So far in Eldevin, you have the 7 Gathering professions and the 7 Crafting professions. With the former, you need only tools of the trade (for the most part) and use them to gather the base materials for the latter. The former is generally done in the wild and requires little effort. The latter is done in towns and cities and requires some effort.
Now it is time for the harder professions, the ones that can only be done as you explore and go along, and are not separated into tiers or attached to specific playstyles. These are the Adventuring professions, and you will be using each of them in a variety of ways as you explore the world.
Professions - Adventuring
Artisanship
Scholarship
Espionage
Exploration
Animality
Building
Mysticism
Artisanship
Like all Adventuring professions, Artisanship is not revealed by default - it must be discovered, and any "quests" related to it are not hinted at, recorded, or visual in any way. With all of these professions, any and every task related to them is hidden in the background of the game, with nothing but slight hints to send you along for these requests. Rewards are granted at certain stages of tasks completed, but how to complete these tasks and when the task will be completed...these things are rarely stated.
Artisanship is made difficult for a reason: It allows you to create objects that previously were only obtainable through shops as well as objects that grant special properties. Sometimes you need to use other professions to create an item than Artisanship, although a certain Artisanship level will be needed to make the item; for example, glassblowing is an Artisanship subcategory that requires a blowpipe - an item made through Weaponsmithing once the blueprint for it is obtained, which is done through a hidden Artisanship task.
Other forms of Artisanship include pottery (with the ability to get key designs from clay imprints), handicraft (for making Project Blueprints along with Scholarship for the Building professions, as well as many other random things such as wicker baskets), and best of all - sculpture, which grants bonuses likes obelisks do as long as you have them in your inventory (small sculpture) or placed in a designated area (large sculpture).
Scholarship
Gained by reading a certain number of books from the newly-interactive bookshelves, Scholarship is a skill based on personal education and is facilitated by librarians and scholars throughout the world. Whereas other professions are more physical, Scholarship is mental - various dungeons and other locations will have secret rooms with traps and such now, and what can't be dealt with by Espionage will require puzzle-solving and comprehension skills with the number of tries, time available, and hints all given by one's Scholarship level.
Additionally, Scholarship aids in the creation of advanced items needed for other professions as well as the ability to access more dialogue choices from various NPCs and learn more about the world - and quests - as a result.
Espionage
Have you ever wondered where all those ladders go, what's in locked houses, and who has Gold in their pockets? If so, you're fit for Espionage. This profession mixes thievery, stealth, athleticism, and more to the game and comes with the ability to unlock areas before unavailable, such as hidden parts of sewers and the tops of buildings. Various quests change with this skill, such as the stealing of Crimson Macabre shirts, entering the window of the painter's house, and even getting into the guard's room in Junction Inn. In fact, this is one skill without any tasks given directly by NPCs or events - Espionage's uses are fit in depending upon whether or not they would fit in a given situation, making this skill one meant for the game in the first place.
Espionage also comes with special skills such as Loot Increase, Camouflage, and Mirage, which are very helpful when getting through the game.
Exploration
Though it may sound basic and thus useless at first, this profession is anything but. Maps have now changed to be lightly shadowed on the minimap, growing clearer when you make a path of movement, whereas area maps are completely blacked out except for the places you've gone to. Completing the maps now gives you the ability to use Satellite Vision to quickly move your view around an area, even within buildings, without having to move your character. This is extremely convenient when wanting to find quests, resources, and even other players. You can also now auto-path to a location you've revealed on the area map.
Exploration will require other professions, such as Scholarship and Espionage, in order to fully finish.
Animality
Quite the interesting profession, Animality is your connection to the animal world and your own animal nature. Mount speeds increase, pets' special attributes are greater, and abilities on the hotbar can be instinctively auto-cast without cost or cooldown with this profession. Animality is increased by headcount and how much you've filled your Beastiary. Your stats also naturally increase with this profession. Basically, this is a combat-geared profession.
Building
The Barren Trail's bridge is now actually incomplete. The construction workers in Eld City are ready to finish their projects. Housing is a thing. Pretty simple profession.
Mysticism
This one's my favorite. The Mystics are now taking disciples and granting secrets to using the natural world - and its spiritual side - for one's own accord. You can now temporarily gain the attributes of animal spirits and even go to the Spirit World to alter the respawn time of allies, enemies, and resources. Various new potions require materials gathered from the Spirit World. You can find farming patches and retrieve some crops you lost. Pretty useful skill, although it can only be developed by completing hidden tasks and these are the hardest to find and complete, with the challenging nature of them often depending on factors far different from power level.
Edited by Rez, 21 November 2014 - 06:04.