Professions
You traveler, who directs your steps into the land of Midkemia, know that the first step is usually the most important. Humbly ask your master for training, and then in the dark forests, see what secrets local life hides.
Here is a small guide to choosing your path — once you decide which way to go, let your steps be firm on any of them.
MidkemiaUO distinguishes the following professions (click to be redirected to the profession):
Warrior
"Yes, truly a beautiful sword — but it's not what I'm looking for; beauty won't help me in battle." Koran slid the sword back into its sheath and returned it to the merchant. Who knows where he stole it from — selling a decorative sword... pfft. With these thoughts, he entered the local tavern “At the Three Blades”, a well-known den full of rogues, swindlers, and drunks. He ordered a tankard of ale and sat down at a table. His attention was drawn to a small boy who expertly cut the purse from a fat man at the next table and quickly walked away. At that moment, the man jumped up and shouted toward Koran: "That scoundrel stole my money pouch — 10 gold if you catch him and bring him back!" Koran didn’t hesitate and rushed after the boy into the streets. He didn’t have to run far — the little rascal ended up in a dead-end alley with nowhere to escape. "Got you, now..." — he didn’t even finish the sentence when he noticed shadows behind him. How could I be so stupid — the merchant, and the fact the local kid ran into a dead end. The warrior slowly drew a carefully hidden long dagger and waited for the attackers... The man in the tavern froze in horror when Koran returned. "Here’s your pouch full of rocks — and I’m waiting for my 10 gold." The man, hands trembling, placed the required amount on the table. Koran pocketed the gold, gave the man a good punch in the jaw, and left to find a proper blacksmith...
The warrior is a fighter, a soldier, and a brawler. His life and death depend on his endurance, strength, and knowledge of tactics and weaponry. You will find them at the forefront of every battle, fighting face to face with the enemy. Warriors are further divided into two sub-professions: Fierce fighter and Swordmasters.
Fierce fighters focus primarily on defense. Breaking through their perfect defense is nearly impossible, which is why they are usually in the front lines.
On the other hand, Swordmasters are attack-oriented. With their weapon, they form a perfect duo, dancing through the battlefield and striking everything in reach.
Sub-professions: Fierce fighter/ Swordmaster
Mage
The caravan began to move again. In this weather, the roads were muddy, and wagons constantly got stuck. The settlers were growing impatient — and they weren’t even halfway yet. They had been promised a new life on the eastern coast, and so far, all they had was rain, mud, problems, and a silent old man in a hood meant to guide them. The convoy stopped again. A man stood in the middle of the road, his face covered with a scarf. Several more masked figures emerged from the forest. They approached the first wagon. "Your money and valuables — or your life, and then your money and valuables." Frightened settlers started rummaging through their belongings, looking for anything valuable to save themselves. "That goes for you too, old man!" The old man mumbled a few words and watched as the bandits stared in shock at their leader, who froze in an unnatural pose, unable to move. The men from the wagons seized the moment and attacked the intruders. Although the bandits had weapons, they looked ragged and tired — no one doubted it was the work of the quiet old man and his magical power. Together, they managed to drive the attackers away, although the skirmish left injuries. The old man rummaged through his backpack, pulled out a few vials of clear liquid, and gave them to the wounded to drink. Their wounds quickly closed, and in moments they were strong again. "Mommy, I want to learn that when I grow up too." The old man smiled at the little boy behind him and nodded. The wagons began to move again...
The mage strives to master magical forces and cast spells with their help. This requires a lot of time spent studying strange languages and magical research. Their magical abilities and skills are based on the fundamental elements — earth, water, air, and fire. From these, they can craft destructive spells as well as powerful beings. This forms the basis for their two sub-professions — Battle Mage and Summoner.
While the Battle Mage relies on the destructive power of offensive spells, the Summoner sends strong elemental beings into battle on their behalf. It’s rare to see a mage without the company of a warrior, as they are weak and easily fall to close combat. To survive, they must rely on their knowledge and cunning.
Sub-professions: Summoner / Battle Mage
Spells:
Summoner:
- General Spells: All
- Necromancy: None
- Worldly Spells: None
Battle Mage:
- General Spells: All
- Necromancy: None
- Worldly Spells: None
Possible races: Human
Enchanter
She loved this place. A small paradise in the middle of the forest, full of peace and beauty. A little glade surrounded by majestic trees — even as a child, she came here often to listen to the wonderful stories of the old druid Elwan. Even then, she knew she wanted to be like him — to understand nature and protect the forest when needed. Her childhood dream finally came true, and she became a great enchanter. Elwan was very proud of her — until the unfortunate event. One day, as Elwan guided her through the forest teaching her which herbs to use and how, they came upon a group of men defiling the trees. “Hey, you there! What do you think you're doing? These are rare and protected woods. Stop immediately and leave.” The men laughed and mockingly continued chopping down the centuries-old trees. Elwan stepped closer and knocked the axe from one man's hand with his staff. The others stopped and surrounded Elwan. They shoved him, and he fell to the ground. “Fine, you started this — I’ll finish it.” With those words, he began to speak softly. Suddenly a swarm of bees rushed around him and attacked the scoundrels. They tried to run, but tree roots entangled their legs. However, Elwan didn't see one man — and paid dearly. An arrow pierced his chest, and he collapsed, dead. What happened next is hard to describe — the sky vanished, darkness fell like the blackest night. Screams rang out — and as quickly as it began, it ended. All the attackers had vanished, and where Elwan’s corpse lay, only his cloak remained. Much time has passed since then, and the forest protector has a successor...
The Enchanter is a mage who has dedicated their life to protecting nature, from which they draw their special abilities. Enchanters devote their lives to protective magic and healing. However, among them are Forest Guardians who study combat from an early age to defend elven forests from raiders. It’s said the best of them can even shapeshift — though this is likely just a rumor, as no one has ever confirmed it. Enchantment is the primary field of elven magic.
Sub-professions: Healer / Forest Guardian
Spells:
Healer:
- General Spells: Create Food, Heal, Night Sight, Agility, Cunning, Magic Untrap, Protection, Strength, Bless, Telekinesis, Teleport, Unlock, Wall of Stone, Arch Cure, Arch Protection, Greater Heal, Recall, Dispel Field, Dispel, Invisibility, Reveal, Energy Field, Mass Dispel, Resurrection
- Necromancy: None
- Worldly Spells: None
Forest Guardian:
- General Spells: Heal, Night Sight, Reactive Armor, Agility, Cunning, Magic Untrap, Strength, Bless, Telekinesis, Teleport, Unlock, Wall of Stone, Arch Cure, Arch Protection, Greater Heal, Recall, Dispel Field, Magic Reflection, Dispel, Invisibility, Reveal, Polymorph
- Necromancy: None
- Worldly Spells: None
Possible races: Elf
Monk:
The battle was in full swing; it was perhaps even a little comical how a handful of these warriors defended the watchtower against the onslaught of orcs and ogres. Paladins of the Order, consecrated knights in shining armor. They may not be as ferocious and tough in combat as traditional warriors, but their knowledge and battle tactics are only slightly behind. The work of a chronicler is not exactly easy, especially when working for the Order. If they lose today, I will die with them — I doubt the orcs would let me live. Now one of the fighters has suffered a nasty blow from a club and collapsed to the ground. Another paladin turned away from the battle and knelt beside him. With his head bowed, he whispered a prayer; white light flared from his hands and enveloped his comrade. Incredible — I had heard of it, but never had the chance to see it with my own eyes. The power of faith is truly mighty. It is faith that allows paladins to cast their spells, which no one else can command — not even the most powerful mages. The severely wounded knight was once again on his feet, dealing blows to enemies who were clearly losing both strength and the will to fight. It was slowly becoming clear to them that, even with overwhelming numbers, they would not break through this guard. And so it happened — the orcs, having suffered significant losses, retreated, and the defenders gained the time needed for reinforcements to arrive. I'm starting to wonder whether I truly have anything to fear in this company. I believe that, as a chronicler, I’ll be staying here for a very long time...
Monks are both healers and warriors. With their advanced healing abilities, they can even save lives. They are often wise scholars of various orders, capable of helping not only by curing poisons or stopping bleeding, but also through wise counsel based on the intense study of history and the world, which each order provides to its scholars. The public perception of individual orders is not always positive, and so monks also had to take up arms. Their possible paths are divided into Clerics and Paladins.
Some clerics dedicate themselves solely to prayer, healing the sick and helping the poor — these are the Monks. Others take up arms against evil, hunting undead and dark creatures — these are the Paladins. A paladin does not hesitate to fight for what is right.
Sub-professions: Monk / Paladin
Spells:
Cleric :
- General Spells: Create Food, Heal, Night Sight, Agility, Cunning, Magic Untrap, Protection, Strength, Bless, Arch Cure, Arch Protection, Greater Heal, Recall, Dispel Field, Dispel, Invisibility, Energy Field, Mass Dispel, Resurrection
- Necromancy: Banish
- Worldly Spells: None
Paladin:
- General Spells: Heal, Night Sight, Reactive Armor, Agility, Cunning, Magic Untrap, Protection, Strength, Bless, Arch Cure, Arch Protection, Greater Heal, Recall, Dispel Field, Dispel, Invisibility, Reveal, Resurrection
- Necromancy: Banish
- Worldly Spells: None
Possible races: Human
Necromancer
“It has to be here somewhere,” cursed the young mage and muttered a spell. The dark dungeon was once again bathed in light. He had been searching these catacombs for hours and was beginning to believe that the old book he had found in his master’s library was just a trick. It spoke of gaining a new and immensely powerful force at the cost of a small personal sacrifice. “I could swear… I’ve passed through here before.” The light magic faded, and the young man was already casting another spell when he noticed a strange, green, phosphorescent substance on the wall. “Ah, what do we have here...” He examined the wall more closely and discovered fine cracks. He spent another hour trying to figure out how to get through the wall when he had a sudden breakthrough. He quietly chanted and let the spell take effect. The wall vanished without a sound, revealing an abandoned chamber. In the center stood a pedestal, and on it lay a very old and dusty book. The mage slowly approached and examined it carefully. The cover was made of human skin, and a sinister aura surrounded the book. He opened it, and suddenly a voice echoed in his mind: “Welcome, young mage. I know why you are here, but the decision is yours alone. If you wish to uncover the dark power of necromancy, take the book — but know that you will never be able to return... the choice is yours.” The young man did not hesitate and grabbed the book. He felt the power coursing through his body, but he also realized the sacrifice he had made: he had lost the ability to cast more complex magical spells. However, he was pleased with the new knowledge and techniques he had gained. He placed the book into his satchel and quietly left — toward his destiny and a new life...
A Necromancer is a mage who, instead of studying elemental magic, has chosen the path of necromancy. His knowledge of general spells is limited because his primary domain lies in the field of necromancy — a magical discipline based on curses, summoning various foul minions, and poison-based attacks. A necromancer's specialization depends on the depth of their studies.
Lords of the Undead have mastered the field of necromancy so thoroughly that they can summon the most powerful undead servants.
Soul Eaters devote themselves to dark rituals that allow them to weaken their enemies. As ritualists, they must also be skilled in the use of piercing weapons.
Only humans dedicate their lives to the study of necromancy.
Sub-professions: Deathlord / Soul Eater
Spells:
Deathlord:
- General Spells: Night Sight, Reactive Armor, Magic Untrap, Protection, Teleport, Unlock, Wall of Stone, Dispel Field, Magic Reflection, Dispel, Invisibility, Reveal
- Necromancy: Animate Dead, Curse, Poison, Wither, Lich Form, Drain Life
- Worldly Spells: None
Soul Eater:
- General Spells: Fireball, Lightning, Energy Bolt, Explosion, Flamestrike, Magic Arrow
- Necromancy: Curse, Poison, Wither, Lich Form, Drain Life
- Worldly Spells: None
Possible races: Human
Ranger
Even as a child, he often heard stories about hunters — rangers who guard the forest borders and protect travelers on woodland paths. His grandfather and father were blacksmiths, and he was expected to follow in their footsteps. But he had no interest in smithing. He preferred the forest, the feeling of freedom, and the wind on his face far more than the forge. In front of his parents, he diligently studied blacksmithing, but in secret, he crafted his own bow and practiced shooting in the woods. However, this couldn’t go on forever. It didn’t take long before his father found out he had been secretly visiting the local hunter and learning about animals from him. A terrible argument broke out at home — mutual accusations that ended in his departure. He retrieved his bow and the leather armor given to him by a ranger from his hiding place and headed toward the forest. With his teacher’s help, he joined the fellowship of hunters, where he grew into a skilled ranger. He was the youngest member of the fellowship but excelled in archery and animal handling, earning respect and recognition as a guardian of the woods. He became used to the solitary life in the forest, but he always carried the shadow of his youth with him. Ten years is a long time — long enough to forget old arguments. He made a decision, urged his horse forward, and set off toward his home village...
A hunter, a ranger, call him what you will — like a tracker, he is an expert archer and animal handler. The only real difference between a hunter and a tracker is their outlook on life — and the fact that the hunter is an exclusively human profession. The ranger subclass is divided based on their method of training.
Beast Masters devote themselves to their tamed animal companions. No one else in the world understands animals and their needs as deeply as they do. Their training skills are so advanced that under their guidance, their companions can learn and evolve.
Marksmen are masters of the bow. They are essentially elite hunters, capable of hitting moving targets from great distances.
Sub-professions: Hunter / Beastmaster
Spells:
Hunter:
- General Spells: Night Sight, Cunning, Agility, Magic Untrap, Protection, Strength, Bless, Arch Cure, Arch Protection, Recall, Dispel Field, Dispel, Invisibility, Reveal
- Necromancy: None
- Worldly Spells: None
Beastmaster:
- General Spells: Night Sight, Cunning, Agility, Magic Untrap, Protection, Strength, Bless, Arch Cure, Arch Protection, Recall, Dispel Field, Dispel, Invisibility, Reveal
- Necromancy: None
- Worldly Spells: Animal Bond, Summon Creature
Possible races: Human, Elf
Thief
She simply couldn’t pass up this challenge. From the local matchmaker, Alora learned that a very wealthy merchant kept a large sum of cash in his home vault, intended for some major business deal. But there was only time until tomorrow — so it had to be done quickly. Tonight. As the shadow of night fell over the city, Alora set off toward the grand villa — perhaps more accurately a small palace — on the hill beyond town. As she expected, one of the back entrances was completely unguarded. She pulled a set of lockpicks from her bag — a must-have tool for any successful thief — and easily unlocked the door. She entered the kitchen, but before she had time to look around, she heard footsteps from the next room. Before the maid could enter, Alora silently closed the door and slipped into the shadows beside the entrance. This skill had saved her life more than once — a person can be standing right next to you, but as long as you don’t draw attention, you stay hidden from their mind. Once the maid had gone to her quarters, Alora began creeping upstairs — where, according to her information, the merchant’s office and vault were located. At the last moment, she noticed a guard patrolling the upper floor. Alora pulled a small vial from her pouch — a gift from a friend — and silently got behind the guard. A few quick movements later, and the guard collapsed unconscious to the floor. Now the path to the gold was clear. She entered the large office and headed straight for the large painting above the desk. “Oh, these people — never come up with anything original.” She moved the painting aside and began inspecting the iron vault door. “Of course…” she muttered, noticing a tiny dart trap hidden in the frame, connected to the opening mechanism. She elegantly disarmed the trap and picked the lock with ease. No one ever found out who the figure was that vanished into the shadows of the night during the heist...
Speed, agility, and stealth are a thief’s trademarks. It’s up to each individual whether they use their talents against a random passerby, a wealthy merchant, or in the fight against evil. Only someone with exceptional abilities can become a thief, because the skill set required is vast. Few persevere long enough to master the craft. Because many are unable to perfectly master all thieving disciplines, many thieves settle in the somewhat unusual role of Bards — perhaps due to their more "social" approach to life.
A gifted few, however, continue their training to become Shadow Hunters. While it might seem that a Bard is just an imperfect branch of proper thievery — that’s not the case.
A Bard, through mastery of music, can influence their listeners to such an extent that they begin to do exactly what the Bard desires.
Sub-professions: Bard / Shadow hunter
Possible races: Human, Elf (Bard only)
Craftsman
A sweaty man wiped his face with a dirty rag — he had been digging for days in an abandoned mine at the foot of Mount Alimar. According to legend, long ago the grey dwarves mined a miraculous metal here, from which their famed blacksmiths forged incredibly durable armor for their equally legendary dwarven warriors. But no one had seen a dwarf of that kind in many years. Whether they left or died out, no one knows — one day, they simply vanished. The man stopped thinking and got back to work. “I’ll show you, you so-called craftsmen,” he cursed toward the others in town who bought ore and raw materials from middlemen at highly inflated prices. “I’ll teach you all a lesson — laughing at me like that.” Suddenly, his pickaxe struck a strange rock. A small piece chipped off, and before him he saw a faintly glowing blue ore. His eyes widened in awe and joy. He had done it. Now he could finally start earning real money — no more fixing roofs for neighbors, sewing clothes, or forging horseshoes. Now, he was truly a master of all crafts...
The Craftsman is truly a master of all kinds of production skills. He can forge armor and weapons for a warrior, carve a beautiful bow for a hunter, or tailor fine armor from dragonhide for a mage. It all depends on his skill and patience — that’s what determines how good he will become.
Craftsmen are divided into two groups based on their material focus:
Those who work with wood
And those who work with metal
Sub-professions: Blacksmith / Wood-carver
Possible races: Human, Dwarf, Elf