Besides fighting monsters and other players you will also deal with different kinds of so called accompanying activities in your game play. While using different game items (for example: furnaces, extractors) or game opportunities (preparing potions in alchemical laboratories), your character will improve their skills allowing them to increase their potential more effectively - with so-called Professions.

Development of each skill is defined by corresponding professional experience which will raise the profession level when enough experience is attained to level up (from 0 to 25th). Each fifth level of profession the new title is assigned and a memorable sign defining your achievements in this craft is given. You can view current values of experience and a level of each skill available in «Stats/Proficiencies» panel in the game client.



Extraction.

Skill rises depending on quantity and cost of recycled by «Extractor» «miraculous» items. For every 1 level of skill possession the chance of essence reception from «miraculous item» by means of «Extractor» increases by 1 %, as well as a chance to receive essence of one level above the item modification (in rare cases, as Reign essence of any modification), and the chance that the durability of the extractor will not decrease upon use.



Melting.

Skill rises depending on quantity and colst of gold bars received as a result of melting by «Crucible Furnace». For every 1 level of skill possession an overall performance with «Crucible Furnace» increases by 1% (from 100 % to 125 % of base cost of processed items), and a chance that the durability of a Crucible Furnace will not decrease after use.



Fishing.

Skill rises depending on quantity and quality of the caught fish. For every 1 level of skill possession the probability of that the «Rod» durability will not decrease by 1 during catching increases by 1% (range of efficiency from 0 % to 25 %).



Alchemy.

Skill rises depending on quantity and the price of the potions made in laboratory. For every 1 level of skill possession the probability of that one of types of components will not be used during alchemical operations increases by 1 % (range of efficiency from 0 % to 25 %). Also increases a chance of receiving 2 items instead of one.



Herbalism.

Skill rises depending on quantity of the found herbs (found, not picked up). For every 1 level of skill probability of finding a herb on a step increases for 1 % that is, from 25 % to 50 %. Also increases chance of finding two herbs instead of one.




Mining.

Skill rises depending on quantity and the price of minerals found under the license from Dwarf-foreman (found, not lifted). For every 1 level of skill the probability of player finding 2 minerals on a step instead of 1, increases for 1 % (range of efficiency from 0 % to 25 %).



Hunting.

Skill rises depending on quantity and cost of used «Traps», «Magical Scaners», «Magic Mirrors», «Compasses», «Magnets». For every 1 level of skill probability of that the used item from the listed set will not disappear after use increases by 1 % (range of efficiency from 0 % to 25 %).



Aeronautics.

Skill raises depending on quantity and cost of the used regular and mass teleports, «Light Road Home», «Returns to Beacon» and «Calls of Heart» (artifact teleports are calculated similarly). For every 1 level of skill probability of that the used item from the listed set will not disappear after use increases for 1 % (range of efficiency from 0 % to 25 %).



Agriculture.

Skill increases depending on the number of successfully planted seeds. For each 1 level of skill, the chance of a successful planting increases by 1%.



Harvesting.

Skill increases depending on the amount of plants collected by means of «Sickle» or «Mechanical mower». For each 1 level of skill, the chance of a successful harvest increases by 1%.


25% 25% 22% 28%


Suits
Camel
WAR is Coming
Trade Angels
Forgotten Warriors

Seastone Town
22:49 21/11
Ancient Ruins
19:42 21/11
Monastery
20:54 21/11