Difference between revisions of "Outfitter"

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'''Outfitting''' is the art of crafting raiment, and one who practices this art is known as a '''Outfitter''', or simply a '''Fitter'''.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.
 
'''Outfitting''' is the art of crafting raiment, and one who practices this art is known as a '''Outfitter''', or simply a '''Fitter'''.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.
  

Revision as of 06:24, 17 October 2015

Outfitter
Type Utility Trait
Fields PerQuest, Rupee
Cost variable rupees

Outfitting is the art of crafting raiment, and one who practices this art is known as a Outfitter, or simply a Fitter. It is one of several crafts which utilize materials to create new items, alongside Weaponsmiths and Botanists. An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities. Notably, Outfitters cannot craft shields. By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.

Gaining Levels

Outfitters are relatively common in Hyrule, but becoming one does require training. Your skill in Outfitting is represented by a level, as is the case with any craft. A novice is vastly different than a master who forges legendary armor, but even a novice can be useful. The cost to gain the first level of Outfitter is always 30 rupees. To gain additional levels, the rupee cost is equal to the next level multiplied by 10. So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc. There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.

Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as Weaponsmith or Botanist, all levels for these additional crafts cost twice the normal amount.

The Business universal racial perk can make it easier for a newly created character to excel in a craft, to include Outfitter.

Outfitter Crafting

To understand why advancing in this art matters, it is important to first know how it works. Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk. In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place. As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.

  • Head: Hat, helmet, headband, mask, etc.
  • Torso: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc. Any torso item may freely cover other parts of the wearer's body.
  • Arms: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.
  • Feet: Boots, sneakers, socks, sandals, etc.
  • Accessory: Amulet, eyeglasses, or most worn garments not covered by the other three. Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.

An Outfitter can also create items which cover several of these categories, such as a full suit of armor. An Outfitter cannot create an item which doesn't occupy at least one of these categories, however. Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn't have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.

As an Outfitter advances in level, he becomes able to use special materials to make items with extraordinary properties. It is through these materials that an Outfitter is able to make extraordinary items, such as a Goron Tunic or a Mirror Shield. Notably, an Outfitter uses materials in the same way a Weaponsmith uses materials.

Note that the aforementioned Materials are listed in the Library, as if they were treasures. Unlike most treasures, a Material has a set rupee price regardless of PWC. Each Material defines a specific extraordinary effect, and a crafter can consume that Material to give one otherwise common item they craft the specified effect. As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item. Indeed, an Outfitter can even use several Materials to give several effects to the crafted item. The amount of Materials the Outfitter can imbue into one object is limited primarily by his level. Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user's Outfitter level. Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.

When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same "slot." For example, the Outfitter couldn't make one pair of gloves with Blessed Bismuth, and another pair of gloves with Glow Iron, and expect someone to benefit from both effects simultaneously. The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects. Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.

A list of all available Outfitter materials can be found on the page Category:Outfitter Materials.

Bonus Rupees

On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn bonus rupees. Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level. Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes. Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.