The Guildhall Ledger

Jobs & Professions

Professions are split between gathering trades that harvest the world and crafting trades that turn raw materials into gear, food, and consumables.

10 professions
6 crafting
4 gathering

Learning a Trade

Speak with the NPC 'Job Well Done' near the second obelisk to take up a profession. Each additional job costs more than the last, and crafting points are shared across every craft you've learned — so commit thoughtfully.

Recipe Rarities

Crafting recipes (called Plans, Patterns, Formulas, or Recipes depending on the trade) come in five tiers.

Common
Uncommon
Rare
Epic
Legendary

Crafting Trades

Alchemist

Alchemist · Mortar & Pestle

Crafting

Brew potions, vials, and elixirs from harvested plants — the most reliable source of healing and combat consumables in the early game.

"Harness the hidden power of plants and explore the secrets of the Foremothers. Learn to extract the deepest potential of natural ingredients and bottle it into vials of pure greatness."

Recipe form: Recipe
Produces:
Healing potions
Mana vials
Combat elixirs
Utility tonics
Pairs with:
Herbalism
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Blacksmith

Blacksmith · Smithing Hammer

Crafting

Smelt ore into alloys and forge weapons, plate, and metal accessories at the anvil. Plans (the blacksmith's recipe form) come in five rarities.

"Unleash the flames of Pyrh to bend metal to your will and melt raw ore into robust alloys. Forge reliable reinforcements and heavy armor that can withstand the most fiery battles."

Recipe form: Plan
Produces:
Weapons
Heavy armor
Metal components
Pairs with:
Mining
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Cook

Cook · Chef's Knife

Crafting

Prepare sauces, stews, salads, and feasts that grant powerful out-of-combat buffs. A staple of any group that lingers in the field.

"Elevate the hearts of all adventurers with heavenly victuals. Gather merry crowds around your lavish feasts, fuel the body of heroes and fire up their soul."

Recipe form: Recipe
Produces:
Sauces
Stews
Salads
Feast platters
Pairs with:
Herbalism
Fishing
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Enchanter

Enchanter · Enchanter's Wand

Crafting

Disenchant gear into magical essences and inscribe formulas onto equipment to add bonuses, glyphs, and effects.

"Extract the magical essence of powerful gear and infuse it into any object. Combine the expertise of sorcerers and artisans to reveal the highest potential of each equipment."

Recipe form: Formula
Produces:
Weapon enchants
Armor enchants
Magical essences
Pairs with:
Archeology
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Jeweler

Jeweler · Jeweler's Pliers

Crafting

Cut and set crystals into rings and amulets that grant stat boosts and elemental affinities.

"Reveal the divine radiance of the Foremothers' most immaculate crystals. Polish them to the highest degree of refinement and encase their infinite power into opulent rings and dazzling necklaces."

Recipe form: Plan
Produces:
Rings
Amulets
Cut gems
Pairs with:
Mining
Archeology
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Outfitter

Outfitter · Outfitter's Scissors

Crafting

Tailor cloth and leather into garments, boots, and — crucially — bags. The fastest way to expand inventory space early.

"Elaborate the perfect combination of materials to tailor garments and footwear fit for the greatest heroes."

Recipe form: Pattern
Produces:
Bags
Cloth armor
Leather armor
Footwear
Pairs with:
Herbalism
Rarities:
Common
Uncommon
Rare
Epic
Legendary

Gathering Trades

Lorekeeper's Tip

Level a job by crafting any highlighted/available recipe. Gathering trades feed crafting trades — a Miner pairs naturally with a Blacksmith or Jeweler, an Herbalist with an Alchemist or Cook.

  • Alchemist for early healing potions
  • Outfitter for early bag space

Professions Primer

Picking the right profession pair

Farever has ten professions split into gathering (Mining, Herbalism, Fishing, Archeology) and crafting (Blacksmith, Alchemist, Cook, Jeweler, Outfitter, Enchanter). You can train any number of them, but in practice two — one gathering and one crafting that consume each other's output — is the sweet spot for new players. Two crafting jobs without a gathering job is the most common rookie mistake; you'll never have your own materials, and buying them off the market eats your margins.

The classic pairings

  • Mining → Blacksmith. Weapons and heavy armor. The most reliable money pair because high-end weapons always have buyers.
  • Mining → Jeweler. Accessories and gem cuts. Lower volume, higher per-item margins.
  • Herbalism → Alchemist. Potions, elixirs, and combat consumables. High volume, steady demand from raiders.
  • Herbalism → Cook. Buff food. Predictable demand spikes around content patches.
  • Fishing → Cook. Premium buff food. Slower to level than other gathering jobs but the rare-fish prices are absurd.
  • Archeology → Enchanter. Weapon and gear enchants. Low-volume, very high-margin niche.
  • Any gathering → Outfitter. Outfitter uses hides (from mob drops), so it pairs with whatever zone you're hunting in — see the bestiary for which families drop hides.

Profession levelling without losing your mind

Every gathering profession has a daily node-respawn rhythm — most players who burn out on a job are doing it in 90-minute sessions when 20 minutes a day would have them at the cap in two weeks. Don't grind. Pick up a profession daily as a travel-time task and you'll outpace the people sprinting.

Crafting jobs gate by recipe drops, not by experience. The fastest path to a high crafting level is doing zone quests in the region where the recipe vendors live, not crafting on cooldown. Most profession recipe drops are bind-on-pickup, but a few high-tier ones are tradeable — they show up regularly on the market when they drop, and the watchlist will email you when one lists below your target price.

When professions actually make money

Early game: gathering jobs pay rent. Crafting jobs lose money because your materials are worth more than your crafted output. Mid game (level 18+): crafting starts to break even on commonly-used gear. Endgame: crafting pays your raid bills, gathering covers your consumables, and a good pair generates enough surplus that you can fund alts. The crossover point is around level 20 — train through the early loss, it's worth it.

For the wider trading context — how to price your crafted goods against the median market rate, and how to spot reagent arbitrage — see the trading guide.