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 levelRank
1Novice
10Apprentice
20Adept
30Skilled
40Expert
50Artisan
60Master
70Grandmaster
80Mythic
90Legendary

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

Textile — DEX and INT

Harvest cotton, flax, silk, and arcane fibers. Spin, weave, stitch robes, cloth armor, and cloaks. Ladder: cotton cloth, linen at 20, silk at 40, royal silk at 60, arcane weave at 80, legendary robes at 99. End: Arcane Weave Robes. Bench: loom.

Leatherer — DEX and STR

Skin beasts, cure hides, craft leather armor. Ladder: rawhide, treated at 20, hardened at 40, exotic at 60, dragonhide at 80, legendary sets at 99. End: Dragonhide equipment. Bench: tannery. Beastfolk learn it faster.

Woodworking — DEX

Fell trees into staves, handles, spears, and polearms. Woods in order: yew, lemonwood 10, hickory 20, olivewood 30, osage orange 35, purpleheart 50, ebony 60, blackwood 70, desert ironwood 85, lignum vitae 95, legendary creations at 99. End: harvest Lignum Vitae. Bench: sawbench. Elves learn it faster.

Metalworking — STR

Mine, smelt, refine. Makes ingots, weapon parts, armor parts, tools. Metals: copper, bronze 10, iron 20, steel 35, damascus 50, titanium 60, chromium 70, tungsten 85, osmium 90, iridium 95, master forge at 99. End: iridium gear and damascus technique. Bench: forge. Dwarves learn it faster.

Alchemy — INT

Herbs, flowers, mushrooms, magical plants, mineral reagents. Dry, distill, brew potions, elixirs, oils, and poisons. Ladder: minor potions, standard at 20, advanced at 40, greater elixirs at 60, mythic brews at 80, permanent stat elixirs at 99. Bench: alchemy table. Gnomes learn it faster.

Enchanter — INT and DEX

Arcane crystals, mana essences, runestones, soul fragments. Inscribe runes, make scrolls, enchant weapons, armor, and jewelry. Ladder: minor, lesser at 20, greater at 40, epic at 60, mythic at 80, legendary at 99. Bench: rune table. Elves and gnomes learn it faster.

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.

Recipes

What you pick up