4.1 Alchemy
Alchemy is a fairly simple trade skill. Pick the herbs with herbalism (with the herbalism
tracking skill on), then use them with other reagents and vials to make potions. Taurens
are particularly good with this skill since one of their racial abilities allows them to pick
herbs above their skill level.
Alchemists can create some nifty potions to get melee characters and casters out of
binds. A secondary trait of alchemy is that it allows for the creation of minor buff-potions
that can be sold on the market. These potions allow for some good boosts and PvP
players love them. In the higher skill levels (225), Alchemists can transmute certain ores
into others. The last function of Alchemy is that it provides reagents for other trade
skills, in fact more reagents than any other profession. Not bad.
Almost anything an Alchemist sells on the market is useable in combat, but the stuff that
sells tends to be stuff in the 100+ skill levels. Also, it is good to sell ingredients you can
make for other professions, such as Blackmouth Oil, Shadow Oil, and Ghost Dye.
Prices aren’t listed here because they always change, but you should sell a little less
than what is at the auction house and have buyout sales a little less than theirs.
If you notice, most potions don’t have buyout sales however. The reason behind this is
that potions, unlike armors on the market or whatnot, are bought out very frequently, so
there aren’t many on the market. People want potions quick for an instance they’re
about to do or before they go questing. You should place buyout for a potion around
+10% of the auction price. +10% isn’t a ton, and some people will get greedy, but most
of the time greedy people’s stuff won’t be bought. 10% is a fair markup and something
people will consider.
Oddly enough, healing and mana potions tend to sell less than those that buff other
players. Unless leveling your skill, you should make buff potions. Perhaps it’s the long
timer on buff potions people like, but past skill level 120, potions tend to sell for much
more.
Another fun way to make money is to offer transmutations in the trade channel of the
auction cities. Transmutation is a good way to make money, so long as you have
patience.
4.2 Blacksmithing
Smithing is one of the most beneficial professions in the game. Almost any non-caster
class can benefit from being a smith.
? Weapons created by smiths can sometimes fill in the weapon “gaps”
present at some levels. Rogues, shamans, paladins, warriors, priests,
some warlocks and some druids can all benefit from the weapons created
by smiths.
? Where blacksmithing really shines is in its ability to create armor for mail
and plate armor classes. The best smiths are indeed the heavy-armor
wearing ones. Smiths can create some very good superior (blue) armor
early on.
? Smiths can also create special stones that can be used to temporarily
increase the damage on weapons. While the few points of damage boost
don’t seem like much at first, damage points add up to a lot.
? At higher levels, smiths must chose between mastering in weapons or
armor, but they can only choose one. Even after that, smiths must
diversify further and chose between being an axe, sword, or hammer.
The specialty weapons and armors that come from these trees either cost
a great deal, or require you to spend a lot of time gathering the
ingredients. The plus side is that they sell very well.
4.3 Enchanting
Enchanting is one of the coolest branches of all of the professions. Enchanting allows
you to boost most non-bound equipment and make it stronger. On top of that,
enchanters make weapons glow, a cool effect most higher-end players want.
Enchanting costs a great deal, which is why it should always be paired with tailoring.
Tailoring can make uncommon objects, which can then be disenchanted to produce the
materials enchanters need. Plus tailoring is the only profession which does not need
gathered materials liked mined ore or picked herbs.
Enchanters don’t make a ton of money early, but as they get into the higher skill-levels,
enchanters are very valued. Enchanters are very useful in guilds as well, they can make
special gloves for miners, fisherman, and leatherworkers which enhance their skill.
4.4 Engineering
The engineering field is probably the most fun of all the professions. With engineering,
you can create some cool gizmos from dynamite to shrink rays. Engineering doesn’t
generate much money, a lot of what you make you can’t sell because it requires
engineering.
Engineering is best for producing cool wearable items. Goggles can enhance stats,
special cloaks can reduce falling speed, and engineers can make guns and ammunition,
very handy for Hunters, Rogues, and Warriors.
Specialty items include net devices, resurrection machines, and land mines. Plus there
are many, many, more devices to enhance your character. Certain ones can backfire
however, engineering is sometimes an…imprecise science.
Engineers also make explosive devices such as dynamite and bombs, which can be
throw. These items are particularly good for certain classes like Paladins who have no
ranged attack. These are also good for situations when you are swarmed, like in the
Gnomeregan instance since they are area-abilities.
Engineers can enhance guns with scopes as well, dealing extra damage. While
enchanters cannot enchant guns, engineers can in this fashion.
The last trait of engineering is that it can make you a minor summoner. While not as
good as a Warlock or a Hunter by any means, engineers can create some cool
mechanical critters. Techno-Organic exploding sheep charge at their targets and
explode, dealing decent damage. An experience engineer can build and summon
mechanical dragons to attack their foes for a short period of time. Mechanical chickens
and minature harvest reapers can also storm onto the field of battle. Not to mention the
mechanical squirrels who can follow you around indefinitely.
Hunters make very good engineers, they can make their own guns and ammo, enhance
the guns, and use most of the other gizmos. Summoned creatures (like dragons) can
make good backup if your pet goes down, target dummies can distract enemies away
from near-death pets and certain seaforium charges can open locked chests.
Engineers are not without cash however, a smart engineer will sell his rifles, ammo, and
(if he can find the recipe) EZ-throw dynamite. Engineers can sell less of their goods
than other professions however, so classes that are very equipment heavy with little
benefit from engineering, like Warriors, should consider another profession.
4.5 Herbalism
Herbalism is an interesting gathering skill, but one that can be very productive.
Herbalists can gather any herb that their herbalism skill level allows. We have compiled
a list of locations where each of the herbs are found.
Herb Name Skill Location
Peacebloom 1 Barrens, Darkshore, Dun Morough, Elwynn,
Teldrassil, Durotar, Mulgore, Tirisfal Glades,
Westfall, Wetlands, Silverpine
Silverleaf 1 Barrens, Darkshore, Dun Morough, Elwynn,
Teldrassil, Durotar, Mulgore, Tirisfal Glades,
Westfall, Wetlands, Silverpine
Earthroot 15 Barrens, Dun Morough, Elwynn, Teldrassil,
Durotar, Mulgore, Tirisfal Glades. Redridge,
Westfall, Wetlands, Silverpine
Mageroyal 50 Barrens, Duskwood, Hillsbrad, Loch Modan,
Redridge, Silverpine, Stonetalon, Westfall,
Wetlands
Swiftthistle 50 Rare-Picked off Briarthorn and Mage-Royal
Briarthorn 75 Ashenvale, Barrens, Darkshore, Duskwood,
Loch Modan, Redridge, Silverpine, Stonetalon,
Westfall, Wetlands
Stranglekelp 85 Ashenvale, Azshara, Hillsbrad, Stranglethorn,
Wetlands
Bruiseweed 100 Barrens, Darkshore, Duskwood, Hillsbrad, Loch
Modan, Redridge, Silverpine, Stonetalon,
Stranglethorn, Thousand Needles, Westfall
Steelbloom 115 Arathi, Badlands, Barrens, Duskwood, Hillsbrad,
Stonetalon, Wetlands
Grave Moss 120 Barrens, Duskwood, Wetlands
Kingsblood 125 Arathi, Badlands, Barrens, Duskwallow,
Duskwood, Hillsbrad, Redridge, Stranglethorn,
Stonetalon, Thousand Needles, Wetlands
Liferoot 150 Arathi, Hillsbrad, Stranglethorn, Wetlands
Fadeleaf 160 Stranglethorn, Alterac, Hillsbrad Swamp of
Sorrow
Goldthorn 170 Alterac, Hillsbrad, Hinterlands, Feralas,
Stranglethorn, Swamp of Sorrow
Khadgar’s Whisker 185 Alterac, Badlands, Hinterlands, Stranglethorn,
Swamp of Sorrow
Wintersbite 195 Alterac,
Firebloom 205 Badlands, Blasted Lands, Feralas, Searing
Gorge, Tanaris
Wildvine 210 Rare drops off purple lotus & some troll casters
Purple Lotus 210 Azshara, Tanaris
Sungrass 230 Azshara, Blasted Lands, Feralas, Hinterlands,
Burning Steppes
Blindweed 235 Swamp of Sorrow
Ghost Mushroom 245 Drops off creatures in: Hinterlands, Tanaris,
Felwood, Temple of Atal’Hakkar, Un’Goro
Gromsblood 250 Blasted Lands
Dreamfoil 270 Azshara, Burning Steppes
Plaguebloom ??? Felwood, Eastern Plaguelands, Western
Plaguelands
IceCap ??? Winterspring
Golden Sansam ??? Azshara, Hinterlands, Un’Goro Crater
Arthas’ Tears ??? Eastern Plaguelands, Western Plaguelands
Silversage ??? Azshare, Eastern Plaguelands, Western
Plaguelands, Winterspring
4.6 Leatherworking
Leatherworking is an interesting tree, it allows leatherworkers to craft items for
themselves then, as some of them evolve into mail armors, you can make mail armor
with leatherworking.
The best leatherworkers are hunters. Hunters spend a good deal of time killing animals
for parts to feed to their pets. Animals also are skinned for hides, making them idea
leatherworkers as well.
Since leatherworkers require two professions to be successful, non-leather classes
rarely take this profession. In a group, expect you will usually be the only leatherworker.
Leatherworkers can also create armor patches which offer permanent armor boosts to
chest, legs, boots, and gloves. What’s more, the patches can be sold and used by
anyone, very handy.
Early leatherworking recipes should be vendored, but as you start making uncommon
items, you should start selling them at auction for about +10% or a little less than what is
currently on the market (whichever is lowest).
There are three branches to late-game leatherworking, you must choose one:
? Tribal leatherworking focus’ on making int and spirit items, good for
shamans and druids. Tribal items are leather.
? Dragonscale focuses on making mail items that boost strength and
stamina, good for melee shamans.
? Elemental items are made for rogues and hunters as they boost agility
and stamina.
4.7 Mining
Early on, you will find heavy competition from most nodes. Both blacksmiths and
engineers compete for the precious nodes of ore that fuel their professions. Copper can
be a hard thing to mine at peak hours. The best alliance place tends to be the North-
East portion of Elwynn Forest.
It’s recommended to do a mining tour in the early mornings or late at night – whenver
you got time and few people are online. If you are thinking of making a new character
that mines ore, you may want to consider moving to a server that is a few time-zones
ahead or behind you so you can mine ore either extremely early or extremely late at
night in relativity to the server’s location. You need about 200-300 copper bars to
advance to bronze, and another 200-300 to complete bronze.
In later levels, ore can be a pain to find. Ore only appears in hills and mines, while there
are plenty of these, they tend to be filled with higher level monsters than you are. By the
time you need iron, the creatures guarding the heavy-iron mines tend to be above you.
Expect the items you create to have a level requirement lower than your level. Items
that aren’t worth it should be sold to the auction house about 10% above vendor price or
the current trend (whichever is higher). Set the buyout price 10-15% above the auction
price or slightly below other buyout prices (whichever is lower).
As a smith, you should always keep an eye out at the auction house. Watch the ore
trade, if you see some ore you can really get a bargain on, buy it. You can either use it
or resell it for a higher price.
Ore Skill Location
Copper 1 Barrens, Dun Morough, Durotar, Darkshore, Duskwood,
Elwynn, Hillsbrad, Loch Modan, Mulgore, Redridge,
Silverpine, Stonetalon, Thousand Needles, Tirisfal,
Westfall, Wetlands
Bronze 65 Copper + Tin
Tin 65 Arathi, Ashenvale, Badlands, Barrens, Darkshore,
Duskwood, Hillsbrad, Loch Modan, Redridge, Silverpine,
Stranglethorn, Thousand Needles, Westfall, Wetlands
Silver 75 Ashenvale, Barrens, Desolace, Loch Modan, Stonetalon,
Thousand Needles
Iron 125 Alterac, Arathi, Ashenvale, Badlands, Barrens,
Duskwood, Hillsbrad, Hinterlands, Stonetalon,
Stranglethorn, Swamp of Sorrow, Thousand Needles,
Wetlands
Gold 155 Azshara, Duskwood, Blasted Lands, Stranglethorn,
Thousand Needles, Uldaman, Winterspring
Steel 165 Iron + Coal
Mithril 175 Arathi, Alterac, Azshara, Badlands, Barrens, Blasted
Lands, Burning Steppes, Desolace, Felwood, Feralas,
Hillsbrad, Hinterlands, Searing Gorge, Stonetalon,
Stranglethorn, Swamp of Sorrow, Tanaris
Truesilver 230 Azshara, Feralas, Swamp of Sorrow, Stranglethorn Vale,
Eastern Plaguelands, Western Plaguelands, Tanaris,
Uldaman, Un’goro, Winterspring
Thorium 250 Azshara, Blasted Lands, Burning Steppes, Eastern
Felwood, Plaguelands, Searing Gorge, Tanaris, Un’goro,
Winterspring
Dark Iron ??? Blackrock Depths
4.8 Skinning
Skinning is the simplest profession in the game: Kill a beast, skin it, loot the leather. For
tailors who take up this profession, it should be noted that you won’t really need that
much and will end up selling most of it.
What you skin is based on the creatures level, but a minor random modifier affects the
outcome as well. Here are some general guidelines as to when you’ll be skinning what.
Ruined Leather Scraps 1-12
Light Leather 8-22
Medium Leather 20-32
Heavy Leather 30-50
Rough Leather 48-60
4.9 Tailoring
Tailoring is one of the easiest professions in the game. Though sometimes you may
grind to get certain cloths, most of what you need to level your talent will come to you
whether you look for it or not.
Tailors can make some cool items for the caster-classes. Casters don’t tend to need
bleeding edge, but tailoring can make some items that boost damage. These items tend
to be the way to go for mages and warlocks. You will seriously want to consider
gathering ingredients for Robes of Power.
? You may want to consider going enchanting as a second profession. This
is a natural choice since it is the only other profession that does not
require a gathering skill. Tailoring and enchanting can be symbiotic. This
path is quite expensive in the beginning and not recommended before
level 40.
? Your second choice is to go skinning. Skinning allows you to gather
reagents for your bags. On top of that, the spare materials can be sold
on the market to other tailors and leatherworkers. This will generally
generate more cash than enchanting, but you’ll be slightly less powerful
since your stuff won’t be enchanted.
? You may also want to consider herbalism for the same reasons.
? Mining isn’t a great idea since you’d be competing with two other
professions, engineering and smithing.
4.10 First Aid
The first aid skill allows players to make special bandages and anti-poison salves that
help players reduce downtime. Any class can take this and it does not count towards
your two-profession limit. The only classes that shouldn’t take first aid are those who do
tailoring. Tailoring uses the same items as tailoring, so focusing on tailoring is probably
best, especially once you get into silk, mageweave and runecloth.
First aid is one of the best downtime reducers in the game and should be considered
seriously. It’s actually a must-have for rogues since it can be used in conjunction with
stuns (especially blind – a 10 second stun) for in-combat heals.
4.11 Fishing
Fishing is a “fun” profession. It does not count towards your two-profession limit. Try
fishing in weird locations: Single zones can hold many different loot tables.
Fishing is good for down times, when you just want to hang out in WoW or are waiting
for your group to arrive. It can’t hurt and can be fun. Don’t bother investing in bobbers
and stuff like that too much, usually what you’ll pull out is much less than the cost of the
fishing lure.
Check the auction house for better rods if you really get into it. There are five types,
ranging from no bonus to +20 skill to fishing. On the plus side, fishing involves no
combat, so you won’t have to worry about dying.
Fishing is particularly good for alchemists, who need some ingredients that can usually
only be obtained through fishing.
?? Oily Blackmouth
?? Deviate Fish
?? Firefin Snapper
Just about anything can be fished up from the depths, so never believe fishing is classspecific.
People have pulled out everything from recipes in bottles to items. Even if you
don’t get a good item, fishing costs nothing and you get a sellable item! It’s a no-risk
venture and you can’t loose.
4.12 Cooking
Cooking is used to turn animal parts into edible foodstuffs. Good cooks can turn virtually
any meet into a food, thus reducing downtime. This does not count towards your twoprofession
limit, so feel free to take it. Cooking can also give some temporary statbonus’,
so you might want to consider using cooking since you’re going to be collecting
these parts anyway.
Recipes to watch for:
1. BBQ Buzzard Wings
2. Blood Sausage
3. Crab Cake
4. Curiously Tasty Omelet
5. Hot Lion Chops
6. Lean Venison
7. Monster Omelet
8. Mystery Stew
9. Redridge Goulash
10. Seasoned Wolf Kabobs
11. Soothing Turtle Bisque
12. Spiced Chili Crab
13. Tasty Lion Steak
14. Windblossom Berries
Some foods enhance your stats – definitely worth the cost and effort. Rogues will want
to take this profession at least up to skill level 60. This allows them to make Thistletea –
an instant full energy boost.