Townsfolk stats and equipment
Open a resident Townsfolk's Profile through dialogue or the Town Journal. Their abilities belong to that person and remain through resurrection.
Attributes and profession skills
The five attributes are Strength, Intelligence, Vitality, Dexterity and Speed. Attributes affect combat and movement. Knights favor Strength, Archers and Rogues favor Dexterity, and Mages favor Intelligence. Vitality improves health.
The twelve profession skills are Blacksmithing, Ranching, Farming, Mining, Building, Alchemy, Crafting, Leatherworking, Cooking, Logistics, Commerce and Jewelry. Skills run up to 10. A skill at zero is unavailable to that person and cannot be opened by normal training.
Work types can share a skill while having separate priorities. Smelting, Blacksmithing and Armor Crafting all use Blacksmithing. Farming, Mycologist and Berry Patch use Farming. Crafting and Salvaging use Crafting. Read the selected task's skill requirement: seed recipes at a Crafting workplace use Farming.
Earn and spend points
Completed profession work earns personal Mastery XP, up to Mastery 20. Each level gained gives one skill point. Levels 5, 10, 15 and 20 also give two attribute points. Spend them through the profile.
One Verdant Catalyst raises an available profession skill by one; one Gaia Shard raises an attribute by one. Attributes cap at 20. These training items do not raise Townsfolk Mastery itself.
Named core specialists have their own Mastery system, described in Mastery and training. Townsfolk do not use their friendship or reputation rewards.
Equip the right job
Use the profile's equipment controls to choose compatible profession equipment. Delivery packs, farming tools, ranching equipment and crafting kits help their matching work. A Joiner's Toolbox improves Crafting and a Leatherworker's Roll improves Leatherworking. Equipment does not replace a required bench, unlock or skill.
Guard kits use a separate equipment slot and apply to the matching class while on duty. A guard does no civilian profession work. Return them to civilian life before expecting workplace tasks.
A high skill alone does not start work: the resident must be employed, paid, have the correct priority enabled and be able to reach an eligible task. See Work priorities and wages.