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.
| Trip | Energy cost | Profession XP | Finds (starter tool) | Bag room (starter bag) |
|---|---|---|---|---|
| 15 minutes | 2.5% of your max Energy | 15 | 1 | 1 |
| 30 minutes | 5% of your max Energy | 30 | 2 | 2 |
| 1 hour | 10% of your max Energy | 60 | 4 | 4 |
| 2 hours | 20% of your max Energy | 120 | 8 | 8 |
| 4 hours | 35% of your max Energy | 240 | 16 | 16 |
| 8 hours | 55% of your max Energy | 480 | 32 | 32 |
| 12 hours | 70% of your max Energy | 720 | 48 | 48 |
| 16 hours | 85% of your max Energy | 960 | 64 | 64 |
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.
| Rank | Character XP per minute of trip | Base gold find |
|---|---|---|
| Rank 1, Peasant | 0.05 XP | 50 gold |
| Rank 2, Cutpurse | 0.1 XP | 150 gold |
| Rank 3, Bandit | 0.3 XP | 600 gold |
| Rank 4, Reaver | 0.6 XP | 1,200 gold |
| Rank 5, Cutthroat | 1 XP | 3,000 gold |
| Rank 6, Warlock | 1.5 XP | 6,000 gold |
| Rank 7, Shadowblade | 2 XP | 15,000 gold |
| Rank 8, Wraithking | 3 XP | 30,000 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.
| Title | From level | Total XP to reach it | What opens up |
|---|---|---|---|
| Novice | 1 | 0 | common finds, the free starter tool and bag |
| Apprentice | 5 | 100 | rare tools, bags and oils, and rare finds |
| Journeyman | 12 | 660 | epic tools, bags and oils, and epic finds |
| Expert | 22 | 2,310 | legendary tools, bags and oils, and legendary finds |
| Master | 35 | 5,950 | mythic tools, bags and oils, and mythic finds |
| Grandmaster | 50 | 12,250 | the 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.
| Rarity | Finds (tool) | Rarity odds (tool) | Bag room | Craft the tool | Craft the bag |
|---|---|---|---|---|---|
| Common | 4 per hour | x1 | 2 per 30 minutes | Free starter | Free starter |
| Rare | 6 per hour | x1.5 | 3 per 30 minutes | Level 5, 5,000 gold | Level 5, 5,000 gold |
| Epic | 6 per hour | x2.2 | 4 per 30 minutes | Level 12, 25,000 gold | Level 12, 25,000 gold |
| Legendary | 8 per hour | x3 | 6 per 30 minutes | Level 22, 120,000 gold | Level 22, 120,000 gold |
| Mythic | 8 per hour | x4 | 8 per 30 minutes | Level 35, 600,000 gold | Level 35, 600,000 gold |
| Divine | 10 per hour | x4 | 10 per 30 minutes | Level 50, 3,000,000 gold | Level 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.
| Rarity | Repair price when fully broken (before inflation) |
|---|---|
| Rare | 2,500 gold |
| Epic | 12,500 gold |
| Legendary | 60,000 gold |
| Mythic | 300,000 gold |
| Divine | 1,500,000 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.
| Profession | Mishap | Chance at level 1 | Chance at level 50 | Cost |
|---|---|---|---|---|
| Mining | None | 0% | 0% | None |
| Hunting | Mauled | 15% | 5.2% | 25% of max HP, never below 1 HP |
| Herbalism | Stung | 8% | 3% | 10% of max HP, never below 1 HP |
| Woods | Bitten | 10% | 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 rarity | Gold fee per batch |
|---|---|
| Common | 50 gold |
| Rare | 250 gold |
| Epic | 1,500 gold |
| Legendary | 8,000 gold |
| Mythic | 40,000 gold |
| Divine | 2,000,000 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.
| Tier | Boost | Herbalism level | Cost to brew |
|---|---|---|---|
| Rare | +8% | 5 | 3x Bloodthistle and 200 gold |
| Epic | +15% | 12 | 3x Ghostcap and 1,000 gold |
| Legendary | +22% | 22 | 3x Dragon's Tongue and 5,000 gold |
| Mythic | +30% | 35 | 3x 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.
| Stat | Common | Rare | Epic | Legendary | Mythic | Divine |
|---|---|---|---|---|---|---|
| Attack | Garnet | Ruby | Bloodstone | Dragon's Eye | Heart of the Pyre | Godblood Ruby |
| Defense | Quartz | Onyx | Ironheart Diamond | Bastion Stone | Wardstone of Ages | Aegis of the First |
| Speed | Citrine | Topaz | Stormglass | Windcaller Opal | Tempest Pearl | Eye of the Gale |
| Luck | Peridot | Emerald | Fortune's Jade | Gambler's Opal | Fatestone | Star of Providence |
| Stamina | Jasper | Carnelian | Lifeblood Agate | Titan's Amber | Undying Heartstone | Wellspring of Ages |
| Magic Power | Amethyst | Sapphire | Arcane Iolite | Voidglass | Starfall Sapphire | Eye of the Abyss |
| Critical Strike | Tourmaline | Spinel | Razorstone | Executioner's Spinel | Shard of Ruin | Fang of the Last God |
| Dodge | Labradorite | Shadow Opal | Phantom Pearl | Wraithstone | Veilstone | Mirror 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.
| Rarity | Sockets in gear of this rarity | Stat from a stone of this rarity | Fee to combine 3 stones of this rarity into the next |
|---|---|---|---|
| Common | 0 | +1 | 500 gold |
| Rare | 1 | +1 | 2,500 gold |
| Epic | 1 | +2 | 15,000 gold |
| Legendary | 2 | +4 | 80,000 gold |
| Mythic | 2 | +6 | 400,000 gold and 1 Godshard |
| Divine | 3 | +10 | None, divine is the top |