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Up to date as of January 31, 2010

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Profession
File:Profession.png

Gathering style="text-align:center; width: 80%"
Alchemist [ G / R ]
Farmer [ G / R ]
Lumberjack [ G / R ]
Miner [ G / R ]
Fisherman [ G / R ]
Hunter [ G / R ]
Crafting
Baker [ R ]
Butcher [ R ]
Fishmonger [ R ]
Handyman [ R ]
Jeweller [ R ]
Shoemaker [ R ]
Tailor [ R ]
Carvers :
Bow [ R ]
Staff [ R ]
Wand [ R ]
Smiths :
Axe [ R ]
Dagger [ R ]
Hammer [ R ]
Shovel [ R ]
Sword [ R ]
Shield [ R ]

Specialization
Specialization
Carvmagus
(Bow, Staff, Wand)
Smithmagus
(Axe, Dagger, Hammer,
Shovel, Sword
)
Shoemagus
Costumagus
Jewelmagus

Special
(Not true professions)
Basic
Breeder

Your character can acquire professions. Some professions allow you to gather certain resources from the environment, while other professions allow you to craft certain items. One of the main reasons for taking on a profession is to earn kamas. Your character's carrying capacity will also increase for each level you gain in your profession, with a big bonus at level 100.

Warning: If you have a poor internet connection, you may receive a temporary ban if you try to craft too many items at once (exact quantity varies).

Contents

Available Professions

For an in-game introduction to most professions, visit the "Job Information Center" at (1,-20) in Astrub.

Actual Professions

The professions can be divided in 2 groups:

Gathering

In a gathering profession the player harvests a type of resource directly from the environment. This resource can either be sold as is or processed by the gatherer into a new resource and then sold. For example, a Farmer harvests wheat and can either sell the wheat or create flour from the wheat and sell the flour. The focus of the gathering professions is to produce ingredients which are used in the crafting professions. (The Alchemist is the only gatherer profession that can produce an item which is directly usable by players, namely potions.) Practicing a gathering profession requires almost no expense, so is a good first profession for a new player.

The gathering professions are: Alchemist, Farmer, Fisherman, Hunter, Lumberjack, and Miner.

Crafting

In a crafting profession the player, following learned recipes, creates an item which can either be equipped or consumed. In fact, the vast majority of equipment and consumables that you will run across during the game were crafted by other players. A crafter requires a variety of ingredients, and this can make a crafting profession expensive to practice. Most players will, either in the same character or in different characters, practice a gathering profession that directly supports their crafting profession (like a Lumberjack and a Bow Carver). But notice that the Tailor and Shoemaker professions have a number of recipes that consist entirely of drops, so these crafting professions can be less expensive to practice if the player is willing to "harvest" these ingredients directly (i.e. defeating the appropriate monsters in the hopes of getting the appropriate drops).

The crafting professions can be grouped as follows:

Specializations (Maging)

Once you reach level 65 in a carver, tailor, jeweler, shoemaker, or smith profession, you can learn a specialization related to that profession. This specialization will fill one of the three smaller slots next to the three profession slots in your character window.

Details of these specializations can be found at Mage.

Pseudo-professions

These are not real professions, but as they follow certain similarities with the other professions they have been put here:

  • Basic, simple crafting and gathering activities that anyone can do (no profession slot is used).
  • Breeder, gathering (catching) Dragoturkeys and crafting (breeding) them into mounts. But even though being a Breeder involves a lot of work and time, no profession slot is used in becoming a Breeder so it isn't classified as a profession. (In fact it seems more of an advancement on the duties associated with taking care of pets.)
  • Pet Trainer, raise multiple pets at the same time. And sell them when they reach a certain level.

There is also evidence scattered across the game, in the community page and in the code of other professions of a group of abandoned professions, professions that the Dofus developers apparently began to create and then gave up on. Examples include Gold Prospector, Pick Smith, Scythe Smith and Brewer. Since the evidence for these professions has been around for a while, it seems unlikely that they will be introduced into the game.

General Mechanics

Learning

In order to learn a profession you must:

  • speak to a teaching NPC and usually go through an initiation process
  • acquire the profession's tool

It is not a complex process, you just need to know where to start. The "Job Information Center" can be the starting place for any profession, or you can visit the profession's article in this wiki (see links above).

Profession slots

There are 3 profession slots for the gathering/crafting professions and 3 smaller slot for the specializations. Each profession you acquire will use one of your 3 profession slots.

Prerequisites

You can't add a profession or specialization until your existing professions and specializations are at least level 30.

Maximum Job Level

The maximum level of a profession is 100. While you can continue to gain Job Experience, no further bonuses or recipes are gained past level 100.

The maximum usable level for non-subscribers (F2P) is 30. Non-subscribers cannot advance in professions past level 30. Former subscribers with a profession level of 31 or higher are treated as only being level 30. If they re-subscribe, the limit will be removed.

Note: Profession experience does NOT accumulate after level 30 for F2P players. After becoming P2P experience will still be at the start of level 30 (19,243 job experience points)

Job Bonus

At every profession level the character gains a five (5) pod carrying bonus. At profession level 100, the character gains an additional one thousand (1000) pod carrying bonus giving a total of one thousand five hundred (1500) pod carrying bonus total. This bonus does not enhance strength stats.

Forgetting

If you want to forget a specific profession, just drink the appropriate job loss potion (or speak to Gilles Caper in the Incarnam inn) and you will forget the profession entirely. When you forget a profession, you will lose all job bonuses you may have gained (extra pods). If you decide to relearn the profession later, you will start at level 1.

Crafting

Most professions can craft or otherwise create items according to recipes, and gain Job Experience from crafting.

Job Recipes

At profession level 1, recipes can have up to 2 ingredients. This increases to 3 at level 10, 4 at level 20, and then +1 every 20 levels. Note that not all professions have recipes with a high number of ingredients. Higher level also increases success rate.

Success rates

Success rate for a profession usually starts at 50% and increases per level so it becomes 99% at level 100, in a linear progression. Success rate for a specialization usually starts at 5% and increases per level so it becomes 94% at level 100, in a linear progression.

Job Level 1 10 20 40 60 80 100
Maximum Recipe Slots Available 2 3 4 5 6 7 8
Experience gained 10 25 50 100 250 500 1000

Note: Not all professions follow this exactly. E.g. polishing (miner) is unlocked at level 40, and shell (farmer) has a fixed success rate of 100%.

Cooperation Crafting

An alchemist cooperation crafting window

Cooperation crafting allows two people to pool resources for a recipe for the craftsman to create an item. It is commonly used by professionals when crafting an item for a customer; it is the safest way to conduct business as both players must confirm it before the item is made.

  • To start cooperation crafting, click 'Invite To Make ????' when you select another player. The craftsman must stand next to their profession's workbench while the customer can be anywhere in the same room.
  • The cooperation crafting window will then open. This window is the same for both customer and craftsman except flipped.
  • Now the customer or the customer & craftsman can put the materials for the craft into the workbench. The customer can browse the craftsman's recipes and double-click on the desired one to automatically select the proper materials. For recipes with many slots, this is often faster. There is a display of the the item that will be created from those materials, like normal craft (with the exception of secret recipes).
  • Through the 'Payment' tab the customer and the crafter can agree on a payment (money or items) for the crafting and there is an additional option (the second / bottom one) for an extra tip in case of a successful craft. Note that one can have the 'Payment' tab up whist the other can continue to be in the normal cooperation crafting screen.
  • When you are ready, click the 'confirm'. When both players have confirmed, the crafting will begin.

If the craft is successful, it will go into the customers inventory immediately, and the crafter will automatically receive their payment. If the craft fails, the customer will lose the materials, will not receive the item, and the crafter will receive their payment but not their additional tip.

Options

Public Mode

To activate this function one must go to its profession window in the 'Option' tab and choose 'Activate'. Public Mode lets someone invite / start cooperation crafting with a craftsman who is next to his/her profession's workstation to make something for them. When Public Mode is off, only the craftsman can start cooperation crafting. Public Mode is automatically turned off whenever you log off or unequip your profession's tool.

Signing Crafts

When a player reaches level 100 in some professions, a 9th slot is added. This does not mean that there are 9-slot recipes, but rather that crafters can sign their crafts by adding a Signature Rune to the recipe they are about to combine. This is a way to promote one's skills and attract other players to look for that specific player to craft an item. Even when there are good stats on a signed craft, this is not an indication that the crafter is more gifted or more lucky than others of the same level. Players tend to go for professionals who have crafted an item with extraordinarily high stats.

Profession Runes

Profession runes, crafted by miners, allow you to have your name published in the "List of the Craftsmen" book in the corresponding workshops, allowing users to private message you to craft items for them.

In order to have your name published, you must activate (use) the rune. Using the rune a second time clears your name from the list (eg. if you want to be left alone). The rune is deactivated when your session ends (you have to reactivate it each time your character logs on).

Experience

Crafting gives profession experience according to the number of different ingredients, that is how many slots are used.

The rules are :

  1. You can only gain experience from recipes/crafts that use your current maximum slots, or 1, 2, or 3 slots less than your current maximum slots.
  2. Recipes/Crafts that use 2 or 3 slots less than your current maximum will have a 100% success probability (99% is displayed).
  3. Specializations gain job experience in a different way--see Mage page for more information.
  4. Levels gained while crafting do not increase your slot limit or success rate until you close and reopen the crafting interface.

Example: A craftsman between level 60 and 79 (able to make 6 slot recipes) will gain experience from his 3, 4, 5, and 6 slot recipes and will no longer gain experience from 1 and 2 slot recipes.

The same craftsman will have a 100% success probability when making 1, 2, 3 and 4 slot recipes

All this information appears in game in the recipe tag coded with colors

  • Recipes that no longer allow you to gain experience and with a 100% success probability are displayed in grey.
  • Recipes that allow you to gain experience and with a 100% success probability are displayed in green.
  • Recipes that allow you to gain experience and with a normal (depending on your level) success probability are displayed in red.

8 slot items can only be made at level 100, at which point you don't need any more exp, but crafting still gives 1000 experience.

Experience gain per slot & success probability
Prof Lvl 1–9 10–19 20–39 40–59 60–79 80–99 100
1 slot 1 1 1 0 0 0 0
2 slots 10 10 10 10 0 0 0
3 slots - 25 25 25 25 0 0
4 slots - - 50 50 50 50 0
5 slots - - - 100 100 100 100
6 slots - - - - 250 250 250
7 slots - - - - - 500 500 (*)
8 slots - - - - - - 1000 (*)

(*) These recipes are displayed in red in the recipes list, but have a 100% success probability instead of 99%.

Experience required per level
Level Exp.   Level Exp.   Level Exp.   Level Exp.   Level Exp.
1 0   21 8,973   41 38,800   61 105,082   81 251,574
2 50 22 9,898 42 41,044 62 109,930 82 262,660
3 140 23 10,875 43 43,378 63 114,971 83 274,248
4 271 24 11,903 44 45,804 64 120,215 84 286,364
5 441 25 12,985 45 48,325 65 125,671 85 299,037
6 653 26 14,122 46 50,946 66 131,348 86 312,297
7 905 27 15,315 47 53,669 67 137,256 87 326,175
8 1,199 28 16,564 48 56,498 68 143,407 88 340,705
9 1,534 29 17,873 49 59,437 69 149,811 89 355,924
10 1,911 30 19,242 50 62,491 70 156,481 90 371,870
11 2,330 31 20,672 51 65,664 71 163,429 91 388,582
12 2,792 32 22,166 52 68,960 72 170,669 92 406,106
13 3,297 33 23,726 53 72,385 73 178,214 93 424,486
14 3,846 34 25,353 54 75,943 74 186,080 94 443,772
15 4,439 35 27,048 55 79,640 75 194,283 95 464,016
16 5,078 36 28,815 56 83,482 76 202,839 96 485,274
17 5,762 37 30,656 57 87,475 77 211,765 97 507,604
18 6,493 38 32,572 58 91,624 78 221,082 98 531,071
19 7,271 39 34,566 59 95,937 79 230,808 99 555,741
20 8,097 40 36,641 60 100,421 80 240,964 100 581,687
Number of craftings to level
Level >
\/ Recipe
1-10 10-20 20-30 30-40 40-60 60-65 65-80 80-100
1 slots 1,903 6,176 11,135 17,389 - - - -
2 slots 194 622 1,118 1,743 6,386 - - -
3 slots - 252 450 700 2,558 1,012 4,618 -
4 slots - - 227 352 1,284 507 2,314 6,824
5 slots - - - - 648 255 1,162 3,417
6 slots - - - - - 103 467 1,373
7 slots - - - - - - - 692
8 slots - - - - - - - -

Note: The table considers experience lost on level ups. E.g. if you use a 2-slots recipe and need 5 exp for a level up, you will only receive 6 exp instead of 10. The values are exactly what you need to have just enough materials for the actual crafting (since you only use one slot number just in an entire range).

Reaching level 30 does not give another slot, but it is the level needed to learn another profession. Likewise level 65 does not give another slot, but it is the level required to learn the corresponding magus specialization.

External Links

  • Dofus Profession Calculators

This article uses material from the "Profession" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Contents

A profession is a set of attributes and skills that define your character's abilities. All player characters in the game have both a primary profession, which cannot be changed, and a secondary profession, which may be changed only after completing certain quests and/or missions for player characters. A character has access to all skills of both chosen professions. A player's choice of professions does not limit the types of weapons and other items that character can equip, although that character may not have the attribute points to use a certain weapon or item at full capability. Furthermore, a player's primary profession determines what armor they may wear and limits them to runes and insignias of that profession. Similar considerations apply to the heroes, the major differences being that a hero's secondary profession is available immediately and can be changed into any other profession using the Profession combobox in the Skills and Attributes panel.

Any profession can serve as primary or secondary, which means there are a total of 30 possible core-profession combinations, 56 if you own Factions or Nightfall, and 90 if you own both Factions and Nightfall. Only primary professions have access to their profession-specific primary attributes (marked by Image:QuestIconThumb.png below).

For a complete list of all the possible profession combinations, see Category:Profession combinations

Core professions

The following are the "core" professions from Guild Wars Prophecies. These professions can be created in all campaigns.

Image:Warrior-icon.pngWarrior (W)

Image:Ranger-icon.pngRanger (R)

  • Image:QuestIconThumb.pngExpertise: Each rank decreases the Energy cost of all of attacks, rituals, touch skills, and Ranger skills by 4%, and increases the effectiveness of linked skills.
  • Marksmanship: Increases the damage and effectiveness of bow-related attacks and skills.
  • Wilderness Survival: Increases the effectiveness of linked skills, which include preparations, traps, and rituals.
  • Beast Mastery: Increases the damage and effectiveness of linked skills, which include taming and controlling pets, and increases the damage the pet deals in combat.

Image:Monk-icon.pngMonk (Mo)

  • Image:QuestIconThumb.pngDivine Favor: Each rank heals target ally for an additional 3.2 Health (rounded down) each time a Monk spell is cast on that ally and increases the effectiveness of linked skills.
  • Healing Prayers: Increases the effectiveness of linked skills, which include spells that focus on healing allies.
  • Protection Prayers: Increases the effectiveness of linked skills, which include spells that focus on preventing, reducing, or redirecting damage.
  • Smiting Prayers: Increases the damage and effectiveness of linked skills, which include spells that focus on inflicting holy damage and/or enchanting allies offensively.

Image:Necromancer-icon.pngNecromancer (N)

  • Image:QuestIconThumb.pngSoul Reaping: Each rank grants a 1 Energy each time a nearby creature dies and increases the effectiveness of linked skills. It is only possible to gain energy this way 3 times every 15 seconds. A death when at full energy does not count towards the cap.
  • Blood Magic: Increases the damage and effectiveness of linked skills, which include sacrificing or stealing Health.
  • Curses: Increases the damage and effectiveness of linked skills, which include Hexes that render enemies less effective in battle.
  • Death Magic: Increases the damage and effectiveness of linked skills, which include exploiting corpses and controlling minions.

Image:Mesmer-icon.pngMesmer (Me)

  • Image:QuestIconThumb.pngFast Casting: Each rank decreases the casting time of spells and signets and increases the effectiveness of linked skills.
  • Inspiration Magic: Increases the damage and effectiveness of linked skills, which include supportive skills that can enhance allies.
  • Domination Magic: Increases the damage and effectiveness of linked skills, which include offensive, direct-damage spells, as well as indirect-damage spells.
  • Illusion Magic: Increases the damage and effectiveness of linked skills, which include offensive hexes and damage-over-time spells.

Image:Elementalist-icon.pngElementalist (E)

  • Image:QuestIconThumb.pngEnergy Storage: Each rank increases the Energy capacity by 3 and increases the effectiveness of linked skills.
  • Fire Magic: Increases the damage and effectiveness of fire skills, which usually deal AoE damage and can inflict the burning condition.
  • Water Magic: Increases the damage and effectiveness of water skills, which deal damage with multiple AoE spells, which usually slow enemies. There are also a few defensive spells.
  • Air Magic: Increases the damage and effectiveness of air skills, which deal armor penetrating damage or provide a movement speed boost, and can cause blind, weakness or knockdown.
  • Earth Magic: Increases the damage and effectiveness of earth skills, which deal damage and can enhance the caster's armor or cause knockdown. Earth Magic also includes the majority of Ward spells.

Guild Wars Factions professions

The following are the new professions added in Guild Wars Factions. They can be created only in Cantha, but they may travel to any other continent (if you have the corresponding campaign) through a quest.

Image:Assassin-icon.pngAssassin (A)

  • Image:QuestIconThumb.pngCritical Strikes: Each rank gives an additional 1% chance to critical hit. You gain 1 Energy at 3 ranks and above, 2 Energy at 8 ranks and above, and 3 Energy at 13 ranks and above for each critical hit.
  • Dagger Mastery: Increases the damage and effectiveness of dagger strikes and skills, and increases the chances of double striking by 2% per rank using normal attacks.
  • Deadly Arts: Increases the damage and effectiveness of linked skills, which include offensive and crippling hexes.
  • Shadow Arts: Increases the damage and effectiveness of linked skills, which include survival and self-enhancing skills.

Image:Ritualist-icon.pngRitualist (Rt)

  • Image:QuestIconThumb.pngSpawning Power: Each rank gives an additional 4% Health to creatures animated/created and weapon spells cast last 4% longer per rank.
  • Channeling Magic: Increases the damage and effectiveness of linked skills, which include offensive spirits and powerful lightning spells.
  • Communing: Increases the damage and effectiveness of linked skills, which include spawning and maintaining party-supportive spirits and weapon-enhancing spells.
  • Restoration Magic: Increases the effectiveness of linked skills, which include spawning party-healing spirits and healing spells.

Guild Wars Nightfall professions

The following are the new professions added in Guild Wars Nightfall. They can be created only in Elona, but they may travel to any other continent (if you have the corresponding campaign) through a quest.

Image:Paragon-icon.pngParagon (P)

  • Image:QuestIconThumb.pngLeadership: Every 2 ranks gives 1 Energy for each ally affected by shouts and chants used by the player.
  • Spear Mastery: Increases the damage and effectiveness of spear strikes and skills.
  • Command: Increases the effectiveness of linked skills, which include tactical and protective shouts and chants.
  • Motivation: Increases the effectiveness of linked skills, which include healing and Energy-management shouts and chants.

Image:Dervish-icon.pngDervish (D)

  • Image:QuestIconThumb.pngMysticism: Each rank grants 1 Health and every 3 ranks grants 1 Energy whenever an enchantment ends on the player.
  • Scythe Mastery: Increases the damage and effectiveness of scythe strikes and skills.
  • Wind Prayers: Increases the damage and effectiveness of linked skills, which include speed-increasing stances and cold damage spells.
  • Earth Prayers: Increases the damage and effectiveness of linked skills, which include defensive stances and earth damage spells.

Changing secondary professions

You can change your secondary profession indefinitely - there are no limits to how often you may change. However, PvE characters must first achieve Ascension in Prophecies, become Weh no Su in Factions, or complete Hunted! (quest) in Nightfall before they are allowed to change their secondary profession. PvP characters can change at any time.

Once a character has unlocked a new secondary for that character, he/she may change at any time through the Skills menu from the drop-down menu at the top. Any skills already acquired for a previous secondary profession will still be available when one decides to change back. Changing a secondary from Ranger will not result in the loss of the pet.

Core

Secondary profession changer in the Great Temple of Balthazar.

Prophecies

Players may change their secondary profession in Heroes' Audience by talking to Cembrien or Zratha Kor, Destiny's Gorge by talking to Agastos the Brave or Eulenias, or Seeker's Passage by talking to Nausuan or Telius. In order to switch to a certain secondary, you must complete the corresponding quest:

See Category:Profession Changers (Prophecies).

Factions

Players may change their secondary profession in Senji's Corner by talking to Senji. Initially changing to each new secondary profession costs 500 Gold. Changing back to a secondary profession that has been already unlocked is free.

Nightfall

Players may change to any unlocked secondary in any town or outpost using the Skills menu. The secondaries may be unlocked by talking to Zuwarah in the Command Post, behind the Sunspear Sanctuary in Kourna. This can only be done after completing the primary quest Building the Base: Prisoners of War. Initially changing to each new secondary profession costs 500 Gold. Changing back to a secondary profession a character has already unlocked is free.

Notes

Once you have unlocked the ability to change your secondary profession at will in the Skill window, if you change your secondary profession within a town/outpost any NPCs who had profession specific quests for the old profession will continue to have a quest marker over their head, but when you click on them the mark will disappear and they will not offer you one. Changing back to the specific profession will then re-enable you to accept the quest.

Conversely, if you have changed your profession while in the town/outpost and there is a profession specific quest-giver for your new secondary profession they will continue to not have a quest marker over their head until you click on them (with prior knowledge it was available) and they will offer you the quest.

Changing professions after accepting a profession-specific quest will not affect your ability to complete it, however you should revert to the quest's profession when accepting the reward, or you might not receive the skills.

Prophecies quests with skill rewards will grant the skills based on your current professions at reward acceptance. Changing your secondary will change the skill rewards offered. If the quest reward giver is in the town you have switched professions in, you will need to rezone or change districts for the skill reward change to be affected.

PvP Access Kit

  • Players who purchased a PvP Access Kit have access to all professions, and can change their secondary profession whenever they want. Though they are limited to PvP characters and limited to the Battle Isles.

Links

  • The Professions Official GW
  • The Professions Official Eu GW
  • [1] Skill Quests
Facts about ProfessionRDF feed

This article uses material from the "Profession" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

There are a total of nine primary professions a player may choose from. There are seven combat professions, four crafting professions and one entertainer profession. In addition to a main profession, there are four auxillary professions that characters of any profession may pursue: Pilot, Politician, Beast Master and Chronicle Master.

Characters may change primary professions (and expertise) later in their career by visiting a profession counselor. The category of each profession affects the level the character becomes in the new profession. The first main profession change is free, however subsequent changes increase the fee up to 25 million. Every month, this "change counter" is decreased by one. So practically, a character can change his profession for free once a month.

Table of contents

Primary

Combat

Crafting

Entertainer

Auxillary

Pilot


This article uses material from the "Profession" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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