Apothecary

Salves, draughts, tonics, poultices and catalysts.

A making trade. The guild is in Al De Baran . At Master it becomes Physician or Supplier.

An Alchemist at their glassware in the Apothecary guild, Al De Baran.
An Alchemist at their glassware in the Apothecary guild, Al De Baran.

Apothecary works herbs, fish oil and alcohol into remedies. Salves cure one ailment, draughts ward one off for a while, tonics guard against an element, poultices heal slowly over time, and catalysts help an Alchemist's Pharmacy succeed.

It is the trade every party is glad of. Most of what you make goes in a belt pouch, not a bank.

Getting started

Find the Apothecary Guildmaster in Al De Baran and ask to join. Your first making trade is free. The guildmaster hands you an Apothecary's Mortar and puts it in your profession equipment.

Your work skill sits at the top of your trade's skill tab. Use it anywhere you can sit, pick a recipe and how many to make, and stay seated until the batch is done. Walking off stops the batch, and nothing you had not started on is lost.

The Apothecary Guildmaster stands in Al De Baran

How the work goes

Every recipe shows its chance, the time a dose takes and the EXP it pays, all worked out for you: your level, skills and tool are already counted. Each level you stand above a recipe adds 1% to its chance, up to 10%.

Before a batch you choose a bench action. Normal is the usual chance and time. Steady is 15% surer and a quarter slower. Careful keeps three quarters of the materials when an attempt fails, but a failure then teaches nothing and the work is 40% slower. Rush is 35% faster and 10% less sure, and a failure teaches nothing.

Each item in a batch also rolls a bench condition as it starts: now and then it goes 30% faster, or with steadier hands for +10%, or through a dull stretch 20% slower. The progress bar tells you which.

Every recipe needs at least one guild ingredient, marked in the list below. That ingredient must come from a profession, gathered, caught, grown or made. The same item bought from a shop or dropped by a monster will not count for it, though it still works for the recipe's other ingredients.

Recipes

All 39 recipes. The chance shown is before your skills and level, the EXP is for one made, and the gold ingredient is the guild ingredient that must come from a profession.

Fish Oil Apprentice 1 31

Oil rendered from gills: the base of catalysts, salves and tonics.

A material for Apothecaries.

90% base chance 2.5 s each 70 EXP each
Ingredient For one Comes from
Guild Gill 3 Fishing Apprentice 15 (a profession only)
Empty Bottle 1 Adventure Shop in Inside Prontera
Medicine Bowl Apprentice 5 21
88% base chance 2.5 s each 120 EXP each
Ingredient For one Comes from
Guild Trunk 2 Forestry Apprentice 1 (a profession only)
Resin 1 Forestry Apprentice 1
Empty Test Tube x2 Apprentice 8 11
86% base chance 3 s each 140 EXP each
Ingredient For one Comes from
Empty Bottle 1 Adventure Shop in Inside Prontera
Guild Resin 1 Forestry Apprentice 1 (a profession only)
Herbal Catalyst Apprentice 10 12

Drunk before brewing, it steadies the mixture.

Pharmacy success +5% for 3 minutes.

One catalyst at a time: a new one replaces the last.

Made by Apothecaries.

85% base chance 3 s each 230 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
White Herb 2 Herbalism Apprentice 1, Farming Apprentice 25
Herb Poultice x2 Apprentice 10 31

Red herb crushed in oil and bound on.

Restores 500 HP over a minute, a little every 3 seconds.

It keeps working while you fight.

One poultice at a time.

Made by Apothecaries.

85% base chance 3 s each 250 EXP each
Ingredient For one Comes from
Red Herb 3 Herbalism Apprentice 1, Farming Apprentice 10
Fish Oil 1 Apothecary Apprentice 1
Clearthroat Salve Apprentice 12 21

Rubbed on the throat, it brings a voice back.

Cures Silence.

Made by Apothecaries.

84% base chance 3 s each 200 EXP each
Ingredient For one Comes from
Guild Green Herb 2 Herbalism Apprentice 1, Farming Apprentice 7 (a profession only)
Honey 1 Farming Apprentice 31
Empty Potion Bottle Apprentice 15 21
82% base chance 3 s each 280 EXP each
Ingredient For one Comes from
Empty Bottle 2 Adventure Shop in Inside Prontera
Fish Oil 1 Apothecary Apprentice 1
Eyebright Salve Apprentice 17 21

A cool salve for the eyelids.

Cures Blindness.

Made by Apothecaries.

82% base chance 3.5 s each 300 EXP each
Ingredient For one Comes from
Yellow Herb 2 Herbalism Apprentice 1, Farming Apprentice 16
Fish Oil 1 Apothecary Apprentice 1
Antidote Salve Apprentice 20 111

A green salve for bites and open wounds.

Cures Poison and Bleeding.

Made by Apothecaries.

80% base chance 3.5 s each 330 EXP each
Ingredient For one Comes from
Green Herb 1 Herbalism Apprentice 1, Farming Apprentice 7
Aloe Leaflet 1 Herbalism Apprentice 1, Farming Master 1
Fish Oil 1 Apothecary Apprentice 1
Steadying Draught Apprentice 22 211

Bitter, and it keeps your feet under you.

Stun resistance +10% for 3 minutes.

One tonic or draught at a time.

Made by Apothecaries.

79% base chance 3.5 s each 390 EXP each
Ingredient For one Comes from
Yellow Herb 2 Herbalism Apprentice 1, Farming Apprentice 16
Fish Oil 1 Apothecary Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Blessed Salve Apprentice 24 21

Holy water worked into a paste of white herb.

Cures Curse.

Made by Apothecaries.

78% base chance 3.5 s each 310 EXP each
Ingredient For one Comes from
Guild White Herb 2 Herbalism Apprentice 1, Farming Apprentice 25 (a profession only)
Holy Water 1 Monsters
Mind Poultice x2 Apprentice 26 221

Pressed to the temples, it clears the head slowly.

Restores 80 SP over a minute, a little every 3 seconds.

It keeps working while you fight.

One poultice at a time.

Made by Apothecaries.

78% base chance 3.5 s each 490 EXP each
Ingredient For one Comes from
Grape 2 Farming Apprentice 19
Green Herb 2 Herbalism Apprentice 1, Farming Apprentice 7
Fish Oil 1 Apothecary Apprentice 1
Warming Draught Apprentice 28 311

It burns all the way down and stays there.

Freeze resistance +10% for 3 minutes.

One tonic or draught at a time.

Made by Apothecaries.

77% base chance 3.5 s each 520 EXP each
Ingredient For one Comes from
Red Herb 3 Herbalism Apprentice 1, Farming Apprentice 10
Fish Oil 1 Apothecary Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Thick Poultice x2 Apprentice 30 311

Yellow and white herb, laid on thick.

Restores 1200 HP over a minute, a little every 3 seconds.

It keeps working while you fight.

One poultice at a time.

Made by Apothecaries.

76% base chance 4 s each 550 EXP each
Ingredient For one Comes from
Yellow Herb 3 Herbalism Apprentice 1, Farming Apprentice 16
White Herb 1 Herbalism Apprentice 1, Farming Apprentice 25
Fish Oil 1 Apothecary Apprentice 1
Wakeful Draught Apprentice 32 311

Nobody nods off after a mouthful of this.

Sleep resistance +10% for 3 minutes.

One tonic or draught at a time.

Made by Apothecaries.

76% base chance 4 s each 570 EXP each
Ingredient For one Comes from
Green Herb 3 Herbalism Apprentice 1, Farming Apprentice 7
Fish Oil 1 Apothecary Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Pearl Catalyst Apprentice 35 111

Ground pearl in oil, for the difficult brews.

Pharmacy success +10% for 3 minutes.

One catalyst at a time: a new one replaces the last.

Made by Apothecaries.

75% base chance 4 s each 530 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Pearl 1 Fishing Apprentice 30
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Steadying Salve Apprentice 38 121

Sharp enough to clear a spinning head.

Cures Confusion and Hallucination.

Made by Apothecaries.

74% base chance 4 s each 600 EXP each
Ingredient For one Comes from
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Green Herb 2 Herbalism Apprentice 1, Farming Apprentice 7
Fish Oil 1 Apothecary Apprentice 1
Alcohol Master 1 221
70% base chance 4.5 s each 790 EXP each
Ingredient For one Comes from
Guild Stem 2 Herbalism Apprentice 1 (a profession only)
Poison Spore 2 Herbalism Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Karvodailnirol Master 5 11
69% base chance 4.5 s each 870 EXP each
Ingredient For one Comes from
Alcohol 1 Apothecary Master 1
Guild Red Herb 1 Herbalism Apprentice 1, Farming Apprentice 10 (a profession only)
Detrimindexta Master 8 11
69% base chance 4.5 s each 880 EXP each
Ingredient For one Comes from
Alcohol 1 Apothecary Master 1
Guild Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35 (a profession only)
Fireproof Tonic Master 10 111

It burns going down and nothing much burns after.

Fire resistance +10% for 10 minutes.

One tonic at a time: a new one replaces the last.

Made by Apothecaries.

68% base chance 5 s each 790 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Red Herb 1 Herbalism Apprentice 1, Farming Apprentice 10
Flame Heart 1 Mining Apprentice 1, Jewelcrafting Apprentice 20
Coldproof Tonic Master 10 111

A warmth that stays in the chest.

Water resistance +10% for 10 minutes.

One tonic at a time: a new one replaces the last.

Made by Apothecaries.

68% base chance 5 s each 790 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Mystic Frozen 1 Mining Apprentice 1, Jewelcrafting Apprentice 23
Earthproof Tonic Master 10 111

Bitter roots, steady feet.

Earth resistance +10% for 10 minutes.

One tonic at a time: a new one replaces the last.

Made by Apothecaries.

68% base chance 5 s each 1,120 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Green Herb 1 Herbalism Apprentice 1, Farming Apprentice 7
Great Nature 1 Jewelcrafting Apprentice 30
Thunderproof Tonic Master 10 111

It makes the hair lie flat.

Wind resistance +10% for 10 minutes.

One tonic at a time: a new one replaces the last.

Made by Apothecaries.

68% base chance 5 s each 1,120 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Yellow Herb 1 Herbalism Apprentice 1, Farming Apprentice 16
Rough Wind 1 Jewelcrafting Apprentice 27
Bloodstaunch Draught Master 12 2111 Lost recipe

It thickens the blood before the blade arrives.

Bleeding resistance +10% for 3 minutes.

One tonic or draught at a time.

Made by Apothecaries.

68% base chance 5 s each 930 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Red Herb 2 Herbalism Apprentice 1, Farming Apprentice 10
Aloe Leaflet 1 Herbalism Apprentice 1, Farming Master 1
Fish Oil 1 Apothecary Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Deep Poultice x2 Master 15 11111

Aloe and blue herb in a dressing that soaks deep.

Restores 2400 HP and 120 SP over a minute, a little every 3 seconds.

It keeps working while you fight.

One poultice at a time.

Made by Apothecaries.

68% base chance 5 s each 970 EXP each
Ingredient For one Comes from
White Herb 1 Herbalism Apprentice 1, Farming Apprentice 25
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Aloe Leaflet 1 Herbalism Apprentice 1, Farming Master 1
Fish Oil 1 Apothecary Apprentice 1
Rotten Bandage 1 Excavation Apprentice 1
Curseward Draught Master 16 1111 Lost recipe

It tastes of ash and candle wax, and curses slide off it.

Curse resistance +10% for 3 minutes.

One tonic or draught at a time.

Made by Apothecaries.

67% base chance 5 s each 900 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
White Herb 1 Herbalism Apprentice 1, Farming Apprentice 25
Holy Water 1 Monsters
Fish Oil 1 Apothecary Apprentice 1
Empty Bottle 1 Adventure Shop in Inside Prontera
Venomproof Tonic Master 18 111

A little of the poison, to teach the body.

Poison resistance +10% for 10 minutes.

One tonic or draught at a time.

Made by Apothecaries.

67% base chance 5 s each 820 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Green Herb 1 Herbalism Apprentice 1, Farming Apprentice 7
Poison Spore 1 Herbalism Apprentice 1
Lightproof Tonic Master 22 111

It dulls the sting of holy light.

Holy resistance +10% for 10 minutes.

One tonic or draught at a time.

Made by Apothecaries.

66% base chance 5 s each 870 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
White Herb 1 Herbalism Apprentice 1, Farming Apprentice 25
Holy Water 1 Monsters
Shadeproof Tonic Master 26 111

Ash of burnt wood in oil, against the dark.

Shadow resistance +10% for 10 minutes.

One tonic or draught at a time.

Made by Apothecaries.

66% base chance 5.5 s each 940 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Burnt Tree 1 Forestry Apprentice 1
Spiritproof Tonic Master 30 111

It keeps the body sure of where it ends.

Ghost resistance +10% for 10 minutes.

One tonic or draught at a time.

Made by Apothecaries.

65% base chance 5.5 s each 990 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Hinalle 1 Herbalism Apprentice 1, Farming Master 5
Ment 1 Herbalism Apprentice 1, Farming Master 10
Distilled Essence x2 Master 32 111

Alcohol run twice through izidor and leaf.

An Apothecary's strongest tonics are made on it.

Made by Apothecaries.

65% base chance 5.5 s each 1,340 EXP each
Ingredient For one Comes from
Alcohol 1 Apothecary Master 1
Izidor 1 Herbalism Apprentice 1, Farming Master 15
Guild Hinalle Leaflet 1 Herbalism Apprentice 1 (a profession only)
Greater Fireproof Tonic Master 34 111

Distilled hot and drunk cold.

Fire resistance +12% for 20 minutes.

One tonic or draught at a time.

Made by Apothecaries.

64% base chance 5.5 s each 1,210 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
Red Herb 1 Herbalism Apprentice 1, Farming Apprentice 10
Red Blood 1 Mining Apprentice 1
Greater Coldproof Tonic Master 37 111

It warms the blood for an hour.

Water resistance +12% for 20 minutes.

One tonic or draught at a time.

Made by Apothecaries.

64% base chance 5.5 s each 1,260 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
Blue Herb 1 Herbalism Apprentice 1, Farming Apprentice 35
Crystal Blue 1 Mining Apprentice 1
Fish Oil x6 Master 38 824 Supplier only

Oil rendered from gills: the base of catalysts, salves and tonics.

A material for Apothecaries.

64% base chance 5.5 s each 1,300 EXP each
Ingredient For one Comes from
Guild Gill 8 Fishing Apprentice 15 (a profession only)
Fin 2 Fishing Apprentice 15
Empty Bottle 4 Adventure Shop in Inside Prontera
Greater Thunderproof Tonic Master 40 111

The hair stays down after it.

Wind resistance +12% for 20 minutes.

One tonic or draught at a time.

Made by Apothecaries.

64% base chance 6 s each 1,300 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
Yellow Herb 1 Herbalism Apprentice 1, Farming Apprentice 16
Wind of Verdure 1 Monsters
Greater Earthproof Tonic Master 43 111

Heavy on the tongue and steady on the feet.

Earth resistance +12% for 20 minutes.

One tonic or draught at a time.

Made by Apothecaries.

63% base chance 6 s each 1,350 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
Green Herb 1 Herbalism Apprentice 1, Farming Apprentice 7
Green Live 1 Monsters
Physician's Poultice x2 Master 46 1211

Essence, white herb and a clean bandage.

Restores 3200 HP and 160 SP over a minute, a little every 3 seconds.

It keeps working while you fight.

One poultice at a time.

Made by Apothecaries.

63% base chance 6 s each 1,610 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
White Herb 2 Herbalism Apprentice 1, Farming Apprentice 25
Aloe Leaflet 1 Herbalism Apprentice 1, Farming Master 1
Rotten Bandage 1 Excavation Apprentice 1
Grand Catalyst Master 48 111 Physician only

A pearl dissolved with a seed of the world tree.

Your Pharmacy succeeds 15% more often for 10 minutes.

One catalyst at a time: a new one replaces the last.

Made by Apothecaries.

62% base chance 6 s each 1,540 EXP each
Ingredient For one Comes from
Distilled Essence 1 Apothecary Master 32
Pearl 1 Fishing Apprentice 30
Yggdrasil Seed 1 Herbalism Apprentice 1

Skill tree

Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.

Apprentice skills

Skill Levels What it does At its top level
Compound 1 Set out your bench and open your work list. Pick what to make and how many, and stay seated until they are done. Needs an Apothecary's Mortar worn in your profession equipment. Opens your work list.
Apothecary Mastery 10 Recipes succeed more often. Success +15.0%
Steady Hands 10 Each dose takes less time. 40% faster
Double Dose 10 A success may make a second dose. 20% chance of a second dose
Careful Measure 5 A failed attempt may leave its materials. 50% chance a failure keeps its materials
Pharmacist's Aid 5 Your own Pharmacy succeeds more often, on top of any catalyst. Pharmacy success +2.5%
Long Draught 5 A tonic, draught, poultice or catalyst you take lasts longer. They last 40% longer for you
Full Rack 10 Make more in one batch. Up to 25 in a batch

Physician (Master)

Skill Levels What it does At its top level
Exact Dose 10 Master recipes succeed more often. Success +20% on Master recipes
Fine Measure 10 A Master recipe may use none of its materials. 20% chance a Master recipe uses no materials
Second Vial 10 A Master recipe may make a second dose. 30% chance of a second dose from Master recipes
Twin Tonic 10 What you make for taking may come out as two. 20% chance of a second dose of anything made to be taken

Supplier (Master)

Skill Levels What it does At its top level
Quick Batches 10 Apprentice recipes take less time. 50% faster on Apprentice recipes
Spare Stock 10 An Apprentice recipe may make a second dose. 40% chance of a second dose from Apprentice recipes
Waste Not 10 An attempt may use no materials. 30% chance an attempt uses no materials
Market Sense 10 Apothecary guild orders pay more Guild Marks. Guild Marks +20%

Equipment

Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.

Tool

  1. Apothecary's Mortar

    A plain mortar. An Apothecary cannot mix without one.

    Given by the guildmaster when you join.

  2. Fine Mortar

    Work 5% faster.

    Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.

  3. Guild Mortar

    Work 10% faster.

    Mark shop, 700 Marks at 3 hearts.

Outfit

  1. Apothecary's Gown

    Work 6% faster.

    Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.

Charm

  1. Apothecary's Charm

    4% chance of one more piece.

    Mark shop, 600 Marks at 3 hearts.

Levels and tasks

The first time you make anything pays three times its EXP, so a new recipe is always worth one batch. A recipe pays its full EXP until you are ten levels past it, half until twenty levels past, and then nothing, so keep moving up the list.

Make 25 of a recipe and its batches can run to 99 at once.

  1. Apprentice 10

    Apothecary: a first task

    8 Guild Herbal Catalyst6 Guild Herb Poultice

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Apothecary: a journeyman's task

    12 Guild Antidote Salve8 Guild Eyebright Salve

    Pays 60 Guild Marks and a Fine Mortar.

  3. Apprentice 30

    Apothecary: the guild's order

    24 Guild Thick Poultice8 Guild Warming Draught

    Pays 80 Guild Marks and a Apothecary's Gown.

  4. Apprentice 40

    Apothecary: the masterpiece

    20 Guild Steadying Salve12 Guild Pearl Catalyst

    Pays 150 Guild Marks. Delivering it opens the way to Master.

Guild orders

The five guild clients order goods from every trade. These are what they ask a Apothecary hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.

Apprentice 14 Guild Fish Oil
Apprentice 54 Guild Medicine Bowl
Apprentice 104 Guild Herbal Catalyst
Apprentice 106 Guild Herb Poultice
Apprentice 124 Guild Clearthroat Salve
Apprentice 154 Guild Empty Potion Bottle
Apprentice 174 Guild Eyebright Salve
Apprentice 204 Guild Antidote Salve
Apprentice 224 Guild Steadying Draught
Apprentice 244 Guild Blessed Salve
Apprentice 266 Guild Mind Poultice
Apprentice 284 Guild Warming Draught
Apprentice 306 Guild Thick Poultice
Apprentice 324 Guild Wakeful Draught
Apprentice 354 Guild Pearl Catalyst
Apprentice 384 Guild Steadying Salve
Master 14 Guild Alcohol
Master 52 Guild Karvodailnirol
Master 82 Guild Detrimindexta
Master 102 Guild Fireproof Tonic
Master 102 Guild Earthproof Tonic
Master 102 Guild Thunderproof Tonic
Master 156 Guild Deep Poultice
Master 182 Guild Venomproof Tonic
Master 222 Guild Lightproof Tonic
Master 262 Guild Shadeproof Tonic
Master 302 Guild Spiritproof Tonic
Master 326 Guild Distilled Essence
Master 372 Guild Greater Coldproof Tonic
Master 402 Guild Greater Thunderproof Tonic
Master 432 Guild Greater Earthproof Tonic
Master 466 Guild Physician's Poultice

Questions

Tips

  • Fish Oil and Alcohol are made early and used later in many recipes. Keep a stock.
  • An Alchemist who is also an Apothecary gets more from their own Pharmacy with Pharmacist's Aid.
Does a draught stack with a status resist?

A draught wards off its ailment for its time. One of each kind works at once.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Apothecary takes your making place.

What happens if I change trade?

Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.

How do I become a Master?

Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Physician or Supplier, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.

Can I reset my skills?

Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.

Why do shops only pay 1 zeny?

What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.

Can Hardcore characters take a trade?

Yes. Their goods and Marks stay inside the Hardcore economy.

Is there a reward at the top?

The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.