Professions | Cost | Party Benefit |
Acolyte | 500 | +2 Body, Mind and Spirit Magic. |
Alchemist | 400 | Unlimited magic item repair. |
Apothecary | 600 | +8 Alchemy |
Apprentice | 500 | +2 Air, Earth, Fire and Water Magic |
Armorer | 200 | Unlimited armor repair. |
Arms Master | 300 | +2 Armsmaster |
Banker | 1000 | +20% Gold found |
Bard | 1000 | +1 Reputation |
Burglar | 2000 | +8 Disarm Trap and Stealing, -1 Reputation. |
Cartographer | 200 | Constant Expert Wizard Eye. |
Chaplain | 200 | Casts Master Bless spell for two hours once per day. (Bless Party) |
Chef | 400 | Makes two days of food on command, once per day. (Prepare Meal) |
Chimney Sweep | 200 | +20 Luck |
Cook | 300 | Makes one day of food on command, once per day. (Prepare Meal) |
Diplomat | 500 | Your party is considered to have the most beneficial arrangement of races in any social situation. |
Duper | 200 | +8 Merchant, -1 Reputation. |
Enchanter | 1000 | +20 All Resistances |
Expert Healer | 2000 | Heals party HP and conditions (Except Stone, Dead and Eradicated) completely once a day on command. (Heal Party) |
Explorer | 100 | -1 day Travel Time, Minimum 1 day. |
Factor | 500 | +10% Gold found |
Fallen Wizard | 2500 | Casts Hour of Power for six hours on command once per day. (Hour of Power) |
Fool | 100 | +5 Luck |
Gate Master | 2000 | Casts Master Town Portal once per day. (Gate to Town) |
Gypsy | 100 | -1 Food use while camping, Minimum 1, +3 Merchant, -1 Reputation. |
Guide | 100 | -1 day Land Travel, Minimum 1 day. |
Healer | 500 | Heals party HP completely once a day on command. (Heal Party) |
Herbalist | 400 | +4 Alchemy |
Horseman | 100 | -2 day Stable Travel, Minimum 1 day. |
Hunter | 500 | +4 Identify Monster |
Initiate | 1000 | +3 Body, Mind and Spirit Magic. |
Instructor | 700 | +15% Exp |
Locksmith | 300 | +6 Disarm Trap |
Master Healer | 5000 | Heals party HP and conditions completely once a day on command. (Heal Party) |
Merchant | 200 | +6 Merchant |
Monk | 500 | +2 Dodging and Unarmed |
Mystic | 1000 | +3 Air, Earth, Fire and Water Magic |
Navigator | 200 | -3 day Sea Travel, Minimum 1 day. |
Pathfinder | 300 | -3 day Land Travel, Minimum 1 day. |
Piper | 300 | Casts Master Heroism for two hours once per day. (Play Tune) |
Pirate | 500 | -2 day Sea Travel, Minimum 1 day, +10% Gold, -1 Reputation. |
Porter | 100 | -1 Food use while camping, Minimum 1. |
Prelate | 2000 | +4 Body, Mind and Spirit Magic. |
Psychic | 400 | + 5 Perception skill, +10 Luck. |
Quarter Master | 200 | -1 Food use while camping, Minimum 1. |
Sage | 750 | +6 Identify Item and Identify Monster |
Sailor | 100 | -2 day Sea Travel, Minimum 1 day. |
Scholar | 500 | Unlimited item Identification, +5% Exp. |
Scout | 300 | +6 Perception. |
Smith | 200 | Unlimited weapon repair. |
Spell Master | 2000 | +4 Air, Earth, Fire and Water Magic |
Squire | 600 | +2 all Armor and Weapon skills |
Teacher | 300 | +10% Exp |
Tinker | 200 | +4 Disarm Trap |
Tracker | 200 | -2 day Land Travel, Minimum 1 day. |
Trader | 100 | +4 Merchant |
Wind Master | 2000 | Casts Fly for two hours once a day on command. (Wind Walk) |
Water Master | 1000 | Casts Water Walk for three hours once a day on command. (Cross Water) |
Weapons Master | 400 | +3 Armsmaster |