From Echoes of Angmar

A profession is an area of crafting expertise. Professions are not directly chosen. Instead a Vocation, which is a set of 3 professions, is chosen. Professions are also inter-dependent because most production professions require items only attainable with the gathering professions. For example, woodworker recipes require treated wood which only the Forester profession can produce

Generally speaking there are two types of professions: gathering and producing. However, strictly speaking all professions produce items be they subcomponents required by other professions or end products. Both types of professions have levels of experience and you may only gather or craft within your level of expertise or lower.

List of Professions


Food provides benefits from increased morale and power regeneration out of combat to temporary stat bonuses. The Cook profession creates the best food available but is largely dependent on the Farmer profession to supply it with the necessary ingredients.


Crafts food ingredients for the Cook profession, Pipeweed for smoking, and a few dye ingredients for the Scholar profession. However this profession can easily become one of the biggest money sinks in the game due to them having to purchase all the materials from a vendor to plant their crops.


A Forester gathers and treats wood for the Woodworker and boils looted hides for the Tailor. This profession only produces subcomponents for other professions but it is a necessary and vital role nonetheless.


Jewellers are well known for specializing in crafting Champion Runes, rings, necklaces, and the very powerful Hope Tokens. They can produce these items using two main ingredients which include gemstones and ingots.


Metalsmiths are proficient at creating Heavy Armor, Shields, and Tools for every profession. Many Metalsmith recipes will require ingots and some sort of leather padding which Tailors can create.


Prospectors gather and smelt metal ore which are vital for the Metalsmith, Weaponsmith, and Jeweller professions. Prospectors also occasionally find items in the ore nodes they mine that are of use to other professions. These can be gemstones, dye salts or similar components.


Scholars can produce a wide variety of scrolls, potions, and dyes. They also can create useful class items such as the equippable Books for the Lore-Master and Oils which grant Hunters a temporary enhancement to many of their abilities. Materials Scholars use can be obtained as drops from humanoid's but most often are acquired from Scholar Resource Nodes such as Shattered Pitchers and Broken Urns.


The Tailor is well versed in producing Light and Medium Armor, but they are much more versatile in their trade. They are also able to produce cloaks, Burglar Tools, and Pennants for the Captain. Their main ingredient is boiled hides which are cured by Foresters.


As a Weaponsmith, your expertise is found in creating bladed weapons from Daggers all the way to Halberds. They are also capable of making niche consumable offensive items such as Traps for Hunters and Throwing Axes. Weaponsmiths should expect to obtain many ingots and unrefined hides for their recipes.


The woodworker is an expert bowyer, but their trade include staves, spears, Instruments, and other hafted weapons. All of their recipes will require wood of the appropriate tier, alongside the Spear and Hammer recipes requiring ingots which they will need to barter with a Prospector, and the Crossbow recipes demand plates from Metalsmiths.