Professions and crafting
Death Valley runs on trade. Gatherers bring up ore, herbs, bone and soul-stuff from the wilds; crafters turn them into the best gear, potions and scrolls in the game. No vampire can do everything, so the city's crafters and gatherers need each other.
Gathering jobs
• Shadow Mining: ore for Weaponsmiths, Armorsmiths and Jewelcrafters.
• Blood Foraging: herbs for Alchemists.
• Bone Scavenging: bone and hide for Weaponsmiths and Armorsmiths.
• Soul Harvesting: ethereal reagents for Alchemists, Jewelcrafters and Enchanters.
Crafting jobs
• Weaponsmithing: weapons, shields, and hones and whetstones for repairs.
• Armorsmithing: armour, and patches and mending kits for repairs.
• Alchemy: potions, Tempering Oil and dyes.
• Jewelcrafting: rings and amulets.
• Enchanting: enchantment scrolls, bags, and combining essences.
Each job levels to 300, through Apprentice, Journeyman, Expert, Artisan, Master and Grandmaster.
• Kills sometimes drop a material for your job, more often the deeper you go. Deeper regions give higher-tier materials.
• Expedition routes include Harvest stops: a big haul and plenty of job experience. Dig deep for 60% more, if you dare wake what lives there.
• At blood springs, gatherers work for free: Prospect, Forage, Scavenge or Siphon for a boost to the rest of the expedition.
Only what fits in your bags is kept. Sell spare materials on the Market, fill other players' buy orders, or sell them at the Materials Vendor.
• Trainer recipes are learned as you level, and any you missed can be bought.
• Drop recipes come from the wilds: rare kills, and dens at 100 steps or deeper always give a crafter a recipe scroll.
• Boss recipes for the Nightmare Sovereign set drop only from the holiday bosses.
Crafted gear rolls its quality grade, can come out a Masterwork, carries your name, and can be traded. See Gear.
The crafter brings the rest of the materials. A commissioned craft never fails: the item goes to you, the commission to the crafter. Orders last 3 days, with up to 10 open at once. Posting costs the Market's sale tax on the commission (at least 100 gold), not refunded.
Material buy orders work the same way for gatherers: post a material, a quantity and a price per unit, and any gatherer can fill all or part of it. They last 7 days.
• Paragon vampires can bind points to Craftsmanship for more job experience.
• Putting a piece you crafted into your coven bank for the first time gives the coven 10 Devotion.
Gold from orders counts toward the daily limit on gold you can receive from other players.
Taking a job
Visit the Job Hall. You can hold two jobs: the first from level 5, the second from level 15. Any pair is allowed. Dropping a job wipes its level and every recipe you learned for it, so choose with care.Gathering jobs
• Shadow Mining: ore for Weaponsmiths, Armorsmiths and Jewelcrafters.
• Blood Foraging: herbs for Alchemists.
• Bone Scavenging: bone and hide for Weaponsmiths and Armorsmiths.
• Soul Harvesting: ethereal reagents for Alchemists, Jewelcrafters and Enchanters.
Crafting jobs
• Weaponsmithing: weapons, shields, and hones and whetstones for repairs.
• Armorsmithing: armour, and patches and mending kits for repairs.
• Alchemy: potions, Tempering Oil and dyes.
• Jewelcrafting: rings and amulets.
• Enchanting: enchantment scrolls, bags, and combining essences.
Each job levels to 300, through Apprentice, Journeyman, Expert, Artisan, Master and Grandmaster.
Gathering
Gatherers collect while they hunt:• Kills sometimes drop a material for your job, more often the deeper you go. Deeper regions give higher-tier materials.
• Expedition routes include Harvest stops: a big haul and plenty of job experience. Dig deep for 60% more, if you dare wake what lives there.
• At blood springs, gatherers work for free: Prospect, Forage, Scavenge or Siphon for a boost to the rest of the expedition.
Only what fits in your bags is kept. Sell spare materials on the Market, fill other players' buy orders, or sell them at the Materials Vendor.
Crafting
Craft at the Crafting workshop. Each recipe shows a colour for its difficulty against your level: red 25%, orange 50%, yellow 75% and green 95% success. A failed craft uses half the materials. Recipes near your level teach the most.• Trainer recipes are learned as you level, and any you missed can be bought.
• Drop recipes come from the wilds: rare kills, and dens at 100 steps or deeper always give a crafter a recipe scroll.
• Boss recipes for the Nightmare Sovereign set drop only from the holiday bosses.
Crafted gear rolls its quality grade, can come out a Masterwork, carries your name, and can be traded. See Gear.
Crafting orders
Can't make it yourself? Post a crafting order: choose a recipe, put up the materials you have (and Tempering Oil, if you want a better roll) and a commission. Both are held until the order is filled. Post it to everyone who knows the recipe, to your coven, or to one named crafter. You can also promise a Masterwork tip, paid only if the piece comes out a Masterwork. Enchant orders can target an item you already own.The crafter brings the rest of the materials. A commissioned craft never fails: the item goes to you, the commission to the crafter. Orders last 3 days, with up to 10 open at once. Posting costs the Market's sale tax on the commission (at least 100 gold), not refunded.
Material buy orders work the same way for gatherers: post a material, a quantity and a price per unit, and any gatherer can fill all or part of it. They last 7 days.
Bonuses
• Your coven's level adds up to +10% to gathering, craft success and job experience.• Paragon vampires can bind points to Craftsmanship for more job experience.
• Putting a piece you crafted into your coven bank for the first time gives the coven 10 Devotion.
Gold from orders counts toward the daily limit on gold you can receive from other players.