How Skills and Professions Work
There are five skills — farming, mining, foraging, fishing, and combat — and each rises through actions in that domain. At level 5 and again at level 10 you pick one profession per skill for a permanent bonus.
Professions are not actually permanent. The Statue of Uncertainty in the Sewers lets you reset any skill's profession for a small fee. Pick a standard option first; adjust later as your playstyle becomes clearer.
Best Picks at a Glance
When in doubt, follow this table — you won't regret it.
| Skill | Lv5 (Recommended) | Lv10 (Recommended) |
|---|---|---|
| Farming | Tiller (crops worth +10%) | Artisan (artisan goods worth +40%) |
| Mining | Miner (+1 ore per vein) | Blacksmith (bars +50%) / Prospector (coal x2) |
| Foraging | Gatherer (double-drop chance) | Botanist (foraged items always iridium quality) |
| Fishing | Fisher (fish worth +25%) | Angler (fish worth +50%) / Pirate (treasure x2) |
| Combat | Fighter (+10% damage, +15 HP) | Brute (+15% damage) |
Profession-by-Profession Reasoning
Mining level 10 splits based on goals — pick Prospector if you constantly need coal, or Geologist into Gemologist if you collect gems or run a Crystalarium farm. Fishing level 10 splits the same way — Angler for raw sale value, Pirate for treasure chests (and rare Prismatic Shards).
How These Connect to Money and Combat
The Artisan-centered economy is detailed in the Money Making Guide. Combat professions show their value in Skull Cavern, and fishing profession trade-offs play into the Fishing Guide.
★Honest Take: Only Two Real Choices, the Rest Is Obvious
Honestly, the only profession picks that actually deserve thought are mining level 10 and fishing level 10. Everything else is essentially one-way. Farming Tiller into Artisan should be locked in immediately because of how it dominates income; the others fall into place. Don't overthink the first picks — play the game, see what you like, and reset what doesn't fit at the Statue of Uncertainty later.