Thirty-two roles · ten categories · every job in the economy
Every NPC who mattershas a profession that drives them.
32 professions across 10 categories — Gathering, Crafting, Trading, Guarding, Adventuring, Support, Espionage, Infrastructure, Alchemy, Enchanting. Five of those categories were recent additions to the original system. The same professions players assign to their own characters drive which quests NPCs accept, what they produce, and how they slot into a party.
Crafting · where most working players spend their time
Ten categories · profession-count in each disc
32
Total professions
10
Categories
15
Original (pre-expansion)
17
Added in the new system
Quick reference
| ID | Profession | Category |
|---|---|---|
| 4001 | Farmer | Gathering |
| 4002 | Miner | Gathering |
| 4003 | Lumberer | Gathering |
| 4004 | Hunter | Gathering |
| 4005 | Harvester | Gathering |
| 4101 | Blacksmith | Crafting |
| 4102 | Tailor | Crafting |
| 4103 | Chef | Crafting |
| 4104 | Mason | Crafting |
| 4105 | Jeweler | Crafting |
| 4201 | Merchant | Trading |
| 4301 | Guard | Guarding |
| 4302 | Escort | Guarding |
| 4401 | Adventurer | Adventuring |
| 4402 | Dauntless | Adventuring |
| 4501 | Healer | Support |
| 4502 | Bard | Support |
| 4503 | Cook | Support |
| 4601 | Scout | Espionage |
| 4602 | Spy | Espionage |
| 4603 | Cartographer | Espionage |
| 4701 | Engineer | Infrastructure |
| 4702 | Architect | Infrastructure |
| 4801 | Alchemist | Alchemy |
| 4802 | Herbalist | Alchemy |
| 4803 | Apothecary | Alchemy |
| 4901 | Enchanter | Enchanting |
| 4902 | Runecaster | Enchanting |
| 4903 | Artificer | Enchanting |
Categories
Gathering
OriginalExtract raw materials from world resource nodes. The bottom of every production chain.
Gathering professions run the longest economic distance — they touch raw geography, which sets the supply ceiling for everything downstream. A region without lumberers has no carpenters; a region without miners has no smiths. Gatherers also discover new nodes the rest of the economy then exploits.
Professions in this category
- Farmer#4001
Resource: CROP Quests: COLLECT
- Miner#4002
Resource: ORE Quests: COLLECT
- Lumberer#4003
Resource: WOOD Quests: COLLECT
- Hunter#4004
Resource: HIDE Quests: COLLECT
- Harvester#4005
Resource: FIBER Quests: COLLECT
Party fit. Every party benefits from one gatherer. Without one, your downstream crafters depend entirely on markets.
Crafting
OriginalTransform raw materials into finished goods. The middle of every chain.
Crafters double the value of gathered resources at minimum, and triple-to-quintuple it for premium tiers. Tier of input metal/wood/fiber maps directly to tier of output item, and skill grade reduces the quality-loss percentage at each smelting step (see the metal chain in the economy page).
Professions in this category
- Blacksmith#4101
Resource: ORE → METAL Quests: CRAFT
- Tailor#4102
Resource: FIBER → CLOTH Quests: CRAFT
- Chef#4103
Resource: CROP → MEAL Quests: CRAFT
- Mason#4104
Resource: STONE → BRICK Quests: CRAFT
- Jeweler#4105
Resource: GEM → JEWEL Quests: CRAFT
Party fit. A blacksmith / tailor pair handles most party gear needs. Chefs are deceptively valuable — meals reduce stamina drain on long expeditions.
Trading
OriginalMove goods between markets. Exploit price differences. Establish routes.
The Merchant profession is the only one in the game that operates on all resources at once. Trading is also the hardest profession to make work — the 4% sales tax, 60 gp base travel cost, and 120 gp minimum-profit threshold combine to kill petty arbitrage. The big wins come from crisis routes (high regional scarcity) and luxury long-hauls (mithril, dragon scale, enchanted dust).
Professions in this category
- Merchant#4201
Resource: All goods Quests: TRADE
Party fit. One Merchant changes the party's relationship with every city you visit. Solo merchant runs are viable but slow.
Guarding
OriginalProvide protection for cities, caravans, and traveling parties. Combat specialists.
Guards and Escorts are the bedrock combat professions — they exist to enable other professions to function safely. Cities post defend / escort quests when raid pressure increases or when convoys need protection through hostile terrain. The Iron Covenant and Storm Riders both heavily recruit from this category.
Professions in this category
- Guard#4301
Resource: — Quests: DEFEND, ESCORT
- Escort#4302
Resource: — Quests: DEFEND, ESCORT
Party fit. Mandatory in any party operating in monster-spawning territory or near contested faction borders.
Adventuring
OriginalHunt monsters, clear dangerous areas, explore unknown regions. High-risk, high-reward.
Adventurers and Dauntless are the high-variance combat professions — they take monster-fight and explore quests that pay above standard combat work. The Dauntless are a hardcore subtype: same quest pool but with a reputation for taking the contracts no one else will. Their dropped loot drives the monster-component side of the alchemy and enchantment chains.
Professions in this category
- Adventurer#4401
Resource: MONSTER_DROP Quests: FIGHT_MONSTERS, EXPLORE
- Dauntless#4402
Resource: MONSTER_DROP Quests: FIGHT_MONSTERS, EXPLORE
Party fit. The 'player profession' — most player characters effectively work as Adventurers regardless of nominal role.
Support
NewEnhance party capabilities. Reduce downtime. Enable longer expeditions.
Healers, Bards, and Cooks change the economics of every long-form quest. A healer shortens recovery between fights; a bard improves morale and diplomatic outcomes; a cook converts food into stamina-restoring meals that reduce daily food consumption. Without support, parties bleed time and gold even when they're winning fights.
Professions in this category
- Healer#4501
Resource: PLANT_HERB Quests: COLLECT, CRAFT, FIGHT, ESCORT
- Bard#4502
Resource: — Quests: COLLECT, CRAFT, FIGHT, ESCORT
- Cook#4503
Resource: ANIMAL_DROP Quests: COLLECT, CRAFT, FIGHT, ESCORT
Party fit. Healer + Cook is the highest-impact pair for any sustained expedition. Bard pays for itself any time you need to talk a faction down.
Espionage
NewGather intelligence. Map territories. Discover resources and dangers.
Scouts reveal unknown resource nodes and approaching dangers. Spies provide faction intelligence and strategic warnings about what's coming. Cartographers optimise trade routes and travel paths, reducing the base travel cost on routes they have mapped. The Shadow Conclave consists almost entirely of professions in this category.
Professions in this category
- Scout#4601
Resource: — Quests: EXPLORE, RESEARCH
- Spy#4602
Resource: — Quests: EXPLORE, RESEARCH
- Cartographer#4603
Resource: — Quests: EXPLORE, RESEARCH
Party fit. A Scout pays for itself the first time it spots a Remnant ambush a quarter-mile out. Spies and Cartographers tilt the strategic game.
Infrastructure
NewDesign and construct buildings, fortifications, siege weapons.
Engineers create advanced structures and military equipment; Architects accelerate city development and expansion. Together they enable territorial control — the difference between a clearing and a defensible position. The Empire's Engineering Guild is built around this category, and most cross-faction technology transfer happens here.
Professions in this category
- Engineer#4701
Resource: METAL Quests: BUILD, CRAFT
- Architect#4702
Resource: BRICK Quests: BUILD, CRAFT
Party fit. Optional for adventurers, essential for any party that intends to hold territory or run a settlement.
Alchemy
NewPotions, elixirs, salves. A parallel medical and combat-consumable economy.
Alchemists, Herbalists, and Apothecaries run the herb → potion-base → finished-potion chain. The whole chain is newer than metal and wood and is still expanding — combat enhancement consumables, healing potions, and corruption-resistance salves are all alchemy outputs. Different regions yield different herbal aspects, so an alchemy party benefits more than most from travel.
Professions in this category
- Alchemist#4801
Resource: PLANT_HERB Quests: CRAFT, COLLECT
- Herbalist#4802
Resource: PLANT_HERB Quests: CRAFT, COLLECT
- Apothecary#4803
Resource: INGREDIENT Quests: CRAFT, COLLECT
Party fit. High value for any party that takes hard fights. Herbalist + Alchemist runs the whole chain in-party.
Enchanting
NewEnhance equipment with magical properties. Create unique items.
Enchanters channel essence through gems to produce enchanted dust and focus stones; Runecasters inscribe runes onto gear (this is where dark elf paired-link glyphs go); Artificers bind runes into finished items, producing set bonuses and legendary-tier modifiers. The Arcane Assembly is the dominant employer for Enchanters; dark elf enclaves run their own training programs for Runecasters.
Professions in this category
- Enchanter#4901
Resource: GEM Quests: CRAFT
- Runecaster#4902
Resource: SPECIAL_ITEM Quests: CRAFT
- Artificer#4903
Resource: METAL Quests: CRAFT
Party fit. Premium gear differentiator. Most parties pay for enchantment services rather than carry the profession themselves.
How professions chain together
The production chains in the economy page are best understood as profession pipelines:
- Basic: Gatherer → Crafter → Consumer
- Premium: Gatherer → Crafter → Enchanter → Premium item
- Alchemy: Herbalist → Apothecary → Alchemist → Combat consumable
- Routed: Scout / Cartographer → Merchant → Optimised trade route
- Settlement: Mason / Lumberer → Engineer / Architect → Buildings & fortifications
For per-stage detail (ratios, times, quality loss), see the economy page's Production chains section.
Sample party templates
A few opinionated five-character compositions that exploit specific profession synergies.
Frontier survey party
Scout · Cartographer · Hunter · Cook
Maximum range, maximum self-sufficiency. The Scout and Cartographer reveal terrain and reduce travel cost; the Hunter provides food and hide; the Cook converts food into stamina-positive meals. Good for early game in unexplored regions.
Industrial founding party
Miner · Blacksmith · Mason · Engineer · Architect
Founds and equips a settlement from scratch. Miner and Blacksmith run the metal chain; Mason runs the brick chain; Engineer and Architect bind both into buildings and fortifications.
Trade caravan
Merchant · Escort · Escort · Cartographer · Cook
Two escorts cover the convoy on the move; Cartographer keeps travel cost down on long hauls; Cook keeps the morale and stamina costs of multi-week trips manageable; Merchant runs the actual trade. Convoy capacity (400 units) sets the upper bound on cargo per trip.
Premium gear shop
Blacksmith · Jeweler · Enchanter · Runecaster · Artificer
Premium-only production. Blacksmith and Jeweler feed the enchantment chain; Enchanter and Runecaster produce the magical components; Artificer bind everything. Sells at the absolute top of the gear market.
Combat & healing expedition
Adventurer · Dauntless · Healer · Alchemist · Bard
Best-in-class for sustained combat work. Two combat professions take front line; Healer and Alchemist keep them upright; Bard handles diplomatic exits and morale. Suited to monster clearing and titan-vault expeditions.
Diplomatic intelligence cell
Spy · Cartographer · Bard · Merchant · Guard
Specialised faction-influence team. Spy gathers intelligence; Cartographer maps approach routes; Bard handles persuasion and morale; Merchant supplies the bribery budget; Guard handles the violent fallback.
Can a character change profession?
Yes, but with cost. A profession isn't tied to your race or your essence build — it's a separate skill track that accumulates over time. Switching loses none of your essence cultivation progress, but your new profession starts from low skill, and retraining costs gold (the exact respec-style economy is in flux at time of writing).
NPCs do not change profession lightly. Once a city's population has settled into a profession mix it tends to stay that way until a major event shocks it — a war, a famine, a guild collapse.
Where to read next
Economy →
Base prices, dynamic pricing, production-chain ratios, trade-route mechanics. The numbers your profession will actually have to clear.
World simulation →
How NPCs with these professions actually decide what to do — the AI tiers, the WorldEventGenerator, the cooldown system.
Factions →
Different factions recruit different profession mixes. The Engineering Guild for Engineers; the Shadow Conclave for Spies; the Verdant Circle for Herbalists.
Getting started →
Picking a profession at character creation — what to choose for a first playthrough.
Source: World-Engine — PROFESSIONS_COMPLETE_REFERENCE, ProfessionConfig.h.
