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Professions

Gathering, fishing and the recipes for alchemy, smithing, enchanting and cooking.

Herbalism and mining gather from nodes in the open world. Gathering takes a few seconds, shown on a cast bar: you kneel to pull a herb or swing a Mining Pick at a vein, and moving, being hurt, using a skill, casting a line or mounting up stops it. A node shows its name in a colour for your skill: red if you are not skilled enough yet, then orange, yellow and green as your skill passes it (each teaches less), and grey once there is nothing more to learn. An ore vein holds several loads, a herb or a fallen log is picked once, and a spent node comes back after two or three minutes. Fallen logs need no skill. Every gather also gives some character experience.

Skinning needs a Skinning Knife in your bags. A beast you kill lies where it fell for 45 seconds, and you can kneel and skin it for leather; some beasts also give a hide of their own. Ore is smelted into bars at the forged-iron anvil outside every smithy, two ore to the bar. Smiths forge weapons and armour from the bars, and stitch leathers and hides into armour that always carries a matching property, such as cold resistance from rimefur.

Better tools are forged by smiths from bars: a Silversteel Pick or Embersteel Pick, a Herbalist's Sickle or Silversteel Sickle, and a Silversteel Flaying Knife. Each works quicker, and often gives one more of what you gather. A sickle is never needed for herbs, but it helps. Find Herbs and Find Minerals, chosen with the button at the corner of the minimap, show every herb or vein within 240 metres, and arrows on the minimap's rim point to the nearest ones worth gathering.

Fishing works on the sea, lakes and rivers; casting into a school of fish gives better catches. You fish on foot: gathering or mounting up takes your line in. Every fish is weighed when you land it, and your heaviest of each kind is kept as a record. Bait and lures help: Nightcrawlers bring bites sooner, a Glimmer Lure makes the rarer fish of each water twice as likely, and a Lantern Lure brings rarer and bigger fish and more sunken coffers. One is on the line at a time, and it stays on when you log out. Every half hour Hesk Wadebury runs the Saltreach Derby off Gullhaven harbour, a twelve-minute contest for the heaviest sea fish.

The four crafting professions are trained by people in town: Nim Saltwhistle for alchemy, Brannoc Ironvein and Grenna Coalbrow for smithing, Selwyn Ashby for enchanting, and the fishers Pell Rushwick and Hesk Wadebury for cooking.

Gathering9

Skinning10

Fishing6

The Saltreach Derby1

The Saltreach Derby

Every half hour at Gullhaven
When
Every half hour, at a quarter past and a quarter to the hour, for 12 minutes. It is called to everyone in the world 3 minutes before it starts
Where
Off Gullhaven harbour: sea fish landed within 320 metres of Hesk Wadebury count
Winner
The heaviest single fish; on a tie, whoever landed theirs first
1st place
250 gold, Saltreach Derby Trophy, Lantern Lure × 2, and the first time you win, Hesk's Prize Rod
2nd place
120 gold and Glimmer Lure × 2
3rd place
60 gold and Glimmer Lure
Everyone
Nightcrawlers × 5 for weighing in
Rival anglers
Old Marra Gull, Captain Fennick, Iselde Brine, Tobin Reedwhistle and Little Wren fish it from the shore, each landing a few fish over the contest and now and then a big one
Board
A live board under the minimap shows the time left, the top five with medals, and your own place. Banners call the start and the end
Achievement
Champion of the Saltreach

“Forty years I've fished this harbour. The big ones come in with the tide, dearie.”
Old Marra Gull

“I've pulled sharks out of the Saltreach bigger than you. This is a pond to me.”
Captain Fennick

“Fish the schools. Where the water boils, the heavy ones feed.”
Iselde Brine

“Herring, herring, herring. One day a mackerel. One day.”
Tobin Reedwhistle

“Grandad says if I win I can have the trophy for my shelf!”
Little Wren

Saltreach Derby

Smelting3

Smelt Iron

Mining 1
Needs
Iron Ore × 2
Makes
Iron Bar × 1
Time
1.8 seconds each
Where
The forged-iron anvil outside every smithy
Experience
8

Alchemy5

Smithing17

Forge Armour

Smithing 15

Forge a magic piece of armour at your item level.

Needs
Iron Bar × 5, Cured Leather × 4
Makes
A magic piece of armour, at your item level
Experience
70

Enchanting2

Cooking8