Professions¶
Crafting on Lyonspyre runs on four professions: Blacksmithing, Tailoring, Carpentry, and Apothecary. Each is leveled 1 to 7 by earning profession XP at the bench - and none of them touches your skill cap. Your seven fighting skills are yours; the trades sit beside them, not inside them. Gathering runs on the same model with three more professions - Mining, Lumberjacking, and Skinning - covered below and in full on the Wilderness & gathering page.
The short version¶
- Four professions, each leveled 1-7 by profession XP, earned by crafting.
- No tools, no stations. Crafting needs no tool in your pack and no forge or anvil nearby. Open the menu, have the materials, craft.
- Craft in town or at home. Crafting is blocked inside dungeons and aboard ships; head back to the surface and off the water first.
- No skill points spent. The old craft skills are retired; every point they held is freed for combat and utility skills.
- Your level sets your material bracket. Level 1 works plain iron and wood; each level opens the next rung of the material ladder, up to Lyonspire at level 7.
- XP comes from crafting at your bracket, a one-time first-craft bonus per recipe, and a trickle from refining.
- Refining is chained: two raws make one refined, and higher tiers also take one refined of the tier below - gated by the crafting profession that uses the material. See Refining.
- Gathering is professions too: Mining, Lumberjacking, Skinning and now Fishing level the same way, and the old gathering skills (including Forensic Evaluation) are retired. See below.
- Apothecary refines fish and cooks them into buffs. Fish come in seven tiers, fillet through the same chain ore and hides use, and cook into dishes that grant a 30 minute buff sized by the tier you used. See Cooked fish dishes.
- Artificery is retired. Scroll writing is gone from the bench. New mages start with the first four spell circles filled, and the mage vendor sells the full spellbook and bulk Recall Scrolls. See Where spells come from now.
Click Crafting on the top menu or type [craft to see your professions, levels, and XP progress on the crafting panel. Your levels also show on the Profile panel - crafting and gathering professions grouped side by side - along with your total profession level across all seven.
Professions do not spend skill points¶
The seven old craft skills - Alchemy, Blacksmithy, Carpentry, Cooking, Inscription, Tailoring, and Tinkering - are retired. They no longer gain, no longer appear on your skill list, and no longer count against the 700 skill cap. Every point that used to sit in a craft skill is freed for the build you actually fight with.
That is the whole trade: professions level by doing the work, and your skill cap buys only combat and utility. A grandmaster smith can also be a grandmaster swordsman, with no compromise between them.
Gathering is professions too¶
Harvesting now runs on the same model. Mining, Lumberjacking, and Skinning are three more professions, leveled 1 to 7 on the same XP ladder, with the same bracket rule: material tier T unlocks at level T+1. The three old gathering skills - Mining, Lumberjacking, and Forensic Evaluation (which used to govern skinning) - are retired exactly like the craft skills: no gain, no training, hidden from the skill list, and freed from the skill cap. Forensic Evaluation's detective use is gone with it.
In the field there is no skill check: every mining swing and tree chop rolls a fixed drop table across all seven tiers (49.6% tier 0, 13.9% / 12.1% / 10.4% / 8.7% / 3.5% / 1.8% for tiers 1 through 6), and a roll above your bracket or your tool's cap simply lands at your highest workable tier - a swing never fails. Skinning takes its tier from the creature (each family has a base hide tier, with a 15% chance of one tier higher), capped the same way. Gathering XP follows the crafting matrix - full XP for a yield at your bracket, half one below, none further down - at 10 XP per mining or chopping yield and 25 per skinning carve. The full field guide lives on the Wilderness & gathering page.
Fishing joined them on 2026-08-08. It now has a real material ladder of its own (plain fish through lyonspirefin), so the old exception no longer applied. Casts never fail, the water and your pole set the ceiling, and the top tiers live only in the contested schools and wrecks. The full field guide is on the Wilderness & gathering page.
The split is clean: gatherers gather, crafters refine. Digging, chopping, and skinning are gated by the gathering professions; smelting, board cutting, and leather cutting are gated by the matching crafting professions (see Refining). Raw materials are tradeable to the crafter who can work them.
The four professions¶
| Profession | What it makes |
|---|---|
| Blacksmithing | Metal weapons and armor, harvest tools, the naval spyglass, and the tool and mechanical work that used to be Tinkering. Repairs metal. |
| Tailoring | Cloth and leather armor and clothing. Repairs fabric and leather. |
| Carpentry | Furniture, wooden weapons and shields, all bow craft, whole ships, and stonework. |
| Apothecary | Potions, cooked food, and the fish ladder (filleting and the cooked fish dishes). |
Blacksmithing forges weapons and armor from ingots, up the full colored-metal ladder, and now also covers the tool bench: harvest tools (pickaxes, hatchets, skinning knives, fishing poles), the charged naval spyglass, ship bombs, lanterns, and the rest of the metalwork that used to live under Tinkering. Higher-tier tools are what unlock higher-tier harvesting, so the smith sits at the head of the whole material chain.
Tailoring sews cloth and leather, from everyday clothing to the top leather armors, and owns leather refining: cutting hides into leather of tier T needs Tailoring level T+1, follows the refining chain, and pays Tailoring XP. The leather chain starts at Skinning, the gathering profession: the hide's tier comes from the creature, capped by the skinner's level and knife. Ysabet the Leatherworker in Lyonspyre town runs the starter leather lessons and can bring a newcomer to Skinning level 2, free, one time. Tailoring also carries ALTER CLOTHING, the button that restyles a garment with rare cloth: no tool, no level, no materials beyond the cloth.
Carpentry builds furniture, wooden weapons and shields, and all bow craft (bows, crossbows, arrows, bolts). It builds whole ships (see Shipbuilding), turns logs into boards, and now includes Stonecraft: the stone furniture work that used to be Masonry.
Apothecary also owns the fish ladder: filleting raw fish is its refine step (two raw of a tier, plus one fillet of the tier below above plain, make one fillet), and the cooked fish dishes below are its buff catalog. Beyond that it covers both sides of the cauldron: brewing potions from reagents and cooking food. The craft menu combines every potion and food category beneath one Apothecary heading, so there is no separate Alchemy or Cooking switch. The potion keg lives here too, under Apparatus, and now crafts straight from boards. Bandages are not crafted at all: cut cloth with scissors and everyone gets the same bandages.
Levels and material tiers¶
Each profession runs level 1 to level 7, one level per rung of the material ladder. Your level sets your bracket: the highest material tier you can work.
| Level | Materials you can work up to |
|---|---|
| 1 | Iron / plain (the base tier) |
| 2 | Moor |
| 3 | Sable |
| 4 | Verm |
| 5 | Sun |
| 6 | Wyrm |
| 7 | Lyonspire |
Recipes above your bracket cannot be attempted - they show locked in the craft menu until you level into them. Everything at or below your bracket is open.
Success and exceptional chances work the way they always have, but they now read your profession level instead of a skill bar. Each level counts as a fixed bench proficiency: level 1 works like 30 skill did, then 50, 70, 90, 105, 120, and 150 at level 7. The live success percentage on every recipe row already folds all of this in.
Quality is unchanged: finished items still roll Normal or Exceptional. Quality never applies to raw or refined materials - an ingot is an ingot.
Earning profession XP¶
Four sources feed a profession, and none of them is on a daily gate. Craft as much as you like, whenever you like.
Crafting at your bracket¶
Every successful craft pays XP based on where the recipe sits against your bracket:
| Recipe tier | XP earned |
|---|---|
| At your bracket | Full XP |
| One tier below | Half XP |
| Two or more below | None |
The message is simple: to level, work the best material you can. Grinding piles of trivial low-tier goods teaches you nothing; the recipes that push your bracket are the ones that pay.
First-craft bonuses¶
The first time you successfully craft each recipe, it pays a one-time bonus on top of the normal XP - from 50 XP for the simplest recipes up to 300 XP for top-tier ones. The craft menu marks recipes whose bonus you have not claimed yet, so a new crafter can read the menu as a checklist.
The bonus pays even on a recipe below your bracket. A first craft is still a first craft, even when it is too far below your current bracket to award normal craft XP.
Work orders on the Crown Ledger¶
The Artisans board on the Crown Ledger posts nine profession work orders every week:
- Five craft orders, one per profession, each naming an exact piece to make (the piece rotates weekly).
- Four supply orders asking for refined materials delivered - iron ingots, boards, cut leather, and Moorite ingots.
Each order pays Crown Marks and Standing, and each can be completed once per account per week. They do not pay profession XP: the crafting itself is where your XP comes from, so a work order is a weekly Standing goal, not a second XP faucet. Supply orders consume the delivered goods from your backpack, and only the exact material named counts.
Refining experience¶
Every refine operation - a smelt, a board cut, a leather cut - pays 1 XP to the matching profession (Blacksmithing, Carpentry, Tailoring). It is a trickle by design, not a leveling path: the chain rewards the crafting it feeds, not the feeding itself.
Cooked fish dishes¶
Cooked fish is the first food on Lyonspyre that does more than fill your stomach. Three dishes, each cooked from fillets on the Apothecary bench, each granting a 30 minute buff:
| Dish | What it gives you |
|---|---|
| Fish soup | Swing speed, +2% at plain up to +8% at lyonspirefin |
| Harbor chowder | Magic Resist, +2 at plain up to +8 at lyonspirefin |
| Salt-cured roe | Stamina recovers 5% faster at plain, up to 23% at lyonspirefin |
The tier you cook with is the tier of buff you get, so the fish you sailed to a contested school for is worth more on the plate than the one you pulled off the shore.
One dish buff at a time. Eating a second dish replaces the first, whatever it was: food is a steady half hour of comfort, not a stack of stats. Potions stay the burst option, and food never touches the potion buffs, so your auto-potion settings keep working exactly as before.
Dishes are ordinary items: trade them, sell them, hand them to a guildmate. A cook who never touches a rod can buy fillets and sell dinner.
You need no stove, oven, or campfire - like every other trade on Lyonspyre, cooking needs only the materials and somewhere out of a dungeon and off a boat to work.
Where spells come from now¶
Artificery, the old scroll-writing profession, is retired. Scroll crafting felt like a chore rather than a trade, so spell supply moved off the bench entirely:
- New mages start with the first four circles (32 spells, Recall included) already in their spellbook.
- The mage vendor sells the full 64-spell book for 50,000 gold - the thing worth farming toward.
- The mage vendor stocks Recall Scrolls by the thousands. They are the fuel for runebook and Runic Atlas charges, and the one scroll that still matters.
- Spells of the higher circles are also found on scrolls in the world, as loot.
Shelved recipe lines. Jewelry, Wands, Runes and Books, Gem Cutting, Staves, and the scroll catalog are not craftable. The recipes and item types are being kept for possible future use, and existing versions of those items continue to work.
Gems from the ground¶
Mining still has a small chance, about one swing in twenty, to turn up a rough gemstone alongside the ore, and richer veins give better gems, from amber and citrine at the low rungs up to diamonds at the top. Gem Cutting is currently shelved, so these stones are trade goods for now and are being kept for future crafting plans. See Mining.
Refining¶
Smelting ore, cutting logs into boards, and cutting hides into leather all work the same way now:
- Base tier: 2 raw materials make 1 refined material. Two iron ore make one iron ingot.
- Every tier above that: 2 raw materials of that tier, plus 1 refined material of the tier below, make 1 refined material. Two Moorite ore plus one iron ingot make one Moorite ingot.
The chain runs all the way up. A Lyonspireite ingot has a whole ladder of metal inside it: building one from scratch takes two ore of every tier, fourteen ore in all. The same is true for Lyonspirewood boards and Lyonspire leather.
Refining is gated by the crafting professions, matching the tiers they already work: smelting ore of tier T needs Blacksmithing level T+1, cutting logs into boards of tier T needs Carpentry level T+1 (and the hatchet's tier must reach the wood's), and cutting hides into leather of tier T needs Tailoring level T+1. Ore refines at a forge, logs with a hatchet, hides with scissors. One action refines the whole stack as far as your materials and bracket allow. If you are missing the lower-tier refined material, the game tells you exactly what you need - keep the lower-tier refined materials in your backpack when you refine.
What this means for your stockpile¶
Refined materials are now the valuable form. A bank box of refined ingots represents every smelting step that went into it, and that work does not have to be repeated. Raw ore, logs, and hides are the cheap, heavy input; refined stacks are the store of value, the trade good, and the thing worth hauling home.
Materials you refined before this change stay exactly as they are and count fully in the new chain.
A practical note: raw ore weighs more than the ingot it becomes, so refining at the vein still lightens your load. That has not changed. Hides and cut leather both weigh half what they used to, so a long skinning run fills far less of your pack, and cutting hides into leather still cuts the load by roughly ten to one.
Top-tier crafting costs¶
With refined materials carrying more work, recipes crafted from Sun, Wyrm, and Lyonspire tier materials now take fewer refined materials than before - about half at Sun, down to about a third at Lyonspire, never below one. Low and mid tier recipes are unchanged. The result: a top-tier piece asks for a serious stack of refined material, but not an absurd one - roughly four to five times the raw ore a piece cost before the chain, not fourteen. The craft menu always shows the real, already-discounted count for the material you have selected.
See the numbers: the refining and re-band chart lays out the chain cost per tier and the top-tier discount side by side.
The craft bench¶
The [craft menu carries all its conveniences over to professions:
- Readable on laptops and smaller windows. The crafting panel opens centered and reflows its three panes to the available display instead of shrinking all of its text. Each pane keeps its own scrollbar, while roomy displays keep the original large-screen layout. Drag the gilt grip in the lower-right corner to choose your own size for the rest of the session.
- Named category tabs and one tab per profession. Apothecary combines its potion and food categories in one list beneath a single heading.
- Compact profession cards keep crafting level and XP visible without repeating a material name. Gathering cards keep the useful current harvest label, such as Iron, Wood, or Leather at level 1 and Moorite, Moorwood, or Moorhide at level 2.
- Numeric recipe tiers from Tier 1 through Tier 7, matching profession levels directly. Material selectors still use names such as Iron, Moorite, and Wyrmhide.
- Green quest highlights around recipes that advance one of your active quests.
- Live success % on every recipe row, computed from your profession level and the selected material.
- First-craft markers on recipes whose one-time bonus is still unclaimed.
- Batch crafting and queue stop sets - queue 10/50/100 with explicit "stop after N successes" / "stop when materials run low" controls.
- The selected material tier is exact. Choosing plain wood, Moorwood, Iron, Moorite, or any other tier counts and consumes only that tier - loose stacks, commodity deeds, MAKE LAST, and queue source containers all follow the same selection.
- CRAFT greys out when you can't afford it. No tool or station is ever required; if crafting is blocked where you stand (a dungeon, a ship), the panel says so.
- RECYCLE breaks a crafted item back down for about half its primary material. Always a net loss; for reclaiming, not profit.
- Craft straight from commodity deeds. If a recipe's materials sit in a commodity deed (or deed box) in your pack, the craft draws from the deed exactly as needed. This is what makes the big bulk recipes practical.
- Ingot stacks consolidate automatically on the forge.
- Town and home only. Crafting is blocked inside dungeons and aboard ships - come back to the surface (or your house) to work the bench.
Single-click conversions¶
For the everyday processing steps you don't need a menu at all - just single-click (left-click) the stack:
- Logs into boards. Needs a hatchet whose tier matches the wood, and Carpentry level at the wood's bracket.
- Ore into ingots. Needs a forge within 2 tiles and Blacksmithing level at the ore's bracket.
- Hides into leather. Needs a skinning knife whose tier matches the hide, and Tailoring level at the hide's bracket.
- Fish into cut fish. Needs a blade.
The option is always on the menu for a stack in your pack, whether or not you are carrying the tool. If something is missing you are told so, rather than being shown nothing: an empty menu used to leave new players with no idea the action existed at all. Your hatchet or skinning knife counts whether it is loose in your pack or in your hand - previously an equipped tool was invisible to the check, so the option vanished the moment you armed yourself to go gathering. Ore always behaved this way; logs and hides now match it.
All of these follow the refining chain where it applies; the double-click paths still work exactly as before.
Shipbuilding: build your own ship¶
A high-level Carpenter can build a ship deed from scratch. It's the same [craft carpentry menu, under the Shipbuilding group, and it produces the very same boat deed the Shipwright sells for gold. Three hull sizes, each with a standard and a dragon-prow variant:
| Ship | Boards | Cloth (sails) | Iron ingots (nails) | Carpentry level |
|---|---|---|---|---|
| Small ship / Small dragon ship | 600 | 40 | 60 | 4 |
| Medium ship / Medium dragon ship | 800 | 60 | 100 | 4 |
| Large ship / Large dragon ship | 1,000 | 90 | 150 | 5 |
- It's a real project. The board counts are large on purpose - bring a lumber operation, not a pocketful of boards.
- Any wood tier works. The boards are tier-selectable like every carpentry recipe.
- Use deeds for the bulk - the craft draws straight from commodity deeds in your pack.
- Launching is unchanged. Take the crafted deed to a Dockmaster to add it to your fleet and put to sea.
What is no longer craftable¶
A handful of recipe lines were retired outright. The items themselves keep working; they just are not made at any bench anymore:
- All of Artificery - spell scrolls, plus the earlier-shelved Jewelry, Wands, Runes and Books, Gem Cutting, and Staves groups and the Carpenter's Staff Haft component. These are shelved for possible future use rather than deleted. See Where spells come from now.
- The clock, sextant, and globe parts chain - gears, springs, axles, hinges, clock parts, sextant parts, and the finished clocks, sextants, and globes. Tinker vendors no longer sell clocks, sextants, or their parts.
- Glassblowing, in full. Bottles are bought from vendors, as they always could be, and sand is no longer harvested.
- Faction trap deeds and the trap removal kit.
Playtest notes¶
- Everyone starts fresh. There is no conversion from the old craft or gathering skills: every character begins at level 1 in all eight professions. We are in playtest; the ladder is the game, so everyone climbs it from the bottom together.
- The playtest stone can grant profession levels for testing, the same way it grants skills and stats.
- XP pacing, first-craft amounts, and work-order rewards are playtest values and will be tuned.