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.

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.