Crafter interdependence

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Many of the crafting Professions are interdependent, or more correctly, dependent on a particular Profession other than their own. This feature of the crafting system is by design and is intended to foster development of the crafting community.

Profession Dependency

It is common for Production Professions to be dependent on Gathering Professions. For example, a Metalsmith relies on a Prospector to gather Ore and refine it into metal bars that are essential for metalsmithing. A complete list of dependencies for Production Professions is included below.


Cooks, part of the Yeoman and Tinker vocations, rely on:

Note: Many food recipes can be made solely from ingredients bought from vendors.


Jewellers, part of the Tinker vocation, rely on:

  • Prospectors for metal ingots
  • Scholars for "Master <tier-name> Jeweller's Journal"s necessary to increase the critical chance on single-use recipes in tiers 2 - 6

Note: The only vocation with the Jeweller profession is Tinker, which also includes the Prospector profession. Therefore all Jewellers are self sufficient for gathering resources.


Metalsmiths, part of the Armourer vocation, rely on:

  • Prospectors (also part of the Armourer vocation) for metal bars
  • Tailors for guards, straps and bindings
  • Foresters for treated leather
  • Scholars for "Master <tier-name> Metalworker's Journal"s necessary to increase the critical chance on single-use recipes in tiers 2 - 6

Note: The Armourer vocation includes both the Prospector and Tailor professions. Therefore Metalsmiths are only dependent on Foresters.


Scholars, part of the Historian vocation, rely on:

Note: Scholars are both gatherers and producers.


Tailors; part of the Armourer, Explorer and Yeoman vocations; rely on:

  • Foresters (also part of the Explorer vocation) for boiled leather.
  • Jewellers for polished gems
  • Scholars for "Master <tier-name> Tailor's Journal"s necessary to increase the critical chance on single-use recipes in tiers 2 - 6


Weaponsmiths, part of the Armsman and Historian vocations, rely on:

  • Prospectors (also part of the Armsman vocation) for metal ingots
  • Jewellers for polished gems necessary to make rare components in tiers 2 - 6. Needed for single-use recipes only
  • Scholars for "Master <tier-name> Weaponsmith's Journal"s necessary to increase the critical chance on single-use recipes in tiers 2 - 6


Woodworkers, part of the Armsman and Woodsman vocations, rely on:

  • Foresters (also part of the Woodsman vocation) for treated wood
  • Metalsmiths for plates used to create rare components for use in tier 2 - 6 single-use recipes only
  • Scholars for "Master <tier-name> Woodworker's Journal"s necessary to increase the critical chance on single-use recipes in tiers 2 - 6

Resource Gathering

Some crafting professions rely on gathering of random landscape spawn resources rather than profession-restricted resources such as Copper Ore and Rowan Wood. Some landscape spawn resources are very important or essential to advancing craftsman of particular professions. Many resources can also be dropped as random loot from humanoid creatures.

The following is a basic list of dependency for landscape spawn resources:

Dependencies for profession-restricted resources are:

In addition, some professions depend on hides collected by defeating animals:

Reducing Metalsmith Ore Requirements

A player who invests in simultaneously advancing more than one profession on a couple of characters can take advantage of the profession's inter-dependency to reduce the amount of resources required to advance Metalsmith skills. The basic professions needed are: Prospector, Forester, Tailor and of course Metalsmith. These professions can be covered by the two vocations: Armourer and Explorer or Woodsman. (Explorer is recommended because it also has the Prospector profession.) The professions form a tiered system that can reduce ore requirements for increasing crafting skills.

The production chain for Metalsmith is as follows:

  1. The Metalsmith should create components with any available ore.
  2. All characters collect hides as they progress.
  3. These hides are delivered to the Forester to be converted into leather.
  4. The leather is delivered to the Tailor who converts them into components.
  5. These leather parts are then delivered to the Metalsmith, who uses them to craft armor by combining them with metal components from step 1.

The extra skill points from making armor can offset some of the ore requirements needed to advance Metalsmith. If the player is leveling enough characters in combat to collect enough hides, the Ore requirements can be reduced by almost 50%.

All Professions with Four Characters

These are the Professions in each Vocation:

Farmer Forester Prospector Cook Jeweller Metalsmith Scholar Tailor Weaponsmith Woodworker

If you want your account to be completely self reliant only four vocations are required. All crafting professions can be easily covered in a Kinship with two people taking each of the four vocations. Almost everyone else in the Kinship should then take gathering professions to assist the guild with all of its resource needs.

To cover all of the crafting professions, a player would require four vocations:

Crafting profession Interdependency