Fifteen trades, each with its own guild. Every character holds two: one that gathers and one that makes. Start with the Guild Recruiter in Prontera.
Alberta guild
Cast onto any water and pull when the float dips. Pools that come and go bite faster. Bait from a Cook brings quicker bites, rarer fish or big ones that come up as two or three.
At Master it becomes Deep-sea Angler or Trawler.
Einbech guild
Ore veins stand on fields and in dungeons. Strike as the ring closes on the vein. Three clean strikes in a row crack it open for a rare roll.
At Master it becomes Delver or Quarryman.
Umbala guild
Herb patches go from bud to bloom to seed. Pick in bloom for the most herbs, or at seed for seeds a Farmer can plant. Rain doubles the pace.
At Master it becomes Wildcrafter or Harvester.
Payon guild
Fallen logs give bark, then sapwood, then heartwood. Every swing is quicker than the last while you keep at it.
At Master it becomes Timber Scout or Lumberjack.
Juno guild
Dowse for a dig spot and uncover it. The shovel is quick and may break the find. The brush is slow and lifts it whole. Relics fill pages of your Collection.
At Master it becomes Tomb Delver or Surveyor.
Hugel guild
Six plots of your own on the farmlands outside Hugel. Plant, water and harvest. Crops grow on the real clock, logged in or not.
At Master it becomes Orchardist or Market Gardener.
Prontera guild
Meals that last 15 minutes: one for each stat, dishes against an element, and a feast for the whole party. Cooks also make bait for Fishers.
At Master it becomes Chef or Quartermaster.
Al De Baran guild
Salves that cure one ailment, draughts that ward one off, tonics against an element, slow poultices, and catalysts for an Alchemist.
At Master it becomes Physician or Supplier.
Einbroch guild
Flux for a better refine chance, Tempering Oil that saves a piece from breaking, whetstones, plain armour, and the gathering trades' tools.
At Master it becomes Toolsmith or Foundryman.
Morroc guild
Gemstones by the handful, cut gems, element stones, accessories and crowns.
At Master it becomes Jeweller or Lapidary.
Payon guild
Arrows of every kind, shuriken and kunai, better fishing rods, and bows at Master.
At Master it becomes Bowyer or Arrowsmith.
Lutie guild
Fabric, dyestuffs, and armour, garments and shoes to wear.
At Master it becomes Couturier or Draper.
Geffen guild
Scrolls that change how you hunt, and treasure maps. Nothing a Scribe writes is another class's spell.
At Master it becomes Spellwright or Copyist.
Lighthalzen guild
Bullets and spheres, guns for Gunslingers, traps, hammers for Blacksmiths, and reels for Fishers.
At Master it becomes Gunsmith or Machinist.
Comodo guild
Taming items for every pet, pet food and incubators, and more hides and meat from your own hunting.
At Master it becomes Beastmaster or Trapper.
Every level gives a skill point for the trade's own tree, beside your class skills. Each trade has four equipment slots of its own and keeps a log of what you have caught, found, grown or made. The first of anything pays three times the EXP.
Your first trade of each kind is free. Changing trade costs 100,000 zeny and the one you left keeps its level. A guildmaster changes your mastery for 300 Guild Marks and 300,000 zeny.
Five clients place orders for what you gather and make. A delivery pays Guild Marks and trade EXP and wins their regard. You can deliver 12 orders a week.
| Client | Where | At five hearts they sell |
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Elda Innkeeper |
Prontera |
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Captain Mareth Ship's outfitter |
Alberta |
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Lodgekeeper Baek Keeper of the hunters lodge |
Payon |
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Archivist Hale Keeper of the Tower stores |
Geffen |
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Caravan Master Rahim Master of the desert caravans |
Morroc |
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| Also pays Guild Marks | How |
|---|---|
| The day's request | One from each of your guildmasters every day. It pays twice an order and does not count against the week. |
| The stockpile | A guildmaster takes any amount of your trade's goods for a smaller reward. |
| Tasks | Set by your guildmaster at Apprentice 10, 20, 30 and 40. |
Marks are spent in the Mark shop on materials from the other trades, treasure map scraps, lost recipes and the clients' own wares. The Guild Notice Board in Prontera lists the day's requests for your trades.
| A Scribe writes | What it does for whoever reads it |
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One for each race. Deal 5% more damage to it and take 5% less from it. |
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A gain with a price. Glass deals 10% more and takes 10% more. Stone takes 10% less and deals 10% less. |
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The next ordinary monster you strike rises as a Champion worth three kills: three times the EXP and three drop rolls. |
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Strike a monster and every one of its kind in sight comes for you. |
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For a few minutes monsters do not turn on you first. |
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Pick one kind of monster and your minimap marks where they stand. |
A gold line on the ground points the way and a tag over your head runs from cold to hot. When you dig, a guardian climbs out with the chest, so bring your party: every member standing near is paid in Ancient Coins, which the Treasure Hunter in Juno trades for.
| Guild goods | What a trade hands you works in every recipe and quest and trades freely between players. Shops pay 1 zeny for it, so professions never print zeny. |
| Your own share | A vein, a patch or a log gives every gatherer their own swings. Nobody takes yours by getting there first. |
| No cosmetics | Trades make gear and consumables. Everything they make can be traded. |
| Achievements | A Professions category, kept on the account, with a title for reaching Master 50 in each trade. |
| Hardcore | Hardcore characters can take up professions. Their goods and Marks stay inside the Hardcore economy. |