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 |
For an in-game introduction to most professions, visit the "Job Information Center" at (1,-20) in Astrub.
The professions can be divided in 2 groups:
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.
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).
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.
These are not real professions, but as they follow certain similarities with the other professions they have been put here:
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.
In order to learn a profession you must:
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).
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.
You can't add a profession or specialization until your existing professions and specializations are at least level 30.
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)
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.
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.
Most professions can craft or otherwise create items according to recipes, and gain Job Experience from crafting.
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 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 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.

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.
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.

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, 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).
Crafting gives profession experience according to the number of different ingredients, that is how many slots are used.
The rules are :
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
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.
| 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%.
| 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 |
| 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.
|
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
below).
For a complete list of all the possible profession combinations, see Category:Profession combinations
The following are the "core" professions from Guild Wars Prophecies. These professions can be created in all campaigns.
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.
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.
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.
Secondary profession changer in the Great Temple of Balthazar.
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).
Players may change their secondary profession in Senji's Corner by talking to Senji. Initially changing to each new secondary profession costs 500
. Changing back to a secondary profession that has been already unlocked is free.
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
. Changing back to a secondary profession a character has already unlocked is free.
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.
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 |
|
|