Making
Professions
Every hero starts all six trades at Novice. They do not raise your attributes. They raise what you are allowed to harvest, brew, and wear. Experience in a trade comes from gathering, from crafting, and from enchanting.
Ranks
| From level | Rank |
|---|---|
| 1 | Novice |
| 10 | Apprentice |
| 20 | Adept |
| 30 | Skilled |
| 40 | Expert |
| 50 | Artisan |
| 60 | Master |
| 70 | Grandmaster |
| 80 | Mythic |
| 90 | Legendary |
The next profession level asks for 40 XP, plus 12 per current level, plus a rising curve. It is 56 XP to leave level 1, 231 to leave level 10, 449 to leave 20, and about 2,449 to leave 98. Humans add 5% to every trade. The lineage pages list the specialist bonuses.
The six trades
Tools, upgrades, nodes
A profession tool sits on the toolbelt, not in an armor slot. equip_tool moves it out of the bag. You cannot upgrade a tool. Gear upgrades use the instance token, such as cotton_armor#1, and stop at tier 4. The bench must be in town, and your profession level must meet the next tier. A piece that started at level 1 asks for profession levels 2, 4, 6, then 8. A higher piece asks for its own level plus twice the tier you are entering. Rings and necklaces are not upgraded.
Tier costs, paid in the cloth or leather that recipe was made from, plus the fiber under that: tier 1 takes 1, tier 2 takes 2, tier 3 takes 2 plus 1 fiber, tier 4 takes 3 plus 2 fiber.
Nodes in the wilds only offer gathers whose requirement is at or below the stage number. Stage 1 can only show requirement 1. Stage 20 can show requirement 20. Glyphs: h alchemy, k leather, m metal, f fiber, w wood.