Professions

Crafting, gathering and fishing: skill, recipes and practice.

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 pointSkill 1Skill 25Skill 50Skill 75Skill 100
Blacksmithing75%66%37%27%20%
Leatherworking65%57%32%23%17%
Tailoring100%89%50%37%27%
Scribing86%75%42%31%22%
Alchemy58%51%29%21%15%
Cooking77%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.