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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)