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Post by Crowco Cooper on Dec 5, 2018 20:09:51 GMT
How to: Advanced professions
Professions are the non-combat way of making money. There are various professions you can pick up on, using your SP to buy grades in these crafts. But when you get past the initial requirements, it becomes a whole lot more difficult. Below you can find information on the more complicated and advanced parts of professions.
Shaman A shaman is essentially a tamer of beasts found in the wild. The likeliness of successfully taming a wild beast depends on how high your level in the profession is. Generally speaking, it will be up to staff to decide whether or not you are competent enough to perform the task. Going about taming a wild creature in a way that makes logical sense will help your odds.
Foraging and hunting The most straight-forward and simple profession. As forager/hunter, you can retrieve rough materials from natural sources such as the corpse of a beast or the natural occurrence of a material. You can only retrieve materials that match your level in the profession.
Alchemist You focus on making consumables and certain refined materials from the rough materials a forager/hunter can get you. The higher your profession level, the more advanced the potions and materials you can make. In a more creative sense, alchemists tend to be very competent at improvising alchemical solutions to problems and are proficient at dealing with wounds without the use of magic.
Gunsmith Gunsmiths can create bullets and custom weaponry. Typically, the AP and damage of the weapon will match that of the gunsmiths' profession. For example, a novice gunsmith can make a pistol with 1 AP, a magazine accustomed to the preferred size, and custom model. But a master gunsmith can do the same with 5 AP, a higher grade of bullet, and a more extravagant model. The better the gunsmith is, the better the weapons and bullets they produce and thus the more money those weapons and bullets are worth. While novices need specific tools to make bullets and weapons, those whol belong to the degree of journeyman or higher can make do with improvised solutions.
Blacksmith Blacksmiths forge melee and bow weaponry, often used by the more traditional of soldiers. Much like gunsmiths, the AP, weapon grade and model depend on the profession of the maker. As a result, a higher level can earn a blacksmith more money for their work. Novices and apprentices will need specific tools and workbenches, while journeymen and above can put weapons together with improvised means.
Armorer An armorer can make armour, just like the name implies. The custom gear they can manufacture is sold for top dollar, especially when they are at the height of their profession. The higher their level, the more advanced the materials they can use, which in turn can increase the effectivity of their armour. This works much like the blacksmith and gunsmith. Novices and apprentices will require specific tools to get the job done, while the more experienced can improvise their solutions.
Enchanter Enchanting is a bit more difficult to pull off than anything else. This is due to many reasons. One of which being that enchanting has a very wide range of possibilities. When making custom enchantments, it's best to involve a staff member.
Necromancy Necromancy is definitely the profession that requires the most meticulous planning and work to pull off. One needs to take parts from killed creatures, then use those parts, as well as materials and crystals in order to revive a creature. But once done, that creature will do whatever you wish it to. An incredible power to have indeed.
Infiltration Not so much about making things as it is about taking things other people made for yourself. A morally ambiguous profession, but a profession nonetheless. The better the profession level, the more complex of a lock one can open or computer one can hack into. Additionally, infiltrators gain subtle bonuses to sneaking.
Mechanic A minor profession, used to repair and fine tune vehicles. Definitely recommended for people who want to play a vehicular character such as a pilot or driver. The profession also doubles as a 'medic' for mechanical characters like constructs and centuri. The more skilled mechanics can even build their own vehicles; experts and above can construct mechs.
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