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Category:Professions (WoW)  

A profession is a trade-oriented skill players learn in order to gather, make, or otherwise enhance items.

Professions are learned from a specific trainer or books after a specific mastery level (such as Runecloth bandages). Most professions, with the exception of Runeforging (available only to Death Knights) can be learned by any race or class.

Specific trade skills within a profession allow a player to craft a specific types of items or add enhancements to items, such as Cobrahide Leg Armor for example. These skills (or recipes) are learned from the profession's trainers, they are dropped from recipes or are obtained as a result of a quest for that profession.

Primary and Secondary Profession

They are two type of profession in the game, primary profession and secondary profession.

At any given time, a character may only have 2 primary profession learned. You can of course unlearn those and pick a new one if you don't like your current one, be mindful that you'll lose any skill you had with the original one, so it is not a decision to take lightly.

The primary profession are the following:

| border=0 | | Blacksmithing uses mostly ore to make weapons and heavy armor, as well as a few other metallic odds and ends like skeleton keys, shield spikes, and sharpening stones. At higher levels, smithing can specialize into weaponsmithing and armorsmithing. Smithing requires a smithing hammer and must be done at an anvil. |- |}

Leatherworking produces leather armor and armor kits for slight improvement of the armor rating of equipment. Some leather items are not made wholly from leather and vendor items; you will occasionally need other random animal parts such as murloc scales, or an alchemy potion related to the item. At high levels, leatherworking specializes into Elemental, Tribal, or Dragonscale leatherworking. You can only pick one.
Tailoring creates clothing out of cloth. There is no gathering skill for getting cloth. Instead, one must gather it from humanoid creatures. Any time you kill a defias bandit, a furbolg, a scarlet crusade member or a venture co. miner, for example, you have a chance to get linen. Higher level creatures will eventually drop the more advanced types of cloth. If any gathering skill goes with tailoring, it would be skinning, since tailoring can also make bags with the inclusion of some leather. This is fairly minimal though. Tailors are generally free to choose any second profession they want, and many become enchanters since that skill also stands alone. At higher level, tailors also get access to a skill that increase the amount of cloth they get from humanoid.
Alchemy makes potions from herbs. Potions take on two varieties - potions that give short term effects, such as a potion of agility, and those that give immediate effects, like a healing potion. Because the act of gathering herbs is more labor-intensive than many non-herbalists realize, the market for potions is not as strong as it could be, but there are select potions that consistently sell well to players. Some potions require non-herb components, usually in the form of oils derived from fish. Thus, alchemists will often take up fishing, but this isn't a necessity. Alchemy potions are also used in several recipes among the other production skills, such as an intellect potion being used for a tailoring robe intended for mages.
Engineering is the strangest tradeskill. Strange, because most of the items it makes require you to be an engineer to use. This makes it a popular choice among people who want to be able to do everything, since they can let somebody else do the work for other tradeskills. Engineering is especially popular among paladins who have no ranged attack and can lob the bombs it makes, and hunters who enjoy the benefits of self-made guns and ammunition. There are all kinds of other quirky items engineers can make though, from target dummies to gnomish shrink rays. Engineering also produces head slot items potentially before you could acquire one yourself, since head items tend to have at least a required level of 20. Engineered items primarily - but by no means exclusively - are made with mined ore.
Enchanting is the often-forgotten tradeskill because, to steal a company's tag-line, it doesn't make the armor you wear. It makes the armor you wear better. Enchanting is not a skill to take lightly: it is highly expensive. The components gathered for enchanting are created by the enchanter by DIS-enchanting other magical items. Generally speaking, this means items of green color quality or higher, which you would ordinarily sell in the auction house for money, instead gets destroyed to make enchanting components. It is also thought by many to be the most powerful tradeskill because of the way it can enhance everything else. Since many tradeskilled items beyond the basic starter items have magical properties to them, an easy way to get items to disenchant is to take them from someone who is mass-producing a particular item to raise their skill level. Enchanters can freely take another tradeskill, so tailoring with its lack of gathering skill is appealing in this regard.
Jewelcrafting was added to the game with The Burning Crusade expansion. Jewelcrafting is similar to enchanting, in as such that you do not produce many usable or wearable items with - they are a few rings and trinkets of course. What jewelcrafting is really about is creating gems that can be put into some piece of gear that have gem-sockets. This allow for better customization at higher level. Material for Jewelcrafting are gathered via mining.
Inscription was added to the game with The Wrath of the Lich King expansion. The main use of inscription is to create Glyph that can be used to empower your class's ability. It can also be used to create other odds end. Much like Enchanting and Jewelcrafting, Inscription is very much a 'end game' profession and doesn't help you out much while leveling. Materials for Inscription are gathered via Herbalism.
| border=0 | | Herbalism collects herbs from flowers, bushes and roots that spawn in the zone. When you take herbalism as a profession, you will get an ability that lets you detect herbs on your minimap. You will find that in the basic tab of your spellbook. Gathering herbs from a plant is as simple as right-clicking on it, but make sure it's safe nearby! You will get 1 to 3 of whatever herb comes from the plant you are picking. If you fail, you can try again at no penalty. Herbalist will get access to an ability that allow them to heal for a small amount of HP. |- |}

Mining is like herbalism, except that you gather ore, stone, and gems from ore veins. Again, you get an ore detection skill. However, you must buy a mining pick to gather any resources from an ore node. Those can be bought from any basic trade supplies vendor. You do not need to equip it. Ore is found almost exclusively in hilly areas and underground. If you are a Night Elf, be aware that there are ZERO ore deposits in Teldrassil - it is, after all, a giant tree. Mining also includes the ability to smelt the ores you collect. Go to a city and find a forge, and you can convert copper ore into copper bars. Smelting does not affect the stone you quarry or the gems you find. Miners also get bonus Hit Points as they level the skill.

Learning Mining will also teach you Smelting, which allows you to turn you metal ore into metal bars. Smelting requires a forge.

Skinning is collected from creatures you or others have slain. After looting a corpse of a creature that can be skinned -- almost always a "beast" -- the game will indicate that the corpse is skinnable. You must have a skinning knife in your inventory, also buyable from a trade supplies vendor. The creature also must be FULLY looted, which can make skinning in a group a nuisance. In general, skins are much more widely available than herbs or ore, but leatherworking requires large quantities of leather, so there is no direct advantage there. Skinners also get bonus Critical Hit changes as they level the skill.

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