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Skill Trees & Jobs

Profession paths, job progression, and skill unlocks in ProsperitySMP.

How jobs and skill trees fit together

ProsperitySMP has two progression systems and one feeds the other. Jobs pay wages, run from level 1 to 50, and hand out titles as you climb; you join one with /jobs join. Skill trees are the perk layer sitting on top, and /skills opens the GUI where you spend into your job’s nodes.

Nodes cost skill points, and skill points come from job levels, so no money changes hands anywhere in the tree. Current node lists and effects, job by job, are on the wiki.

How many jobs can you have at once?

Three, and all three slots are free.

SlotCost
Slots 1–3Free

That is the Season 0 cap. More slots may open in a later season.

Specialise or spread out?

Nobody has proved which is better yet.

PathWhat you get
Specialise (go deep in one job)Stronger wage scaling, better titles, better contracts, stronger skill perks
Diversify (level multiple jobs)More business models, more income sources, more flexibility

A level 50 Miner is the best miner on the server. Someone running Miner, Builder, and Woodcutter has more angles when prices move, and less depth in any one of them. Pick whichever you’ll still be playing in a month.


The six jobs

Miner, Farmer, Builder, Woodcutter, Hunter, Fisherman. Every one runs to level 50, takes roughly 50 hours to max, and pays +1% more per level above the first, so a level 50 job earns +49% on its wage. Five of the six share one title ladder.

LevelTitle
1–9Novice
10–19Apprentice
20–29Elite
30–39Master
40–49Grand Master
50Legendary

Hunter is the exception. It runs combat ranks, E through S, listed below.

Miner

Miner is for people who live underground, and the node list follows from that: underground night vision, auto-smelting, and bulk ore compression. Miner level also gates the drills, 3×3 AOE mining pickaxes bought with in-game money (/buydrill).

Farmer

Farmer is the job that feeds the server. Breeding and tending animals pays directly, signature consumables unlock at high level, and Farmer level opens the harvesters: 3×3 auto-replanting AOE hoes (/buyharvester). Food production and bulk harvest carry the wage in between. The Farmer and Drills and harvesters wiki pages carry the node lists.

Builder

Builder earns very little from wages. The money is in contracts. A small commission done well is what gets you the next one, and the ladder runs up to owner-awarded government builds with pay negotiated and materials supplied. Skilled builders here are paid like specialists, not labourers.

If you like building, this is the job — every commission you take is portfolio the owner can look at. Plenty of builders also take private commissions from other players: house builds, shop fronts, custom work, at whatever rate the player market sets. The wiki covers both tracks on its Builder and Government build contracts pages.

Practical tip: Builder pairs well as a second or third job. Most working builders carry it alongside Miner or Woodcutter for cheap material supply.

Woodcutter

Woodcutter is bulk timber work: whole-trunk felling, paid log-stripping and charcoal work, and reinforced shields you can craft at high level, all of it laid out on the Woodcutter tree. Somebody has to keep the builders supplied.

Hunter

A Hunter’s real money is in the instanced dungeons. Clearing one pays a cash bounty, loot crates, and rank XP; mob drops and bounties fill the gaps between runs. Hunter is ranked E through S:

RankHunter level
E1
D10
C20
B30
A40
S50

See the wiki’s Hunter and Dungeons pages.

Fisherman

The custom-fish system runs at the spawn pond and the frog pond, both in the main world. Fisherman perks raise your wage, your rod durability, and your odds on a rare catch, and those rare-catch upgrades feed straight back into it. Fishing also keeps the food supply moving.


Prestige

Level 50 is where a job can be prestiged. Your level resets to 1, and you keep permanent passive bonuses plus a shot at a unique Master Tool for that career.

It’s the largest single money sink in the game. Each tier costs a multiple of the last, and every job prestiges independently.

Prestige costs

TierCash cost (per tier, per job)Reward
P1$10,000 + materials+5% income, +10% XP
P2$30,000 + materials+10% income (cumulative), +20% XP
P3$80,000 + materials+15% income, +30% XP
P4$200,000 + materials+20% income, +40% XP
P5$400,000 + materials+25% income, +50% XP

Material requirements per tier are listed on the wiki’s Prestige page.

Cumulative bonuses

The prestige bonus multiplies your wage; it doesn’t add to the level bonus. At level 50 your wage is already ×1.49, and each prestige tier multiplies that again by 1.05. So the totals, measured once you’re back at level 50:

Prestige levelTotal income bonusTotal XP rate
Just L50 (P0)+49%+0%
P1+56.45%+10%
P2+63.9%+20%
P3+71.35%+30%
P4+78.8%+40%
P5+86.25%+50%

A P5 Miner back at level 50 has +86.25% income on every block they break (1.49 × 1.25), on top of all their tool effects. Straight after prestiging, while you’re back at level 1, the prestige bonus alone applies: +25% at P5.

Prestige rewards

Each prestige grants a named prestige tool for that career, and prestige crates can roll rarer rewards, including the Master Tools (the only source of Mending on the server) and vouchers. Full reward details on the wiki: Prestige and Crates.

What prestige is actually for

  • Somewhere to go after 50. The level cap stops being the end of the job.
  • The biggest sink in the economy. One job taken all the way to P5 costs $720,000 in cash, plus major material requirements.
  • It sticks: prestige bonuses last the rest of Season 0.
  • Each job is independent. You can be P3 Miner with nothing anywhere else, or P1 in five jobs at once.