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GameBrief · General

Reviewing
Romestead
Beartwigs · Three Friends
This Romestead professions guide ranks all 8 starting classes and explains what each one actually changes about your run. The short version most new players need: your profession is a head start, not a permanent role, so the right pick is the one that smooths your first hour, not the one that matches a fantasy of how you'll play 30 hours in.
TL;DR: Romestead has 8 professions: Gladiator, Legionary, Lobber, Mechanicus, Miner, Phalanx, Scholar, and Woodcutter. Each gives a +5 skill bonus and a starting item, on top of the shared Civilian Tunic and 5 Cooked Small Game. None of them locks your playstyle (every skill levels through use). Best first run: Scholar for the ranged Scroll of the Novice (survives early Fallen fights), or Mechanicus / Woodcutter for the smoothest economy start.
Pick Scholar if you're worried about dying early. Its Scroll of the Novice is a ranged magic offhand, and ranged damage is the single biggest crutch for surviving the early Fallen before you've internalized the dodge timing.
Pick Mechanicus or Woodcutter if combat doesn't scare you and you want the fastest settlement. Construction and resource gathering are what you actually spend your first hours doing, so a +5 head start in either compounds immediately.
Everything else is a flavored variation on melee or utility. Because professions don't lock your build, the decision matters for your first hour and then quietly stops mattering as your skills level through use.
These five front-load a fighting style. Combat in Romestead leans on dodge timing against the Fallen, so the question is how much safety each kit buys you early.
Scholar (best beginner pick). Starts with the Scroll of the Novice, a ranged magic offhand: tap for a primary attack, hold to charge a heavier secondary. Ranged damage from a safe distance is exactly what new players need before the dodge timing clicks. This is the recommended first run for almost anyone.
Legionary. Starts with the Flint Gladius, a fast 3-4 damage short sword. It's the clean, reliable melee starter: no gimmick, just a working weapon from minute one. A solid pick if you'd rather learn melee directly than rely on a scroll.
Gladiator. Starts with a Wooden Shield (block strength with a wide block arc) as an off-hand. It buys you defensive margin for learning fights, trading some early offense for the ability to eat a hit you misread.
Phalanx. The shield specialist. Where Gladiator hands you one shield, Phalanx leans the whole kit into blocking and defensive play. It's the tankiest start, best for players who want to out-last fights rather than out-damage them.
Lobber. The throwing specialist, built around Wrist Wraps and the environmental-throw mechanic: pick up rocks, bushes, and boulders and hurl them for damage. It's the most unusual combat start and rewards players who enjoy improvising with the terrain rather than carrying a weapon.
Early combat is all dodge-timing against the Fallen. Scholar's ranged scroll lets you chip them down before they reach you, which is why it's the safest first profession.
GODEEPER: Combat is only half of staying alive: night raids are the other half. Romestead Night Raid Defense Guide →
These three skip a weapon to front-load the settlement side. Since building and gathering are your primary first-hour activities, their head starts are felt immediately.
Mechanicus. A +5 head start in construction. Building is the single most common thing you do in the opening hours, so this profession's bonus pays off faster than any combat kit. If you want your settlement up and running quickly, Mechanicus is the pick.
Woodcutter. A +5 head start in woodcutting. Wood is the backbone resource for early construction, so a Woodcutter keeps the build queue fed without bottlenecking. It pairs naturally with a construction-focused plan.
Miner. Starts with a Flint Pickaxe and a mining head start. It's practical, but the catch is that the Flint Pickaxe is one of the first things you'd craft through normal play anyway, so the head start is the smallest of the economy three. Take it only if stone and ore are your specific early bottleneck.
Construction and citizen roles are the core of the settlement loop. A Mechanicus or Woodcutter head start makes the first few buildings go up noticeably faster.
Ranked by how much each pick smooths a first run, given that none of them lock you in:
This ranking is about the opening hours. By mid-game, skill leveling has flattened the differences, so a "B tier" start is never a wasted run. Pick the head start that removes your biggest early friction.
Three things are worth understanding before you commit:
First, the shared baseline. Every profession begins with a Civilian Tunic and 5 Cooked Small Game. The profession adds a +5 skill bonus and one thematic item on top of that, nothing more. You are not getting a wildly different character, just a different first step.
Second, nothing is locked. Skills level through use, so any character can max any skill regardless of starting profession. The Scholar who spends ten hours chopping wood becomes a serviceable lumberjack. This is why the choice is a first-hour decision, not a build commitment.
Third, professions are separate from the bigger systems. Your god worship, your citizens and their assigned roles, and the boss progression all sit on top of whatever profession you started with. The profession just decides where you begin on the skill curve.
How many professions are in Romestead? There are 8 starting professions: Gladiator, Legionary, Lobber, Mechanicus, Miner, Phalanx, Scholar, and Woodcutter. Each gives a +5 bonus to one skill plus a small set of starting gear, on top of the shared Civilian Tunic and 5 Cooked Small Game. Your profession is a head start, not a permanent role.
What is the best profession in Romestead for beginners? Scholar, because it starts with the Scroll of the Novice, a ranged magic offhand. Ranged damage is the biggest crutch for surviving early Fallen encounters before you learn the dodge timing. Mechanicus and Woodcutter are the smoothest for the economy, since construction and gathering are what you actually do in the first hours.
Does your profession lock your playstyle in Romestead? No. Professions only give a +5 head start in one skill and a starting item. Every skill levels through activity, so a Scholar who chops wood becomes a serviceable woodcutter. The choice shapes your first hour, not your whole run.
What does each Romestead profession start with? A Civilian Tunic, 5 Cooked Small Game, a +5 skill bonus, and a thematic item. Scholar gets the Scroll of the Novice, Legionary a Flint Gladius, Gladiator a Wooden Shield, Miner a Flint Pickaxe, Lobber throwing-focused Wrist Wraps, and Phalanx leans into shields. Mechanicus and Woodcutter front-load construction and gathering instead of a weapon.
Is Scholar or Mechanicus better in Romestead? Scholar if early combat worries you, because the Scroll of the Novice damages Fallen from a safe distance. Mechanicus if you want the fastest base setup, since construction is the primary first-hours activity. Most first-timers do best with Scholar; players comfortable with dodge timing get more from Mechanicus.
Can you change profession in Romestead? The starting profession is set at character creation, but because all skills level through use, you're never locked out of anything. You "change" by simply doing the activity you want and letting your skills catch up. The starting choice only front-loads one area.
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