Wiki / Skills and professions
Skills and professions
A player progresses by doing things: every action can raise several skills, and skills make up professions, which determine effectiveness. There are no character levels and no points to distribute.
Points and levels
A skill is a number of points from 0 to 1,000,000. The skill level follows from the points and has a fractional part. The player sees it with two decimal places.
Points never decrease. There is no cap on the total of skills: a player can develop all of them, the only limit is time.
Professions
A profession is a weighted average of several skills. The weights of one profession add up to 1. A skill can belong to many professions, including ones from another domain.
Fencer = 0.40 x Swords + 0.25 x Aim + 0.20 x Reflexes + 0.15 x Anatomy. A player with Swords 20, Aim 10, Reflexes 0 and Anatomy 4 has Fencer at level 0.40 x 20 + 0.25 x 10 + 0.15 x 4 = 11.1.
A profession does two things:
- Effectiveness: craft success chance, taming chance and domain effects (criticals, yields, loot rarity).
- Learning: the higher the profession relative to the target level, the harder it is to gain. Weak targets stop teaching.
Gain algorithm
Every action has a list of skills it can raise, and for each of them a weight, a base chance and base points. After the action is performed, for each skill on the list separately:
- Frequency limit. If this skill was rolled for this player less than 0.5 s ago, we skip it.
- Difficulty d. Calculated from the target level and the level of the profession assigned to the action (section "Target difficulty"). If d < 0.25, the skill does not grow.
- First roll: does it grow. The chance decreases with the number of points the player already has in this skill.
- Second roll: by how much. The maximum gain decreases exponentially with points. The gain is drawn uniformly from the range between half of the maximum and the maximum.
- Random rounding. The fractional part turns into an extra point with a probability equal to that part (e.g. 3.3 gives 4 with a 30% chance). The average gain does not change, and a skill with a small weight gets proportionally less, not always 1 point.
- Pet bonus. A pet with a skill-boosting ability multiplies the rolled points for its domain, with the same random rounding.
Parameters
| Parameter | Value | Meaning |
|---|---|---|
| Points per level | 10,000 | level = points / 10,000 |
| Maximum points | 1,000,000 | level 100 |
| Chance cap | 30% | the chance never exceeds this value |
| Chance decay scale | 150,000 | at 150,000 points (level 15) the chance drops by half |
| Gain decay scale | 250,000 | at 250,000 points (level 25) the gain drops to 37% |
| Difficulty span | 20 levels | a target 20 levels weaker than the profession gives d = 0 |
| Difficulty threshold | 0.25 | below this d the action does not teach (a target 15+ levels weaker) |
| Maximum d | 2 | a target 20+ levels stronger doubles the chance |
| Frequency limit | 0.5 s | one roll per player and skill |
| Base chance (default) | 30% | separately for each action-skill pair |
| Base points (default) | 120 | separately for each action-skill pair |
What the player sees
After a gain, the action bar shows the skills that grew, e.g. +0.0120 Swords (12.34): how much level was gained and the current level. The message appears at most once every 2 s. Progress is shared across all servers of the network.
Target difficulty
The coefficient d compares the target level (of a mob or blueprint) with the player's profession level. A target equal to the profession gives d = 1. A stronger target teaches faster, a weaker one slower, and one 15 or more levels weaker not at all. Resources (ores, wood) have no level and always give d = 1.
| Profession \ target level | 1 | 5 | 10 | 20 | 50 | 100 |
|---|---|---|---|---|---|---|
| 0 | 1.05 | 1.25 | 1.50 | 2.00 | 2.00 | 2.00 |
| 10 | 0.55 | 0.75 | 1.00 | 1.50 | 2.00 | 2.00 |
| 20 | no gain | 0.25 | 0.50 | 1.00 | 2.00 | 2.00 |
| 50 | no gain | no gain | no gain | no gain | 1.00 | 2.00 |
| 100 | no gain | no gain | no gain | no gain | no gain | 1.00 |
Rate of gain
A skill with weight 1, base chance 30% and base points 120, target at the profession's level (d = 1). The "actions per level" column is the average number of repetitions needed to gain one level.
| Skill level | Chance | Gain | Average per action | Actions per level |
|---|---|---|---|---|
| 0 | 30.0% | 60–120 pts | 27.0 pts | 370 |
| 5 | 22.5% | 49–98 pts | 16.6 pts | 603 |
| 10 | 18.0% | 40–80 pts | 10.9 pts | 921 |
| 25 | 11.2% | 22–44 pts | 3.7 pts | 2,685 |
| 50 | 6.9% | 8–16 pts | 0.8 pts | 11,859 |
| 75 | 5.0% | 3–6 pts | 0.2 pts | 44,635 |
| 90 | 4.3% | 2–3 pts | 0.1 pts | 94,884 |
| 99 | 3.9% | 1–2 pts | 0.1 pts | 147,658 |
A skill with weight 0.3 has the same chance but a gain three times smaller, so it grows three times slower. A target stronger than the profession (d up to 2) raises the chance, but not above 30%.
Play time to reach a level
One skill, weight 1, d = 1, 20 qualifying actions per minute, average rate.
| Level | 10 | 25 | 50 | 75 | 100 |
|---|---|---|---|---|---|
| Time | ~5 h | ~26 h | ~153 h | ~633 h | ~2150 h |
Actions
An action counts only if it has a real effect. Farm mobs never teach. Below are all actions with set weights.
Hits with an energy weapon (Pistols, Rifles) as well as magic and healing have their own actions and their own professions: Energy weapons and Magic and mana.
Sword hit
- When
- The player hits a mob with a sword held in the main hand.
- Conditions
- the target is alive, is not a player and is not invulnerable; the hit dealt more than 0 damage; the mob does not come from a farm; a hit dealt by a pet does not count
- Target level
- mob level; a regular Minecraft mob has level 1
- Profession for difficulty
- Fencer
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Swords Swords | 1.00 | 30% | 120 | 60–120 pts |
| Aim Accuracy | 0.40 | 30% | 120 | 24–48 pts |
| Anatomy Anatomy | 0.30 | 30% | 120 | 18–36 pts |
Bow shot
- When
- An arrow fired by the player from a bow hits a mob.
- Conditions
- the same conditions as for the sword hit
- Target level
- mob level
- Profession for difficulty
- Marksman
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Bows Bows | 1.00 | 30% | 120 | 60–120 pts |
| Aim Accuracy | 0.60 | 30% | 120 | 36–72 pts |
| Anatomy Anatomy | 0.20 | 30% | 120 | 12–24 pts |
Taking a hit
- When
- A mob deals damage to the player.
- Conditions
- damage greater than 0; the attacker does not come from a farm
- Target level
- level of the attacking mob
- Profession for difficulty
- Defender
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Armor Use Wearing armor | 0.60 | 30% | 120 | 36–72 pts |
| Evade Dodge | 0.60 | 30% | 120 | 36–72 pts |
| Reflexes Reflex | 0.30 | 30% | 120 | 18–36 pts |
Mining an ore
- When
- The player mines an ore.
- Conditions
- a block previously placed by a player does not count
- Target level
- resources have no level, so d = 1
- Profession for difficulty
- Miner
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Extraction Extraction | 1.00 | 30% | 120 | 60–120 pts |
| Prospecting Prospecting | 0.30 | 30% | 120 | 18–36 pts |
Chopping a log
- When
- The player chops a tree log.
- Conditions
- a log previously placed by a player does not count
- Target level
- resources have no level, so d = 1
- Profession for difficulty
- Lumberjack
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Woodcutting Tree felling | 1.00 | 30% | 120 | 60–120 pts |
Craft attempt: weapon
- When
- Every attempt at a crafting station with a blueprint of the Weapon category, successful or failed.
- Target level
- blueprint level
- Profession for difficulty
- the profession stated on the blueprint
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Weapon Design Weapon design | 1.00 | 30% | 120 | 60–120 pts |
| Metalworking Metalworking | 0.60 | 30% | 120 | 36–72 pts |
| Precision Precision | 0.30 | 30% | 120 | 18–36 pts |
| Material Knowledge Knowledge of materials | 0.30 | 30% | 120 | 18–36 pts |
Craft attempt: machine
- When
- Every attempt with a blueprint of the Machine category (minions, incubators, golem), successful or failed.
- Target level
- blueprint level
- Profession for difficulty
- the profession stated on the blueprint
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Mechanics Mechanics | 1.00 | 30% | 120 | 60–120 pts |
| Precision Precision | 0.40 | 30% | 120 | 24–48 pts |
| Material Knowledge Knowledge of materials | 0.30 | 30% | 120 | 18–36 pts |
Craft attempt: material
- When
- Every attempt with a blueprint of the Material category, successful or failed.
- Target level
- blueprint level
- Profession for difficulty
- the profession stated on the blueprint
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Cooking Cooking | 1.00 | 30% | 120 | 60–120 pts |
| Herbalism Knowledge of herbs | 0.30 | 30% | 120 | 18–36 pts |
Taming attempt
- When
- The player uses bait on a wild mob that can become a pet.
- Conditions
- every attempt counts, successful or failed; a farm mob cannot be tamed
- Target level
- mob level
- Profession for difficulty
- Animal Trainer
| Skill | Weight | Base chance | Base points | Gain at level 0 |
|---|---|---|---|---|
| Taming Taming | 1.00 | 50% | 200 | 100–200 pts |
| Animal Care Animal care | 0.40 | 30% | 120 | 24–48 pts |
Crafting from blueprints
Every attempt at a crafting station rolls skill gains according to the blueprint category (the "Craft attempt" actions above). The target level is the blueprint level, and difficulty is calculated from the profession written on the blueprint. Success chance, product quality, blueprint quality and the blueprint list: Blueprints and crafting.
Taming
A wild mob that has its own pet is tamed with bait. The bait is consumed on every attempt. The chance depends on the Trainer profession and the mob level.
| Trainer \ mob level | 1 | 10 | 20 | 30 | 50 |
|---|---|---|---|---|---|
| 0 | 28% | 10% | 5% | 5% | 5% |
| 10 | 48% | 30% | 10% | 5% | 5% |
| 25 | 78% | 60% | 40% | 20% | 5% |
| 50 | 90% | 90% | 90% | 70% | 30% |
| 100 | 90% | 90% | 90% | 90% | 90% |
Every attempt, successful or not, rolls a gain for Taming and Care (the "Taming attempt" action).
All skills
For each skill: which actions raise it and with what weight, and which professions it counts toward. A skill without set weights has a described source it is meant to grow from.
Combat
professions affect: accuracy and criticals, damage multiplier, dodge, damage reduction, healing| Skill | Raised by | In professions (weight) |
|---|---|---|
| Swords Swords | Sword hit weight 1.00 | Blademaster 0.45 Fencer 0.40 |
| Axes Axes | axe hits (weights to be determined) | Berserker 0.45 Axeman 0.40 |
| Spears Spears | spear hits (weights to be determined) | Impaler 0.45 Lancer 0.40 |
| Bows Bows | Bow shot weight 1.00 | Longbowman 0.45 Marksman 0.40 |
| Crossbows Crossbows | crossbow shots (weights to be determined) | Arbalist 0.45 Sharpshooter 0.40 |
| Battle Magic Battle magic | battle magic attacks (weights to be determined) | Battlemage 0.45 Spellweaver 0.40 |
| Aim Accuracy | Sword hit weight 0.40 Bow shot weight 0.60 | Marksman 0.35 Sharpshooter 0.35 Gunslinger 0.35 Spellweaver 0.35 Marksman 0.35 Axeman 0.25 Lancer 0.25 Fencer 0.25 Longbowman 0.20 Arbalist 0.20 Battlemage 0.20 Pistoleer 0.20 Rifleman 0.20 Berserker 0.10 Impaler 0.10 Blademaster 0.10 Harpooner 0.10 |
| Reflexes Reflex | Taking a hit weight 0.30 | Axeman 0.20 Defender 0.20 Lancer 0.20 Fencer 0.20 Marksman 0.15 Sharpshooter 0.15 Gunslinger 0.15 Spellweaver 0.15 Marksman 0.15 Berserker 0.10 Impaler 0.10 Blademaster 0.10 |
| Anatomy Anatomy | Sword hit weight 0.30 Bow shot weight 0.20 | Longbowman 0.35 Berserker 0.35 Arbalist 0.35 Battlemage 0.35 Pistoleer 0.35 Rifleman 0.35 Impaler 0.35 Blademaster 0.35 Medic 0.30 Axeman 0.15 Lancer 0.15 Fencer 0.15 Marksman 0.10 Sharpshooter 0.10 Gunslinger 0.10 Spellweaver 0.10 Marksman 0.10 |
| Evade Dodge | Taking a hit weight 0.60 | Defender 0.45 |
| Armor Use Wearing armor | Taking a hit weight 0.60 | Defender 0.35 |
| First Aid First aid | healing yourself and others (weights to be determined) | Medic 0.70 |
| Pistols | (weights to be determined) | Pistoleer 0.45 Gunslinger 0.40 |
| Rifles | (weights to be determined) | Rifleman 0.45 Marksman 0.40 |
Crafting
professions affect: blueprint success chance and product quality| Skill | Raised by | In professions (weight) |
|---|---|---|
| Metalworking Metalworking | Craft attempt: weapon weight 0.60 | Armorsmith 0.30 Toolsmith 0.30 Weaponsmith 0.30 |
| Weapon Design Weapon design | Craft attempt: weapon weight 1.00 | Weaponsmith 0.40 |
| Armor Design Armor design | armor blueprints (weights to be determined) | Armorsmith 0.40 |
| Toolmaking Toolmaking | tool blueprints (weights to be determined) | Toolsmith 0.45 |
| Weaving Weaving | fabric blueprints (weights to be determined) | Tailor 0.60 |
| Mechanics Mechanics | Craft attempt: machine weight 1.00 | Engineer 0.60 |
| Precision Precision | Craft attempt: weapon weight 0.30 Craft attempt: machine weight 0.40 | Engineer 0.25 Tailor 0.20 Armorsmith 0.15 Weaponsmith 0.15 Bowyer 0.10 Toolsmith 0.10 |
| Material Knowledge Knowledge of materials | Craft attempt: weapon weight 0.30 Craft attempt: machine weight 0.30 | Tailor 0.20 Armorsmith 0.15 Engineer 0.15 Toolsmith 0.15 Weaponsmith 0.15 |
Carpentry
professions affect: chance and quality of wooden blueprints, arrows with bonuses| Skill | Raised by | In professions (weight) |
|---|---|---|
| Woodworking Woodworking | wooden blueprints (weights to be determined) | Carpenter 0.50 Shipwright 0.40 Bowyer 0.30 |
| Construction Construction | chests, doors, boats (weights to be determined) | Shipwright 0.60 |
| Bowyery Bowyery | bows, arrows, shafts (weights to be determined) | Bowyer 0.60 |
| Furniture Making Furniture making | decorations and furniture (weights to be determined) | Carpenter 0.50 |
Alchemy
professions affect: potion strength and duration, extra portion, food with bonuses| Skill | Raised by | In professions (weight) |
|---|---|---|
| Brewing Potion brewing | potion brewing (weights to be determined) | Apothecary 0.40 Alchemist 0.40 |
| Herbalism Knowledge of herbs | Craft attempt: material weight 0.30 | Apothecary 0.40 Alchemist 0.20 Cook 0.20 Herbalist 0.20 |
| Enhancing Enhancing | enhancing potion power and duration (weights to be determined) | Alchemist 0.40 Apothecary 0.20 |
| Throwables Thrown potions | thrown potions (weights to be determined) | – |
| Cooking Cooking | Craft attempt: material weight 1.00 | Cook 0.80 |
Enchanting
professions affect: higher enchantment levels, lower cost, fewer failed enchantments| Skill | Raised by | In professions (weight) |
|---|---|---|
| Weapon Enchanting Weapon enchanting | weapon enchanting (weights to be determined) | Enchanter 0.30 |
| Armor Enchanting Armor enchanting | armor enchanting (weights to be determined) | Enchanter 0.30 |
| Tool Enchanting Tool enchanting | tool enchanting (weights to be determined) | Enchanter 0.20 Spellbinder 0.20 |
| Disenchanting Disenchanting | disenchanting (weights to be determined) | Spellbinder 0.30 |
| Focus Concentration | every enchanting (weights to be determined) | Spellbinder 0.50 Enchanter 0.20 |
Runes
professions affect: rune blueprint chance, power of runes in item sockets| Skill | Raised by | In professions (weight) |
|---|---|---|
| Runecrafting Rune crafting | rune blueprints (weights to be determined) | Runesmith 0.45 Runemaster 0.20 |
| Rune Carving Rune carving | rune carving (weights to be determined) | Runesmith 0.35 Runemaster 0.20 |
| Arcana Arcana | using runes in sockets (weights to be determined) | Runemaster 0.60 |
| Inscription Inscription | scrolls (weights to be determined) | Runesmith 0.20 |
Farming
professions affect: larger yields, faster growth, rare seeds| Skill | Raised by | In professions (weight) |
|---|---|---|
| Grain Farming Grain farming | harvesting ripe grain (weights to be determined) | Farmer 0.35 |
| Vegetable Farming Vegetable growing | harvesting carrots, potatoes, beetroot (weights to be determined) | Farmer 0.35 |
| Orcharding Orcharding | harvesting melons, pumpkins, cocoa, berries (weights to be determined) | Orchardist 0.60 |
| Fertilizing Fertilizing | fertilizing crops (weights to be determined) | Farmer 0.30 Orchardist 0.20 |
| Floriculture Floriculture | flowers (weights to be determined) | Orchardist 0.20 |
Gathering
professions affect: more wood and plants, rare finds, herbs for alchemy| Skill | Raised by | In professions (weight) |
|---|---|---|
| Woodcutting Tree felling | Chopping a log weight 1.00 | Lumberjack 0.80 |
| Plant Gathering Plant gathering | plant gathering (weights to be determined) | Gatherer 0.50 Herbalist 0.20 Lumberjack 0.20 |
| Mushroom Picking Mushroom picking | mushroom gathering (weights to be determined) | Gatherer 0.30 |
| Herb Gathering Herb gathering | herb gathering (weights to be determined) | Herbalist 0.60 Gatherer 0.20 |
Mining
professions affect: ore amount and rarity, digging speed| Skill | Raised by | In professions (weight) |
|---|---|---|
| Extraction Extraction | Mining an ore weight 1.00 | Miner 0.60 Prospector 0.30 |
| Prospecting Prospecting | Mining an ore weight 0.30 | Prospector 0.70 Miner 0.20 |
| Stonework Stonework | stonework (weights to be determined) | Miner 0.20 |
Fishing
professions affect: bite chance, catch rarity and size, treasure| Skill | Raised by | In professions (weight) |
|---|---|---|
| Rod Fishing Fishing rod | fishing with a rod (weights to be determined) | Angler 0.60 |
| Spearfishing Harpoon | fishing with a harpoon (weights to be determined) | Harpooner 0.60 |
| Net Fishing Nets | fishing with nets (weights to be determined) | Netter 0.60 |
| Trap Fishing Traps | fish traps (weights to be determined) | Trapper 0.60 |
| Fishing Grounds Knowledge of fishing grounds | every catch (weights to be determined) | Angler 0.30 Harpooner 0.30 Netter 0.30 Trapper 0.30 |
| Fish Processing Fish processing | fish processing (weights to be determined) | Angler 0.10 Netter 0.10 Trapper 0.10 |
Taming
professions affect: taming chance, strength of tamed animals, breeding, mount speed| Skill | Raised by | In professions (weight) |
|---|---|---|
| Taming Taming | Taming attempt weight 1.00 | Animal Trainer 0.50 |
| Breeding Breeding | breeding animals (weights to be determined) | Breeder 0.60 |
| Riding Riding | riding a mount (weights to be determined) | Rider 0.70 |
| Animal Care Animal care | Taming attempt weight 0.40 | Animal Trainer 0.50 Breeder 0.40 Rider 0.30 |
Trade
professions affect: buy and sell prices, auction fees, number of listings| Skill | Raised by | In professions (weight) |
|---|---|---|
| Negotiation Negotiation | trading with NPCs (weights to be determined) | Merchant 0.50 |
| Appraisal Appraisal | appraising items (weights to be determined) | Auctioneer 0.40 Merchant 0.20 |
| Auctioneering Auctioneering | auction house (weights to be determined) | Auctioneer 0.50 |
| Commerce Commerce | trading goods (weights to be determined) | Merchant 0.30 Auctioneer 0.10 |
Building
professions affect: placing speed and range, demolition, island level points| Skill | Raised by | In professions (weight) |
|---|---|---|
| Masonry Masonry | placing stone blocks (weights to be determined) | Builder 0.40 Architect 0.20 |
| Architecture Architecture | structures (weights to be determined) | Architect 0.60 |
| Decorating Decorating | decorations (weights to be determined) | Builder 0.30 Architect 0.20 |
| Demolition Demolition | demolishing your own structures (weights to be determined) | Builder 0.30 |
Profession list
Skill weights in each profession. Combat professions come in pairs: one is responsible for hitting (accuracy, criticals), the other for damage.
| Profession | Domain | Responsible for | Skills (weight) |
|---|---|---|---|
| Fencer | Combat | Accuracy with sword: critical hit chance and precision. | Swords0.40 Aim0.25 Reflexes0.20 Anatomy0.15 |
| Blademaster | Combat | Power with sword: damage dealt. | Swords0.45 Anatomy0.35 Reflexes0.10 Aim0.10 |
| Axeman | Combat | Accuracy with axe: critical hit chance and precision. | Axes0.40 Aim0.25 Reflexes0.20 Anatomy0.15 |
| Berserker | Combat | Power with axe: damage dealt. | Axes0.45 Anatomy0.35 Aim0.10 Reflexes0.10 |
| Lancer | Combat | Accuracy with spear: critical hit chance and precision. | Spears0.40 Aim0.25 Reflexes0.20 Anatomy0.15 |
| Impaler | Combat | Power with spear: damage dealt. | Spears0.45 Anatomy0.35 Reflexes0.10 Aim0.10 |
| Marksman | Combat | Accuracy with bow: critical hit chance and precision. | Bows0.40 Aim0.35 Reflexes0.15 Anatomy0.10 |
| Longbowman | Combat | Power with bow: damage dealt. | Bows0.45 Anatomy0.35 Aim0.20 |
| Sharpshooter | Combat | Accuracy with crossbow: critical hit chance and precision. | Crossbows0.40 Aim0.35 Reflexes0.15 Anatomy0.10 |
| Arbalist | Combat | Power with crossbow: damage dealt. | Crossbows0.45 Anatomy0.35 Aim0.20 |
| Spellweaver | Combat | Accuracy with battle magic: critical hit chance and precision. | Battle Magic0.40 Aim0.35 Reflexes0.15 Anatomy0.10 |
| Battlemage | Combat | Power with battle magic: damage dealt. | Battle Magic0.45 Anatomy0.35 Aim0.20 |
| Defender | Combat | Evade0.45 Armor Use0.35 Reflexes0.20 | |
| Medic | Combat | First Aid0.70 Anatomy0.30 | |
| Weaponsmith | Crafting | Weapon Design0.40 Metalworking0.30 Precision0.15 Material Knowledge0.15 | |
| Armorsmith | Crafting | Armor Design0.40 Metalworking0.30 Material Knowledge0.15 Precision0.15 | |
| Toolsmith | Crafting | Toolmaking0.45 Metalworking0.30 Material Knowledge0.15 Precision0.10 | |
| Tailor | Crafting | Weaving0.60 Material Knowledge0.20 Precision0.20 | |
| Engineer | Crafting | Mechanics0.60 Precision0.25 Material Knowledge0.15 | |
| Carpenter | Carpentry | Furniture Making0.50 Woodworking0.50 | |
| Shipwright | Carpentry | Construction0.60 Woodworking0.40 | |
| Bowyer | Carpentry | Bowyery0.60 Woodworking0.30 Precision0.10 | |
| Alchemist | Alchemy | Potion strength. | Brewing0.40 Enhancing0.40 Herbalism0.20 |
| Apothecary | Alchemy | Potion duration. | Brewing0.40 Herbalism0.40 Enhancing0.20 |
| Cook | Alchemy | Cooking0.80 Herbalism0.20 | |
| Enchanter | Enchanting | Enchantment power and level. | Weapon Enchanting0.30 Armor Enchanting0.30 Focus0.20 Tool Enchanting0.20 |
| Spellbinder | Enchanting | Enchantment stability: lower cost and fewer failures. | Focus0.50 Disenchanting0.30 Tool Enchanting0.20 |
| Runesmith | Runes | Rune blueprint success. | Runecrafting0.45 Rune Carving0.35 Inscription0.20 |
| Runemaster | Runes | Power of runes in item sockets. | Arcana0.60 Runecrafting0.20 Rune Carving0.20 |
| Farmer | Farming | Vegetable Farming0.35 Grain Farming0.35 Fertilizing0.30 | |
| Orchardist | Farming | Orcharding0.60 Fertilizing0.20 Floriculture0.20 | |
| Lumberjack | Gathering | Woodcutting0.80 Plant Gathering0.20 | |
| Gatherer | Gathering | Plant Gathering0.50 Mushroom Picking0.30 Herb Gathering0.20 | |
| Herbalist | Gathering | Herb Gathering0.60 Herbalism0.20 Plant Gathering0.20 | |
| Miner | Mining | Extraction0.60 Prospecting0.20 Stonework0.20 | |
| Prospector | Mining | Prospecting0.70 Extraction0.30 | |
| Angler | Fishing | Rod Fishing0.60 Fishing Grounds0.30 Fish Processing0.10 | |
| Harpooner | Fishing | Spearfishing0.60 Fishing Grounds0.30 Aim0.10 | |
| Netter | Fishing | Net Fishing0.60 Fishing Grounds0.30 Fish Processing0.10 | |
| Trapper | Fishing | Trap Fishing0.60 Fishing Grounds0.30 Fish Processing0.10 | |
| Animal Trainer | Taming | Animal Care0.50 Taming0.50 | |
| Breeder | Taming | Breeding0.60 Animal Care0.40 | |
| Rider | Taming | Riding0.70 Animal Care0.30 | |
| Merchant | Trade | Negotiation0.50 Commerce0.30 Appraisal0.20 | |
| Auctioneer | Trade | Auctioneering0.50 Appraisal0.40 Commerce0.10 | |
| Builder | Building | Masonry0.40 Decorating0.30 Demolition0.30 | |
| Architect | Building | Architecture0.60 Masonry0.20 Decorating0.20 | |
| Gunslinger | Combat | Accuracy with pistols: critical hit chance and precision. | Pistols0.40 Aim0.35 Reflexes0.15 Anatomy0.10 |
| Pistoleer | Combat | Power with pistols: damage dealt. | Pistols0.45 Anatomy0.35 Aim0.20 |
| Marksman | Combat | Accuracy with rifles: critical hit chance and precision. | Rifles0.40 Aim0.35 Reflexes0.15 Anatomy0.10 |
| Rifleman | Combat | Power with rifles: damage dealt. | Rifles0.45 Anatomy0.35 Aim0.20 |
To be decided
- Taming bait has the Material category, so crafting it raises Cooking and Herbalism, and difficulty is calculated from the Trainer profession. To decide: a separate category with Taming and Care.
- A failed craft attempt also raises skills. To decide whether the gain should happen only after success.
- Weights for the remaining actions: axe, spear, crossbow, magic, healing, armor and tools, carpentry, potions, enchanting, runes, farming, plant gathering, fishing, taming outside the attempt, trade and building have only a described source.
- Attributes (Strength, Dexterity, Endurance, Intelligence) are meant to grow incidentally during actions through a separate, small roll. Rules not yet set.
- Resource levels: until ores and wood have levels, resource actions always have d = 1.