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The Codex · in development

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.

32professions10categories5recent additionsCraftinglargest category

Crafting · where most working players spend their time

653333232232TOTAL JOBS

Ten categories · profession-count in each disc

Gathering
Crafting · most-attended
Trading
Guarding
Adventuring
Support
Espionage
Infrastructure
Alchemy
Enchanting

32

Total professions

10

Categories

15

Original (pre-expansion)

17

Added in the new system

Quick reference

IDProfessionCategory
4001FarmerGathering
4002MinerGathering
4003LumbererGathering
4004HunterGathering
4005HarvesterGathering
4101BlacksmithCrafting
4102TailorCrafting
4103ChefCrafting
4104MasonCrafting
4105JewelerCrafting
4201MerchantTrading
4301GuardGuarding
4302EscortGuarding
4401AdventurerAdventuring
4402DauntlessAdventuring
4501HealerSupport
4502BardSupport
4503CookSupport
4601ScoutEspionage
4602SpyEspionage
4603CartographerEspionage
4701EngineerInfrastructure
4702ArchitectInfrastructure
4801AlchemistAlchemy
4802HerbalistAlchemy
4803ApothecaryAlchemy
4901EnchanterEnchanting
4902RunecasterEnchanting
4903ArtificerEnchanting

Categories

Gathering

Original

Extract 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

Original

Transform 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

Original

Move 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

Original

Provide 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

Original

Hunt 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

New

Enhance 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

New

Gather 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

New

Design 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

New

Potions, 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

New

Enhance 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

Source: World-Engine — PROFESSIONS_COMPLETE_REFERENCE, ProfessionConfig.h.