Five New Professions: Live Off the Land

Development Diaries 4 min read

The road has always given you ore to mine, trees to fell and monsters to fight. Now it feeds you, too. This update adds five new professions and a whole quieter loop that runs alongside the forge and the hunt — gather, build, cook, and eat what you make.

The Woodshop — Sawmilling & Carpentry

Two workshops open on the road: the Hollowbrook Sawhouse (in the second town) and the Grimvale Timberworks (near the fourth). Like the forge, each is an open-roof workshop with two stations:

  • The Sawmill turns your logs into planks — a new skill, Sawmilling.
  • The Carpenter's Bench turns planks into goods — a new skill, Carpentry. Its first product is a Fishing Rod (three planks), and there's more to come.

Both stations now let you pick a recipe first, just like the furnace and anvil, so setting a Sawmilling or Carpentry travel mode asks what you want to make before sending you off.

Foraging — food from the wild

Every bush and mushroom you've walked past for months is now worth stopping for. Tap one — or set the new Foraging travel mode — to gather:

  • Berries from bushes
  • Forest Mushrooms from mushroom patches (and toadstools, and the glowing kind)

A picked patch keeps its place but goes quiet for a few minutes before it can be foraged again. No tool needed; just a good eye and a bit of patience.

Fishing — patience at the water's edge

Build a Fishing Rod, stand at the edge of any water, and cast. Fishing starts slow on purpose — but every level raises your catch chance by a full point, so a seasoned angler lands far more of their casts than a beginner. A Raw Fish is the best wild food you'll pull straight from nature, and there's a travel mode so you can work a shoreline while you're away.

Cooking — the campfire capstone

New skill, and the reason to gather all of the above: Cooking. Carry a Cauldron, stand at any campfire, and turn raw ingredients into a hot meal. The first recipe is a hearty Fish Stew — one Raw Fish, five Forest Mushrooms and two Berries — and it restores 20% of your maximum health on the spot, the strongest heal you can carry. There's a Cooking travel mode too, so it'll walk to the nearest fire and cook while your pack lasts.

The Cauldron itself is a new smithing tool with the full nine-tier ladder (Bronze up to Celestial); better cauldrons have a chance to cook a bonus stew from a single set of ingredients.

Eating to heal

Here's the point of all that food: you can eat it to restore health, straight from your pack, mid-journey, no forge or inn required.

  • Berries — restore 12 health
  • Forest Mushroom — restore 25 health
  • Raw Fish — restore 30 health
  • Fish Stew — restore 20% of your maximum health

A pocket full of mushrooms — or one good stew — can turn a risky push east into a survivable one.

Stock up at the Rest

Not sure where to start? The Wanderer's Rest trading post now sells a Fishing Rod & Cauldron starter kit for 10,000 coins — the two tools you need to begin Fishing and Cooking in one purchase. There's also a Teleport Scroll ×10 bundle for when you'd rather buy a stack than click ten times.

Where it all fits

Five new skills — Sawmilling, Carpentry, Foraging, Fishing, Cooking — each with its own level, its own travel mode for hands-off progress, and its own place in the Skills panel (which you can now sort by XP to see where you've put the hours). None of them touches your combat power; they're the slower, self-sufficient side of Wanderer, for the days you'd rather gather than fight.

Go forage a hillside, saw a stack of planks, build a rod, catch your dinner and cook it over a fire. The changelog has the full list. Happy wandering.

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