The trades
Twenty-five skills, one to ninety-nine
Sixteen professions run on the same rails: six tiers, a master who gates each one behind a tool, and a mastery track under every action. The other nine are earned by fighting and by watching the sky.
New to the trades? Start with how professions work: the experience curve, the six tiers, the tool rule that catches people out, and mastery.
Gathering
Seven skills that take from the land. None of them makes anything you use directly: every one feeds a craft.
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Lumbering Fell trees to gather logs. -
Hunting Take game for its hide, its meat and its feathers. Three quarries, three ladders, and the same animal is rarely worth all three. -
Mining Strike ore from rock. Copper and tin near the surface; iron and coal deeper down. -
Fishing Draw fish from river and coast. Net and rod, no questions asked of what bites. -
Foraging Walk the hedgerows for herbs, the forest floor for mushrooms, the marsh for what flies low. -
Herbalism Cultivate and harvest spell reagents. Mage and priest both pay well for the right cutting. -
Firemaking Coax flame from log and tinder. A clean hearth feeds the cook and warms the road.
Crafting
Nine skills that turn what you gathered into what you equip, eat and drink.
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Weaving Draw the power out of equipment you no longer need, and put it back into equipment you do. -
Alchemy Distil herbs into potions. Bottled mana, bottled vigor, the wise drink before the fight. -
Woodworking Shape logs into hafts, shields, and staves. The mundane half of every armoury. -
Tailoring Spin flax to thread, thread to cloth, cloth to a wizard’s robes and traveller’s cloaks. -
Leatherworking Tan hides, cut patterns, stitch sturdy gear. From wolf pelt to dragonscale, in time. -
Jewelcrafting Set gems into rings and amulets. Each cut stone carries its own quiet blessing. -
Cooking Turn raw catch into meals. A poorly cooked fish is still better than a raw one. -
Smithing Coax bars from ore at the furnace. Alloy work for bronze, careful heat for iron. -
Fletching Knife and twine work at the bench. Bows from seasoned logs, arrows fletched with wildfowl feather.
Combat
Eight skills you never select. They level by fighting, and which one takes the experience is decided by how you choose to fight. The combat guide covers the stats, the six styles and both spellbooks.
Knowledge
Commune with the twelve as they cross the sky. Only three are in reach at a time, and which three is not up to you.