1. Alchemy: Alchemy is put at the forefront because firstly it is easy to practice (450-525 is the cheapest non-collection major), secondly it can provide a 359 legal system ornament, which is quite useful for priests who have just finished equipment, and thirdly, it takes twice as long for people majoring in alchemy. If you eat the guild cauldron, the mixing of alchemy will last for 4 hours, and one bottle per night is enough. In addition, there are specialties that can be used to make money. There are conversion CDs every day, and there are manned dragons that only alchemy can do.
2. Jewelry: Jewelry can provide 3 unique gems, providing 8 1 minute (instead of 80 points for other general majors). The practice process will be more expensive. When you are full, you can cut gems to make money, and so can your daily life.
3. Enchant: The reason for enchantment is that the tailor is the best, and you will make a lot of green equipment in the process of tailoring. If you are enchanted, you can decompose these devices, which can be regarded as waste utilization. After you get the equipment here, you don't have to ask others to enchant you.
Others are not recommended ... because although they have their own advantages, they are either more expensive or have no potential to make money.
Alchemy is strongly recommended again. Especially pastor pve. Who knows who uses it?