| Professions | Cost | Party Benefit |
| Acolyte | 500 | +2 Body, Mind and Spirit Magic. |
| Alchemist | 400 | Unlimited magic item repair. |
| Apothecary | 600 | +8 Alchemy |
| Apprentice | 500 | +2 Air, Earth, Fire and Water Magic |
| Armorer | 200 | Unlimited armor repair. |
| Arms Master | 300 | +2 Armsmaster |
| Banker | 1000 | +20% Gold found |
| Bard | 1000 | +1 Reputation |
| Burglar | 2000 | +8 Disarm Trap and Stealing, -1 Reputation. |
| Cartographer | 200 | Constant Expert Wizard Eye. |
| Chaplain | 200 | Casts Master Bless spell for two hours once per day. (Bless Party) |
| Chef | 400 | Makes two days of food on command, once per day. (Prepare Meal) |
| Chimney Sweep | 200 | +20 Luck |
| Cook | 300 | Makes one day of food on command, once per day. (Prepare Meal) |
| Diplomat | 500 | Your party is considered to have the most beneficial arrangement of races in any social situation. |
| Duper | 200 | +8 Merchant, -1 Reputation. |
| Enchanter | 1000 | +20 All Resistances |
| Expert Healer | 2000 | Heals party HP and conditions (Except Stone, Dead and Eradicated) completely once a day on command. (Heal Party) |
| Explorer | 100 | -1 day Travel Time, Minimum 1 day. |
| Factor | 500 | +10% Gold found |
| Fallen Wizard | 2500 | Casts Hour of Power for six hours on command once per day. (Hour of Power) |
| Fool | 100 | +5 Luck |
| Gate Master | 2000 | Casts Master Town Portal once per day. (Gate to Town) |
| Gypsy | 100 | -1 Food use while camping, Minimum 1, +3 Merchant, -1 Reputation. |
| Guide | 100 | -1 day Land Travel, Minimum 1 day. |
| Healer | 500 | Heals party HP completely once a day on command. (Heal Party) |
| Herbalist | 400 | +4 Alchemy |
| Horseman | 100 | -2 day Stable Travel, Minimum 1 day. |
| Hunter | 500 | +4 Identify Monster |
| Initiate | 1000 | +3 Body, Mind and Spirit Magic. |
| Instructor | 700 | +15% Exp |
| Locksmith | 300 | +6 Disarm Trap |
| Master Healer | 5000 | Heals party HP and conditions completely once a day on command. (Heal Party) |
| Merchant | 200 | +6 Merchant |
| Monk | 500 | +2 Dodging and Unarmed |
| Mystic | 1000 | +3 Air, Earth, Fire and Water Magic |
| Navigator | 200 | -3 day Sea Travel, Minimum 1 day. |
| Pathfinder | 300 | -3 day Land Travel, Minimum 1 day. |
| Piper | 300 | Casts Master Heroism for two hours once per day. (Play Tune) |
| Pirate | 500 | -2 day Sea Travel, Minimum 1 day, +10% Gold, -1 Reputation. |
| Porter | 100 | -1 Food use while camping, Minimum 1. |
| Prelate | 2000 | +4 Body, Mind and Spirit Magic. |
| Psychic | 400 | + 5 Perception skill, +10 Luck. |
| Quarter Master | 200 | -1 Food use while camping, Minimum 1. |
| Sage | 750 | +6 Identify Item and Identify Monster |
| Sailor | 100 | -2 day Sea Travel, Minimum 1 day. |
| Scholar | 500 | Unlimited item Identification, +5% Exp. |
| Scout | 300 | +6 Perception. |
| Smith | 200 | Unlimited weapon repair. |
| Spell Master | 2000 | +4 Air, Earth, Fire and Water Magic |
| Squire | 600 | +2 all Armor and Weapon skills |
| Teacher | 300 | +10% Exp |
| Tinker | 200 | +4 Disarm Trap |
| Tracker | 200 | -2 day Land Travel, Minimum 1 day. |
| Trader | 100 | +4 Merchant |
| Wind Master | 2000 | Casts Fly for two hours once a day on command. (Wind Walk) |
| Water Master | 1000 | Casts Water Walk for three hours once a day on command. (Cross Water) |
| Weapons Master | 400 | +3 Armsmaster |