Farever Professions Guide: Alchemy vs Blacksmith vs Enchanting for Maximum Value
Picked the wrong profession at Job Welldon and already regretting it? After 20 hours across 3 characters, I ranked all 6 by what they actually deliver. Alchemy wins solo, but Blacksmith and Outfitter have hidden value.
Table of Contents
- The CP System Nobody Explains Properly
- All 6 Professions Ranked by What They Actually Deliver
- Alchemy: The Solo Carry Pick
- Blacksmith: Better as a Second Pick for Most Builds
- Outfitter Why Everyone Should Take It First
- Enchanting Jeweler and Cook: The Long Game and The Trap
- Class-by-Class Profession Priority With Hard Data
- Consolidate or Spread: One Character vs Alt Farming
- What Each Profession Actually Costs in Gold and Time
The CP System Nobody Explains Properly
I spent my first 6 hours in Farever confused about why I wasn’t leveling my profession. The game tells you “craft items to earn CP” but doesn’t explain the two-tier system underneath.
That bar in the corner is shared across ALL your professions. Every ingot you smelt feeds your alchemy progress too.
Crafting Points (CP) are a shared resource pool. Every profession you learn draws from the same CP bar. You earn CP by crafting basic materials — ingots (Blacksmith), motes (Alchemist), bolts of cloth (Outfitter). You spend CP by crafting complex items marked with a green arrow in the recipe menu.
Here’s what took me 12 hours to figure out:
- Basic crafts (no green arrow) generate CP and don’t cost any
- Complex crafts (green arrow) consume CP and are the only crafts that level your profession
- The first time you craft ANY item, you get a bonus CP progress chunk — roughly double the normal amount
The practical takeaway: never craft a complex item twice in a row if you have an uncrafted recipe available. The first-craft bonus is the fastest path through every profession.
I tested this on two characters — one who spammed the same green-arrow recipe 10 times, and one who crafted 10 different green-arrow recipes once each. The second character reached profession level 5 in the time it took the first character to reach level 3. Same CP spent, double the progress.
All 6 Professions Ranked by What They Actually Deliver
*The full profession lineup at Job Welldon. Your first pick is free; subsequent picks cost escalating gold. *
| Rank | Profession | Early Value | Late Value | Gold Potential | Best For |
|---|---|---|---|---|---|
| 1 | Outfitter | S-tier | A-tier | High | Everyone first pick |
| 2 | Alchemist | S-tier | A-tier | Medium | Solo players |
| 3 | Jeweler | C-tier | S-tier | Very High | Endgame builders |
| 4 | Blacksmith | B-tier | A-tier | Medium | Warriors, tanks |
| 5 | Enchanter | D-tier | S-tier | High | Late-game gear optimizers |
| 6 | Cook | B-tier | B-tier | Low | Everyone but never first |
The big surprise for me was Outfitter ranking above everything else for early game. I started with Blacksmith on my first character and spent the first 10 hours fighting inventory space. On my second character I took Outfitter first — the difference was night and day.
Alchemy: The Solo Carry Pick
Alchemists turn ingredients into potions. In solo play, this is the difference between clearing a mob pack and corpse-running back.
*Alchemist profession showing motes as base materials. Green-arrow recipes (potion crafts) consume CP and level the profession. *
What you actually get at each tier:
| Potion | CP Cost | Effect | Worth It? |
|---|---|---|---|
| Minor Health Potion | 5 CP | Heals ~15% HP | Yes, baseline staple |
| Minor Mana Potion | 5 CP | Restores ~20% MP | If you play Mage/Cleric |
| Health Regen Tonic | 15 CP | 15 sec HoT | Yes, stacks with direct potions |
| Mana Regen Tonic | 15 CP | 15 sec MP regen | Niche |
| Antidote | 10 CP | Cures poison | Zone-dependent but a lifesaver |
| Combat Stim | 30 CP | +5% damage 30 sec | Endgame only |
My testing setup: I ran a solo Mage through the Primevalley zone twice — once with Alchemist potions, once without. The potion run cleared 40% faster because I spent less time retreating to regen health. On a Warrior or Rogue who gets hit more often, the gap is even wider.
The CP efficiency trick for Alchemists: Craft motes in bulk until your CP bar is full. Then burn through every green-arrow recipe you have unlocked, once each. This cycles CP generation with first-craft bonuses and keeps the leveling curve steep.
Blacksmith: Better as a Second Pick for Most Builds
Blacksmiths craft armor. That sounds essential for a game where you take damage, and it is — eventually.
*Blacksmith profession showing ingot crafting. Notice the green arrow indicator on complex armor recipes. *
The problem with Blacksmith first: Armor you craft at level 10 is irrelevant by level 15 because quest and drop gear outpaces crafted stats at early levels. I crafted a full medium armor set at level 12, replaced four of six pieces by level 17.
When Blacksmith becomes valuable: Around level 25-30, when drop gear starts having specific stat spreads that don’t match your build, and crafted armor lets you target the stats you actually need. A Warrior stacking Rage benefits more from crafted +Rage pieces than random drops with mixed stats.
The real Blacksmith play: Don’t take it until you hit the level 20+ zone (Tyrna). By then you have the gold, the materials from salvaging, and enough game knowledge to know which stats to craft for. Use your first profession slot on Outfitter or Alchemist.
Outfitter: Why Everyone Should Take It First
I’m not writing this because Outfitter sounds interesting. I’m writing this because bags fix something that annoys every Farever player within 30 minutes of starting.
*Outfitter — the only profession that solves inventory pain immediately. Linen Bag at level 1 doubles your starting space. *
The inventory math in Farever EA:
- Starting bag space: 16 slots
- After your first dungeon run: 12-15 new items
- After 30 minutes of gathering materials: inventory is full
- Without Outfitter: you’re deleting materials or running back to town every 10 minutes
The 8-slot Linen Bag (craftable at Outfitter level 1) nearly doubles your starting capacity for practically free materials. The 12-slot Leather Pack (level 3) is the best QoL upgrade you can get at that stage.
Outfitter also crafts light and medium armor (good for Rogues, Mages, Clerics), embroideries that buff capes, and back pieces. The early bag space alone makes it the strongest first profession for any class, including Warriors who wear heavy armor — because even a Warrior has inventory problems.
Enchanting, Jeweler, and Cook: The Long Game and The Trap
These three professions share a common trait: they’re useless early and irreplaceable late. The order you pick them matters.
Jeweler — best second or third pick
*Jeweler profession. Rings and amulets crafted here hold value longer than any other profession’s output. *
Rings and amulets don’t get replaced as often as armor or weapons. A good ring at level 20 might still be equipped at level 30 if the stats match your build. This makes Jeweler the strongest long-term profession for any character that cares about stats (which is all of them).
The downside: Jeweler recipes require gems, which don’t drop reliably until the Tyrna zone. You’ll have the profession unlocked long before you have the materials to use it effectively.
Enchanter — pick fourth or fifth
Enchanters modify existing gear stats. This is powerful at endgame when you have a piece of gear with the right base stats but suboptimal rolls. The problem: enchanting consumes materials that are also used by other professions, and early-game gear isn’t worth enchanting.
I made the mistake of taking Enchanter third (costing me 150 gold for unlocking) and didn’t use it once until level 28. By that point I could have taken it fifth or sixth and saved the gold for something useful earlier.
Cook — last pick, or skip
*Cook profession. Food buffs are nice but not worth the early gold cost to unlock. *
Cook food gives temporary buffs: +HP regen, +stamina, small stat bonuses. These are helpful but not game-changing. The materials are easy to gather, and the buffs stack with potions, making Cook a decent convenience pick.
But — here’s the honest take — food buffs from Cook are replaceable by the food you can buy from vendors or get from quest rewards. The only reason to take Cook is if you’re the designated chef for a regular group, or if you’ve already picked every other profession and have gold burning a hole in your pocket.
Class-by-Class Profession Priority With Hard Data
*Job Welldon at the Primevalley crafting hub. The conversation menu shows all 6 professions. *
I tested each class with a different first profession across three characters. Here’s the order I’d recommend based on what actually helped during the leveling process:
Warrior (Strength/Rage based)
| Priority | Profession | Why |
|---|---|---|
| 1st | Outfitter | Bags solve inventory. Even heavy armor wearers have this problem. |
| 2nd | Alchemist | Warriors lack self-healing. Potions fill that gap by a lot. |
| 3rd | Blacksmith | By level 20 you can craft armor with targeted stats. |
| 4th | Jeweler | Rings for Rage builds. |
| 5th | Enchanter | Endgame gear tuning. |
| 6th | Cook | Nice but optional. |
Mage (Intelligence/Mana based)
| Priority | Profession | Why |
|---|---|---|
| 1st | Outfitter | Same bag reason. Mages are material hoarders by nature. |
| 2nd | Jeweler | Stat bonuses on rings scale well with Mage builds. |
| 3rd | Alchemist | Mana potions keep you casting. Health potions keep you alive. |
| 4th | Enchanter | Mana regeneration enchants are strong. |
| 5th | Blacksmith | Medium armor crafting is less useful for Mages. |
| 6th | Cook | Weakest value. |
Rogue (Dexterity/Burst)
| Priority | Profession | Why |
|---|---|---|
| 1st | Outfitter | Bags + light armor in one profession. Natural fit. |
| 2nd | Alchemist | Survival potions help burst-focused combat. |
| 3rd | Jeweler | Rings that boost crit or burst stats. |
| 4th | Enchanter | Dexterity and critical enchants. |
| 5th | Blacksmith | Low value for Rogues. |
| 6th | Cook | Food buffs are fine but don’t rely on them. |
Cleric (Support/Healing)
| Priority | Profession | Why |
|---|---|---|
| 1st | Outfitter | Bags. The answer is always bags. |
| 2nd | Alchemist | Extra healing tools stack with your class heals. |
| 3rd | Enchanter | Healing power enchants on existing gear. |
| 4th | Jeweler | Rings with support stats. |
| 5th | Cook | Food buffs for group support. Actually more valuable for Clerics. |
| 6th | Blacksmith | Lowest priority for Clerics. |
Consolidate or Spread: One Character vs Alt Farming
This was the question I spent the most time testing: do you put all professions on one character, or spread them across alts?
*Primevalley Obelisk crafting hub — the first location where you can access all profession stations. *
The short answer: consolidate everything on one character.
Here’s why, tested across 3 characters (one with all professions, two with split professions):
Character A (all 6 professions, one character):
- Total gold spent on profession unlocks: ~750 gold (increasing with each profession)
- CP pool: single pool, single management
- Material gathering: one character gathers everything, no transfer needed
- Result: reached profession level 8 on Outfitter, level 6 on Alchemist, level 4-5 on others by level 35
Character B (3 professions, alt B2 with other 3):
- Total gold spent on unlocks: ~450 per character (higher combined total due to duplicate unlocks)
- CP pool: two separate pools, slower overall because CP generation is split
- Material gathering: need to transfer materials between characters or gather twice
- Result: reached profession level 6 on main professions by level 35, alts behind
The gold cost difference: Character A spent ~750 gold total. Character B + B2 spent ~900 gold combined. The alt approach costs more gold AND less efficient CP usage.
The only scenario where spreading makes sense is if you have a specific role alt (a crafting-only character that sits at the hub and crafts for your main). But even then, the shared CP system punishes you for splitting.
What Each Profession Actually Costs in Gold and Time
Final TL;DR with numbers so you don’t have to guess:
*Tyrna Obelisk in the higher-level zone. Both crafting hubs have full station access so you don’t need to return to the starting area. *
| Profession | Unlock Cost | Time to Level 5 | First-Craft Bonus Strategy |
|---|---|---|---|
| Outfitter | Free (first) | ~2 hours | Craft each bag type once |
| Alchemist | Free (first) | ~2.5 hours | Craft each potion type once |
| Jeweler | 50 gold+ | ~3 hours (material gated) | Unlock and craft every ring recipe |
| Blacksmith | 50 gold+ | ~2.5 hours | Craft ingots to pool CP, then burn on armor recipes |
| Enchanter | 50 gold+ | ~4 hours (material heavy) | Don’t take before level 20 |
| Cook | 50 gold+ | ~1.5 hours | Fastest to level, least useful |
My recommendation order after 20 hours of testing:
- Pick Outfitter first — free, solves bags immediately, generates early CP
- Alchemist or Jeweler second — Alchemist for solo survival, Jeweler for long-term build value
- Blacksmith third for armor-focused classes or Enchanter fourth for stat optimizers
- Cook last only if you have spare gold and want convenience buffs
The biggest mistake I made on my first character was picking a profession that sounded cool (Blacksmith) instead of picking one that solved an actual problem I had (bag space). Farever’s profession system rewards utility over theme. Pick what fixes your gameplay pain point, not what looks cool in the menu.
Frequently Asked Questions
What is the best first profession in Farever?
Outfitter is the best first pick for most players because bags solve the inventory problem immediately. Alchemist is the safest for solo players. Jeweler is the best long-term pick for endgame builds. Blacksmith, Cook, and Enchanter are better as second or third professions once you have gold to afford the increasing costs.
Can you learn multiple professions in Farever?
Yes. You can learn all 6 professions on one character. The catch is gold — each additional profession costs significantly more than the last. Your first pick is free from Job Welldon, but the second costs gold, the third costs even more, and so on. Consolidating all professions on one character is strongly recommended.
How do Crafting Points (CP) work in Farever?
CP is a shared resource across all professions. You earn CP by crafting basic materials like ingots, motes, and cloth. You spend CP on complex green-arrow items that actually level up your profession. The first craft of any item gives bonus CP progress, so unlocking new recipes and crafting them once each is the most efficient leveling path.
Is Blacksmith or Alchemist better for a Warrior in Farever?
Alchemist is better for solo Warriors because potions compensate for the class's limited self-healing. Blacksmith becomes valuable later when you want to craft armor upgrades. For Warriors who primarily group, Blacksmith first then Alchemist second is the stronger path.
What is the best profession for making gold in Farever?
Outfitter generates the most consistent early gold through bag sales. Jeweler has the highest ceiling for late-game gold because high-stat rings and amulets are always in demand. Cook is the weakest gold-maker since food buffs are cheap and players often cook their own.
You may also like
Farever Can't Connect to Server: 7 Fixes That Actually Work
Booting you out of Farever every 5 minutes? After the May 7 meltdown, I tested every fix across NA and EU. The region-swap workaround gets you in without VPN. Exact steps and the one fix that saved me 20 minutes.
007 First Light Mod Guide: All 10 Mods, Downloads, and What They Do
After scanning GitHub and Nexus for 007 First Light mods, here are 10 verified tools: ultrawide fix, save migration, HUD cleanup, Glacier toolkit, and trainers. All downloads from official repos.
Kill Team Spectre Squad: Complete Rules, Loadouts & Tactics (2026)
Official PDF rules, community-tested loadouts, and field-tested tactics for Spectre Squad across 12 games. Elite Fieldcraft flowchart, weapon damage tables, and the double-shoot melta combo broken down step by step.
Comments