Engineering

Bullets, spheres, guns, traps, hammers and reels.

A making trade. The guild is in Lighthalzen . At Master it becomes Gunsmith or Machinist.

A Gunslinger at the workbench in the Engineering guild, Lighthalzen.
A Gunslinger at the workbench in the Engineering guild, Lighthalzen.

Engineering builds things that work. Bullets and spheres for Gunslingers by the lot, the guns themselves with renewal designs brought back on pre-renewal numbers, Traps for Hunters, hammers for Blacksmiths, Blasting Charges for Miners and reels for Fishers.

A Master Engineer makes Gun Parts and the slotted guns.

Getting started

Find the Engineering Guildmaster in Lighthalzen and ask to join. Your first making trade is free. The guildmaster hands you an Engineer's Wrench 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 Engineering Guildmaster stands in Lighthalzen

How the work goes

Every recipe shows its chance, the time a lot 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 49 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.

Trap x5 Apprentice 1 21
90% base chance 2.5 s each 60 EXP each
Ingredient For one Comes from
Guild Iron Ore 2 Mining Apprentice 1 (a profession only)
Trunk 1 Forestry Apprentice 1
Bullet x100 Apprentice 4 11
88% base chance 2.5 s each 80 EXP each
Ingredient For one Comes from
Guild Phracon 1 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Six Shooter Apprentice 6 822
87% base chance 3 s each 180 EXP each
Ingredient For one Comes from
Guild Iron Ore 8 Mining Apprentice 1 (a profession only)
Trunk 2 Forestry Apprentice 1
Coal 2 Mining Apprentice 1
Magnifier x5 Apprentice 7 11
87% base chance 3 s each 120 EXP each
Ingredient For one Comes from
Empty Bottle 1 Adventure Shop in Inside Prontera
Guild Iron Ore 1 Mining Apprentice 1 (a profession only)
Mini Furnace x3 Apprentice 10 31
85% base chance 3 s each 220 EXP each
Ingredient For one Comes from
Guild Iron Ore 3 Mining Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Branch Apprentice 12 103
84% base chance 3 s each 280 EXP each
Ingredient For one Comes from
Guild Iron Ore 10 Mining Apprentice 1 (a profession only)
Trunk 3 Forestry Apprentice 1
Brass Reel Apprentice 13 142

A geared reel that takes up a slack line. Made by Engineers.

Bites come 0.3 seconds sooner.

84% base chance 3 s each 300 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Phracon 4 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Resin 2 Forestry Apprentice 1
Silver Bullet x50 Apprentice 16 111
82% base chance 3.5 s each 260 EXP each
Ingredient For one Comes from
Guild Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15 (a profession only)
Holy Water 1 Monsters
Coal 1 Mining Apprentice 1
Rolling Stone Apprentice 18 633
81% base chance 3.5 s each 380 EXP each
Ingredient For one Comes from
Guild Phracon 6 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Trunk 3 Forestry Apprentice 1
Coal 3 Mining Apprentice 1
Iron Hammer Apprentice 19 61
80% base chance 3.5 s each 390 EXP each
Ingredient For one Comes from
Guild Iron Ore 6 Mining Apprentice 1 (a profession only)
Trunk 1 Forestry Apprentice 1
Blasting Charge x2 Apprentice 20 211

Coal and iron packed in resin, with a fuse. A Miner who has learnt Blasting Charge sets it at a vein to break it open at once.

Made by Engineers.

80% base chance 3.5 s each 320 EXP each
Ingredient For one Comes from
Guild Coal 2 Mining Apprentice 1 (a profession only)
Iron Ore 1 Mining Apprentice 1
Resin 1 Forestry Apprentice 1
Bloody Shell x50 Apprentice 22 111
79% base chance 3.5 s each 320 EXP each
Ingredient For one Comes from
Guild Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15 (a profession only)
Red Blood 1 Mining Apprentice 1
Coal 1 Mining Apprentice 1
Crimson Bolt Apprentice 24 841
78% base chance 3.5 s each 480 EXP each
Ingredient For one Comes from
Guild Phracon 8 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 4 Mining Apprentice 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Flare Sphere x30 Apprentice 26 121
78% base chance 3.5 s each 420 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Red Blood 2 Mining Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Freezing Sphere x30 Apprentice 29 121
76% base chance 3.5 s each 440 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Crystal Blue 2 Mining Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Cyclone Apprentice 30 262
76% base chance 4 s each 600 EXP each
Ingredient For one Comes from
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Guild Phracon 6 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Fine-grained Trunk 2 Forestry Apprentice 1
Lightning Sphere x30 Apprentice 32 121
76% base chance 4 s each 480 EXP each
Ingredient For one Comes from
Guild Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15 (a profession only)
Wind of Verdure 2 Monsters
Coal 1 Mining Apprentice 1
Poison Sphere x30 Apprentice 35 13
75% base chance 4 s each 520 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Poison Spore 3 Herbalism Apprentice 1 (a profession only)
Drifter Apprentice 36 268
75% base chance 4 s each 720 EXP each
Ingredient For one Comes from
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Coal 6 Mining Apprentice 1
Guild Phracon 8 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Blind Sphere x30 Apprentice 38 12
74% base chance 4 s each 480 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Squid Ink 2 Fishing Apprentice 15 (a profession only)
Gun Parts x2 Master 1 2111

Springs, pins and a trigger group, filed true.

An Engineer's Master guns are built on these.

Made by Engineers.

70% base chance 4.5 s each 790 EXP each
Ingredient For one Comes from
Guild Iron Ore 2 Mining Apprentice 1 (a profession only)
Metal Fragment 1 Excavation Master 1
Cogwheel 1 Excavation Master 1
Coal 1 Mining Apprentice 1
Golden Hammer Master 1 111
70% base chance 4.5 s each 710 EXP each
Ingredient For one Comes from
Guild Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15 (a profession only)
Star Crumb 1 Mining Apprentice 1
Trunk 1 Forestry Apprentice 1
Six Shooter Master 3 112
70% base chance 4.5 s each 870 EXP each
Ingredient For one Comes from
Gun Parts 1 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 2 Mining Apprentice 1
Crimson Bolt Master 6 211
69% base chance 4.5 s each 980 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Cyclone Master 9 211
69% base chance 5 s each 990 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Fine-grained Trunk 1 Forestry Apprentice 1
Garrison Master 11 221
68% base chance 5 s each 1,100 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Steel Reel Master 12 112

A fine steel reel, smooth as oil. Made by Engineers.

Bites come 0.6 seconds sooner.

68% base chance 5 s each 1,180 EXP each
Ingredient For one Comes from
Oridecon 1 Smithing Apprentice 30
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Resin 2 Forestry Apprentice 1 (a profession only)
Destroyer Master 13 211
68% base chance 5 s each 1,200 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Oridecon 1 Smithing Apprentice 30
Coal 1 Mining Apprentice 1
Crimson Revolver Master 14 212

A plain, well-balanced sidearm in red steel.

HIT +5.

Attack: 72

Weapon Level: 3

Required Level: 60

Applicable Job: Gunslinger

Made by Engineers.

68% base chance 5 s each 1,110 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Red Blood 2 Mining Apprentice 1
Color Scope Master 16 2111

A long rifle with a tinted glass on top.

HIT +15.

Critical +5.

Attack: 140

Weapon Level: 3

Required Level: 78

Applicable Job: Gunslinger

Made by Engineers.

67% base chance 5 s each 1,160 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Sapphire 1 Excavation Apprentice 1, Jewelcrafting Apprentice 14, Jeweler in Inside Lighthalzen
Rolling Thunder Master 17 212

It is heard two fields away.

Splash damage, 3x3.

HIT -15.

Attack: 150

Weapon Level: 3

Required Level: 76

Applicable Job: Gunslinger

Made by Engineers.

67% base chance 5 s each 1,140 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Wind of Verdure 2 Monsters
Mini Mei Master 19 312

Small for a gatling gun. Still not small.

Attack speed +3%.

Flee -10.

Attack: 60

Weapon Level: 3

Required Level: 74

Applicable Job: Gunslinger

Made by Engineers.

67% base chance 5 s each 1,330 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 2 Mining Apprentice 1
End of the Horizon Master 20 2121

It throws further than the eye follows.

Ground Drift damage +10%.

Attack: 290

Weapon Level: 3

Required Level: 84

Applicable Job: Gunslinger

Made by Engineers.

67% base chance 5 s each 1,280 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Red Blood 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Dark Rose Master 21 2121

Fast in the hand and a little wild.

Attack speed +5%.

HIT -5.

Attack: 76

Weapon Level: 3

Required Level: 75

Applicable Job: Gunslinger

Made by Engineers.

67% base chance 5 s each 1,300 EXP each
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Burnt Tree 2 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
Black Rose Master 22 2111 Lost recipe
66% base chance 5 s each 1,260 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Dusk Master 23 2111 Lost recipe
66% base chance 5.5 s each 1,280 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Gun Parts 2 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
Oridecon Hammer Master 24 111
66% base chance 5.5 s each 1,300 EXP each
Ingredient For one Comes from
Oridecon 1 Smithing Apprentice 30
Guild Solid Trunk 1 Forestry Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Heaven's Feather & Hell's Fire Master 25 311

A matched pair, one pale and one black.

Desperado damage +10%.

HIT -10.

Attack: 84

Weapon Level: 4

Required Level: 85

Applicable Job: Gunslinger

Made by Engineers.

66% base chance 5.5 s each 1,430 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Star Crumb 1 Mining Apprentice 1
Finisher Master 26 321

Made for one shot, and for not needing a second.

Critical +10.

Tracking damage +10%.

Attack: 160

Weapon Level: 4

Required Level: 88

Applicable Job: Gunslinger

Made by Engineers.

66% base chance 5.5 s each 1,490 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Solid Trunk 2 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
Peace Breaker Master 27 3111

Nobody argues with it for long.

Splash damage, 3x3.

HIT -20.

Spread Attack damage +10%.

Attack: 195

Weapon Level: 4

Required Level: 90

Applicable Job: Gunslinger

Made by Engineers.

66% base chance 5.5 s each 1,550 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Star Crumb 1 Mining Apprentice 1
Coal 1 Mining Apprentice 1
Tempest Master 29 3111

Six barrels and a storm of brass.

Attack speed +5%.

HIT +10.

Flee -15.

Attack: 80

Weapon Level: 4

Required Level: 90

Applicable Job: Gunslinger

Made by Engineers.

65% base chance 5.5 s each 1,600 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Star Crumb 1 Mining Apprentice 1
Coal 1 Mining Apprentice 1
Southern Cross Master 30 311

Four barrels in a cross, for when one is not enough.

Ground Drift damage +15%.

HIT -10.

Attack: 300

Weapon Level: 4

Required Level: 90

Applicable Job: Gunslinger

Made by Engineers.

65% base chance 5.5 s each 1,550 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Flame Heart 1 Mining Apprentice 1, Jewelcrafting Apprentice 20
Star Crumb 1 Mining Apprentice 1
Jungle Carbine Master 35 311
64% base chance 5.5 s each 1,620 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Solid Trunk 1 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
Bullet x400 Master 36 321 Machinist only
64% base chance 5.5 s each 1,270 EXP each
Ingredient For one Comes from
Guild Phracon 3 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Metal Fragment 1 Excavation Master 1
Long Barrel Master 38 311
64% base chance 5.5 s each 1,680 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Lever Action Rifle Master 41 311
63% base chance 6 s each 1,740 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Solid Trunk 1 Forestry Apprentice 1
Star Crumb 1 Mining Apprentice 1
Thunder P Master 44 311
63% base chance 6 s each 2,230 EXP each
Ingredient For one Comes from
Gun Parts 3 Engineering Master 1
Elunium 1 Smithing Apprentice 30
Coal 1 Mining Apprentice 1
Inferno Master 47 411
62% base chance 6 s each 2,110 EXP each
Ingredient For one Comes from
Gun Parts 4 Engineering Master 1
Flame Heart 1 Mining Apprentice 1, Jewelcrafting Apprentice 20
Star Crumb 1 Mining Apprentice 1
Wasteland's Outlaw Master 48 411 Gunsmith only
62% base chance 6 s each 2,420 EXP each
Ingredient For one Comes from
Gun Parts 4 Engineering Master 1
Oridecon 1 Smithing Apprentice 30
Star Crumb 1 Mining 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
Tinker 1 Set down your bench and open your work list. Pick what to build and how many, and stay seated until they are done. Traps, bullets and spheres come out by the lot. Needs an Engineer's Wrench worn in your profession equipment. Opens your work list.
Engineering Mastery 10 Recipes succeed more often. Success +15.0%
Quick Hands 10 Each lot takes less time. 40% faster
Spare Parts 10 A success may make a second lot. 20% chance of a second lot
Strip Down 5 A failed attempt may leave its materials. 50% chance a failure keeps its materials
Trapper's Trade 5 As a Hunter, each lot of Traps you build has more in it. 100% more Traps to a lot
Full Magazine 5 More bullets, spheres and charges to a batch. 20% more to every bundle of shot you make
Long Run 10 Make more in one batch. Up to 25 in a batch

Gunsmith (Master)

Skill Levels What it does At its top level
Fine Tolerance 10 Master recipes succeed more often. Success +20% on Master recipes
Spare Nothing 10 A Master recipe may use none of its materials. 20% chance a Master recipe uses no materials
Second Casting 10 A Master recipe may make a second lot. 30% chance of a second lot from Master recipes
Prototype 10 Slotted guns come out right more often. Success +15% on slotted guns

Machinist (Master)

Skill Levels What it does At its top level
Assembly Line 10 Apprentice recipes take less time. 50% faster on Apprentice recipes
Full Crate 10 An Apprentice recipe may make a second lot. 40% chance of a second lot from Apprentice recipes
Waste Not 10 An attempt may use no materials. 30% chance an attempt uses no materials
Market Sense 10 Engineering 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. Engineer's Wrench

    A plain wrench. An Engineer cannot build without one.

    Given by the guildmaster when you join.

  2. Fine Wrench

    Work 5% faster.

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

  3. Guild Wrench

    Work 10% faster.

    Mark shop, 700 Marks at 3 hearts.

Outfit

  1. Engineer's Overalls

    Work 6% faster.

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

Charm

  1. Engineer'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

    Engineering: a first task

    18 Guild Mini Furnace15 Guild Magnifier

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Engineering: a journeyman's task

    18 Guild Blasting Charge8 Guild Iron Hammer

    Pays 60 Guild Marks and a Fine Wrench.

  3. Apprentice 30

    Engineering: the guild's order

    4 Guild Cyclone180 Guild Freezing Sphere

    Pays 80 Guild Marks and a Engineer's Overalls.

  4. Apprentice 40

    Engineering: the masterpiece

    450 Guild Blind Sphere3 Guild Drifter

    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 Engineering 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 115 Guild Trap
Apprentice 61 Guild Six Shooter
Apprentice 715 Guild Magnifier
Apprentice 109 Guild Mini Furnace
Apprentice 121 Guild Branch
Apprentice 134 Guild Brass Reel
Apprentice 16150 Guild Silver Bullet
Apprentice 181 Guild Rolling Stone
Apprentice 194 Guild Iron Hammer
Apprentice 206 Guild Blasting Charge
Apprentice 22150 Guild Bloody Shell
Apprentice 241 Guild Crimson Bolt
Apprentice 2690 Guild Flare Sphere
Apprentice 2990 Guild Freezing Sphere
Apprentice 301 Guild Cyclone
Apprentice 3290 Guild Lightning Sphere
Apprentice 3590 Guild Poison Sphere
Apprentice 361 Guild Drifter
Apprentice 3890 Guild Blind Sphere
Master 14 Guild Golden Hammer
Master 31 Guild Six Shooter
Master 61 Guild Crimson Bolt
Master 111 Guild Garrison
Master 122 Guild Steel Reel
Master 141 Guild Crimson Revolver
Master 161 Guild Color Scope
Master 191 Guild Mini Mei
Master 201 Guild End of the Horizon
Master 242 Guild Oridecon Hammer
Master 251 Guild Heaven's Feather & Hell's Fire
Master 271 Guild Peace Breaker
Master 301 Guild Southern Cross
Master 381 Guild Long Barrel
Master 411 Guild Lever Action Rifle
Master 471 Guild Inferno

Questions

Tips

  • A Hunter who engineers gets twice the Traps to a lot with Trapper's Trade.
  • Quarrymen buy Blasting Charges to break veins open.
Can any class use the guns?

Guns are for Gunslingers. Engineers of any class can make them.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Engineering 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 Gunsmith or Machinist, 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.