's another reason the ability to swing a weapon against low-end critters will be useful for a tailor - and that's called.....

Gathering Leather

Please note that the amounts of leathers per animal/monster listed below is based on Trammel values – if you venture to Felucca you will get double the amount! You get the same amount of bones whether you find them in Trammel or Felucca. Note that a human will get 10% more of any leather (not bone) resource, if they are the one to cut the corpse.

Normal Leather:

Non-aggressive animals:

Bear, brown/black (12)
Bear, grizzly (16)
Bear, polar (16)
Bull (15)
Cougar (10)
Cow (12)
Goat (8)
Goat, mountain (12)
Llama (12)
Great Hart (15)
Hind (8)
Panther (10)
Walrus (12)

Aggressive animals (found most facets):
Bullfrog (4)
Giant Rat (6)
Greater Mongbat (6)
Swamp Dragon (20)

Tokuno creatures:
Lesser Hiryu/Hiryu (60!): Highly Dangerous (especially the "full" Hiryu)!
Tsuki Wolves (25) (dangerous)
Bake Kitsune (30) (dangerous)
Gaman (15) (non-aggressive but far from a pushover)
Deathwatch Beetles (regular and hatchling) (8)

Dungeon Creatures (note that named creatures are dangerous in the EXTREME):
Thrasher (named alligator, Blighted Grove): 48
Hydra (very dangerous): 40; breath makes it a bit more dangerous than Thrasher. the named hydra Abscess is obscenely dangerous (and also gives 40 leather).

Spined Leather:
Dire Wolf (7)
Ridgeback (12)
Giant Toad (12)
Giant Serpent (15)
Alligator (12)
Lizardman (12)
Ratman-all types (8)
Pixies (5)
Imp (6)
Small Hellcat (10)
Large Hellcat (10)
Lava Lizard (12)

Horned Leather:
Drake (20)
Kirin (10)
Unicorn (10)
Sea Serpent ()
Deep Sea Serpent (10)
Wyvern (20)

Barbed Leather:
Nightmare (10)
Dragon (20)
Greater Dragon (30)
Serpentine Dragon (20)
White Wyrm (20)
Ancient Wyrm (40)

Bones (from where):
Ant Lions (often have multiple bones)
Shadow Wisps
Horde Minions
Giant Serpents
Revenant Lions (undead lion spellcasters - not worth the effort)
Basically any creatures that have traditionally spawned body parts may all now spawn bones. It seems to be around a 50/50 chance that it will have either bones or a body part.
Fisherman may also fish up bones as part of pre-chest MIB loot.

Bones (how to use):

When you get bones they come in the form of bonepiles or bone pieces. These are not stackable. You cannot extract workable bones from body parts or bone armour.
To get workable bone resources you must use a pair of scissors on the bones you loot.

Here is an as yet incomplete list of what pieces yield how many bones:

Bone: 1 bone
Jaw Bone: 1 bone
Pelvic Bone: 1 bone
Bone Shards: 2 bones
Spine: 2 or 3 bones (varies)
Ribcage: 3 or 5 bones (varies)
Bone Pile: 10 or 15 bones (varies)

Where is the best place to get (normal) hides?

If you seek hides for your aspiring tailor you simply cannot go wrong by killing cattle. Cows cows and more cows. A cow can drop in one or two hits from an axer and provide you with 12 hides for that minimal effort. Some horse spawns are also great for a fast leather supply, although some dislike killing horses as it lowers your karma.
Keep in mind that oftentimes tamers are using bulls to train taming. Not attacking a bull that a tamer is training taming on keep things nice and easy for everybody. In the time you can kill a bull you could have killed 4 or 5 cows anyway so why not leave them be if there are tamers using them eh?
The GAMAN from Tokuno are also a good source for leather, but are harder to kill than a bull. They are more plentiful, and if you want you can collect their horns to do the Heartwood/Labyrinth quest repeatedly.

In addition to hunting critters for hides you can also buy hides from tanners in town. It may take a fair amount of packhorses, a bit of cash and a little time. Hides start out at 3 GP per, but go up 1 GP for every 1000 bought, and you still have to cut those 5-stone hides into 1-stone leather. Leather that's already been cut can be bought from leatherworkers, starting at 6 GP each. Note that the only way to get these prices to go down is a vendor reset - either on EA's part, of if a hyper-aggressive Event monster (read: Berzerker Deamon) kills the NPC.

What special properties do Skinning Knives, Butcher's War Cleavers and Harvester's Blades have for gathering leathers?

These weapons can, under the right circumstances, save you LOTS of time. Normally, when you skin a creature, you get its hides (that weigh 5 stone per hide) in a pile. You then have to get those hides from the creature's corpse, then cut those hides with scissors into "Cut Leather" which only weighs 1 stone each). The Skinning Knife and the Butcher's War Cleaver make this a MUCH easier job, by bypassing several of those steps.

A Skinning Knife, if held in the character's hand, will cut the leather DIRECTLY into cut leather, and (if the character's weight carried is about 360 or less) put those cut leathers directly into the character's backpack.

A Butcher's War Cleaver takes a couple steps out of this. First of all, while the Skinning Knife has to be held for the special feature to work, the BWC only has to be in your pack, and you use it as your cutting tool. Second, if you actually DO wield it as a weapon, it is a Bovine Slayer that does double damage to cows, bulls and Gaman.

A Harvester's Blade takes the BWC even a step further. A two-handed weapon with no properties (but can be imbued), it is a semi-rare item, having been introduced for some of the Thanksgiving events (if you got a plucked turkey, you can give it to a butcher and receive the HB back), and some of the cornucopia/horn of plenty type things from those events and later can still produce one of the turkeys as a rare drop when emptied.
Used as a cutting tool, it is superior to the BWC in the following aspects:
  • ALL items gained are increased by 10% or more. This includes leather, blood, meat (of various types), feathers and scales. This is for each 10 items, plus each fraction of 10. So, 12 leather would become 14 (1 extra for the first 10, then another 1 extra for the last 2).
  • Any bonus gained from race is included in the BASE amount of material to be increased. So, if an elf gets 10 leather, and a human gets 11, normally, the Harvester's Blade will increase that to 11 for the elf, but 13 for the human (10+1, +1+1).
No resource gatherer should be without one or the other of these (my personal tailor uses a Reptile Slayer Skinning Knife, and kills everything personally, up to drakes & wyverns for horned).

Where is the best place to get bones?

A lot of people go to the Forest Lord Spawn in Ilshenar near the Spirituality Shrine and kill shadow wisps. These guys do not give negative karma for killing them and if you are in positive karma the rest of the spawn should leave you alone. A shadow wisp is nowhere near as strong as a regular wisp and if it doesn’t die in one hit the second hit should finish it off.

Another popular choice is to go to a swamp region and kill giant serpents. They give bones regularly but also have the added bonus of providing spined leather.

Any graveyard is good for bones as well since zombies provide them. Skeletons do not however.

Lastly, the Ant Lions in the Solen tunnels have the chance for 3-4 bones/Body parts to soawn on each one, plus (for the Tailor/smiths) carry colored ore piles, from Dull Copper up to Bronze.
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Base Properties

Starting with AoS in 2003, each piece of armour (including hats) crafted was imbued with certain base properties that are the same for all non-exceptional cloth or leather armour. These standardized properties represent how that type of armour resists physical and various elemental damage types.

Armour: Exceptionally crafted pieces of armour (excluding shields) receive additional resists, distributed randomly among the five resist types. The amount of additional resists is determined as follows...

a. If the item was crafted by a conventional sewing kit, then the minimum number of additional resists is 15.

b. If the item was crafted by a Runic Sewing Kit (a special form of Sewing kit, gained from doing Bulk Order Deeds - see that section below), then the minimum number of additional resists is only 6.

c. Note that at this time, only LEATHER items can be created with special properties with a Runic Sewing Kit. Hats (being cloth) will come out with the non-runic resist bonus, and no special abilities. It WILL waste one of the charges of your runic kit in doing so, however. There is current discussion with the UO Developers about possibly changing this, but there is no guarantee that we will ever be able to make runic hats.

d. In cases of both a. and b., an additional bonus may be imparted by the Arms Lore skill. FOR EACH TWENTY POINTS* of Arms Lore, one additional point is added to these numbers. Due to the "Jack of All Trades" bonus possessed by Human characters on accounts upgraded to Mondain's Legacy (including the 9th Anniversary Boxed set), humans are treated as having 20 points of Arms lore, if their actual Arms Lore skill is under 20.

e. For a crafter (of any type) with Grandmaster Arms Lore skill (100.0), the "normal tool" Exceptional bonus reaches its maximum of 20 random points. If crafting with a Runic Hammer, the maximum Exceptional bonus is 11 random points, with 100.0 Arms Lore. It is strongly recommended that all crafters have 100 Arms Lore, if possible.

* bonus is every 12.5 points of Arms Lore on Siege Perilous, for an +8 resist bonus (23 total for normal tools, 14 total for runic-made).

Base Properties for Standard Items

These are items that pre-dated the release of Age of Shadows, and the information was originally provided by EA here. Items that are underlined are not craftable currently, appearing only as items looted from monsters or other means (treasure chests, items that "drop" as artifacts directly into the character's pack in certain regions in game, etc.). These items should be repairable by a tailor, but are not craftable by one. For a full list of categories, see the Smith FAQ, that this section was adapted from.

[B][FONT=Courier New]ARMOUR TYPE        Physical Fire Cold Poison Energy Total[/FONT][/B]
[FONT=Courier New]Leather                2      4    3     3      3     15[/FONT]
[FONT=Courier New]Studded Leather        2      4    3     3      4     16[/FONT]
[FONT=Courier New]Bone                   3      3    4     2      4     16[/FONT]
[B][FONT=Courier New]HELMS/HATS          Physical Fire Cold Poison Energy Total[/FONT][/B]
[FONT=Courier New][U]Orc Helm[/U]               3      1    3     3      5     15[/FONT]
[FONT=Courier New][I]Bandana/Skullcap[/I]       0      3    5     8      8     24[/FONT]
[FONT=Courier New][I][U]Bear Mask[/U][/I]              5      3    8     4      4     24[/FONT]
[FONT=Courier New][I][U]Deer Mask[/U][/I]              2      6    8     1      7     24[/FONT]
[FONT=Courier New][I]Normal Hats[/I]            0      5    9     5      5     24[/FONT]
[FONT=Courier New][I][U]Orc Mask[/U][/I]               1      1    7     7      8     24[/FONT]
[FONT=Courier New][I][U]Horned Tribal Mask[/U][/I]     6      9    0     4      5     24[/FONT]
[FONT=Courier New][I][U]Red Tribal Mask[/U][/I]        3      0    6    10      5     24[/FONT]
Samurai Empire Armour Types
These are Oriental armour types (mostly Japanese-inspired) that were introduced in 2004 with Samurai Empire. For the most part, they have the same resists as the western counterparts. They do have one major difference - most of these, when Exceptional, gain the "Mage Armor" attribute, allowing the wearer to meditate in them as if they were leather.

[FONT=Courier New][B]ARMOUR TYPE       Physical Fire Cold Poison Energy Total[/B][/FONT]
[FONT=Courier New]Leather               2      4    3     3      3     15[/FONT]
[FONT=Courier New]Studded Leather       2      4    3     3      4     16**[/FONT]
[FONT=Courier New]Leather Jingasa       4      3    3     2      3     15[/FONT]
[FONT=Courier New]Cloth Ninja Hood      0      5    9     5      5     24[/FONT]
[FONT=Courier New]Leather Ninja Hood    2      3    3     3      4     15[/FONT]
**The Studded Mempo (gorget) was accidentally given the same resists as leather; this error has never been corrected, so it only has 15 resists.

Mondain's Legacy Armour Types
These are types introduced with 2006's Mondain's Legacy expansion. None of the major types are metal, instead being made of either leather or wood. All these types are wearable only by Elf characters. "Leaf" armour is the equivalent of Leather, and is made of leather despite its name. "Hide" armour is the equivalent of Studded, but does not get the extra resist point that human studded gets.

[FONT=Courier New][B]ARMOUR TYPE       Physical Fire Cold Poison Energy Total[/B][/FONT]
[FONT=Courier New]Leaf                  2      3    2     4      4     15[/FONT]
[FONT=Courier New]Hide                  3      3    4     3      2     15[/FONT]

Difference between normal leather (and leaf) armor and studded leather (and Bone & hide) armour

The difference is simple: you can meditate in normal leather armour and you can't meditate in studded armour – which is very important for mages; the extra 1 point resist you get when wearing studded armour just doesn’t make up for the ability to not use meditation. And, unlike the Samurai Empire metal armors, the Studded armors from that expansion are NOT Mage armor when crafted exceptionally.

Leather types - material bonuses

There are 4 different leather types: normal (brown), spined (blue), horned (red), and barbed (green) and they all add different resists or properties to the items crafted with it, except normal leather which is the base resist for all the other leather types.

Non-exceptional items crafted with the different leather types would come out as follows (resists are as follows: physical/fire/cold/poison/energy = total resists):

Normal leather

Leather: 2/4/3/3/3 = 15
Studded: 2/4/3/3/4 = 16

Spined leather: + 5 physical resist, + 40 luck

Leather: 40 Luck; 7/4/3/3/3 = 20
Studded: 40 Luck; 7/4/3/3/4= 21

Horned leather: + 2/3/2/2/2

Leather: 4/7/5/5/5 = 26
Studded: 4/7/5/5/6 = 27

Barbed leather: + 2/1/2/3/4

Leather: 4/5/5/6/7 = 27
Studded: 4/5/5/6/8 = 28

What skill do I need to craft with the different leather types?

Spined requires a minimum of 65.0 tailoring
Horned requires a minimum of 80.0 tailoring
Barbed requires a minimum of 99.0 tailoring

Enhancing an Item

To start with, enhancing an item does not require the use of a Runic Sewing Kit. However, you are almost certain to break most items, so Enhancing should be reserved only for items one finds as loot, and you should always craft with a special meterial when using a runic.

Basic Rules of Enhancing

  1. Once an item has been successfully enhanced (or crafted from a special material), it may not be enhanced again. Only items made from normal leather (including studded, leaf, hide & bone armor) may be enhanced with colored leathers. Hats & masks currently cannot be enhanced.
  2. A tailor can only enhance those items that a tailor can make. Some items can be enhanced and repaired, but are not yet craftable, while a few more can only be repaired, and cannot be enhanced currently.
  3. Successfully enhancing an item uses the full amount of leather it requires to craft that type of item. Other ingredients (such as bone) are not needed.
  4. Enhancing does not use a charge on the crafting tool.
  5. You may not use a Runic Sewing Kit to enhance an item with more magical properties. It either already has properties, or it does not.
  6. Talismans do not add to the chance to enhance.
  7. Artifacts and MOST other items with special abilities cannot be enhanced. A few other items (mostly event items) can be enhanced, but typically this was an oversight by the Event Moderator that created them, and the attempt will likely destroy the item in a catastrophic failure. Several unique event items, historical items specific to a single shard (and with an estimated worth in the hundreds of millions of gold), are gone now forever, because some fool tried to enhance them, and failed.
Success, Failure, and Catastrophic Failure

The chance to succeed during an enhancement attempt is based primarily on amount of abilities being imbued onto the item. The higher each property will be (when added to the existing properties of the item), the more likely it will fail.

There are two types of failures when attempting to enhance an item.
  • A normal failure means that the enhancement was unsuccessful and the attempt consumes some of the resources but additional attempts may be made.
  • A catastrophic failure destroys the item.
With Publish 21 (late Nov 2003) higher crafting skill now adds into the chance of enhancement success, at a rate of 1% per property, at 100 skill (Grandmaster), and every 10% of skill over Grandmaster. As there is not yet a tailor equivalent of the Ancient Smith Hammers, expect to lose a LOT of items enhancing.

The properties added to leather objects is based on the color of leather combined into the item.

When attempting to enhance an item, the chance for success/failure is calculated against each property that is being enhanced in the attempt. The chance for item breakage is approximately 10% lower than the chance to fail; the following formulae do not include the previously discussed higher skill bonus:
  • Resist property = 20% + Current Resist (this is for each resist that increases)
  • Durability property = 20% + Int[Current Durability/40] (not a property given by leathers, currently)
  • Lower Requirements = 20% + Int[Current Lower Requirements/4] (not a property given by leathers, currently)
  • Luck property = 30% + Int[Current Luck/2]
How does enhancing work?

You can enhance leather items with either spined, horned or barbed leather. Have the selected leather type and the item you wish to enhance in your backpack, and click the "Enhance" button in the tailor menu and target the item you with to enhance.

When enhancing you will, if successful, add the special material bonuses of the leather to the piece you're enhancing.

You are also required to have enough skill points to craft items with the materials you want to enhance with. I.e. to enhance an item with barbed leather, you would have to be at or above 99.0 Tailoring skill.

You can read more about material bonuses here and about enhancing here.

There are enhancement calculators here and here.

Runic Tools

An example of how metal items are made with runic tools & special materials (ingots, instead of leathers, of course) are in the Smith FAQ. The Armor examples there, work the same as the tailor bonuses (same random properties for armor, regardless of being metal or leather, with only the bonuses for the materials and armor type being slightly different). Note that the Runic type has NO BEARING WHATSOEVER on what leather type should be used with it. In the ancient days of UO, perhaps even before Tailor BODs, Smiths used to have to match metal to the runic hammer type, but that went away 7 or more years ago. Now, you look at the bonuses you are wanting to have (see material types above) to what you want to come FROM the runic, and just use that material (Spined for high luck items (over the 100 max from the runic), Horned for balanced higher resists, Barbed for highest resists, concentrated in Energy & poison)

[FONT=Courier New][B]RUNIC TOOL (Charges) Properties Bonus Intensity Range[/B][/FONT]
[I][FONT=Courier New]Spined Kit   (45)           1-3          40-100%[/FONT][/I]
[I][FONT=Courier New]Horned Kit   (30)           3-4          45-100%[/FONT][/I]
[I][FONT=Courier New]Barbed Kit   (15)           4-5          50-100%[/FONT][/I]
The following is a reworking of the Valorite Close Helm example from the Smith FAQ, redone as a Barbed Leather Cap

Barbed Leather Cap, crafted with a Horned Runic Sewing Kit

[FONT=Courier New]FACTORS           Physical Fire Cold Poison Energy Total Other Bonuses[/FONT]
[FONT=Courier New]Barbed Leather Cap    4      5    5     6      7     27  [/FONT]
This is the normally crafted state of the item.
If crafted Exceptionally, there would be another 6 to 11 additional resists (based on Arms Lore skill bonus, or lack thereof), divided randomly between the five resists.

For this example, we will assume Grandmaster Arms Lore, with 11 random resists applied as follows.

[FONT=Courier New][FONT=Courier New]FACTORS           Physical Fire Cold Poison Energy Total Other Bonuses[/FONT]
[FONT=Courier New]Barbed Leather Cap    4      5    5     6      7     27  [/FONT]
[/FONT][FONT=Courier New]Exceptional Bonus     2      4    2     1      2     11[/FONT]
[FONT=Courier New]--------------------------------------------------------------[/FONT]
[FONT=Courier New]Pre-Runic Totals      6      9    7     7      9     38 [/FONT]

Now, in addition to these bonuses, there will be Three or Four Runic item properties, with a minimum intensity of 45%, and a maximum intensity of 100%. For purposes of this example, they will be Durability Increase, Physical Resist, Poison Resist, and Mana Regeneration.
  • If Mage Armor is rolled for a piece that already allows meditation, it is supposed to be replaced by another random property. However, from Publish 16 until the release of publish 51, over 5 years later, this was bugged, and the property would be invisible/dropped, leaving items with less properties than they should have had. It was fixed with Publish 51 in March 2008. In this example, it is a direct conversion of the example from the Smith FAQ, it will occur, resulting in a new Property, of Durability increase (we'll say at 80%).
  • Mana Regeneration is Mana Regeneration 1 or 2, with 1 being the low end. We'll assume that it is rolled at 65% intensity, making it Mana Regeneration 2.
  • Physical Resist will be a minimum of 7 (45% of 15, rounded up), a maximum of 15. For this example, we will treat it as 80% (12 of 15)
  • Poison Resist will be a minimum of 7 (45% of 15, rounded up), a maximum of 15. For this example, we will treat it as 93% (14 of 15)
The end result is...

[FONT=Courier New]FACTORS           Physical Fire Cold Poison Energy Total Other Bonuses[/FONT]
[FONT=Courier New][FONT=Courier New]Pre-Runic Totals      6      9    7     7      9     38 [/FONT]
[/FONT][FONT=Courier New]Physical Resist      12                              12[/FONT]
[FONT=Courier New]Poison Resist                          14            14[/FONT]
[FONT=Courier New]Mana Regeneration                                        Mana Regeneration 2[/FONT]
[FONT=Courier New][I]Mage Armor(rerolled because armour is already meditation-allowing)[/I][/FONT]
[FONT=Courier New]Replacement Property: Durability                         Durability Increase 80%[/FONT]
[FONT=Courier New]-----------------------------------------------------------------------------[/FONT]
[FONT=Courier New]Final Item           18      9    7    21      9     64[/FONT]
[FONT=Courier New]Additional Properties: Mana Regeneration 2, 80% Durability Increase [/FONT]


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Original version By Hermlock on Pac, for the Smith FAQ
Highly Modified by Basara in 2008 to include new information, and modified again for the Tailor FAQ.

  1. What is a BOD (SBOD)?
  2. How do I get a BOD and how often can I get them?
  3. How do I fill a BOD and get the reward?
  4. What kinds of BOD's are there?
  5. What is an LBOD?
  6. How do I get an LBOD?
  7. How do I fill an LBOD?
  8. There is only one button on my BOD/LBOD gump how do I combine deeds?
  9. I've tried everything and I still can't get a deed. What's wrong?
  10. I refused a BOD when offered one will I get another one?
  11. What Are BOD Books?
  12. Why are these BODs in this Vendor's books not priced? Is it Legal?

1. What is a BOD (SBOD)? A BOD is a Bulk Order Deed. BODs may be offered to anyone with Tailoring skill on request of the character, or when they sell items to NPC Tailors, Weavers or Cobblers. These deeds come in many forms but the one thing they have in common is that they may all be completed and turned in for a reward. The reward depends somewhat on the type of deed you turn in, ranging from special colors of cloth for the easy ones, to magical crafting tools for the rarer ones.

2. How do I get a BOD and how often can I get them? In order to get a BOD just sell any item that the NPC Tailor will buy or select "Bulk Order Info" from the context-sensitive menu when clicking on an NPC Tailor. The deed you get at and after 70.0 Real Skill is completely random. Supposedly, Grandmaster Tailors are supposed to get 60% exceptional quality, as opposed to 50% exceptional from 70 skill to 99.9, this appears to be bugged, and the actual numbers are closer to 70% normal, 30% exceptional.

Under normal circumstances, you may recieve a BOD only once during a given time period depending on your skill level (based on real skill):
  • 0.1-50.0: every one hour (Normal cloth or leather - will be a BOD the character can gain skill from, while making the requested items)
  • 50.1-69.9: every two hours (type as indicated in 0.1-50.0)
  • 70.0-120: every six hours (All possible types, Large & Small, exceptional or normal - though there still appears to be a tendency, if a cloth or leather BOD, to be one the character can gain on, up until at least 80 skill).
This timer is per character, and it should be noted that a different timer applies to each BOD system. In other words, if a character accepts a Blacksmithing BOD, he must wait the appropriate amount of time before he is eligible to receive another Blacksmithing BOD but is eligible to receive a BOD for Tailoring. One may check in-game approximately how long a specific character will have to wait by selecting "Bulk Order Info" on an skill-appropriate NPC's context-sensitive menu.

In 2005, a change was made in the BOD system, so that if one turns in a BOD, it resets the timer, making the Tailor immediately able to claim another BOD, on turning in a tailor BOD for a reward. This led to a form of BOD collection & filling known as "BOD Cycling", which will be discussed in the next section of the Tailor FAQ.

3. How do I fill a BOD and get the reward? After receiving your BOD double click it and read it carefully. It should tell you the quantity and quality of the items as well as the leather type needed to complete the order. There are also two buttons on the bottom of the deed, the bottom one is the Exit button which will close the gump, and the top button combines the item needed with the deed.

Craft (or purchase) the items and add them to the deed. To add an item double click on the deed if it is not already open, choose the Combine this deed with item button, then target and click the item you wish to add. After you add an item the gump will automatically reappear with updated information to reflect that you have added an item.

After you have filled the deed you may turn it in to any NPC Tailor, Weaver or Cobbler (but not the Tailor Guildmaster) for a reward. To turn in the deed drop it on the NPC and you will receive your reward. Rewards consist of: an item, an amount of gold (placed directly in your bank, and may take the form of a check), and an amount of fame.

Below is a picture of a small Tailor BOD's selection gump from EA's own web page. Smith BODs function exactly the same. If the item requires one of the colored leathers, the line will say so, as in the picture. If the items need to be of exceptional quality, a line saying so will be beneath the materials line.

4. What kinds of BOD's are there? This is a little complicated.

There are Cloth BODs and Armor BODs, that come in Large (sets, for a greater reward) and Small (set parts, or stand-alones) types. In turn, each BOD type comes in Normal & Exceptional varieties, in 3 different "counts" - that request 10, 15, or 20 items, respectively. There are also Footwear BODs, that are needed to fill the Cloth Large BODs, as well as having their own Large BODs. Despite the Cloth large asking for "Cloth" footwear, they use the appropriate footwear small BODs, regardless of leather color.

Armor BODs also come in both "Leather" and "colored" versions (one of the 3 specific colored special leathers in the game).

Effectively, discounting color, there are 6 BOD types for every item that has a BOD. A sandal BOD , for example, comes in these deed forms:
  • 10 normal sandals
  • 15 normal sandals
  • 20 normal sandals
  • 10 exceptional sandals
  • 15 exceptional sandals
  • 20 exceptional sandals
Normal (non-exceptional) deeds may be filled with exceptional items. Exceptional deeds may be filled with only with exceptional items. One must take care not to confuse the two, or a lot of work can be wasted.

Similarly, exceptional small BODs can be combined with a normal large BOD, by accident or deliberately to serve in place of a normal small (and in most cases, the exceptional small would have been a lot more valuable to the tailor, so it should be avoided unless you know the normal large is worth more than the exceptional small or its exceptional large).

Footwear & Armor BODs come in all the leather colors as well so that every armor and footwear BOD comes in 24 different types. One can combine a colored deed small with a corresponding regular leather large, but there are few reasons to ever actually do so (but a lot more reasons than combining a colored smith BOD with its corresponding iron BOD, though).

Unlike Smith BODs, EVERY Tailor small has at least one Large Bulk Order Deed (LBOD) that it will help complete. For a while, the colored footwear LBODs did not spawn, but that was fixed in late 2007 or early 2008. But, even in the 5 years they did not spawn, you could still combine them with the matching cloth LBODs.

5. What is an LBOD? LBOD stands for Large Bulk Order Deed. It is a bulk order deed that requires other BODs to complete. An LBOD may be turned in after it has been combined with the appropriate small BODs. There are five types of of Leather LBODs: The Footwear set, Studded Leather suit, Bone Armour suit, Male Leather suit, and the Female Armor collection (which includes 2 types of female legwear, and 4 types of female torso armour). There are also 9 Cloth LBODs - a set of 4 hats that do not fit an outfit, and 8 Outfit sets. Two of each outfit set share the same footwear requirement (for example, the sets referred to as the Gypsy set & the Town Cryer set, both require a Thigh Boots small BOD of the appropriate count and quality, but of any type of leather).

6. How do I get an LBOD? The same way you get a BOD (see above). They are randomly given out to tailors of 70.0 Real skill or higher. Approximately 7.5% to 8% of all BODs will be LBODs.

7. How do I fill an LBOD? To fill the LBOD you must match EXACTLY what is on the LBOD with the appropriate BOD. However, just as you may use exceptional items to fill normal BODs, you may use exceptional BODs to fill normal LBODs (though, depending on the comparative rewards, you may not want to).

When you receive your deed click on it and you will see all the information you need to complete the deed. It should look similar to a small Bulk Order, instead of listing one item, it will list 4 to 6 items.

When you double click it the gump will show what deeds are required to fill the deed. Only completed BODs of the proper count (and quality/material, as appropriate) will be able to be combined with the LBOD.

As you combine the appropriate filled small BOD, the 0 will become a 15.

Here is what is required to fill each LBOD:

An LBOD Footwear deed needs the following BOD's: Sandals, Shoes, Boots, Thigh Boots

An LBOD Studded Leather deed needs the following BOD's: Studded Gorget, Studded Gloves, Studded Sleeves, Studded Leggings, Studded Tunic (note: the "Studded Armor" is part of the female armor LBOD set below)

An LBOD Bone Armor deed needs the following BOD's: Bone Helmet, Bone Gloves, Bone Arms, Bone Leggings, Bone Armor

An LBOD Male Armor suit deed needs the following BOD's: Leather Cap, Leather Gloves, Leather Gorget, Leather Sleeves, Leather Leggings, Leather Tunic

An LBOD Female Armor deed needs the following BOD's: Leather Skirt, Leather Shorts, Leather Bustier, Studded Bustier, Female Leather Armor, Studded Armor

An LBOD Hat deed (the only cloth LBOD that does not requre footwear)needs the following BOD's: Cap, Tall Straw Hat, Wide-Brim Hat, Tricorne Hat. This is the type pictured above.

This webpage shows the various Cloth outfits as modeled (though take the leather ones with a grain of salt - it has the female leather model wearing shorts and skirt at the same time, which is impossible)

Quantities (10, 15, 20) must match to place a BOD in an LBOD, as well as, leather type, and only exceptional BODs can be combined with an Exceptional LBOD.

Once you get an LBOD you must find the appropriate BOD's to fill the order. To fill the deed you combine them in the same way as a BOD. Use the Combine this deed with another deed button on the LBOD to combine with the completed BOD. Target the BOD and the deeds will combine. The information should change on the LBOD.

8. There is only one button on my BOD/LBOD gump how do I combine deeds? A BOD/LBOD must be in your pack to combine with items or other deeds. place the deed anywhere in your pack then double click it, the second button should be there.

9. I've tried everything and I still can't get a deed. What's wrong? There are three typical reasons why you have not received a deed. Either, you do not have enough skill, you have not waited long enough, or you have too many items in your pack.

Remember your REAL skill must be .1 or above. You must be sure that you have waited long enough (see #2 above). Also, if you have too many items in your pack this will prevent you from being offered a deed.

10. I refused a BOD when offered one; will I get another one? If you refuse a BOD it is just like accepting one. You will not be able to get another one until your time is up again, or you turn in a completed BOD for a reward. See #2 above for times.

11. What are BOD Books? BOD Books were added to the game, to free up space for smiths and tailors, and are a craftable for scribes (Inscription skill). The book and the first 4 BODs placed inside count as one item, with each additional 5 BODs (or fraction thereof) counting as an additional item. They can hold up to 500 BODs. (taking up only 101 items in containers that only can hold 125 items). BODs can only be placed in or taken out of a BOD book when it is in someone's backpack.

One can also price individual BODs for sale inside the book, allowing someone to place multiple books in a vendor to sell. the purchaser then opens the book and hits the gem to the right of the price to purchase the BOD. One feature from this is that one doesn't have to pay rental based on the value of the BODs inside the book (which was one of the main problems prior to the books, as it could cost a seller thousands of gold a day just to sell a few BODs on a vendor, quickly adding up to more than their worth).

An in-depth explanation of how to use them is located at this official UO Web Page. The following picture is what BODs look like in a BOD Book.

12. Why are these BODs in this vendor's BOD Books priced Zero? is it legal? Yes, it's legal. If you've found this, you've found a true professional of the crafting trades. It means that those are either his BODs for trade (there are typically signs or named given to the vendor or book to this effect), or he is storing his BODs on the vendor. In either case, it is a sign that the person has so many BODs, that he has no normal room for most of his BODs in his house(s). If you need one of the BODs that are stored that way, look around the house (sign, message board, locked down books or books inside the vendor, etc.) for contact information. That person might be willing to make you a trade, or a private sale.


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or, How to get a LOT of GOOD BODs with one Tailor (or Smith) and a little effort

In April 2005 (has it really been 3 years already???), Publish 32 made it so that if you turn in a Bulk Order Deed, the Timer normally associated with requesting a new BOD resets to zero, allowing you to immediately request a new BOD.

As a result, with time, luck and a lot of crafting, you can (over 4-8 hours), turn about 100-200 small crappy BODs into about half as many BODs worth keeping, by filling the junk smalls that you don't keep to fill larges (except for Bone smalls for tailors, which you toss - unless you want to fill them by farming skeletons).

The process is simple (note that the actions after the (a) are "as needed" - typically you just keep going through steps 1-3, or even just 1 & 2, until you HAVE to do the others from weight restrictions or lack of BODs to turn in) -

Setup: Get a stack of 30-40 filled BODs in a bag (works quicker than getting out of the book one at a time to turn in - I've got this method going so fast with such a stead rhythm before people thought I was scripting), leaving the rest in a book also kept in the bag.
Step 1. Turn in a filled BOD
Step 2. Request a new BOD
Step 3. Stick new BODs where they won't get in the way (a BOD Book to sort after all filled BODs turned in). This can be done every pass, or you can wait and do all the new ones at once at the same time as #4. Either way is fine, as long as the BOD Book window is pushed over to not interfere with the turn-in process, and doing it every turn-in allows you to turn in more BODs per pass (due to weight issues)
Step 4 - weight clean-up. If near weight limits (about 390 for Elves, 435 for humans, despite what your strength actually allows), sell or drop all the rewards you don't want to keep.
Step 5 - refill your bag. If Filled BOD bag empty, pull more filled BODs from the "filled book", and put into the bag.
Step 6 - when you're done. When all filled BODs replaced by new, unfilled BODs, sort them into the stuff you are throwing away, the stuff you are keeping to fill for rewards, and the stuff you're going to repeat this process with. Each time through, you'll end up with about half as many junk BODs to fill for more BODs, about 30% BODs you'll set aside as keepers, and 10-20% junk you just throw away.

It would look something like this for a tailor.

This example starts with 150 BODs (as with a tailor, if you keep the cloth, 160 BODs' worth of cloth is all one pack animal will hold. Suggest you ride a giant beetle, if you want to keep the cloth).

Set-Up: Starting with 150 filled smalls of various junk types in a book, you'll ant to do this in 5 groups of 30.

1. Turn in each, getting 100 assorted cloth (or a pair of sandals, rarely from 20 count exceptional cloth or leather, and any exceptional colored leather you turn in)

2. Immediately after turning in each BOD, request a new one.

3. Look at the new BOD... Two choices - sort now, or sort later. Sorting later is described in step 6 above, but once you know your BOD types, you may want to sort on the fly, as follows -
3.a. If the BOD is a keeper, stick in a book for unfilled keepers to sort
3.b. If the BOD is an easily filled junk BOD (cloth BODs, regular leather BODs), put into a book of junk to fill while you're here.
3.c. If a Junk BOD that is a large BOD or a Boned small, just drop it on the floor - someone will pick it up.
3.d. All other junk BODs, put into a 3rd book, of smalls to fill for the next time you plan one of these BOD trips.

Return to step 1 until you've gone through all the BODs, then do steps 4-6 as necessary.

This is the the end of one "cycle".

Cycle Response Phase
1. Use a dye tub to make all the reward cloth you don't want to keep for personal use all one color.

2. Use this cloth to fill cloth junk BODs from the book in 3.b. above, starting with the exceptional BODs, and the items one cannot buy from an NPC (full apron, Surcoat, Body Sash, Bonnet; note that regular shirts are only available from 1/3 of tailor NPCs).

3. At this point, make a decision - either
a. buy items to fill the remaining normal smalls (including leather normal smalls), from tailors and armorers.
b. continue crafting, only resorting to buying if you run out of cloth
c. buy items, until you exhaust NPCs (a good place to do this is a spot with 2-3 Tailor NPCs) or deplete your gold, then finish with crafting.
Note that most normal hats can be bought off both Tailors and provisioners (including leather caps), while only 1/3 of Tailor NPCs carry normal shirts, at random (the other 2/3 double-stock fancy shirts or doublets).

4. If you have the leather in your bank or home, fill any leftover normal leather smalls and the exceptional regular leather junk you might have (10/15 count studded, and maybe 20 Ex 6-parter smalls); otherwise add them to the junk book for later filling.

5. At this point, after about 1 minute per BOD filled, you'll have about half as many BODs filled to turn back in, as you started with. the rest are either keepers, colored BOD junk you might fill for new BODs later (say, while training), and junk you've thrown away.

It's time now to go back to the start of the "Cycle" process, this time with about 70-80 BODs. Repeat until you run out of easy-to-fill junk, or you decide to save the few junk BODs left for the next trip.

If you run it all the way out, you'll end up with about 50-60 keepers, 30-50 colored junk that you might either throw away or fill at home for turn-in (if you buy your leather, the cost won't be worth it, but if you gather your own, it's cost-effective to turn them in), and the rest will be stuff you've thrown away.

Even a person with 1 Tailor, if they can get a stack of "seed" BODs to start this process, can maintain it at about 50-150 BODs turned in per week for new ones for several months, before totally depleting their stock of even the colored junk, and having to wait a month or two collecting up piles of junk BODs (or buy another 100-200 BODs) to restart (can take only a few days, if they have multiple characters with 0.1 tailor to get mass BODs with). It will, in effect, give them the BOD-collecting power of someone with 4-6 70+ skill BOD runners, for the effort of concentrating one day a week on BODs.


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While there are several good means to look up BOD Rewards, in the form of tables (Tower of Roses) or calculators like the one on Stratics, I've ran into a few people over the years that act like tables and calculators are akin to brain surgery. So, I've simplified things a little, here.

The rewards one might find desirable are:

Clothing Bless deeds (since they work on Crimsons, Snake Skin Boots & the ML robes that give 95 luck, they sell for about 200-350k, depending on shard and the urgency of the buyer).

Spined Kits (since the publish in February - before then, they were junk)
Horned Kits
Barbed Kits

You might add 120 Tailor Powerscrolls to this list, temporarily. They were dirt cheap and common, BUT they are now are/were a high-point-value turn-in for the 2008 Spring cleaning, they are probably in a lot shorter supply than they were before it.

Note that NONE of the smalls by themselves have rewards worth keeping (unlike smith smalls); they give cloth to fill more cloth smalls, and new BODs that are hopefully better than the crap you turned in. At best, the smalls that give the level 5 reward cloth types are worth bothering with, but even most of those fit larges with keeper rewards much better than the cloth. On the other hand, that's a lot less cloth than you'll have to buy later....

Here is a list of keeper types (by their LARGE BOD Reward).


All 4-part normal 20 cloth Larges, and their parts: These give Spined kits.

5-part "Town Crier" set, 20 count Exceptional: Gives Clothing Bless deed

Optional: Suggest looking keeping a few Exceptional larges of the other types (or normals of the town cryer) on hand in a book, for contract work (not actively trying to fill them), if someone wants to buy bear rugs or tapestries. It's harder to get the larges, than the smalls.


Footwear: Throw away the regular leather LBODs for the footwear - while they give the same rewards as the cloth BODs, each 1 you fill prevents you from filling FOUR cloth LBODs.

5-part leathers (Studded, Bone): The only guaranteed valuable reward is for the 20 count Exceptional sets, which give a Clothing bless deed. (one might keep 1 or two 10 or 15 count normal studded larges, in the suggested optional book for tapestries & bear rugs)

6-part leathers (male set, female set): The 20-count normal sets give Clothing Bless Deeds. The 10 & 15 count Exceptionals give Horned Kits. The 20-count exceptionals give 120 Tailor Powerscrolls. Remember that the "Studded Bustier" & "Studded Armor" smalls fit the FEMALE 6-part set, not the 5-part studded set.

Spined Leather:

Footwear: the 20-count normals give Spined kits. The rest are junk, or things you can get easier from cloth BODs.

5-parts: 10 part Exceptional is Clothing Bless Deed; 20 part Exceptional is Horned kit - rest are junk.

6-parts: 10 count Normal is Clothing Bless Deed; 20 part Normal is Horned Kit. 20 Part Exceptional is Barbed Kit. 10 & 15 part Exceptional are 120 Powerscrolls, if you want to do them

Horned Leather:

Footwear: The 20 Exceptional Large gives a Clothing Bless Deed.

5-parts: 20 part Normal Clothing Bless Deed; 10 & 15 part Exceptionals are Horned kits. 20 Part Exceptional is 120 Tailor PS.

6-parts: 10 & 15 count Normals are Horned kit; 20 part Normal is 120 Powerscroll. ALL Exceptionals of this type are Barbed Kits.

Barbed Leather:

Footwear: The 10 Exceptional Large gives a Clothing Bless Deed, and the 20 Exceptional gives a Horned Kit.

5-parts: 10 part Normal; Clothing Bless Deed; 20 part normal gives Horned kit. 20 Part Exceptional is Barbed Kit. 10 & 15 Exceptionals give 120 PS, but not really worth it unless you're filling to turn in at Publish 53.

6-parts: 10 & 15 count Normals are 120 Powerscrolls. 20 Count Normal & ALL Exceptionals of this type are Barbed Kits.

Written by: Basara


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This section will describe the non-standard items one can make with tailoring, such as the items that require recipes, Arcane Clothing, etc.

It will also deal with UO & UO Assist macros, as well as the benefits and drawbacks to crafting in Kingdom Reborn.


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Arcane Clothing

Arcane clothing is an addition to UO that came out of the "Gargoyle Scenario" of September 2001. As part of this scenario power generators spawned across the lands and with them spawned golems and controllers. Loot on golems and controllers consisted of an Arcane Gem. These guys now only spawn in Ilshenar.

Each arcane charge on the arcane clothing allows the person who wears it to cast 1 spell of choice - no matter which level spell it is. The arcane clothing must be worn as it will not work if it sits in your backpack. So if you're fully outfitted in arcane clothing made by a legendary tailor you will be able to cast 96 spells (4 items x 24 charges) before you need to recharge the clothes.

A Tailor can use this Arcane Gem to make some clothing items into Arcane Clothes (double click gem and target item)
  • Items that can be made Arcane are Leather Gloves, Cape, Thigh boots, Robe.
  • To be made arcane these items must be player crafted and of Exceptional Quality.
  • Arcane items have 20 charges if made by GM tailor and 24 if made by a Legendary tailor - every 5.0 skill points above GM tailoring will add an extra charge to the arcane item
  • Arcane items can be recharged by anyone but will have less than the full 20-24 charges that a GM or above tailor will provide.
  • When an Arcane Gem is added to an item the new Arcane item essentially replaces that item; hence, blessed items will lose their blessed status, items of a specific colour will lose that colour and become arcane red & so on.
  • Arcane items can be redyed as per normal clothes once made, but they will not retain the base colour of any cloth they were made out of since they automatically hue the special 'arcane red' when created.
Don’t make arcane gear out of your rare cloth!


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Recipes were introduced in Mondain's Legacy (September 2005). One gets these recipes by going to the cloth weavers in Heartwood, and fulfilling quests given by them. One of these quests (marked by an "*") is also given out by other questgivers in Heartwood as well, but as it requires leather, it is more costly (and inefficient in the weight one would carry to Heartwood) than the other quests.

The quests are:
  • "The Puffy Shirt" (10 Fancy Shirts)
  • "The King of Clothing" (10 Kilts)
  • "Hâute Couture" (10 Flower Garlands)
  • * "From the Gaultier Collection" (10 Studded Bustier)
  • "Scale Armor" (10 Hydra Scales and a Thrasher Tail - a Tailor recipe quest that can only be filled by a highly skilled combat character)
The common Recipes are:
  • Elven Quiver
  • Quiver of Blight
  • Quiver of Fire
  • Quiver of Ice
  • Quiver of Lightning
Quivers do not have runic properties, so should only be crafted using normal tools.

The rare recipes are all elven leaf armor craftable artifacts (in other words, they do not get any bonuses from being crafted by a runic, or out of special materials, only their intrinsic ones):
  • Stitcher's Mittens (Leaf gloves: gives +10 Healing and 30% Lower Reagent Cost)
  • Song-woven Mantle (+10 Musicianship)
  • Spell-woven Britches (+10 Meditation)
(currently listing only their major bonuses, until I can get into the game and check the rest).

One notable feature about the quivers: Their special damage REPLACES that of the bow - so that if you are using a 100% fire bow (such as Faerie Fire or the Wildfire Bow) with a quiver of Ice, you will do part physical, part cold with the weapon, and no fire damage. the quivers also have trouble interacting with the Consecrate Weapon ability of Chivalry users.

As a result, most quiver users choose to use the Quiver of Infinity (a blessed quiver gained from using anniversary gift tokens, that has no damage type modifiers), rather than any of the crafted ones.


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UOAssist macros

Prior to the release of Stygian Abyss, you could use UOAssist to make a lot of macros that were useful for training tailoring. However, with the release of the new clients, much of what UOAssist could do, became part of the crafting gump. THe stadard crafing gump now allows the crafter to "make max" (as many of the items that space & available materials will allow) or make a set number, with one or two clicks of the mouse (the options are found in the gump for the specific items, by clicking the button to the right of the item name). These changes make the below methods obselete as, unlike the Kingdom Reborn prototypes for the new "Make" functions, they will continue through failures without external assistance.

Make a lot of one item – the things in parenthesis is what the macro command window will say in UOAssist:

The following is a generic version of the old UOAssist macro, that ANY of the crafting menus can be used with.

Before setting the macro
Open your sewing kit
Chose which category the item you wish to craft is in
Chose which item to make

Hit "Record" in the Macros tab in UOAssist.
Click the "make last" option on the sewing kit as many times as you would like the macro to make the item (Menu selection) – a UOAssist macro can have up to 200 lines, but at most smith & tailor tools can have 150 uses.
Hit "Stop" in UOAssist to stop recording.
Then, click the lock shut to prevent it from being recorded over.

From then on, whenever you want to attempt to make that number of ANY item (of ANY crafting type - the 6 crafting skills in this forum, as well as cooking, inscription, alchemy, glassblowing, etc.), you wish. Set the trigger key as per UOAssist, or just open up the "macro" section of UOAssist, select the macro, and hit "play".

Other people set up macros to make one item out of leather, then immediately recycle it (targeting it with scissors), and repeat multiple times. These macros I won't even get into, because with the Salvage Bag and the Make Max option, they are now a much SLOWER means to train crafting.