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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:

Blacksmithing - Used to create object mades out of metal and ores.
Leatherworking - produces leather armor, armor kits and other leather-based products.
Tailoring creates clothing out of cloth.
Alchemy makes potions from herbs.
Engineering creates engineering tools and gadgets as well as guns and bombs.
Enchanting allows to enchant other object, and doesn't really create anything, but makes existing objects permanently more powerful.
Jewelcrafting was added to the game with The Burning Crusade expansion. It allows to put gems into certain piece of gear (they must have sockets) and makes them more powerful that way.
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.
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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This page last modified 2009-06-17 09:06:57.

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