≫ WHAT WE BECOME PART 2: WHAT REMAINS APPLICATIONS CLOSED ≪

  • As of today (08/19/2021), we'll no longer be accepting applications for What We Become Part 2: What Remains.

    We've given it some thought and have decided that with the current state of the lore, it's in everyone's best interest if we focus on what we have currently so that we can finish the story in a timely manner. Introducing new characters into the mix would not only complicate things, but it would be difficult for new players to acclimate considering the current player base consists exclusively of long-time players.

    All currently pending applications will be processed, but the application form is closed so no new applications may be submitted.

    Applications will open again closer to the release of our Build 41 lore. Info on that will be released at some point in the future, but I can at least confirm that we're making good progress with our writing and planning.

    Thanks for your understanding!!

Mod Gateway's Profession Mod [UPDATED]

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harperers

Show some fucking respect
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i balanced it and shit. This changes all the vanilla professions and adds 1 new one

The stats are self explanatory, and chosen after alot of deliberation using my skills as a certified hydrocraft jew autist.

My goal with this mod was to rebalance all the vanilla professions in a fun way to where each profession has either a niche, or is well balanced.

🎉PRONE TO ILLNESS REMOVED, OUTDOORSMAN GIVEN FOR FREE🎉

Heres the new traits, all designed to fill in the gaps left behind by vanilla

Tech Savvy -3+1 ElectricalCan use generators
Firearm Training -6+1 Aiming
+1 Reload
Amateur Welder -5+1 MetalworkingGets metalworking recipes
Deft -6+1 Long Blade
+1 Spear
Good Shape -6+1 Strength
+1 Fitness
Excellent Shape -10+2 Strength
+2 Fitness

Heres the laydown

STUDENT +16+1 Sprinting
LUMBERJACK -6+2 Sprinting
+5 Axe
+1 Strength
+1 Fitness
Cannot take the "Brawler" trait
POLICE -4+2 Sprinting
+2 Nimble
+3 Aiming
+3 Reloading
+3 Short Blunt
FORESTER -8+1 Carpentry
+2 Fishing
+4 Trapping
+5 Foraging
+1 Long Blade
Cannot take the "Hiker" or "Former Scout" traits
BLUE COLLAR WORKER -2+2 Strength
+1 Fitness
+3 Blunt
+1 Carpentry
+1 Electrical
+1 Maintanence
+1 Mechanics
BLUNT MARTIAL ARTIST -8+5 Long Blunt
+5 Short Blunt
+1 Fitness
Cannot take the "Brawler" or "Baseball Player" traits.
WOODWORKER -6+6 Carpentry
+2 Maintenence
+1 Short Blunt
Cannot take the "Handy" Trait
CRIMINAL -8+3 Sprinting
+3 Nimble
+5 Sneak
+3 Lightfooted
+3 Short Blade
Cannot take the "Jogger" or "Gymnast" trait
COOK -4+2 Short Blade
+6 Cooking
Starts with cooking recipes
Cannot take the "Cook" Trait
HANDYMAN -2+6 Maintanence
+1 Carpentry
+1 Short Blunt
Cannot take the "Handy" trait
FARMER -2+6 farming
+2 foraging
+1 Spear
Starts with farming recipes
Cannot take "Gardener" trait
FISHERMAN -2+6 fishing
+1 Foraging
+2 Spear
Starts with fishing recipes
Cannot take the "Angler" trait
PHYSICIAN +0+2 Short Blade
+6 first aid
Cannot take the "First Aid" trait
SOLDIER -10+5 Aiming
+5 Reloading
+1 Strength
+1 Fitness
Cannot take the "Hunter" or "Firearm Training" trait
TAILOR +2+6 Tailoring
+1 Short Blade
Cannot take the "Sewer" trait
BLADE MARTIAL ARTIST -8+5 Long Blade
+5 Short Blade
+1 Fitness
Cannot take the "Deft" trait
ATHLETE -2+6 Sprinting
+2 Fitness
+1 Strength
+6 Nimble
Cannot take the "Gymnast" trait
SPEAR MARTIAL ARTIST -6+5 Spear
+1 Fitness
Cannot take the "Deft" trait
HOBBYIST -12+1 to all except strength and fitnessCannot take the "Fast Learner" trait
ELECTRICIAN -2+6 electrical
+1 metalworking
+1 Short Blade
Starts with electrical recipes
Cannot take the "Tech Savvy" trait
ENGINEER -8+3 Electrical
+3 Woodworking
+3 Metalworking
+3 Mechanics
+1 Short Blunt
Starts with engineering recipes
WELDER -2+6 metalworking
+1 Mechanics
+1 Short Blunt
Starts with metalworking recipes
Cannot take the "Amateur Welder" trait.
MECHANIC -2+6 mechanics
+1 electrical
Starts with mechanical recipes
Cannot take the "Amateur Mechanic
 
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