Professions
A craft for every class
Each class has a crafting profession of its own; every class cooks and fishes, and anyone can gather (Herbalism, Mining and Skinning, each 1 to 100) and salvage.
Skill and recipes
- Skill goes from 1 to 100. Most recipes open at a skill; some are taught by a recipe item instead.
- A recipe's color shows how far your skill is above it, and how likely a craft raises your skill: orange 100%, yellow 60%, green 25%, gray 0%.
- Materials marked Tailoring are made by another profession: trade for them or buy them.
- Humanoid enemies drop cloth at 50%; beasts can be skinned.
| Orange recipe: chance of a point | Skill 1 | Skill 25 | Skill 50 | Skill 75 | Skill 100 |
|---|---|---|---|---|---|
| Blacksmithing | 75% | 66% | 37% | 27% | 20% |
| Leatherworking | 65% | 57% | 32% | 23% | 17% |
| Tailoring | 100% | 89% | 50% | 37% | 27% |
| Scribing | 86% | 75% | 42% | 31% | 22% |
| Alchemy | 58% | 51% | 29% | 21% | 15% |
| Cooking | 77% | 77% | 46% | 31% | 26% |
A few materials of the other crafts are sold to everyone: Fish Oil (40 gold),
Rendered Fat (25 gold),
Needles and Buckles (30 gold),
Bolt of Linen (60 gold).
Gathering
Herbs and ore grow in every zone, a node asks for a skill and working it can raise yours. The trainers in the Market Square teach the ranks: Apprentice to 25, Journeyman to 50, Expert to 75, Artisan to 100. Every herb, vein and skin: Gathering.
Fishing
Every class fishes, skill 1 to 100, with a rod from the bag (the fastest one you carry is used). A bite has to be hooked in time. Each zone has its waters and its legendary fish; after 1,500 casts without one, its chance rises until it is caught. Rods, waters and every fish: Fishing.