Key Takeaways
- Wartales is a tactical RPG where mercenaries survive in a medieval world.
- The Wartales Profession Tier List ranks roles from S (best) to D (weakest) based on utility.
- S-Tier: Blacksmith offers crafting of powerful weapons and armor.
- A-Tier includes Tinkerer and Cook, essential for tools and food efficiency.
- B-Tier and C-Tier professions provide situational benefits but aren’t must-haves.
Wartales is a medieval, open-world, tactical RPG where you can lead a band of mercenaries trying to survive, explore, and earn coin in a plague-scarred world. Beyond company classes, your company also relies heavily on the professions your companions have.
Speaking of professions, you can assign blacksmithing to tinkering, alchemy, and even thievery. Each profession plays a crucial role as it provides various utilities to the company during combat. It is beneficial to have troops with various professions in your company, but not all of them are as good as you think. So, to help you out, here’s a complete Wartales Profession Tier List ranking every one of them.
Every Profession in Wartales – Ranked

| Tier | Professions |
|---|---|
| S | Blacksmith |
| A | Tinkerer, Cook |
| B | Thief, Alchemist, Doctor |
| C | Angler, Miner, Bard, Huntsman, Brewer |
| D | Scholar, Woodcutter, Bouncer, Tavern Keeper |
The above list provides a comprehensive overview of all the professions in Wartales, ranked by their utility and the advantages they provide to your progression. Here, the S-Tier profession is the best, whereas the D-Tier professions are the weakest. So, to break it down for you, we’ve listed all professions and explained why they’re ranked as follows.
S Tier – Best Profession in Wartales
| Profession | Buffs Per Rank | Pros & Cons |
|---|---|---|
| Blacksmith | Novice: +1 Strength Apprentice: +2 Strength Experienced: +3 Strength Journeyman: +4 Strength Master: +10 Strength | + Grants the ability to craft the best weapons and armor for the whole company. + Saves huge money over long campaigns without the need for buying equipment. + Major Strength boosts for melee classes like Swordsman and Warrior. + The mini-game during the crafting process is very fun to experience. |
A Tier Professions
| Profession | Buff Per Rank | Pros & Cons |
|---|---|---|
| Tinkerer | Novice: +2% Crit Apprentice: +3% Crit Experienced: +5% Crit Journeyman: +6% Crit Master: +12% Crit | + This profession is very useful for crafting essential camp tools and necessities. + Produces Raw Materials every rest if assigned to the Workshop. + Enables crafting of pitons, lockpicks, tents, etc, which is valuable for your progression. – Minimal combat benefit besides critical chance |
| Cook | Novice: +2 Constitution Apprentice: +4 Constitution Experienced: +6 Constitution Journeyman: +8 Constitution Master: +14 Constitution | + Massively boosts food efficiency for the company, which is an essential resource for keeping the troops happy. + Can craft powerful meals that reduce the filling up of the fatigue bar of company troops. + Can produce high-value meals that can be sold for a high value. – Requires recipes and multiple ingredients. |
B Tier Professions
| Profession | Buff Per Rank | Pros & Cons |
|---|---|---|
| Thief | Novice: +1 Dexterity Apprentice: +1 Dexterity, +2% Crit Experienced: +2 Dexterity, +3% Crit Journeyman: +2 Dexterity, +4% Crit Master: +4 Dexterity, +6% Crit | + This profession is essential for stealing, unlocking chests, and freeing captives. + You can generate income by selling stolen goods, which can then be used for buying other resources. – Useful only in certain situations. – Raises suspicion and can trigger guard conflicts. |
| Alchemist | Novice: +1 Dexterity Apprentice: +2 Dexterity Experienced: +3 Dexterity Journeyman: +4 Dexterity Master: +10 Dexterity | + Crafts useful potions, plague cures, oils, and bombs, which can be useful for the whole company. + Saves lots of money on medicine as it can be crafted. – Require learning good recipes for more efficiency. – Requires ingredients to stay useful, and they’re very hard to come by in the world. |
| Doctor | TBA | TBA |
C Tier Professions
| Profession | Buffs Per Rank | Pros & Cons |
|---|---|---|
| Angler | Novice: +1 WP Apprentice: +1 WP, +2% Crit Experienced: +2 WP, +3% Crit Journeyman: +2 WP, +4% Crit Master: +4 WP, +6% Crit | + Grants a way to catch fish and other components from fishing spots. + Boosts leadership through Willpower. – Food is easy to buy elsewhere. – Fishing spots are limited. |
| Miner | Novice: +2 Constitution Apprentice: +2 Constitution, +1 Strength Experienced: +4 Constitution, +2 Strength Journeyman: +6 Constitution, +2 Strength Master: +7 Constitution, +5 Strength | + Supplies ore for crafting, which can be mined from various locations on the map. + Offers useful melee buffs to classes like Swordsman and Warrior. – Ores can be bought easily from vendors. – Slow minigame makes it time-consuming. |
| Bard | Novice: +2 Constitution Apprentice: +2 Constitution, +1 Willpower Experienced: +4 Constitution, +2 WP Journeyman: +6 Constitution, +2 WP Master: +7 Constitution, +4 WP | + Earns money and influence at inns by playing songs, which is useful for stat boosts. + Works well with classes like Swordsman, Brute, and Warrior. – Requires crafting a lute from the Tinkerer first. – Limited usefulness outside towns and inns. |
| Huntsman | Novice: +1 Str, +1 Dexterity Apprentice: +2 Str, +2 Dexterity Experienced: +3 Str, +3 Dexterity Journeyman: +4 Str, +4 Dexterity Master: +5 Str, +5 Dexterity | + Improves loot and reduces animal food cost. + Grants unique hunting bonuses and rare material drops. – Only useful when tracking or fighting beasts. – Limited impact on the general economy and combat. |
| Brewer | Novice: +2 Con, +2% Crit Apprentice: +3 Con, +3% Crit, –1 WP Experienced: +4 Con, +4% Crit, –1 WP Journeyman: +6 Con, +5% Crit, –2 WP Master: +7 Con, +6% Crit, -3 WP | + Produces and ages alcohol, giving strong party buffs. + Grants extra Valor when alcohol is consumed – Willpower penalties hinder morale. – Limited usefulness during combat or exploration. |
D Tier – Weakest Professions in Wartales
| Profession | Buffs Per Rank | Pros & Cons |
|---|---|---|
| Scholar | Novice: +1 Willpower Apprentice: +2 Willpower Experienced: +3 Willpower Journeyman: +4 Willpower Master: +8 Willpower | + Deciphers runes for unique loot and secrets. – Offers no consistent combat or economy benefit. – No combat value. – Doesn’t provide any economic benefit. |
| Woodcutter | Novice: +1 Strength Apprentice: +1 Strength, +2% Crit Experienced: +2 Strength, +3% Crit Journeyman: +2 Strength, +4% Crit Master: +4 Strength, +6% Crit | + Provides additional wood through a minigame. – Wood is extremely common, making this low-impact. – Very low long-term usefulness. – Weak compared to other gathering professions. |
| Bouncer | N.A | + Improves tavern performance. – Offers no benefits in combat or exploration. – Useful only inside the tavern. – Many bonuses rely on RNG. |
| Tavern Keeper | N.A | + Essential for maintaining tavern operations and generating income. – Offers no advantages in combat or exploration. – Highly situational. – Many bonuses rely on tavern traffic. |
Frequently Asked Questions (FAQs)
The Blacksmith is the best profession because it allows you to craft powerful weapons and armor, saving huge amounts of money while also boosting your frontline troops.
Tinkerer, Cook, and Alchemist are the most important early-game professions since they provide essential tools, better food efficiency, and save a lot of money on medicines.
Yes. Professions like Angler, Miner, Bard, Huntsman, and Brewer have solid benefits, but they are more situational and less impactful.
Thief and Bard can generate income, but Blacksmith saves the most money in the long term.
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