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Professions

Professions are ten online-only life skills, five for gathering and five for crafting, each ranked from 0 to 100. The Professions tab on the character sheet shows each track, its specialisation cards and what each rank unlocks.

Making money

For reliable silver, fill suitable Court and crafting writs first, then compare confirmed buy orders and player commissions. For gold, compare the NPC offer with the material cost; expensive-looking quality bonuses do not make NPCs pay more for crafted gear.

These strategies compare the released game rules and source-calculated sales. Player demand and current sale prices are not assumed, and gold per hour has not been measured. A material's listed silver value is a reference for writ calculations, not a guaranteed buyer's price.

Keep the sale after fees

Route What the seller keeps Main limit
Court writ The displayed silver reward; no Market listing or sale fee 3 deliveries per account per UTC day, shared by Mining, Logging and Herbalism
Crafting writ The displayed silver reward; subtract ingredients and station fees 3 per account per UTC day, shared by Smithing and Provisioning
Fill an existing buy order Price less the 5% sale tax and any applicable tithe; no seller listing fee The order must still need your goods; compare delivery costs and eligible origins
List for silver Price less a 1% listing fee rounded up, minimum 1 silver; 5% sale tax; and any tithe Listing lasts 72 hours; the listing fee is lost on cancellation or expiry
Player commission or guild writ The posted payment less 5% tax A real buyer or guild budget must fund it; fill the exact request
NPC sale The shop offer in gold, less your gold costs Crafting quality's random bonuses do not increase the counter offer

These examples exclude tithe and courier charges:

Sale method Gross sale (silver) Net return (silver)
Market listing 100 94
Fill a buy order 100 95
Market listing at the minimum fee 1 0

Sell low-value materials in batches. Check Orders and History before setting a price: the seven-day median records past sales, while an unsold listing does not establish a selling price. Include courier charges when buying from another region.

Count ingredients, time and the other currency

Compare a finished item’s proceeds with what its materials could earn sold raw. Keep silver purchases and gold costs separate.

Rule Fee charged per
Refining Batch of up to 100 units of work
Finished item Each craft

Use full refining batches when there is demand for the output.

Silver exchanges for 8 gold each, up to 300 silver per day; gold cannot buy silver. This is a cash-out option, not a reversible exchange rate for restocking. A first-time recipe bonus is XP, not cash, and a 1,000-silver perk change needs enough extra earnings to recover its cost.

Gold-bought or looted inputs and finished goods can have different trading restrictions. Check the station and Market's eligibility messages before planning a silver sale. Crafting writs accept eligible goods you actually made from gathered, looted or gold-bought ingredients; buying a finished product does not make it your craft.

Favourable daily draws can total 380 silver across three crafting writs:

Example account Potion request (silver) Feast request (silver) Third request Third reward (silver) Total (silver)
At least one character has smithed 140 120 Repair Kits 120 380
No character has smithed 140 (Purification) 120 Invisibility 120 380

The ceiling is not guaranteed daily. Requests depend on the draw, and higher-rank goods can cost more to make. Inspect ingredients before accepting. Each profession’s Making money section explains its routes.

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