Mining
Extract ore, stone and gems from rocks and caves.
Twenty professions: six gathering and fourteen production. A character holds four trade-skill slots, two gathering and two crafting; two of the four can reach Master and the other two Expert. Anyone can fish, cook simple meals, farm, hunt and repair basic gear without a slot. Husbandry, which gates taming and breeding, is a support skill and needs no slot.
Extract ore, stone and gems from rocks and caves.
Harvest timber, special woods and bark from trees (also called Forestry).
Pick herbs, flowers and medicinal plants from the land.
Catch fish anywhere on water; the biome sets the catch.
Grow crops on a housing plot or in public fields.
Butcher animals for leather, furs and bones.
Brew potions, poisons and buffs from herbs and reagents.
Make plate, mail and leather armour.
Forge metal weapons, armour and tools.
Ales, meads and spirits; tavern and festival stock.
Craft wooden structures, furniture, bows and staves.
Prepare food for buffs, healing and other consumables.
Imbue items with magical properties and enhance gear.
Mechanical devices, contraptions, siege and wagon parts.
Create tomes, scrolls, recipes and lore documents.
Craft jewellery, such as rings and amulets, with magical properties.
Create leather armour, bags and saddles.
Build stone structures, decorative blocks and foundations.
Inscribe powerful runes into weapons and armour.
Weave cloth armour, robes, banners and bags.
Changing professions is possible but costly: mastery progress stops, advanced recipes and abilities become unavailable and professional certification is lost. Reputation and history remain, and the character can return later but must retrain.
Mastery is rare and is earned, not levelled: advanced training, rare recipes and techniques, successful production, professional reputation, difficult commissions and specialised tools and workstations. Masters can take royal, ducal and guild commissions.