Professions¶
Crafting on Lyonspyre runs on five professions: Blacksmithing, Tailoring, Carpentry, Artificery, 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.
The short version¶
- Five professions, each leveled 1-7 by profession XP, earned by crafting.
- 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, weekly work orders on the Crown Ledger, and a trickle from refining.
- Refining is chained: two raws make one refined, and higher tiers also take one refined of the tier below. See Refining.
- Artificery currently centers on inscription. Spell scrolls remain at the bench, while several experimental recipe lines are shelved for a possible future return. See Artificery.
Open [craft (or double-click any crafting tool) to see your professions, levels, and XP progress on the crafting panel. Your levels also show on the Profile panel, along with your total profession level across all five.
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.
Harvesting is unchanged: Mining, Lumberjacking, and Fishing are still skills, still trained the normal way, and still gate what you can gather. The professions pick up where the harvest ends.
The five 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. |
| Artificery | Spell scrolls. |
| Apothecary | Potions, cooked food, and the crafted bandages. |
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 follows the refining chain and pays Tailoring XP.
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 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. Apothecaries also make the crafted bandages, the good ones; cutting cloth with scissors still yields plain bandages for anyone. The potion keg lives here too, under Apparatus.
Artificery is the fifth profession and the new one. It gets its own section below.
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 at a premium - iron ingots, boards, cut leather, and Moorite ingots.
Each order pays gold and profession XP on top of the usual Crown Marks and Standing, and each can be completed once per account per week. Supply orders consume the delivered goods from your backpack, and only the exact material named counts. The supply orders are deliberately the best gold-per-unit a low-tier refined material fetches anywhere, so a leveling crafter's output always has a buyer.
Refining¶
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.
Artificery¶
Artificery is the profession of the arcane bench. Its current craftable catalog is spell scrolls.
Scrolls. Artificers write spell scrolls. You must know a spell before you can scribe its scroll, but the work uses your Artificery level rather than spending skill points on Inscription.
Shelved recipe lines. Jewelry, Wands, Runes and Books, Gem Cutting, and Staves are not craftable right now. The recipes and item types are being kept for possible future use, and existing versions of those items continue to work. The Carpenter's Staff Haft is also hidden while Staves are shelved, so the bench does not offer a dead-end component.
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.
You refine the same way you always have: ore at a forge (50 Mining), logs with a hatchet (50 Lumberjacking, and the hatchet's tier must reach the wood's), hides with scissors. One action refines the whole stack as far as your materials 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.
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:
- Named category tabs and one tab per profession. Apothecary combines its potion and food categories in one list beneath a single heading.
- 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, and a line under the buttons spells out any missing tool.
- 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.
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 in your pack whose tier matches the wood, and 50 Lumberjacking.
- Ore into ingots. Needs a forge within 2 tiles and 50 Mining.
- Fish into cut fish. Needs a blade.
All three 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:
- The Artificery Jewelry, Wands, Runes and Books, Gem Cutting, and Staves groups, along with the Carpenter's Staff Haft component. These are shelved for possible future use rather than deleted.
- 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 skills: every character begins at level 1 in all five 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.