Work clothes
Every skill has a set of work clothes: a hat, a coat, gloves and boots. A whole set gets you to 99 about 15% faster.
On this page: Getting started · Every set · Tips
Getting started
- Each piece you have of the outfit you're wearing gives +3% XP in that set's skill. All four give +3% more and a perk of their own.
- They live in your Locker (Equipment, then Work clothes), never in your bag or bank. They take no room and can't be traded.
- A find is always a piece you don't have yet, so four finds make a set.
- You wear one outfit at a time; switch it with one click, anywhere. Work clothes never touch your combat numbers.
Every set
Each set is found somewhere other than its own skill, so a miner wants a runner and a cook wants a breeder.
| Set | Skill | All four | Where it's found |
|---|---|---|---|
![]() ![]() ![]() ![]() The Ditched set | Thieving | 10% of pockets are picked twice | Fished up: 0.04% of catches at any fishing spot. |
![]() ![]() ![]() ![]() The Prospector's kit | Mining | a second ore on 12.5% of swings, and gems 25% more often | Lost on the climb: finishing a lap on Thrill Hill, 0.67%. |
![]() ![]() ![]() ![]() The Feller's flannels | Woodcutting | a second log on 12.5% of chops | Lifted from a pocket: any pickpocket, 0.1%. |
![]() ![]() ![]() ![]() The Boardwalk oilskins | Fishing | 12.5% of catches are two | The scarecrow's coat: harvesting a crop on your island, 0.33%. |
![]() ![]() ![]() ![]() The short-order whites | Cooking | nothing ever burns, and 10% of dishes come out double | Found in the pen: collecting a new pet from your pen or your hatchery, 25%. |
![]() ![]() ![]() ![]() The kennel keeper's coat | Breeding | 10% more Breeding XP on top | Cooked into a batch: cooking anything at a fire or a range, 0.067%. |
![]() ![]() ![]() ![]() Bronny's leathers | Smithing | 10% of bars and pieces come out double | Earned from Bronny's order: finishing an order, 33%. |
![]() ![]() ![]() ![]() The groundskeeper's dungarees | Harvesting | every harvest one more crop | Off the farm animals: cows, boars and goats, 0.2% (and the Gardener, when the Orchard opens). |
![]() ![]() ![]() ![]() The mycologist's mantle | Fungiculture | 20% of beds fruit twice | Grown through a dead log: chopping deadwood or bogwood, 0.13%. |
![]() ![]() ![]() ![]() The apothecary's smock | Alchemy | 12.5% of brews make an extra potion | Picked with the wild ones: picking a wild mushroom cluster, 2.5%. |
![]() ![]() ![]() ![]() The bowyer's greens | Fletching | 10% of batches fletch double | Plucked from a bird: Gulls, Thunder Geese, Pterodactyls, Snow Owls and Hail Drakes, 0.2%. |
![]() ![]() ![]() ![]() The stargazer's robes | Wizardry | 12.5% of batches print double | Bought with Star Fragments at the Star Tent, 650 a piece. |
![]() ![]() ![]() ![]() The getaway silks | Agility | you walk 4% faster (inside the speed cap) | Knocked loose from the Jackpot Thief: 1.7% of hits. |
![]() ![]() ![]() ![]() Sal's spare overalls | Tinkering | 12.5% of salvages give double parts | Off the junk: the Junk King 2.5%, Junkyard Dogs and Rabid Possums 0.25%. |
Tips
- The Ditched set came first: it used to be worn as armor. Every Ditched piece now lives in the Locker, and anyone who had two of a piece was paid for the spare.
More in Going further
Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival
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