Clothes

Overview
Clothes are worn alongside your armor and weapons, and they do something neither of those can: they sharpen your skills. Clothing takes no combat tomes — instead it accepts skill-enchantment reagents, and it carries more enchant slots than anything else you wear.
Skill-Enchantment Reagents
There is a different reagent for every skill in the game — one for archery, one for melee, one for taming, one for each of the rest. Slot a reagent into a piece of clothing and it raises that skill. This is how you fine-tune exactly what your character is good at, independent of the raw points you have trained.
Ten Slots
Clothes carry ten slots — more than weapons, armor, or jewelry — which makes clothing your single biggest lever for shaping a skill profile. It is also how skills climb past their natural ceiling: skill enchantments are the magical mods that let a skill rise beyond 100 points, which is what puts the higher class levels within reach (see Class Levels and Skills and Classes).
In Short
Ten slots, one reagent per skill. Weapons and armor decide how hard you hit and how much you can take; clothes decide what you are actually good at.
