Gear & Crafting

Professions

Nine trades you can all learn, one gathering and one crafting trade active at a time, the level ladder and the mastery trials that gate it.

Professions sit on top of the crafting system and give it identity, a level and a reason to specialise. They are managed from two tabs: one added to the character window and one added to the skill window.

⭐ Learn every trade, work one of each family at a time

  • A character can learn all nine trades - the three gathering trades and the six crafting trades.
  • Only one gathering trade and one crafting trade are active at a time. Picking another trade in the same family switches to it.
  • Switching is free and instant - no gold, no cooldown, no waiting. Switch back whenever you like.
  • Each trade keeps its own level and its own experience. Switching away never costs you a level; the trade you left is exactly where you left it when you come back.

Learning a trade costs no gold. Gathering trades can be learnt from character level 1, crafting trades from level 10.

Two families

  • Gathering - Herbalism, Mining and Fishing
  • Crafting - Blacksmith, Weaver, Handicrafter, Chemist, Culinarian and Enchanter

The Handicrafter is one broad trade: rings, necklaces, orbs, bows, staves, fishing rods, marbles and monster cards.

A tenth trade, the Merchant, shows in the gathering family with its own perk ladder, but it cannot be learnt.

The six crafting trades are not the same size:

TradeRecipes
Weaver517
Blacksmith429
Handicrafter371
Culinarian80
Enchanter61
Chemist35

The gathering trades have small tables of their own: Mining 6, Herbalism 5, Fishing 1.

Which bench opens which trade is on the crafting page.

The trades

The ladder, and what it costs

Every trade runs from level 1 to 10. Each level asks for about five more crafts than the one below it:

To reachExperience
2200
3500
4900
51,400
62,000
72,700
83,500
94,400
105,400

Experience is awarded per craft and per gather, and the amount depends on what you made or picked - not every recipe is worth the same.

⭐ The mastery trials

A making trade cannot pass level 3, 6 or 9 until you have proved yourself at it. Eighteen trials exist - three for each of the six crafting trades - and they are taken at Jacks, the crafting master in Gaiyan Town.

  • Each asks for two pieces of your own work from the band you are being tested on, which is why the item differs per trade rather than being a shared token.
  • The item asked for is one whose recipe needs exactly the level being tested. You cannot clear the level 9 trial with level 4 work.
  • The three gathering trades have no trials.

Your experience keeps accumulating while a trial is outstanding; it is the level that is held, not the bar.

Ownership is by what a recipe produces

A recipe belongs to the trade whose output it is, not to the menu category it happens to sit in. If a recipe you expected is missing from your list, check which trade makes that kind of item.

The perk ladder

Each trade levels through a ladder of perks:

PerkEffect
Bonus yieldA chance for a craft to produce an extra item
Gather bonusA chance for a node to give one extra of its guaranteed drop
Rod tierOn fishing, a better rod stacks on top of the gather bonus
Gather speedShortens the gathering cast
RefundHands back one unit of one material after a craft
Field craftOpens the craft window anywhere, with Ctrl+Shift+C
Field salvageOpens the dissolve window anywhere, with Ctrl+Shift+V

Field craft and field salvage are the two that change how you play: no walking back to a bench to empty a full bag.

The Enchanter's ladder applies to every scroll enchant, at the NPC or away from it. By trade level 10 it adds up to:

Enchanter perkAt its best
A chance the roll lands one band higher24%
A free supplement effect, without spending one20%
A chance to get the scroll back15%
A chance to get the powder back10%
The worst band cannot rollfrom level 10

Each perk grows as the trade levels, so a low-level Enchanter gets smaller chances. See Enchanting for how the bands work.

What each trade adds to what it makes

Holding a trade also improves the things that trade makes, scaled by your trade level:

TradeBonusPer level, up to
Blacksmith, Weaver, HandicrafterExtra success when reinforcing an item your trade makes, at the NPC or away from it+1 point, up to +10
Chemist, CulinarianBuff items your trade makes last longer when you use them+2%, up to +20%
HandicrafterA chance for a soul charge to keep its marble+1 point, up to 10%
HandicrafterMonster cards your trade makes transform you for longer+2%, up to +20%

Trade skills: Craft, Reinforce and Enchant

Taking a crafting trade puts a skill in your Skills tab that opens its window anywhere:

  • Craft - for any crafting trade - opens your trade's workbench wherever you are, at no cost and with no cooldown
  • Reinforce - for the Blacksmith, Weaver and Handicrafter - opens the reinforce window
  • Enchant - for the Enchanter - opens the enchant window
Log out and back in after taking a new trade. The skill is granted at once, but your skill list only picks it up on the next login - the skill's tooltip says so too.
Gather-speed perks shorten the gathering cast.

When the panel says no

A refused profession action - a trade you cannot take, a gather you cannot start - tells you why. A gather that would earn you nothing says so up front, rather than running the full cast for no reward.

Where to go next

  • Crafting - the window itself and the gathering nodes
  • Reinforcing - the other half of the smith's work

Reviewed 2026-10-10