Kneeshaw Developments

32 professions · 18 categories · 18 SP cap

The other tree.The one outside combat.

A member's profession is set at bind and never changes. Level it from 1 to 10, pass the Mastery Trial, work through the chain quest — and you've earned 17 of the 18 possible skill points to spend across the trunk + leaf trees.

17 reachable · 18 lifetime cap · ~62 SP worth of nodes

How professions work in one paragraph

Every member has one profession — set when they bind, fixed for life. Working it (through quests and Training Intensive) earns XP up to level 10. Every level grants +1 skill point and ratchets up yield + duration bonuses. Past level 10, your profession unlocks the Mastery Trial — a one-shot quest where only one member per profession can hold the title at a time. Spend the SP across your profession's trunk + leaf skill tree.

The 18 SP economy

Lifetime cap is 18 skill points; max reachable through normal play is 17. The skill tree costs ~62 SP total, so even a fully-pushed profession can spend less than a third of the tree — forcing every build to commit to a direction.

Leveling 1 → 10

+9 SP

+1 SP per level transition. XP scales — L1→L2 costs 100, L9→L10 costs 900.

Mastery Trial

+5 SP

One-shot challenge unlocked at level 10. Only one member per profession holds Mastery at a time across your whole faction.

Profession chain quest

+3 SP

Three-step chain unlocked alongside leveling. +1 SP per chain step plus per-member stat boosts.

Leveling 1 → 10

XP required to advance scales linearly: xp_needed = level × 100. So L1→L2 costs 100 XP and L9→L10 costs 900 XP. Total across all 9 transitions: 4,500 XP. Each level grants:

+1 SP

Skill point

+5%

Yield bonus

−3%

Duration reduction

+10

Profession power

Where XP comes from

  • Profession quests

    Main source. Quest XP only goes to members whose profession matches the quest. Mixed parties earn a +25% collaboration bonus.

  • Profession quest chains

    Three-step chains with bespoke per-member stat rewards on each step. Awards XP + 1 SP + permanent stat boosts.

  • Profession Study (Training Intensive)

    Direct gold/time sink. Grants (essence_rank + 1) × 50 profession XP on completion.

The flagship reward

Mastery Trial

Once a member hits level 10, a single Mastery Trial quest appears on the Profession board. Completing it:

  • +5 SP

    The largest single SP grant in the entire profession economy.

  • Unlocks mastery nodes

    Tier-4 and capstone nodes on the leaf require Mastery before they can be allocated.

  • +20 profession power

    Mastery raises the member's profession power score, used for quest gating.

Only one Master per profession at a time. The faction tracks active_masters globally — if your Miner already holds Mastery, no other Miner in your roster can run the trial until something changes.

The full roster

32 professions across 18 underlying type categories, grouped here by role for easier browsing. The skill tree is shared across categories — Farmer, Miner, Lumberer, and Harvester all use the same gathering trunk — but each has a unique 5-node leaf that's all their own.

Gathering

Pulls raw materials out of the world map and feeds your warehouse.

  • Farmer
  • Miner
  • Lumberer
  • Harvester
  • Hunter

Crafting

Refines raw materials into gear, consumables, and finished goods.

  • Blacksmith
  • Tailor
  • Cook
  • Mason
  • Jeweler

Arcane

Alchemy + enchanting — the equipment-improvement currencies all flow from here.

  • Alchemist
  • Herbalist
  • Apothecary
  • Enchanter
  • Runecaster
  • Artificer

Combat

Front-line dispatch professions — high yield on battle / hunt activities.

  • Adventurer
  • Dauntless
  • Guard
  • Escort
  • Beast Master

Support

Healers, bards, and chefs. Reduce injuries, boost morale, accelerate recovery.

  • Healer
  • Bard
  • Chef

Logistics

Trade, transport, and infrastructure — speed multipliers on travel, contracts, construction.

  • Merchant
  • Shipwright
  • Sky Captain
  • Engineer
  • Architect

Scholar

Map exposure, intelligence gathering, and exploration speed.

  • Cartographer
  • Scout
  • Spy

Looking for the per-profession skill tree breakdown? Profession trees has the full 25-node trunk + 5-node leaf for each one.

Leaf actives

Every leaf has an entry node that unlocks a once-per-day leaf active — a profession- specific button you can fire on a 24-hour cooldown. The catalog has 32 entries (one per profession), but as of the current build only three are mechanically wired; the others are flavor stubs awaiting design. The in-game UI button is also still TODO — the system is complete but unsurfaced.

Miner

Gemstrike

Next gather is guaranteed to drop a gem.

Healer

Field Triage

Instantly heals one injured party member.

Bard

Rallying Tune

+25% morale to the party for one hour.

What touches what

Profession bonuses don't just sit in the skill tree — they radiate into every adjacent system. Four major intersections:

Profession is fixed at bind

A member's profession is set when they bind and never changes. The Tavern recruits use weighted random picks based on race — Human (Fire) leans toward Blacksmith/Guard/Farmer, Human (Water) leans toward Healer/Merchant/Shipwright, and so on. Onboarding lets you pick directly. Once locked, the path is: level → master → chain, in whatever order opportunity gives you.

If you want a specific profession, re-bind at the Tavern until you see it. Soulfire-refining a high-rank member is also a viable way to recycle the slot without losing meta progress (the soul tree is account-wide).

See also: Profession trees · Build planner · Errands · Characters

Source: scripts/data/enums.gd Profession enum + scripts/data/profession_data.gd + scripts/systems/profession_skill_system.gd.