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Professions

Professions are gathering trades that run while you play: Mining, Hunting, Herbalism and Woods. You send out a timed expedition, keep playing, then collect the haul. Each profession levels on its own track, and what you bring home feeds the Workshop, the Apothecary and the Jeweler.

How a profession works

There are 4 professions, and each has its own level from 1 to 50. Every profession starts with a free tool (Mining: Pickaxe, Hunting: Skinning Knife, Herbalism: Sickle, Woods: Woodcutter's Axe), and you share one bag across all four. You can have one expedition running per profession, so up to 4 at the same time.

You pay Energy when the expedition leaves, then collect it once the time is up. Cancelling a trip that has not finished refunds the Energy you spent, up to the usual Energy ceiling. The price is worked out from your max Energy without the Energy Overflow Elixir, so drinking one does not make a trip dearer.

The materials you bring home are listed on the Crafting Materials page, where profession finds can also be converted, and a hurt character can recover with the potions the Apothecary brews.

Expeditions

Longer trips are cheaper per minute. Up to two hours the price rises evenly, and past that a long trip costs less than a straight line would, so an overnight send is affordable. Rewards grow in a straight line with the length of the trip.

Every expedition length, what it costs and what a level 1 character with the free tool and bag brings home.

TripEnergy costProfession XPFinds (starter tool)Bag room (starter bag)
15 minutes2.5% of your max Energy1511
30 minutes5% of your max Energy3022
1 hour10% of your max Energy6044
2 hours20% of your max Energy12088
4 hours35% of your max Energy2401616
8 hours55% of your max Energy4803232
12 hours70% of your max Energy7204848
16 hours85% of your max Energy9606464

Finds is how many items the trip turns up, before your bag trims it. If you find more than the bag holds, the best items are kept first and the lowest rarity is left behind. Gemstones and a Godshard Sliver never use bag room.

Besides materials, a collected trip pays Character XP at your current rank, in full. A trip with no mishap can also turn up a gold find (a 3% chance per hour of trip, at most 50%, worth 50% to 150% of the base below, scaled by inflation) and, more rarely, 1 to 3 Shadowgems (0.5% per hour of trip). These scale with your live rank, so they follow you back up the ladder after an Ascension.

Character XP and the base gold find, by your current rank.

RankCharacter XP per minute of tripBase gold find
Rank 1, Peasant0.05 XP50 gold
Rank 2, Cutpurse0.1 XP150 gold
Rank 3, Bandit0.3 XP600 gold
Rank 4, Reaver0.6 XP1,200 gold
Rank 5, Cutthroat1 XP3,000 gold
Rank 6, Warlock1.5 XP6,000 gold
Rank 7, Shadowblade2 XP15,000 gold
Rank 8, Wraithking3 XP30,000 gold

Levels and titles

A trip pays 1 profession XP per minute of its length, whatever happens on the way. Reaching level L+1 from level L costs 10 x L XP, and level 50 takes 12,250 XP in total. The top title is Grandmaster. Rarer finds open up as you level, and you unlock rarer tools, bags and oils at the same levels.

The title ladder, shared by all four professions.

TitleFrom levelTotal XP to reach itWhat opens up
Novice10common finds, the free starter tool and bag
Apprentice5100rare tools, bags and oils, and rare finds
Journeyman12660epic tools, bags and oils, and epic finds
Expert222,310legendary tools, bags and oils, and legendary finds
Master355,950mythic tools, bags and oils, and mythic finds
Grandmaster5012,250the divine tool and bag, the top of the ladder

Epic materials start turning up a little earlier than epic crafting opens: from level 10, so you can stock up on the way to level 12.

Tools and bags

A better tool finds more items per trip and shifts the odds toward rarer ones. A better bag lets you carry more of what you found. Tools are per profession and crafted at the Workshop at that profession's level; the bag is shared, and is gated on the highest level among your four professions.

Tool and bag tiers. Finds are for a one hour trip.

RarityFinds (tool)Rarity odds (tool)Bag roomCraft the toolCraft the bag
Common4 per hourx12 per 30 minutesFree starterFree starter
Rare6 per hourx1.53 per 30 minutesLevel 5, 5,000 goldLevel 5, 5,000 gold
Epic6 per hourx2.24 per 30 minutesLevel 12, 25,000 goldLevel 12, 25,000 gold
Legendary8 per hourx36 per 30 minutesLevel 22, 120,000 goldLevel 22, 120,000 gold
Mythic8 per hourx48 per 30 minutesLevel 35, 600,000 goldLevel 35, 600,000 gold
Divine10 per hourx410 per 30 minutesLevel 50, 3,000,000 goldLevel 50, 3,000,000 gold
  • Rare: tool needs 5x Steel Ingot, 5x Wood Plank, 5x Leather; bag needs 5x Leather, 5x Cloth.
  • Epic: tool needs 5x Shadowsteel, 8x Wood Plank, 8x Leather, 2x Bloodwood, 1x Shadowcat Pelt; bag needs 8x Leather, 8x Cloth, 5x Silverthread.
  • Legendary: tool needs 5x Adamantite, 12x Wood Plank, 12x Leather, 3x Ironbark; bag needs 12x Leather, 12x Cloth, 5x Ghost Silk, 5x Wyrm Scale.
  • Mythic: tool needs 3x Obsidian Heart, 16x Wood Plank, 16x Leather, 2x Heartwood of the Old Grove, 1x Nightmare Pelt; bag needs 16x Leather, 16x Cloth, 2x Shadowcat Pelt, 1x Nightmare Pelt.
  • Divine: tool needs 5x Obsidian Heart, 20x Wood Plank, 20x Leather, 1x Godshard; bag needs 20x Leather, 20x Cloth, 1x Godshard.

Tools and bags also wear. Both lose durability on every collected trip, and a broken one stops helping until it is repaired: the best working tool or bag you own takes over, falling back to the free starter, which never wears.

Durability runs to 1,000, and a trip costs the tool and the bag 1 point per 6 minutes of its length, so a 1 hour trip costs 10. The repair price is the price of a fully broken item, scaled by how much is missing and by inflation, and it is a straight line: repairing in small pieces costs the same as one big repair. A Repair All button fixes every worn tool and bag in one payment.

Repair price by rarity.

RarityRepair price when fully broken (before inflation)
Rare2,500 gold
Epic12,500 gold
Legendary60,000 gold
Mythic300,000 gold
Divine1,500,000 gold

Hazards on the road

Mining is safe. The other three can cost you health when you collect. A mishap never cuts the haul or the XP, but a trip with a mishap rolls no Godshard Sliver, no gold find and no Shadowgem find. The chance falls with every level down to a floor, and the HP lost is a share of your max HP that does not shrink with level. It can never take you below 1 HP.

Mishap chances by profession.

ProfessionMishapChance at level 1Chance at level 50Cost
MiningNone0%0%None
HuntingMauled15%5.2%25% of max HP, never below 1 HP
HerbalismStung8%3%10% of max HP, never below 1 HP
WoodsBitten10%4%15% of max HP, never below 1 HP

The Workshop: refining and Godshards

Refining turns 3 raw finds of one kind into 1 refined crafting material, for a gold fee per batch set by the raw material's rarity. It needs no trip. Not every find can be refined: pelts, handle woods and most herbs are meant for tools or the Apothecary instead.

Refining fee per batch.

Raw rarityGold fee per batch
Common50 gold
Rare250 gold
Epic1,500 gold
Legendary8,000 gold
Mythic40,000 gold
Divine2,000,000 gold

Every profession has one more rare find. Once a profession reaches level 35, a trip with no mishap has a 0.2% chance per hour of trip of turning up a Godshard Sliver, and refining 3 of them makes one Godshard.

The Apothecary: potions and oils

Herbalism herbs brew potions at 50% off the Potion Shop price. This is the profession's own Apothecary, separate from the Stronghold building of the same name.

  • Small potion: Herbalism level 5, 3x Nightshade per potion.
  • Medium potion: Herbalism level 12, 4x Bloodthistle per potion.
  • Large potion: Herbalism level 22, 5x Ghostcap per potion.

Weapon oils are the other product: 4 oils (Whetstone Oil, Ironbark Varnish, Lucky Balm, Venom Oil), each boosting one stat for 1 hour in four strengths. Tier changes the strength, never the length. Using a new oil replaces the one you have on.

Oil tiers.

TierBoostHerbalism levelCost to brew
Rare+8%53x Bloodthistle and 200 gold
Epic+15%123x Ghostcap and 1,000 gold
Legendary+22%223x Dragon's Tongue and 5,000 gold
Mythic+30%353x Wraithbloom and 25,000 gold

Gemstones and sockets

Mining can turn up gemstones: each pull has an extra 10% chance of one. There are 48 of them, one family for each of the 8 combat stats at each of 6 rarities, and legendary and mythic stones are made 4 times likelier than the plain odds would give. Divine stones are never found, only combined.

Every gemstone, by the stat it adds and its rarity.

StatCommonRareEpicLegendaryMythicDivine
AttackGarnetRubyBloodstoneDragon's EyeHeart of the PyreGodblood Ruby
DefenseQuartzOnyxIronheart DiamondBastion StoneWardstone of AgesAegis of the First
SpeedCitrineTopazStormglassWindcaller OpalTempest PearlEye of the Gale
LuckPeridotEmeraldFortune's JadeGambler's OpalFatestoneStar of Providence
StaminaJasperCarnelianLifeblood AgateTitan's AmberUndying HeartstoneWellspring of Ages
Magic PowerAmethystSapphireArcane IoliteVoidglassStarfall SapphireEye of the Abyss
Critical StrikeTourmalineSpinelRazorstoneExecutioner's SpinelShard of RuinFang of the Last God
DodgeLabradoriteShadow OpalPhantom PearlWraithstoneVeilstoneMirror of Nothing

Socket a stone into a piece of gear to add its stat. A stone can never be a higher rarity than the piece it goes into, and replacing a filled socket destroys the old stone. Gear that is listed for sale or in an escrow trade cannot be socketed.

At the Jeweler, 3 stones of the same family and rarity combine into 1 of the next rarity for a gold fee.

Sockets by gear rarity, the stat a stone adds by stone rarity, and the combine fee by stone rarity.

RaritySockets in gear of this rarityStat from a stone of this rarityFee to combine 3 stones of this rarity into the next
Common0+1500 gold
Rare1+12,500 gold
Epic1+215,000 gold
Legendary2+480,000 gold
Mythic2+6400,000 gold and 1 Godshard
Divine3+10None, divine is the top