Occupation |
Cost |
Effects |
Acolyte |
500 |
+2 bonus to self spell skills (body, mind, spirit). |
Alchemist |
400 |
Unlimited magic item repair (excludes weapons and armor). |
Apothecary |
600 |
+8 bonus to Alchemy skill for all characters. |
Apprentice |
500 |
+2 bonus to elementary spell skills (air, earth, fire, water). |
Armorer |
200 |
Unlimited armor repair. |
Armsmaster |
300 |
+2 to Armsmaster skill. |
Banker |
1000 |
20% bonus on all gold found. |
Bard |
1000 |
Grants a constant, single category bonus to your reputation. |
Burglar |
0* |
+8 to Disarm Trap and Stealing skills. *Though supposed to be free, the Burglar evidently "steals" from you when looting. |
Cartographer |
100 |
Constant expert level Wizard Eye. |
Chaplain |
200 |
Casts Master level Bless, 1x per day, 2 hour duration. |
Chef |
400 |
Makes 2 days food per day, max. 14 days. |
Chimney Sweep |
200 |
+20 to Luck statistic. |
Cook |
300 |
Makes 1 day food per day, max. 14 days. |
Diplomat |
500 |
Your party is considered to have the most beneficial arrangement of races in any social situation while Diplomat is in your party. |
Duper |
200 |
+8 to Merchant skill, -1 level to reputation. |
Enchanter |
100 |
+20 protection from Air, Earth, Fire, Water, Body and Mind. |
Expert Healer |
1000 |
Cures all hit points and conditions 1x per day (except dead, stoned or eradicated). |
Explorer |
100 |
All travel times reduced by 1 day (min. 1 day). |
Factor |
500 |
10% bonus on all gold found. |
Fallen Wizard |
2500 |
Casts Hour of Power 1x per day, 6 hour duration. |
Fool |
100 |
+5 to Luck statistic. |
Gatemaster |
2000 |
Casts Master rank Town Portal 1x per day. |
Guide |
100 |
All map crossings 1 day faster (min. 1 day). |
Gypsy |
100 |
Food use reduced by 1 day when resting (min 1 day), +3 to Merchant skill, -1 level to reputation. |
Healer |
500 |
Cures all hit points 1x per day. |
Herbalist |
400 |
+4 to Alchemy skill. |
Horseman |
100 |
-2 days travel time on stable trips (min. 1 day). |
Hunter |
500 |
+4 to Identify Monster skill. |
Initiate |
1000 |
+3 bonus to self spell skills (body, mind, spirit). |
Instructor |
700 |
15% bonus on experience. |
Locksmith |
300 |
+6 to Disarm Trap skill. |
Master Healer |
5000 |
Cures all hit points and conditions 1x per day (except eradicated). |
Merchant |
200 |
+6 to Merchant skill. |
Monk |
500 |
+2 to Unarmed skill and Dodging skill. |
Mystic |
1000 |
+3 bonus to elementary spell skills (air, earth, fire, water). |
Navigator |
200 |
All boat travels 3 days faster (min. 1 day). |
Pathfinder |
300 |
All map crossings 3 days faster (min. 1 day). |
Piper |
300 |
Casts Master level Heroism, 1x per day, 2 hour duration. |
Pirate |
500 |
All boat travel reduced by 2 days, 10% bonus on gold found, -1 level reputation. |
Porter |
100 |
1 less day food use when camping (min. 1 day used). |
Prelate |
2000 |
+4 bonus to self spell skills (body, mind, spirit). |
Psychic |
400 |
+5 to Perception skill, +10 to Luck skill. |
Quarter Master |
200 |
Food use reduced by 2 days when camping (min 1 used). |
Sage |
750 |
+6 to Identify Item and Identify Monster skills. |
Sailor |
100 |
All boat travel 2 days faster (min. 1 day). |
Scholar |
500 |
Unlimited Identification, +5% on experience earned. |
Scout |
300 |
+6 to Perception skill. |
Smith |
200 |
Unlimited weapon repair. |
Spellmaster |
2000 |
+4 bonus to elementary spell skills (air, earth, fire, water). |
Squire |
600 |
+2 to Armor and Weapon Skills. |
Teacher |
300 |
10% bonus on experience. |
Tinker |
200 |
+4 to Disarm Trap skill. |
Tracker |
200 |
All map crossings 2 days faster (min. 1 day). |
Trader |
100 |
+4 to Merchant skill. |
Watermaster |
1000 |
Casts Water Walk spell 1x per day, duration 3 hours. |
Weaponmaster |
400 |
+3 to Armsmaster skill. |
Windmaster |
2000 |
Casts Fly spell 1x per day, duration 2 hours. |