Professions
Twenty-one professions, three slots, five ranks, an AFK gate and sixteen steps that decide what one action really pays you.
What a profession is
A profession is a filter, not a title. It decides which of your actions produce job XP and coins at all. With no Miner in a slot, mined ore pays you nothing from the job system: the payout stops at the slot check before anything is calculated. The five smithing professions spent a long stretch in exactly that state, defined in code but missing from the selection menu, and therefore impossible to earn with.
You get three slots. Two are free from the start. The third is a one-time unlock from /shop at 150,000 coins; until you buy it, the slot shows a red placeholder in the job menu and in /profile. Once unlocked it counts everywhere the first two do: XP awards, rank-ups, mastery and ability triggers.
The surface is /job (also /jobs, also /j) for selection, info, the leaderboard and abilities, plus /profile for your three slots at a glance. The selection screen fits 14 professions per page, so the 21 professions fill two pages with seven on the second, and the arrows are painted only when there is somewhere to go. On Java you shift-click a profession to select it; on Bedrock any tap works.
Switching is free, and that is the trap. A switch costs no coins and has no cooldown, but switching into a profession sets that profession's XP to 0 and its rank back to Apprentice. Switching away is lossless; switching back is not. A Master Miner who cycles slot 1 away and later takes it back returns as an Apprentice on 0 XP.
The twenty-one professions
Seven gathering and combat professions, five smithing professions, the Archaeologist, the Rift Hunter and the Farmer, and the six Garden trades that arrived with version 2.0. Each earns from its own set of actions, and an action belonging to a profession you do not hold pays nothing.
| Profession | Where the XP comes from | Coins |
|---|---|---|
| Miner | Ore and stone. Surface ore is multiplied by 0.5 | yes |
| Hunter | Hostile mob kills | yes |
| Explorer | Entering a chunk you have not visited, 2.0 XP each, plus biome discovery | yes |
| Fisher | Fishing | yes |
| Lumberjack | Logs | yes |
| Trader | Trading | yes |
| Raider | Nether ore, which is multiplied by 1.5 | yes |
| Archaeologist | Brushing suspicious gravel or sand, +6 XP. Breaking a decorated pot, +4 XP | yes, Mid tier |
| Weaponsmith | Good or Perfect weapon strike +15 XP; repairing a weapon +30 XP | no |
| Armorsmith | Good or Perfect armour strike +15 XP; repairing armour +30 XP | no |
| Toolsmith | Good or Perfect tool strike +15 XP; repairing a tool +30 XP | no |
| Runesmith | Engraving a rune, +40 XP | no |
| Alloy Master | Mixing an alloy +25 XP; repairing a relic +30 XP | no |
| Rift Hunter | Rift mob kill 4 XP, anchor neutralised 10 XP, Warden 40 XP, rift cleared 30 XP per tier | yes |
| Farmer | Harvesting a mature crop | yes, Common tier |
| Botanist | Garden species work: planting, crossing and raising seed lines. The secondary trait Hybrid Vigour adds your own share on top of the server-wide crossing chance | yes |
| Florist | Flower species. A credited harvest pays the trade the species itself names, and the flower roster names the Florist | yes |
| Beekeeper | Hives and pollination, with one gap noted below | yes |
| Arborist | Tree work in the Garden | yes |
| Barista | The coffee chain: cherry, pulp, green bean, roast, grind, brew, serve | yes |
| Chef | Cooking Garden produce into finished food | yes |
The five smiths earn XP only. Every award call from the forge passes an income of 0.0, so no smithing profession ever pays a coin directly. Their value sits in their rank passives, their abilities and their masteries, and a smithing company earns no labour revenue either. That is a design decision rather than an oversight, and the founding card says so to your face.
Three more honest edges. The Runesmith has exactly one XP source, rune engraving, and the tooltip says so rather than padding the list. The Archaeologist has no rank passive at all; it carries only its two secondary traits, Luck and Ruin Loot, and Ruin Loot is a leftover name with nothing left to count towards it. The Farmer has no active ability: it is a passive profession with the traits Fiber Hands and Master Curer, and the mastery menu skips it instead of opening an empty picker.
Two numbers moved for reasons worth knowing. Archaeologist XP now comes from brushing a suspicious block; breaking one gives nothing, while decorated pots still pay on break. Those vanilla finds (suspicious gravel, suspicious sand and decorated pots) are the whole of what the profession earns from. And Explorer chunk XP dropped from 7.0 to 2.0 per new chunk (4.0 with the Cartographer mastery) when a second, unrelated payer that had been paying for the same chunk crossing was removed.
The six Garden trades are ordinary professions in every mechanical sense. Botanist, Florist, Beekeeper, Arborist, Barista and Chef take a slot like anything else, run the same five ranks, and send their XP and coins through the same single funnel as the rest, which is where the AFK, pattern and diminishing-returns layers sit. A second payment route would have been a second economy, so there is only the one. What the six do not have yet is an active ability or a mastery pair. The work itself belongs to Garden work, which carries the detail; this page only says how the six behave as professions.
Two honest edges on the new trades. A Beekeeper earns nothing from a pollination booking: a vanilla hive has no owner the plugin records, so paying whoever harvested it would pay a player who merely walked past a wild hive. The mechanical effect lands, the income waits for a hive that has an owner. And the Arborist was the one trade left without a company charter when the six shipped, which the Arboriculture Company corrects. That is why 21 trades now carry 22 charters: the extra one is the Barista's, who anchors both the Roastery and the Cafe. Companies has that side.
Ranks and the XP ladder
Every profession runs the same five-rank ladder, and XP is tracked per profession. All twenty-one ladders exist side by side; only the ones sitting in your slots advance.
| Rank | XP needed | Payout multiplier |
|---|---|---|
| Apprentice | 0 | 1.0 |
| Journeyman | 5,000 | 1.25 |
| Expert | 20,000 | 1.5 |
| Master | 60,000 | 2.0 |
| Legend | 150,000 | 3.0 |
/job info prints the whole ladder with a marker on your current rank, and both the selection items and /profile carry a Next: <rank> (<xp> XP) line, so the next threshold is never a guess.
The rank multiplier is the largest single number in the payout chain, and its position matters as much as its size: it is applied after the action-chain clamp, so the clamp of 3.0 is not a ceiling on your total.
Ranks also unlock passives. The clearest example is the Miner's: from Journeyman upward, breaking ore below y 64 carries a 50 percent chance of one extra drop set, stamped with the ore region it came from. It deliberately does not fire when your own chunk zone already suppressed the drop, which is why it pays nothing on the first break of a Rich-zone vein.
Masteries: the one branching choice
Reaching Master, at 60,000 XP, opens a two-path picker for that profession. You take one path. Across the roster there are 28 masteries, two on each of 14 professions. Seven professions have none: the Farmer, and the six Garden trades, which shipped without a mastery pair. The menu skips a profession with nothing to offer rather than dead-ending on an empty picker.
| Profession | Path A | Path B |
|---|---|---|
| Weaponsmith | Bladesmith: +15% forged weapon damage, passive | Warsmith: Weapon Polish becomes Strength II for 30s |
| Armorsmith | Juggernaut: +10% forged armour protection, passive | Bastion: Plate Mastery to Resistance V, Armor Temper runs longer |
| Toolsmith | Artisan: +20% forged tool mining speed, passive | Tireless: Reinforce repairs 20% more, Tool Haste to Haste III |
| Runesmith | Archmage: +10% rune instability reduction, passive | Lorekeeper: Stabilise removes 2.0, Rune Focus to Luck II |
| Alloy Master | Transmuter: +15% alloy yield, passive | Crucible: Flux Infusion stronger and longer, plus a small always-on yield |
| Archaeologist | Excavator: +5 blocks of Relic Sense radius | Curator: double XP from brushing and from decorated pots, 20% chance of a bonus Relic Coin |
| Rift Hunter | Voidcaller: the sensing and attunement path | Wardenbane: the combat path |
On the gathering side the masteries lean towards income and XP rather than combat effects. The Explorer's Cartographer doubles chunk XP, taking 2.0 per new chunk to 4.0. The Trader's Merchant Prince is worth 1.25 on income, and Smuggler adds 1.15 at the same step; both are coins-only and land late in the chain, after the rank multiplier. The Curator's bonus coin is still worth taking: the Relic Coin remains a live currency with a price, a sell and somewhere to spend it.
If you skip a rank, you skip the prompt. The mastery-unlocked notice fires only when a rank-up lands exactly on Master. A single award large enough to jump two ranks steps straight over it and no message appears. Open the picker yourself with /job mastery if you suspect that happened.
Active abilities
Hold the profession's tool, sneak, right-click. That is the entire trigger, and it is the same on Java and Bedrock. The tool decides which profession answers: a pickaxe for the Miner, a forged weapon or the Forge Hammer for the Weaponsmith, forged armour for the Armorsmith, a forged tool for the Toolsmith, a Rune Stone or forged item for the Runesmith, an ingot or forged relic for the Alloy Master, a Brush for the Archaeologist, a Rift Shard for the Rift Hunter.
Eight professions have an active ability at all, and most of those carry two. Everyone else is passive, the Farmer and the six Garden trades included. Cooldowns are per ability and run from 30 seconds to 120 seconds.
| Ability | Profession | Cooldown | Effect |
|---|---|---|---|
| Ore Pulse | Miner | see /job info | Highlights up to 40 ores within 10 blocks for 5 seconds. Java gets a coloured glow outline, Bedrock gets colour-matched dust and a chat radar |
| Temper Strike | Weaponsmith | 30 s | The next forge strike is a guaranteed Perfect |
| Weapon Polish | Weaponsmith | 60 s | Strength for 20 s (Strength II for 30 s with Warsmith) |
| Plate Mastery | Armorsmith | 60 s | Resistance IV for 10 s (Resistance V with Bastion) |
| Armor Temper | Armorsmith | 75 s | Fire Resistance for 30 s (60 s with Bastion) |
| Reinforce | Toolsmith | 45 s | Repairs the held forged tool by 25% plus 1% per level, capped at 60% (+20% with Tireless) |
| Tool Haste | Toolsmith | 60 s | Haste II for 30 s (Haste III with Tireless) |
| Rune Focus | Runesmith | 90 s | Luck for 45 s (Luck II for 60 s with Lorekeeper) |
| Stabilise | Runesmith | 120 s | Removes 1.0 rune instability (2.0 with Lorekeeper) |
| Flux Infusion | Alloy Master | 60 s | Opens a 30 s window in which alloy mixing yields +50% (45 s and +75% with Crucible) |
| Perfect Pour | Alloy Master | 90 s | The next alloy mix wastes nothing |
| Relic Sense | Archaeologist | 60 s | Highlights suspicious gravel, suspicious sand and decorated pots within 8 blocks for 8 s (+5 blocks with Excavator) |
| Steady Hands | Archaeologist | 90 s | Haste II and Luck for 30 s |
| Rift Sense | Rift Hunter | 60 s | Points at the nearest rift with coordinates and a compass bearing |
| Anchor Breaker | Rift Hunter | 90 s | Opens a 20 s window (30 s with Wardenbane). Needs a rift within 160 blocks |
Two conveniences are worth knowing. An ability that finds nothing does not burn its cooldown: Relic Sense and Rift Sense both return quietly and leave the timer untouched. And the Cooldown Pass, 3,000 coins from /shop, halves every ability cooldown while it is active, survives a restart, and says so on the action bar when an ability is refused for cooldown.
One gesture collision, by design. Sneak plus right-click with a Rift Shard is both the Rift Hunter ability trigger and the shard's sell-the-stack gesture. The ability wins. With Rift Hunter in a slot you cannot sneak-sell shards; a plain right-click still consumes one for its combat buff.
The gate and the sixteen-step income chain
Every coin a profession pays passes through one funnel, in one fixed order. Each action starts from a base value set by its income tier.
| Income tier | Base coins |
|---|---|
| Common | 10.0 |
| Mid | 35.0 |
| Rare | 100.0 |
| Mastery | 200.0, declared but unreachable: no payout path uses it |
That base then walks the chain. The order is the point. The dampers come first, the multipliers after, and the rank multiplier lands past the only clamp in the sequence.
One row in the table below is not a factor and is listed anyway, because leaving it out would hide the most decisive thing in the sequence. The AFK gate sits ahead of the chain, numbered 0 in the source. It does not scale a payout, it skips the award, so it can never be one of the sixteen numbered steps that multiply. Sixteen factors, one gate in front of them.
| Step | Factor | Effect |
|---|---|---|
| Gate | AFK gate | Skips the award entirely. It does not reduce the payout, it cancels it |
| 1 | Pattern detector | 0.25 |
| 2 | Diminishing returns | 0.5, then 0.25 |
| 3 | Chunk zone | 0.8 to 1.5. Depleted also carries a further 0.7 on coins only |
| 4 | Location hoarding | 0.5 |
| 5 | Night | 1.3, while world time is above 13,000 and below 23,000 |
| 6 | Low health | 1.5 |
| 7 | Dimension | 1.5 |
| 8 | No armour | 1.25 |
| 9 | Secondary trait | 1.0 to 1.5 |
| 10 | Bounty Rush | 2.0 |
| 11 | Action chain | 1.2 per step, running total clamped at 3.0 |
| 12 | Rank | 1.0 to 3.0, applied after the clamp |
| 13 | Smuggler, Merchant Prince | 1.15 and 1.25, coins only |
| 14 | Faction income boost | 1.5 |
| 15 | Company fork | Routing, not a multiplier |
| 16 | Tax | Faction tax on the payout |
The clamp is not a ceiling. Step 11 clamps the running multiplier at 3.0, but step 12 applies rank afterwards. With no action chain running, Dangerous 1.5 times night 1.3 times low health 1.5 times dimension 1.5 times no armour 1.25 times trait 1.5 times Bounty Rush 2.0 already comes to 16.4, and Legend at 3.0 on top of that reaches roughly 49. A maxed income booster pushes the theoretical ceiling to about 294. It needs seven conditions at once and nobody plays that way, but that is the real shape of the arithmetic.
The floor is the more common experience. Pattern detector 0.25 multiplied by diminishing returns 0.25 is 0.0625. On a Common action with a base of 10.0 coins, a fully damped action pays well under a single coin. That is also the honest answer to why the old faction income boost felt like nothing: a single 1.5 sitting at step 14 cannot rescue a payout the first two steps already cut to a sixteenth.
Step 15 is the company fork. If companies are enabled, the action pays coins, you have an employer for that profession and you are clocked in, the coins go to the company and reach you on your payslip instead of your wallet. The fork sits after every multiplier deliberately, so clocked work is never worth less than the identical freelance action. The action bar tells you when it happens, and the five smiths pass 0.0, so the fork never fires for them.
Chunk zones
Every chunk carries one of four zones. The classification is biome-weighted, seeded and cached per chunk for the session, so a chunk keeps its zone while you are playing. It is step 3 of the income chain, and for the Miner it also changes what the block itself does.
| Zone | Income | In the world |
|---|---|---|
| Rich | 1.3 | The first break on an ore restores it in place and gives you nothing, so the vein can be worked again. The second break pays |
| Normal | 1.0 | Nothing special |
| Depleted | 0.8, and a further 0.7 on coins only | Ore is replaced with stone. A depleted seam can hand you fool's gold nuggets instead of the real thing |
| Dangerous | 1.5 | The best multiplier on the board, paired with a curse branch that can suppress your drop |
You get zone reminders as you cross chunk boundaries. For a deliberate look ahead there is the Chunk Reveal Token at 1,500 coins: right-clicking it consumes one token and prints a three by three map of your chunk and its eight neighbours in chat, green for Rich, white for Normal, grey for Depleted, red for Dangerous, gold for where you stand, with a legend naming your own chunk's zone. Neighbours that are not currently loaded show dark grey, because the token never forces a chunk to generate.
A limitation worth stating plainly. The purchasable ore-fortune and double-drop buffs do nothing on ore blocks, and have not for several releases: they test a vanilla drop flag that the ore system always clears on ore. This is recorded in the developer notes as an open balance question rather than quietly patched. Job passives are unaffected, because they use a local check instead of that flag.
Why mindless farming stops paying
The gate and the first four steps of the chain are dampers, and they have more teeth than anything that follows.
- The AFK gate ahead of the chain skips the award instead of shrinking it. Standing still while something else does the work pays nothing at all, rather than a smaller amount.
- The pattern detector keys on the raw coordinates of the action and cuts everything after it to a quarter. Feed it the same coordinates over and over and it will keep doing so.
- Diminishing returns key on the action id, halving and then quartering as one action repeats.
- Location hoarding halves the payout again.
- The action chain is the same mechanism pointed the other way: each step of variety adds 1.2 to a running bonus, and the rank multiplier lands on top of that cap rather than under it.
Multiply the two worst dampers together and a payout is 6.25 percent of its base. That is how a 10-coin Common action becomes 0.625 coins before rank is applied. The dampers measure repetition of place and of action, not how long you have played, so the way out is to vary what you do and where you do it.
Two documented cases of the dampers catching legitimate play, both since fixed, show exactly what they are measuring:
- Group rift clears passed every payee the shared rift centre as the action location, so every player after the first tripped the coordinate-keyed pattern detector and took the 0.25 deterministically. Each payee is now passed their own position.
- Kills across a rift fight compounded diminishing returns, because a wave legitimately concentrates kills in one chunk. The mob-kill action id now carries the wave number, which resets the damper each wave.
What sits alongside the professions
Three other systems feed the same numbers without being part of the job system.
Skills are a separate progression, spread across 10 disciplines with rank nodes on top. They stack over your professions rather than replacing them, and a lot of the quality-of-life lives there. Farming gained two tier-3 nodes with the Garden, Seed Sight and Glasswise, both of which read state that already exists rather than adding a number. Seven further numeric arms that were asked for were refused outright, because nothing in this release would have read them.
Garden work is where the six new trades actually earn. Plots, species and genetics, soil and water, greenhouses, bees, seasons, blight, the cafe and the shows are all described there and in the articles beside it. This page stops at the profession layer on purpose: the Garden pages own the work, and this one owns the slots, the ranks and the payout chain that the work passes through.
Boosters are the paid layer. The job income booster is a ten-level ladder from +50 percent to +500 percent, taxed like anything else. It sits at step 14 of the chain, which is exactly why a single +50 percent used to be invisible. The ladder is priced against a modelled hourly income: levels 1 to 5 return more than they cost and are a reward for playing, while levels 6 to 10 cost more than they can ever return and are a deliberate coin sink, level 10 landing at roughly 193 percent of its own break-even point. The Cooldown Pass at 3,000 coins halves ability cooldowns; the Trait Boost at 7,500 coins doubles secondary-trait gain, and hunters see it confirmed on the action bar with every kill. Both survive a restart.
One booster does not. The 30-minute job XP boost sold in /voteshop, worth 1.5 times, is held only in memory. A restart deletes it after you have already spent the tokens. This is recorded in the developer notes as a live defect and has not been fixed, so buy it only when you intend to play the whole half hour through. The shop does at least refuse to sell a second one while the first is still running.
A note on how to read all of this. A large part of the newer material is written from source and marked as not yet verified on a live server. Where a number here and your experience in game disagree, this page reports what the code says.