General description
Artisans are always respected by other people. At first, trade was based on barter, but as crafts developed, people began paying for goods with silver and gold. Masters in their craft – artisans who did not have equals in their skill and ability – are honored above all.
It doesn’t matter if you are a carpenter, a tailor or a blacksmith, you always have a chance to win respect and esteem in your chosen profession.
In Akvilon, a player can only learn two professions. If, in the future, the player wants to change a profession, he can do that, but at a cost of losing one of his existing professions and crafting experience earned.
Choice of profession
Before you start the game, you will be given a choice of 2 out of 8 existing professions. Since every person must make this choice for him / her, you do not need to go anywhere - you simply mark two professions. Be careful – if you have already chosen a profession, when you change it for something else, you will lose all experience that you have already gained in one of your existing professions.
Education
You will need several things to learn your profession – new recipes which will allow you to increase your knowledge; and manufacturing methods, which will increase your abilities. The more complex the item that you are making, the faster you gain new experience.
You can find recipes all over Akvilon – you can buy them from merchants, acquire them from master hermits who decide to share their secrets with you, or from generous people who reward your services with an unusual recipe. You can also find a recipe in a opponent whom you killed, but this is no joke.
Manufacturing
All crafts require tools – without right tools you can’t get much done. Your tools greatly influence your work – they can be a simple blacksmith’s hammer or one that has been made from charmed metal; you can have a steel needle, or a dragon bone one. Right weather is very important for crafting – strong wind or a downpour, snow storm or consuming heat have their own meanings and can influence the end result. The ancestors say that if the fresh face of a full moon reflects in what you are making, whether it’s an object or liquor, this crafting of yours will have special powers. My grandfather told me that this is not always the case – he used to wait for the full moon to do his crafting, but the moon didn’t seem to notice, so you really have to be lucky in this. The main thing that all apprentices know is that there are special secret places, enchanted many centuries ago, and if you are lucky to find a place like this and craft an item there, it will become a special magic item. But places like that are rare and everybody wants to find them, so people hide and protect those places like the apple of their eye.
So do not forget 4 rules:
1. The instruments are important.
2. The time and moon phase during crafting is important.
3. The weather is important.
4. The location of crafting is important.
In conclusion: You need to learn the recipe before you can craft something. You can receive 3 additional enchants, but only in the moment of the object’s crafting:
1. Instrument for your work (100% enchant)
2. Special place, special anvil, special lake, etc., depending on your profession (100% enchant)
3. Weather enchant (potential enchant depends on luck), or Full Moon (potential enchant depends on luck).
This does not mean that you have to wait for a fierce snow storm to sew yourself a shirt or a full moon before you can tan the skins. Any recipe can be carried out without these or any other conditions. The only time you should think about the weather, moon phases or enchanted places is when you want to craft items that are important for you – this will speed up your education.
Tailor
Spinning the yarn, treating fabric and sewing clothing. Fabric items are traditionally considered magical clothing, because they do not restrict the wearer’s movements. Mantles, capes, shoes and many other fabric items weight very little, and do not require physical strength on the part of the wearer. Tailors make volota fabric by folding regular fabric several times and sewing it together with a strong thread – the resulting material is thicker and stronger, though not as pliable as regular fabric. To impart their creations with magical qualities, tailors embroider them in many colors and designs. For this they learn how to make dyes out of herbs and berries. Weavers’ produce also helps other masters. For example, they can make excellent nets for the fisherman. Threads and dyes are also widely used in other crafts.
Tanner
Skinning of regular and magical animals, different methods of treating the skin. Tanners used treated skin to make armor and clothing. In crafting of certain items, for example amulets and magical arrows, tanners used bones, tusks, teeth and horns. Only a tanner can treat these items. Tanners also boil soap from animal fat, which is necessary for cleaning fabrics and feathers. Curried leather can be coarse or fine. Properties of fine leather items are similar to fabric ones, and coarse leather is used for making light armor. Tanners make parchment by treating leather in a certain way – this item is necessary for making of the magical scrolls.
Blacksmith
Metal mining and making of weapons and armor. Metal armor is a heavy type of protection, which requires significant physical strength on the part of the wearer. By improving his skills, a blacksmith learns how to make lighter chainmail and exceptionally heavy, impenetrable shields. A blacksmith can make a wide variety of weapons for all tastes - from a simple sword to a heavy halberd. Blacksmiths also know how to make vitriol, necessary for tanning skins and staining woods.
Carpenter
Logging and preparation of wood. Carpenters make bows and arrows, staffs, wooden mallets and light wooden shields. By carving little statues out of wood and painting them, carpenters make talismans which affect their owners’ abilities. A master carpenter learns how to make fine wood carvings for magical shields and staffs, and binding – for weighing down wooden weapons and armor. Carpenters can carve war totems from ancient trees, which affect particular areas. They can also make tanning solutions for leatherwork from tree bark. They assist blacksmiths in their craft by carving out weapon handles.
Jeweler
Mining of precious metals, crafting of adornments and cutting of stones. Generally, jewelry protects the wearer from hostile magic, but it can also enhance beneficial spells. A stone, cut in a certain way, can significantly increase the owner’s skills and experience, and this is why they are often used in crafting of objects which don’t require mastery of jewelry. A jeweler makes vessels for herbalists’ magical potions.
Herbalist
Collection of herbs and preparation of potions. An herbalist can make a restoring potion in the field. Broths, which increase a character’s major qualities, require time and constant heat. Potions, which increase a character’s qualities, require unique components. By treating fabrics with healing herbs, an herbalist will make effective bandages. Only herbalists know the secret of magical herb tirlich, which increases magical qualities of objects and people’s abilities.
Rune master
Creation of magical scrolls. Rune masters know ancient lettering: Spells, which affect objects and give them various qualities; speeches, which improve the person’s characteristics; spells from various magical schools. Ancient runes are specially illuminated onto paper and parchment. Their power is released after the scroll is read, but it also destroys the scroll itself.
Fisherman
Catching of fish, animals and spirits. A fisherman learns his craft on quiet lakes and with simple hunting traps. When a fisherman kills a living creature, he uses his spirit to improve his/her own characteristics. After fishermen learn how to use a net, they master working at the sea coasts and catching large predators, and eventually progress to deep sea waters and magical creatures. After mastering the craft of catching living animals and diving for faultless paragon pearls, fishermen learn how to catch spirits. Destroyed sea pearls free the enraged spirits, trapped in them, which significantly lowers characteristics of enemies, caught in the blast area. Pearls and corals, fished out from the sea depths, are supplied to the jewelers for their craft.










