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This article pertains to mechanics that are no longer implemented.

For an up to date list of mechanics, see this page.

Professions work hand in hand with Nexus Crafting in changing the way crafting and skills work on LoTC! Professions will change how you gather and craft, adding skills or professions for almost every thing you can do. The more you focus and level a skill, the better you become and the bigger the bonuses you will receive from that skill. Crafting skills give you less wait times and higher quality of items with bigger bonuses. Gathering skills will give you a bonus on top of the normal skill, granting you extra items, better drops, and random rewards for being a higher level in the skill. Each persona has their own skill points and ranks.


Below are the levels and experience required to gain each of them.

Inept: -3000 exp

Promising: 0 exp, default starting level

Bungling: 250 exp

Clumsy: 600 exp

Apprentice: 1,500 exp

Fair: 3,000 exp

Adequate: 6,500 exp

Proficient: 14,000 exp

Adept: 30,000 exp

Veteran: 70,000 exp

Masterful: 150,000 exp

Legendary: 350,000 exp

Aengulic: 1,000,000 exp

Ranks past this point are mostly cosmetic, offering only small mechanical benefits over Aengulic.

Enlightened: 2,500,000 exp

Mythological: 6,000,000 exp

Yet to be discovered...

Leveling Up

Players can level up their persona by doing a task in their profession. This is mostly done by doing Minecraft work such as mining or chopping trees, or though crafting items in a workstation such as smithing tools in an anvil or making glyphs in an enchanting table. With enough time playing the game, you will receive a boost in the experience gained. Some professions are easier to level up than others, and some professions require you to use items gained from other profession. For example, a Woodworker is dependent on a Lumberjack to gather him/her logs to turn into wood products.

Main and Racial Professions

By default, all professions can only reach a top rank of Adequate (or Adept for Humans and Human subraces). A main profession is one which the player chooses so that they can master that profession beyond just Adequate. Choosing a main profession will result the maximum level a skill can be trained to to be lowered. The secondary and bonus profession (Earned after 250 hours on a persona) acts the same way as a main profession as it allows the persona to master that skill. When a secondary profession is picked, all other skills will be capped at inept. A racial profession is like a main profession, but is based on the persona's race and is thus automatically selected upon choosing a race. A player may chose up to two (three with the bonus after 250 hours of play) main professions besides the racial profession.

Without a main profession, all professions can reach the rank of Adequate (Adept for Humans and Human subraces).

Choosing one main profession restricts all other professions to the maximum rank of Clumsy (Fair for Humans and Human subraces. Racial professions are excluded from this restriction).

Choosing two main professions restricts all others to the Inept rank (again, with the exception of the racial profession).

Choosing a bonus profession does not restrict the other skills. By default, you would still be able to reach the rank of Adequate (Adept for Humans and Human subraces). You need to have spent 250 hours on a persona to unlock this bonus profession. You do not need to choose main professions to choose a bonus profession but doing so will still restrict the others.

Racial, main, and bonus professions allow those professions to reach the top rank of Supercalifragilistic.

Changing a main profession will reset your skills.


When choosing a profession, it is a good practice to choose a profession based on the needs of others. For example, a blacksmith is dependent on a miner to gather ores for them to forge into weapons and tools and a woodworker to make staffs to use for hilts in swords. In turn, the miner is dependent upon the blacksmith for tools and the woodworker to dependent on a lumberjack for wood.


  • Alchemists experiment to concoct powerful brews.
  • To perform alchemy, find a brewing stand and load it with the ingredients found on your travels. Ingredients can be gathered using alchemist shears and used by right clicking on a block. Depending on the biome and the type of block, an ingredient may be dropped. Both the used reagent and the used base potion will affect your result.
  • Alchemists who are new to the trade will first begin making potions with water as a base. They will then use coal to distill water to make slightly stronger brews. Once an alchemist has a strong grasp on the workings of alchemy, they may use Netherwart to create a base for stronger potions.
  • Some potions seem useless by themselves, but might possess greater potential if more ingredients are added in the right order. Some potions may simply be spoiled due to the introduction of the wrong ingredient.
  • Neophyte alchemists will ruin potions more often than their learned counterparts. Some potions they will botch altogether, unable to ever succeed until they garner more experience. For training, new alchemists might start by making teas and other drinks in the brewing stands.
  • Dependent upon the blacksmith to make alchemist shears to gather ingredients.

You gain points by brewing potions in Brewing stands.

Experience Gain Bonus:

  • +30% High Elf
  • +20% Goblin
  • +20% Cave Dwarf
  • +15% Dark Dwarf

For more information on this profession, see Mechanical Alchemy.


  • Forging tools of peace and weapons of war with an Anvil makes up the life of a Blacksmith.
  • Blacksmiths will likely start out their trade by crafting Ferrum tools and simple chainmail armour, as well as repairing damaged tools.
  • As the Blacksmith becomes more proficient in their craft, they will find themselves able to work with the more complicated and difficult metals of the world.
  • In addition to this, simple tasks will become easier and quicker for the Blacksmith to accomplish as their skill grows.
  • A skilled blacksmith may be able to reclaim some of the materials used in an item though smelting said item down. A blacksmith will never be able to regain the original amount of ore used on an item as some is lost in the process of smelting.
  • Dependent upon the miner, woodworker, and leatherworker to make a variety of tools, weapons, and armour.

You gain experience points by using the Anvil workstation as well from repairing tools/weapons/armour by right clicking with said item on a iron block.

Experience Gain Bonus:

  • +30% Dark Dwarf
  • +30% Cave Dwarf
  • +20% Orc
  • +20% Dwarf
  • +20% Mountain Dwarf
  • +20% Dark Elf
  • -20% Halfling
  • -20% Forest Dwarf

For more information on this profession, see Blacksmithing.


  • Breeders raise animals and nurse them to exceptional health.
  • While a layman can breed many animals, the equines of this world require one learned in animal husbandry. Breeders furthermore reduce the rest time animals need between siring offspring and are able to possess more pets. Great breeders will also put forth tougher wolves, faster horses and cuddlier kittens.
  • Placing too many animals in an enclosure will be harmful to their health. Counteract this by providing their pen with either long grass or hay bales.
  • Breeders can use the Training Stick to view and trade their Persona's pets.
  • Dependent upon a chef for golden carrots to breed animals such as horses and the farmer for wheat and carrots to breed the other animals.

You gain experience points by breeding animals.

Experience Gain Bonus:

  • +30% Forest Dwarf
  • +30% Elf
  • +30% Wood Elf
  • +20% Kharajyr
  • +20% Orc
  • -20% Mountain Dwarf

For more information on this profession, see Breeding.


  • Baking both daily and more gourmet foods with a Cauldron makes up the life of a Chef.
  • A Chef will start by cooking the most basic of foods - breads, meats and hearty broths.
  • As a Chef becomes more skilled in their craft, they may feel confident enough to experiment with increasingly exotic and complicated recipes that will both delight and nourish those around them. In addition to this, more simple foods will become trivial for the Chef to make, allowing them to be produced much more quickly than before, and last far longer before becoming bad.
  • Dependent upon the farmer and breeder for resources to turn into edible food items.

You gain experience points by cooking in the cooking pot workstation.

Experience Gain Bonus:

  • +30% Halfing
  • +20% Goblin
  • +20% Kharajyr

For more information on this profession, see Cooking.


  • Enchanters imbue tools and armor with powerful magics.
  • To enchant, find an Enchanting table and create your own glyph, which is a pattern of iron, lapis, gold, emeralds or diamond. Then Shift+Right click the table with an enchantable item. If you found a correct Glyph for the item you were holding, it will be enchanted.
  • Skilled enchanters can align more complex glyphs, and create enchantments that are more powerful. A diamond glyph is stronger than the same glyph made with emeralds, and bookshelves near your Enchanting table boosts the process.
  • Gold items seem especially suitable for Enchanting purposes.
  • Dependent upon the miner to gather lapis, emeralds, iron, gold, and diamonds to use to write the glyphs.

You gain experience points by enchanting items in the Enchanting Table.

Experience Gain Bonus:

  • +30% High Elf
  • +20% Dark Dwarf
  • +10% Cave Dwarf
  • +5% Dwarf
  • -25% Heartlander
  • -20% Olog
  • -20% Goblin

For more information on this profession, see Enchanting Profession.


  • Farmers work the earth to produce produce.
  • While everybody can harvest melons and pumpkin to learn the art, certain crops require the tender care of an experienced farmer to flourish. sugar canes cannot be harvested until Farmers reach the Adequate rank. Expect little yield when first starting out as a Farmer. At first, harvesting melon blocks or wheat will not produce a lot. Experience and better tools will soon allow you to prosper in the trade.
  • Use seasons to your advantage. The Seed The Grand Harvest is most profitable for harvesting. Crops will not grow and stems will not produce melons or pumpkins during the winter Seeds: The Deep Cold and Snow's Maiden.
  • A Compost Bin will help you to acquire compost, which can be used to treat crops. More advanced crops such as wheat require at least an Adequate level to be able to apply compost.
  • Crops, such as Netherwart, require a farmer who has mastered the art of farming and armed with a diamond hoe to yield a profitable amount.
  • Dependent upon a Blacksmith to forge tools to use to harvest crops.

You gain experience points in Farming by harvesting a variety crops such as wheat, sugarcane, melons, pumpkins, carrots, potatoes, and netherwart.

Experience Gain Bonus:

  • +30% Halfling
  • +20% Forest Dwarf
  • -20% Cave Dwarf

For more information on this profession, see Farming.


  • Netting and the fishing rod make the Fisherman's life of choice.
  • A fisherman will start out with a rod, and will catch a lot of junk instead of fish as they learn. Adroit fishers favor the rod to catch the largest and heaviest fish as trophies.
  • Once you learn how to use the net, cast it in any body of water, and leave it there to slowly catch fish for you. However, a net left unattended for too long may tear.
  • Keep your eyes peeled, as an experienced fisherman might stumble upon some precious treasure.
  • Fishers gaining knowledge on fishing rod can repair them more easily.
  • Dependent upon woodworkers to make fishing rods and tinkers for nets.

You gain experience points by catching fishes or other treasures, be it with a fishing rod, or a fishing net.

Experience Gain Bonus:

  • +30% Halfling
  • +30% Kharajyr

For more information on this profession, see Fishing.


  • Tanning hides and turning leather into durable and useful leather goods with a Tanning Rack makes up the life of a Leatherworker.
  • Leatherworkers will start out by tanning raw animal hides into leather, which can then be stitched and sewn into sturdy leather armour and a variety of useful items.
  • As the Leatherworker becomes more proficient at their art, they will be able to create variants of leather armour suited to a variety of situations, as well as more complex leather goods such as saddles for horse-riding.
  • Additionally, the Leatherworker will find themselves tanning and curing hides with minimal mistakes and blunders, speeding up their crafting considerably.
  • Dependent upon the breeder to gather wool and leather to turn into clothes and armours.

You gain points experience by using the tanning rack workstation.

Experience Gain Bonus:

  • +30% Orc
  • +20% Forest Dwarf
  • +20% Mountain Dwarf
  • +20% Elf
  • +20% Wood Elf
  • +20% Dark Elf
  • +20% Kharajyr
  • -10% Dark Dwarf

For more information on this profession, see Leatherworking.


  • Lumberjacks work hard hours chopping down trees and maintaining the forests.
  • A skilled forester can chop down trees faster and yield more lumber. More exotic trees such as Acacia or Dark Oak would require at least a Proficient rank to chop properly, otherwise the log may be lost and the axe damaged.
  • Stories have been told about Lumberjacks finding hidden treasures amongst the trees, sometimes with quite the loot. It is said that the strongest of woodsmen can take down an entire tree in a matter of seconds with their diamond axe, but only master fellers could wield such an instrument.
  • Inept lumberjacks would most likely be unable to properly chop down trees, and would end up destroying the log often, as well as their axe.
  • Dependent upon a Blacksmith to make tools to use to fell trees.

You gain points experience by logging trees and breaking leaves.

Experience Gain Bonus:

  • +20% Halflings
  • +20% Olog
  • +20% Forest Dwarf
  • +20% Mountain Dwarf
  • +20% Elf
  • +20% Wood Elf
  • +20% Dark Elf
  • -20% Goblins

For more information on this profession, see Lumberjacking.


  • Miners train and profit by digging up precious ores.
  • Even inexperienced miners may prospect coal and iron, but more precious ores will require a practiced artisan. Furthermore, exotic stone types, like Diorite, Granite or the hellish Netherrack, will yield only to the more experienced, with drop rates dependent on the miner's skill. Inside the mines, you may mine deeper if you improve your level.
  • Do not mine rock or use tools beyond your proficiency. You will only damage your pickaxe. Truly grand Miners will find ores where others would overlook them. They might obtain precious gems and ores from any piece of stone.
  • Dependent upon a Blacksmith to make tools to mine into stone and gather more delicate ores.

You gain experience points by breaking ores and stone.

Experience Gain Bonus:

  • +30% Dwarf
  • +30% Cave Dwarf
  • +30% Mountain Dwarf
  • +30% Dark Dwarf
  • +30% Goblin
  • +20% Olog
  • -20% Halfling
  • -20% Wood Elf

For more information on this profession, see Mining.


  • Chipping away raw materials into useful resources or beautiful works of art with a Masonry Block makes up the life of a Stonemason.
  • Stonemasons will likely start out carving raw stone into usable bricks for simple and sturdy constructions.
  • As the Stonemason becomes more skilled in his craft, he will be able to work with more exotic and rare materials, carving them into whatever form he wishes.
  • As well as this, the Stonemason will find himself chiseling away with increased speed and precision as his proficiency grows.
  • Dependent upon the miner to gather stones to turn into stone products.

You gain experience points by using the Masonry workstation.

Experience Gain Bonus:

  • +30% High Elf
  • +30% Dark Elf
  • +20% Dwarf
  • +20% Cave Dwarf
  • +20% Dark Dwarf
  • +20% Kharajyr

For more information on this profession, see Stonemasonry.


  • Creating ingenious and useful devices and circuits makes up the life of a Tinkerer .
  • Tinkerers will start out by making basic circuitry pieces that harness the power of Redstone. They will also be able to craft certain useful gadgets for themselves and others.
  • The Tinkerer becomes more adept and dexterous at their craft, they will be able to craft more and more complex circuits with increasing speed and finesse.
  • It’s rumoured that the most skilled Tinkerers, through a mixture of horrendous accidents and sheer genius, can discover how to create devices of great power. Although whether they are used to create or destroy is up to the Tinkerer themselves!

You gain experience points by using the Tinker's Post workstation.

Experience Gain Bonus:

  • +30% Goblin
  • +20% Halfling
  • +20% Cave Dwarf
  • +15% Dark Dwarf
  • +10% Dwarf
  • -20% Olog

For more information on this profession, see Tinkering.


  • The humble Woodworker will start out their trade by creating everyday tools and pieces of furniture with a Workbench.
  • As the Woodworker becomes more skilled, they can carve any number of items with great speed and precision. A skilled woodworker will also see benefits present themselves to them in the art of fletching bows and arrows.
  • Woodworking may be a plain trade, but it is versatile, and an adept Woodworker will always be able to find work.
  • Dependent upon the lumberjack for logs to turn into wood products.

You gain points experience by using the Workbench workstation to craft wooden items.

Experience Gain Bonus:

  • +30% Wood Elf
  • +20% Halfling
  • +20% Forest Dwarf
  • +20% Elf
  • -30% Dark Dwarf

For more information on this profession, see Woodworking.