Professions

Professions are traits used for gathering, crafting, and supplying other players. They give every character a way to participate in the economy beyond killing monsters.

DarkWind has eleven professions.

Commands

CommandUse
professionsShow profession skill levels
traitsShow all known traits
reagentsShow known reagents and saved materials
reagents woodShow saved timber, planks, and framing bundles
carpentry listShow Carpentry refinement and crafting plans

Profession tools can be bought from the profession building in town. Most transformed forms do not need profession tools.

Not every reagent drop appears in reagents.

The profession building is also where workers, refining, and several crafting stations live.

Gathering Professions

ProfessionCommandUse
Herbalismgather herbsGather herbs from terrain for alchemy and other recipes
Miningmine oreMine ore for smithing and manufacturing
Skinningskin corpseHarvest hides for leatherworking
Fishingbait hook, fishCatch food and fish-part reagents
Forestrychop treeHarvest quality timber from marked Kingswood stands

Gathering professions are tied to terrain and what you kill. Different domains provide different materials.

Gathering professions can always skill up, though the chance gets lower as the skill rises. Higher skill also improves gathering yield.

Manufacturing Professions

ProfessionUse
AlchemyCreate potions, mixtures, and other reagent-based goods
LeatherworkingCreate leather armor, bags, and hide goods
SmithingCreate metal armor and other forged goods
TailoringCreate clothing, padded armor, cloth bags, bandages, and poultices
CyberneticsSalvage cyberware and fabricate specialized hardware supplies
CarpentryMill timber and craft furniture or construction framing

Manufacturing uses gathered resources and reagents dropped by NPCs.

Manufacturing skillups depend on the tier of item being made. Crafting far below your current skill eventually stops improving the profession until the final tier.

Cybernetics currently uses the private Street Samurai fabrication table. Extracted cyberware can be dismantled into saved cybernetic components, which are displayed with reagents cyber and consumed by fabrication recipes.

Forestry

Forestry requires a forestry axe from the profession general store. Marked timber stands appear in the Kingswood. chop tree harvests weighted oak, ash, or pine timber and exhausts the visible stand until its virtual room resets. Higher Forestry skill improves yield and can produce fine, superior, or masterwork timber. Harvested wood is saved automatically in reagents wood.

Carpentry

Carpentry works in the Kingdom Commons or inside a homestead.

CommandUse
carpentry mill [quality] <species> [amount]Turn each timber into two matching planks
carpentry craft [quality] <species> <plan>Craft furniture or a Framing Bundle
homestead furnishingsList furniture placed in the current room
place <furniture>Permanently place crafted furniture in your room
remove furniture <id or type>Return placed furniture to inventory

Furniture plans include stools, chairs, tables, bookshelves, and beds. Species and quality carry into the result. A room can hold eight furnishings, and placed furniture persists with the homestead across logout and reboot.

Framing Bundles cost five matching planks. Deliver them to Brant in the Kingdom Commons with deliver framing bundles or deliver <amount> framing bundles. Every home upgrade after the hut requires delivered framing in addition to coins and the existing full-room prerequisite.

Crafting Tiers

Many crafted goods follow the same broad tier structure.

TierLevel To UseSkill To CraftSkill Cap From Crafting
100100
22060200
345100500
4652001,000

Alchemy

Alchemy creates potions. Most potions boost stats, heal, restore, or support adventuring.

Potion categories include:

  • Avatar Charge
  • Charisma
  • Constitution
  • Detox
  • Dexterity
  • Digestion
  • HP regeneration
  • Intelligence
  • SP regeneration
  • Strength
  • Wisdom

Garou are restricted from using regeneration potions.

Leatherworking

Leatherworking turns hides into leather armor and related goods.

Important rules:

  • skin corpse gathers hides
  • 5 hides convert into 1 leather
  • Hide and studded armor can be crafted
  • Boots, chests, legs, and helmets can be made
  • Cow armor starts at level 0
  • Bear armor starts at level 20
  • Reptile armor starts at level 45
  • Dragon armor starts at level 65
  • Added bindings or metal studs add extra effects

Leather and stud effects:

MaterialEffect
BearIntelligence
CowFire resistance
DeerWisdom
DragonStrength
ElephantCharisma
GoatDisease resistance
HorsePoison resistance
MammalLightning resistance
ReptileConstitution
WolfDexterity
YetiCold resistance

Smithing

Smithing turns ore into bars and bars into armor.

Important rules:

  • mine ore gathers ore
  • 5 ore convert into 1 bar
  • Bronze bars use 4 copper ore and 1 tin ore
  • Steel bars use 4 iron ore and 1 mithril ore
  • Banded, chain, plate, and scale armor can be crafted
  • Boots, chestplates, helmets, and legplates can be made
  • Bronze armor starts at level 0
  • Iron armor starts at level 20
  • Steel armor starts at level 45
  • Adamantite armor starts at level 65
  • Inlays add extra effects

Metal effects:

MetalEffect
AdamantiteStrength
BronzeFire resistance
CopperDisease resistance
GoldCharisma
IronPoison resistance
LeadCold resistance
MithrilWisdom
PlatinumIntelligence
SilverDexterity
SteelConstitution
TinLightning resistance

Tailoring

Tailoring turns cloth into bolts, then bolts into clothing and padded armor.

Tailors can craft:

  • Boots
  • Breeches
  • Cloaks
  • Doublets
  • Hoods
  • Robes

Cloth tiers:

ClothLevel
Cotton0
Silk20
Emberweave45
Lunar Cloth45
Sun Cloth45
Mage Fibre65

Shard effects:

ShardEffect
AmberPoison resistance
BloodstoneDisease resistance
BerylStrength
GarnetWisdom
JadeIntelligence
MoonstoneCold resistance
OnyxConstitution
PearlCharisma
SapphireDexterity
SunstoneFire resistance
TopazLightning resistance

Refining

Refining breaks equipment back down into base materials.

CommandUse
refineRecover base materials
refine verboseShow each item and what was recovered

Refining notes:

  • Metal equipment refines into base metals
  • Leather equipment refines into Cow Leather
  • Cloth equipment refines into Cotton Bolts
  • Some equipment cannot be refined
  • Material loss is normal
  • Identifying an item can show whether it refines into anything

Fishing

Fishing is a stand-alone profession. It gives players a quieter way to gather food for later adventures.

Fishing needs a fishing pole, bait, and a suitable fishing spot. During fishing, line tension matters. Better skill makes catches easier and improves the fish you bring in.

Workers

Workers gather profession materials while you adventure.

CommandUse
hireHire a worker in the profession building
workersList your active workers
fire <number>Fire a worker

Worker notes:

  • Workers cost 1,000 to 5,000 coins per trip
  • Higher pay improves expected results
  • Workers draw funds from your bank
  • Repeating workers go out every 15 minutes
  • Workers take a break close to reboot
  • Ghost, linkdead, or relogged characters do not receive materials from active worker trips
  • Each player starts with 1 worker per profession
  • Hero, Legend, and Epic add more worker capacity
  • Reaching 500 and 1,000 in a profession adds more worker capacity
  • Current maximum is 6 workers per profession

Economy Uses

Professions feed directly into Economy.

  • Sell raw materials to other players
  • Craft useful gear
  • Stock markets with finished goods
  • Auction rare crafted items
  • Supply guildmates and clans
  • Fill work orders when that system arrives
  • Support player-owned businesses

Guild And Class Hooks

Some guild and class designs build on professions directly. Druid uses harvesting and nature work as part of guild life. Mage research can use purchased inks, reagents, and ash-derived materials. Future class systems can treat profession mastery as a path into specialized crafting and support play.