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:
| Trade | Recipes |
|---|---|
| Weaver | 517 |
| Blacksmith | 429 |
| Handicrafter | 371 |
| Culinarian | 80 |
| Enchanter | 61 |
| Chemist | 35 |
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 reach | Experience |
|---|---|
| 2 | 200 |
| 3 | 500 |
| 4 | 900 |
| 5 | 1,400 |
| 6 | 2,000 |
| 7 | 2,700 |
| 8 | 3,500 |
| 9 | 4,400 |
| 10 | 5,400 |
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:
| Perk | Effect |
|---|---|
| Bonus yield | A chance for a craft to produce an extra item |
| Gather bonus | A chance for a node to give one extra of its guaranteed drop |
| Rod tier | On fishing, a better rod stacks on top of the gather bonus |
| Gather speed | Shortens the gathering cast |
| Refund | Hands back one unit of one material after a craft |
| Field craft | Opens the craft window anywhere, with Ctrl+Shift+C |
| Field salvage | Opens 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 perk | At its best |
|---|---|
| A chance the roll lands one band higher | 24% |
| A free supplement effect, without spending one | 20% |
| A chance to get the scroll back | 15% |
| A chance to get the powder back | 10% |
| The worst band cannot roll | from 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:
| Trade | Bonus | Per level, up to |
|---|---|---|
| Blacksmith, Weaver, Handicrafter | Extra success when reinforcing an item your trade makes, at the NPC or away from it | +1 point, up to +10 |
| Chemist, Culinarian | Buff items your trade makes last longer when you use them | +2%, up to +20% |
| Handicrafter | A chance for a soul charge to keep its marble | +1 point, up to 10% |
| Handicrafter | Monster 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
