BOUND WORLD // PROFESSIONS

STATUS: ONLINE
NODE: PRIMARY
SYNC: STABLE

PROFESSIONS

Profession Rules Summary

  • Players may equip up to 20 profession slots.
  • Professions can reach a maximum level of 10.
  • Profession abilities do not require lower-level abilities first.
  • Profession slots may only be changed in safe zones.
  • Professions are divided into Harvesters, Refiners, Crafters, and Provisioners.

PROFESSIONS OVERVIEW

Professions are non combat classes that players can obtain through play. Players do not need to have a profession equipped to attempt an action that is applicable to a profession. For example all players may attempt to harvest plants even if they don’t have the Herbalist profession equipped. Professions just make these attempts easier and/or more efficient to perform.

Professions can be raised to a maximum level of ten and a player can equip up to twenty profession slots. This can be any combination of professions that a player wishes. Profession slots are like class slots and can only be changed in designated safe zones. This means that a player could max out two professions and have all the benefits that both classes offer or have up to a maximum of twenty different professions with different bonuses. Players are not restricted to the lowest level ability first when slotting professional abilities. A player may choose to only slot a level six ability of a profession rather than taking all level abilities before level six first.

Professions are broken into four different groups: Harvesters, Refiners, Crafters, and Provisioners.

These three use the following table as a base guideline for making their respective checks.

Category Purpose
Harvesters Gather raw resources from nature, monsters, and environments.
Refiners Convert raw resources into refined crafting materials.
Crafters Create weapons, armor, tools, consumables, and advanced equipment.
Provisioners Handle logistics, trade, transportation, information, and other services.

HARVESTING RULES

Harvesting allows players to extract raw materials from the environment or creatures. Materials obtained through harvesting have one property Rank (D–S), Rank is determined by the resource being harvested. Players begin by identifying a valid resource node. The node’s Rank establishes the Target Number (TN) required to harvest it and the base Yield, which is the number of material units gained on a successful attempt.

To harvest, the player rolls using the two attributes associated with the harvest (for example AWA + DEX for plant gathering, or MIG + DEX for mining). The result is compared to the Target Number. If the roll meets or exceeds the TN, the harvest is successful. The player gains material units equal to the node’s rank and condition. If the roll fails, no materials are gained and a yield of the node is consumed. If the roll fails by 5 or more, the attempt critically fails and the node is destroyed or rendered unusable.

Most resource nodes may be harvested multiple times unless stated otherwise. Each additional harvest attempt on the same node increases the TN by +2. Nodes may also have a limited number of successful harvests or yields based on their Rank. Higher Rank materials yield fewer units but are required for higher rank crafting. Lower Rank materials yield more units but provide less consistent value. The result of a successful harvest is a number of material units equal to the node’s Yield.

Harvesting Resolution

  • Meet or exceed the TN to successfully harvest.
  • Failing or succeeding consumes one yield from the node.
  • Failing by 5 or more destroys the node.
  • Repeated harvesting attempts increase TN by +2 each time.
Rank TN Units Yield
D 5 4 3
C 7 3 3
B 9 2 2
A 11 2 1
S 13 1 1

REFINING RULES

Refining allows players to convert raw harvested materials into higher end processed materials. Refining does not change the Rank of a material, but it improves its usability by converting it into a form that can be directly used in crafting recipes (ex: ore into ingots, hides into leather, herbs into extracts, grain into flour). To refine, the player selects raw materials of the appropriate Rank and attempts a refining check using the two attributes tied to that refining method (example: AWA + INT for chemical refinement, STR + AWA for furnace refinement). The Rank of the material determines the Target Number (TN) required to refine it, as well as the refining ratio. The refining ratio determines how many raw units are required to produce one refined unit. If the roll meets or exceeds the TN, refining succeeds and the raw materials are consumed to create refined materials. If the roll fails, no refined materials are produced and half the raw materials are lost. If the roll fails by 5 or more, the attempt critically fails and all materials are lost. Refiners are essential to the crafting economy, since most high-rank crafts require refined components rather than raw ones.

Rank TN Ratio
D 6 2:1
C 8 2:1
B 10 2:1
A 12 3:1
S 14 3:1

Refining Failure

  • Normal failure destroys half the raw materials.
  • Critical failure destroys all materials involved.

CRAFTING RULES

Crafting allows players to convert refined materials into finished equipment, tools, weapons, armor, and specialized items. Unlike refining, crafting is where materials become functional products with stats, durability, and/or special properties. To craft an item, the player must possess the required refined materials listed in the recipe. Most recipes require multiple refined components, often from different refining professions (ex: a sword may require ingots, treated leather, and wood grips). The Rank of the item being crafted determines the Target Number (TN) required, as well as the crafting ratio. The crafting ratio determines how many refined units are consumed per crafting attempt. To craft, the player rolls using the two attributes associated with that craft (example: MIG + AWA for blacksmithing, INT + AWA for alchemy, AWA + DEX for fine tailoring). The result is compared to the TN. If the roll meets or exceeds the TN, the craft succeeds and the refined materials are consumed to produce the finished item. If the roll fails, the item is not created and half of the refined materials are lost. If the roll fails by 5 or more, the attempt critically fails and all materials are destroyed or rendered unusable. Crafters are essential because they are the only profession group capable of turning refined materials into permanent high-end gear. Without crafters, harvested and refined materials cannot be converted into usable equipment.

Rank TN Ratio
D 7 3:1
C 9 3:1
B 11 5:1
A 13 5:1
S 15 7:1

HARVESTERS

FISHERMAN

Fishermen specialize in harvesting aquatic resources from rivers, lakes, coastlines, and deep oceans. From common fish and seaweed to rare pearls, shells, and monster components, fishermen are an essential profession for survival and trade. While many dismiss fishing as simple labor, skilled fishermen understand currents, migration patterns, and the behavior of aquatic creatures, allowing them to locate valuable nodes that others would miss.

Fishermen are often the first to encounter strange marine life, hostile sea beasts, and unnatural underwater phenomena. The materials they gather provide essential food supplies, rare ingredients for apothecary refinement, valuable jewelry components, and enchanted reagents used in higher-rank crafting.

River Angler

River Anglers specialize in freshwater harvesting, focusing on lakes, streams, and river systems. They understand calm-water fishing, baiting techniques, and seasonal patterns that make freshwater nodes more reliable.
(Reduce the harvesting TN by 2 when fishing in rivers and lakes.)

Deep Sea Fisher

Deep Sea Fishers specialize in dangerous offshore harvesting where rare materials and high-rank aquatic nodes are most commonly found. They are trained to endure storms, pressure depths, and sea monsters that would force most fishermen back to shore.
(You may harvest B-Rank+ aquatic nodes without penalty when harvesting in deep water.)

Pearl Diver

Pearl Divers focus on shellfish beds, underwater treasure deposits, and rare pearl nodes. They are skilled at extracting valuables without cracking shells or damaging fragile underwater resources.
(Pearl and shell yields increase by +1 unit.)

Net Master

Net Masters specialize in volume harvesting. Rather than chasing rare finds, they excel at securing reliable catches through traps, nets, and efficient gathering techniques. They are often responsible for feeding settlements and supplying long expeditions.
(Increase node yield by +1 up to A-Rank.)

Monster Angler

Monster Anglers specialize in harvesting dangerous aquatic creatures. They understand how to hook, restrain, and extract materials from hostile sea life without being dragged under or poisoned in the process.
(Ignore negative effects from harvesting hostile aquatic nodes.)

HERBALIST

Herbalists specialize in gathering wild raw plant material in the world. From flowers to fungus and everything in between herbalists are a valuable profession to have when exploring the natural world. While many may disregard them as simple herb gathers there is a vast universe of plant life that can both heal and harm. The plant material that is gathered can be used by apothecaries to make poultices, extracts, and tinctures that can be further used by alchemists to make various potions.

Wild Forager

These Herbalists focus on gathering materials in untamed environments. They are skilled at locating high-yield nodes and harvesting quickly without damaging surrounding resources. Wild Foragers tend to travel frequently, mapping routes and seasonal patterns. Their strength lies in volume and reliability rather than precision.
(Increase plant yields by one up to A-Rank.)

Field Botanist

Field Botanists study plant behavior, growth cycles, and ecological interactions. This specialization excels at identifying unknown flora, predicting where certain plants will grow, and determining safe or optimal harvesting methods. They often act as the knowledge base for other professions.
(Reduce the TN for harvesting plant material by 2)

Toxicologist

Toxicologists specialize in harmful and volatile plant life. They identify, extract, and refine poisons, irritants, and debilitating compounds. This includes both naturally occurring toxins that are found in plants and those produced by magically or mutated flora.
(Ignore negative effects when harvesting toxic plant materials)

Cultivator

Cultivators focus on controlled growth. They take wild plants and learn how to reproduce them in stable conditions, whether in gardens, greenhouses, or magical environments. This specialization supports year round plant growth. Allowing rare or seasonal materials to be produced more consistently. They are essential for settlements and supply chains.
(During downtime, you may generate D-rank plant materials without requiring a node.)

Apothecary Liaison

Reduce TN by 2 when refining plant materials.

HUNTER

Hunters harvest creature-based materials such as hides, meat, bone, claws, horns, venom sacs, and organs.

Field Dresser

Increase node yield by +1 up to A-Rank.

Monster Slayer

Reduce TN by 2 when harvesting monster nodes.

Tracker

Reduce TN by 2 when locating creature nodes or tracking a target.

Trophy Collector

Gain +1 rare material roll when harvesting if available.

Venom Harvester

Ignore negative effects when harvesting venomous materials.

LUMBERJACK

Lumberjacks specialize in harvesting timber, bark, resin, heartwood, and magical lumber.

Tree Tender

Reduce yields by 1 but never destroy a tree node on failure.

Sap Collector

Tree nodes always produce sap if available and sap yield increases by +1.

Wild Forester

Reduce TN by 2 when harvesting in hostile environments.

Spiritwood Harvester

You may harvest magical wood without environmental penalties.

Clearcutter

Increase node yield by +1 up to A-Rank.

MINER

Miners specialize in extracting ores, gemstones, stone, crystals, and rare underground materials.

Prospector

Increase ore node yield by +1 up to A-Rank.

Gem Hunter

Reduce TN by 2 when harvesting or locating gem nodes.

Deep Delver

Reduce TN by 2 when harvesting B-Rank or higher mining nodes.

Stonebreaker

Harvest stone nodes two at a time.

Tunnel Engineer

The first catastrophic mining failure each day becomes a normal failure instead.

REFINERS

APOTHECARY

The Apothecary is the master of refinement, transforming raw monster parts, herbs, minerals, and other harvested materials into valuable reagents used throughout Bound World. While Harvesters gather resources from the wild, Apothecaries unlock their true potential by carefully processing them into ingredients suitable for advanced crafting. Their work supports countless professions, supplying Alchemists with purified reagents for potions and tonics, Enchanters with refined magical catalysts, and other craftsmen with the specialized materials needed to create high-quality equipment and artifacts.

An Apothecary's expertise lies in precision rather than production. Every refinement requires knowledge, patience, and an understanding of the properties hidden within each material. As they gain experience, Apothecaries learn to reduce waste, increase yields, and specialize in particular forms of refinement, allowing them to create superior reagents more efficiently than others. Whether operating from a well equipped laboratory or processing materials in the field between adventures, a skilled Apothecary ensures that no valuable resource goes to waste.

Level Ability Description
1 Medicine Maker You can refine raw plant and monster materials for Alchemist and/or Enchanter use. Roll (AWA + INT) to refine.
2 Reagent Knowledge Reduce the TN of refining checks by 1.
3 Specialization Choose a specialization.
4 Sterile Process Once per day, when refining, you may ignore one critical failure and treat it as a normal failure instead.
5 Efficient Dosage Refined materials you craft require 1 fewer unit of raw material (minimum 1).
6 Field Medic You may refine materials without requiring a workshop or safe environment.
7 Refined Process Gain Edge on all Apothecary checks.
8 Specialization II Choose a second specialization.
9 High Yield Whenever you successfully refine materials, produce 1 additional refined material.
10 Master Apothecary Once per day, you may convert up to 10 raw materials of any rank into one refined material of one rank lower without making a refining check.

Specialization

Extractor

Gain +1 refined unit on successful refining checks.

Toxicologist

Ignore negative effects when refining toxic materials.

Healer's Hand

Healing-based refined materials cost 1 less to make, minimum 1.

Preservationist

Refined medical materials last indefinitely without spoilage.

BUTCHER

Meat Cutter

Gain +1 unit when harvesting meat materials.

Bone Splitter

Reduce TN to harvest bones by 2.

Organ Extractor

Organs harvested yield +1 additional unit.

Monster Processor

Reduce TN by 2 when harvesting monster carcasses.

Preservation Expert

All creature materials harvested can be stored indefinitely.

MILLER

Flour Grinder

Gain +1 refined unit when refining food grain.

Spice Crusher

Reduce TN by 2 when refining spices and additives.

Preservation Miller

Refined food materials last indefinitely.

Powder Maker

Increase TN by 2 but powders count as two units instead of one.

Bulk Producer

Reduce units needed by 2 but crafted units count as one rank lower.

SMELTER

Steelworker

Reduce TN by 2 when refining metals for weapons or armor.

Alloy Mixer

Gain +1 refined unit when creating alloys.

Purifier

Increase TN by 2 but ingots count as two units instead of one.

Blast Furnace Operator

Increase refining yield by +1 up to A-Rank.

Rare Metal Handler

Ignore negative effects when refining magical or volatile ores.

TANNER

Leatherworker

Reduce TN by 2 when using your leather to craft.

Fur Processor

Fur refinement yields +1 additional unit.

Monster Hide Specialist

Reduce TN by 2 when refining monster hides.

Chemical Curator

Refining costs 1 fewer unit minimum 1.

Preservation Tanner

Refined leather never spoils.

CRAFTERS

ALCHEMIST

LevelAbilityEffect
1Basic AlchemyYou can create Potions. Roll (AWA + INT) to craft.
2Clean DistillationReduce the TN of alchemy crafting checks by 1.
3SpecializationChoose a specialization.
4Efficient BrewingGain Edge to all alchemy crafting checks.
5Stable MixturesYou must fail a roll by 7 to completely lose all materials used.
6Fast BrewPotions you craft require 1 less unit of material (minimum 1).
7Potency IncreaseDouble the value that your potions heal, damage, or last.
8Specialization IIChoose a specialization.
9Master CompoundReduce the TN of alchemy crafting checks by 1.
10Philosopher’s HandYou may treat lower rank refined materials as one rank higher.

ALCHEMIST SPECIALIZATIONS

Potion Brewer

Reduce TN by 2 when making potions.

Venom Distiller

Ignore the dangers of working with poisons.

Mutagen Crafter

Mutagens last twice as long but include a GM-determined drawback.

Catalyst Chemist

Reduce alchemy craft costs by 1 unit minimum 1.

BLACKSMITH

Level Ability Description
1 Basic Smithing You can craft metal weapons, armor, and tools. Roll (AWA + STR).
2 Smith Journeyman Reduce the TN of all Blacksmithing checks by 1.
3 Specialization Choose a specialization.
4 Anvil Knowledge Gain Edge on all Blacksmithing checks.
5 Tempered Metal Once per day, you may ignore one critical failure on a Blacksmithing check and treat it as a normal failure instead.
6 Precise Strikes Blacksmithing projects require 1 fewer unit of material (minimum 1).
7 Master Craftsman Increase the Quality of a successfully crafted item by one step, up to a maximum of S Quality, once per day.
8 Specialization II Choose a specialization.
9 Forgemaster Items you craft are treated as one Rank higher when determining their resale value.
10 Legendary Smith By paying double the normal crafting cost, you may treat materials as one Rank higher than their actual Rank.

Specialization

Weaponsmith

Reduce TN by 2 when making weapons.

Armorsmith

Reduce TN by 2 when making armor.

Toolsmith

Tools crafted grant Edge on checks they are used for.

Siegesmith

You may craft large-scale structures without doubling material costs.

CARPENTER

Builder

Reduce downtime needed to construct buildings.

Woodcrafter

Wooden crafted goods sell for +20%.

Wagonwright

Repairs and builds take half downtime.

Siege Carpenter

You may craft siege equipment without doubling material cost.

CHEF

Camp Cook

You may cook without proper cooking equipment penalties.

Gourmet Specialist

Meals sell for +30%.

Monster Chef

Ignore negative effects from monster ingredients.

Preservation Cook

Food lasts indefinitely without spoilage.

Battle Rationer

Meals restore 1 additional VIT or WIL die.

ENCHANTER

Runesmith

Reduce enchanting TN by 2.

Arcane Amplifier

Magic items gain one additional enchantment.

Ward Binder

Armor gains one additional enchantment.

Weapon Imbuer

Weapons gain one additional enchantment.

Crystal Channeler

Reduce TN by 2 when crafting with crystals.

FLETCHER

Arrow Maker

Reduce units needed by 2 but arrows count as one rank lower.

Specialty Ammo Crafter

Reduce TN by 2 when making arrows.

Precision Fletcher

Increase TN by 3 but arrows count as one rank higher up to A-Rank.

JEWELER

Ring Smith

Rings gain +1 enchantment capacity slot.

Gold Smith

Reduce TN by 2.

Luxury Artisan

Jewelry sells for +30%.

Relic Setter

Reduce units needed up to A-Rank by 1.

LEATHERSMITH

Armorworker

Lower TN by 2 when making leather armor.

Pack Maker

Packs and belts increase carry capacity by +1 tier.

Monster Leather Crafter

Treat monster leather as 1 rank higher up to A-Rank.

Lightweight Specialist

Leather armor does not reduce movement.

TAILOR

Robemaker

Robes count as 1 rank higher for enchantment compatibility.

Armorer Tailor

Reduce TN by 2 when making protective garments.

Luxury Tailor

Tailored clothing sells for +30%.

Camouflage Weaver

Stealth garments grant Edge on concealment checks.

Mindful Measurer

Clothes require 1 less material minimum 1.

TINKERER

Chemtech

Pay double value to increase explosive damage by 5 or area by 2.

Clockwork Engineer

Clockwork items only catastrophically fail on failure by 7 or more.

Crystal Cultivator

Reduce craft cost by 1 when using gems or crystals.

Scrap Mechanic

Substitute up to 2 missing material units with scrap at +2 TN each.

Trapwright

Traps impose Trouble on first escape or resistance check.

PROVISIONERS

BARKEEPER

Level Ability Description
1 Pour the Ale You can operate a small bar setup. Establishing a temporary bar takes minimal time and generates modest income in settlements.
2 Gossip Gain Edge on rumor gathering, rumor verification, and local information checks in settlements you've worked in.
3 Specialization Choose a specialization.
4 Read the Room You can instantly assess a crowd's mood and intent. Gain +2 on social or information checks involving groups.
5 Regulars You maintain a number of recurring patrons equal to your PRE die. Each visit, they can provide a rumor, lead, or minor favor.
6 Silent Exchange You can pass or extract information through drinks, service, and tavern flow without detection by non-trained observers.
7 Loose Lips Creatures drinking with you must make a WIL check against your PRE or may unintentionally reveal useful information.
8 Specialization II Choose a specialization.
9 Informant Web You maintain informants equal to half your PRE die. They provide periodic updates on notable local events.
10 Kingmaker's Ear You can identify shifting political, criminal, or economic influence in a settlement and track who is gaining or losing power.

Specilization

Information Broker

Gain Edge on rumor gathering and information verification checks.

Underworld Pourer

Gain Edge on checks involving criminal organizations and black markets.

High Society Host

Gain Edge on social checks involving nobles and officials.

Silent Listener

Gather information passively without direct interaction.

Network Builder

Gain reliable patrons equal to your PRE die.

CARAVANEER

Wagonmaster

Land travel time reduced by 25%.

Sailing Merchant

Ocean travel time reduced by 25%.

Smuggling Captain

Hidden cargo cannot be detected without high-rank inspection.

Guard Captain

Ambushers suffer Trouble on first round attacks.

Route Builder

You may establish permanent trade routes generating passive income.

COURIER

Urban Runner

Gain Edge on avoiding guards and crowds.

Long Distance Rider

Foot travel time reduced by 25%.

Smuggler

Hidden items are difficult to discover.

Battle Messenger

Ignore travel penalties caused by war zones.

Pathfinder

Reduce TN of travel hazard checks by 2.

MERCHANT

Trader

Gain +20% gold when selling goods.

Broker

Automatically locate rare item leads once per settlement.

Fence

Stolen goods sell for full price.

Investor

You may establish a small business generating downtime income.

Market Manipulator

Influence local market prices once per week.

SCHOLAR

Arcane Researcher

Gain Edge on locating arcane information.

Historian

Automatically identify D-C rank relics and historical objects.

Monster Analyst

Gain Edge on identifying monster drops and rare materials.

Religious Scholar

Gain Edge involving holy relics and cursed items.

Loremaster

Gain Edge on noble social interactions.

SCRIBE

Scrollwright

You can perfectly recall written information you recorded.

Cartographer

Maps grant Edge on travel and navigation checks.

Archivist

Books and documents last indefinitely.

Forger

Gain Edge on forging documents and seals.

Contract Writer

Contracts grant advantages in disputes and negotiations.