Professions — Specialisations
Choose one card at rank 50 and one at rank 100 for each whole profession track. Smithing, Building and Provisioning each offer four cards at both milestones; their disciplines share the same choice.
| Profession | Master specialisation availability |
|---|---|
| Hunting | Butcher only |
| Outfitting | No available Master card |
| Enchanting | Master cards currently give no benefit |
A newly chosen card has a 24-hour free trial.
| Change | Cost | Takes effect | Trial | Paid-change cooldown |
|---|---|---|---|---|
| Change during a trial | Free | Immediately | Original trial continues | — |
| Change after the trial | 1,000 silver | Immediately | New 24-hour trial | 7 days on that track before another paid change |
Use Profession and the rank range to compare the cards you can choose. Search also matches the effect text.
| Specialisation | Profession | Rank | Effect |
|---|---|---|---|
| Prospector | Mining | 50 | Surface veins within 500 m are marked on the compass (a dungeon's within 200 m), and each Overworld vein is marked by its ore. Gems come 10% more often (×1.1). |
| Deep Delver | Mining | 50 | Dungeon veins yield double (×2), and every vein in the dungeon is marked on the compass. |
| Motherlode Sense | Mining | 100 | The day's Motherlodes are marked on your map from the day's start, and warnings come 30 minutes ahead instead of 10. |
| Surveyor | Mining | 100 | You witness the ground yourself: unwitnessed surface veins can hold any ore of their land for you (a region's own signature ore still needs other players). Boulders you quarry yield Cut Stone directly. |
| Lumberjack | Logging | 50 | Two chops fewer a tree, never fewer than three. Trees normally take 5 chops at tier 1–2, 6 at tier 3–4 and 8 at tier 5–6. |
| Forester | Logging | 50 | Heartwood chance ×2 (2% becomes 4% per Clean Cut). |
| Charcoal Burner | Logging | 100 | A log burns to 2 Charcoal instead of 1. |
| Timberwright | Logging | 100 | A log saws to 3 planks instead of 2. |
| Gardener | Herbalism | 50 | Common herbs yield +1. |
| Botanist | Herbalism | 50 | The steady-hand window is 50% wider (the turn tolerance of 3° becomes 4.5°, before attribute bands). |
| Seasonal Eye | Herbalism | 100 | Off-season herbs can be picked, at half the yield (in winter the flowers, roses, poppies and berries are otherwise bare). |
| Apothecary's Friend | Herbalism | 100 | Every herb you pick counts as unbruised: uncommon and rare herbs never lose a unit to a bruise and count as a clean pick, whatever the steady hand does. |
| Tracker | Hunting | 50 | Animals within 100 m are marked. |
| Tanner | Hunting | 50 | Hides cure 1:1 instead of 2:1 at the tanning rack. |
| Butcher | Hunting | 100 | Meat ×2 (butchery gives 2 Raw Meat or Raw Fish a body instead of 1), and Raw Meat from your Stores spoils half as fast. |
| Angler | Fishing | 50 | The tug window is 40% longer (0.6 s becomes 0.84 s). |
| Netter | Fishing | 50 | A school's haul gives +2 fish instead of +1. |
| Deep-Sea | Fishing | 100 | The sea's Pearl and Slaughterfish chances ×2 (Pearl 1 in 50 becomes 1 in 25, Slaughterfish 1 in 100 becomes 1 in 50). |
| Pearl Diver | Fishing | 100 | Pearl chance ×3 (1 in 50 becomes 3 in 50). |
| Weaponsmith | Smithing | 50 | Weapons you forge get +1 quality step. |
| Armoursmith | Smithing | 50 | Plate, chain and shields you forge get +1 quality step. |
| Gemcutter | Smithing | 50 | A set gem adds +10% more enchantment points (on top of the gem's own +10%). |
| Goldsmith | Smithing | 50 | Silver counts as Gold: a Silver piece carries Gold's +10% enchantment points (its rank requirement stays Silver's). |
| Masterwright | Smithing | 100 | Masterwork chance +5 points on what you make at the anvil (taken off the lowest quality in the roll). Jewelry is the Master Jeweler's. |
| Quartermaster | Smithing | 100 | Ingots and repair kits ×2: a smelt yields 2 ingots a unit and a craft 2 repair kits. Brass is a metal, not an ingot, and is not doubled. |
| Master Jeweler | Smithing | 100 | Jewelry Masterwork chance +5 points. |
| Lapidary | Smithing | 100 | Siege-cracked Gems can be set as any plain gem. |
| Tailor | Outfitting | 50 | Clothing you sew gets +1 quality step. |
| Leatherworker | Outfitting | 50 | Leather armor you make gets +1 quality step. |
| Bowyer | Building | 50 | Bows get +1 quality step (arrows take no quality). |
| Joiner | Building | 50 | Furniture costs half the planks (rounded up). |
| Quarryman | Building | 50 | At the mason's bench, Rough Stone cuts 1:1 into Cut Stone instead of 2:1. |
| Builder | Building | 50 | Fortification projects need 10% less stone (rounded up). |
| Siegewright | Building | 100 | Rams get +50% vitality (3,000 becomes 4,500) and siege works stand a day sooner. |
| Master Joiner | Building | 100 | Furniture carries the maker's mark at any quality. |
| Fortifier | Building | 100 | Once a Season, a seat's Walls skip their tier drop on capture. |
| Sculptor | Building | 100 | Unlocks the stone decor pieces: Stone Column, Stone Bench, Stone Font and Statue Plinth. |
| Brewer | Provisioning | 50 | A brew makes 3 potions at Journeyman (rank 50–99) instead of 2. |
| Distiller | Provisioning | 50 | Potent chance +10 points (a Distiller below Expert already has 10%). |
| Cook | Provisioning | 50 | +1 serving a dish (a cook makes 2 dishes instead of 1). |
| Field Cook | Provisioning | 50 | A night at your own Campfire spends no fuel. |
| Master Alchemist | Provisioning | 100 | Potent potions are +40% instead of +25%. |
| Transmuter | Provisioning | 100 | At an alchemy station, 2 of a metal and 1 Mercury make 1 of the next metal up the ladder: Tin, Copper, Silver, Gold, Platinum. |
| Chef | Provisioning | 100 | Feasts last 50% longer (a day becomes a day and a half). |
| Provisioner | Provisioning | 100 | Dishes you cook and foods you take from your Stores never spoil. |
| Efficient | Enchanting | 50 | A further 5% off the item maker's cost (15% off at Journeyman, 25% off at Master). |
| Disenchanter | Enchanting | 50 | Disenchanting yields Arcane Essence ×2. |
Sources (17)
- src/net/professionLaw.js
- src/net/recipeLaw.js
- src/net/nodeLaw.js
- src/ui/professions/profPages.js
- bible/06-Systems/Professions-Arc.md
- src/net/alchemyLaw.js
- src/net/fortLaw.js
- src/systems/herbAct.js
- src/net/temperLaw.js
- src/net/motherlodeLaw.js
- src/net/marketLaw.js
- src/net/writLaw.js
- src/net/marksLaw.js
- src/net/craftWritLaw.js
- src/systems/tradeModes.js
- src/systems/smithItems.js
- server-account/src/market.js
Last edited 27 Oct 2026. View history · What links here.