Sacrifist's Profession Guide for New Players

New Player Help and Guides
Posting's complete! Nitpick away.

I've seen quite a few questions in the New Players forum lately about getting started with professions, so I thought I'd put together a handy guide on the basics of each profession, and what to expect from them along the way. Thus:

Sacrifist's Profession Guide for New Players

I. The Basics

    1. How and Where to Acquire Professions
    2. Primary and Secondary Professions
    3. The Profession Pane
    4. The Act of Crafting
    5. Unlearning a Profession

II. The Professions

    1. Herbalism
    2. Mining
    3. Skinning
    4. Alchemy
    5. Blacksmithing
    6. Enchanting
    7. Engineering
    8. Inscription
    9. Leatherworking
    10. Tailoring

I: The Basics

How and Where to Acquire Professions

    Once you reach level 5, you're eligible to learn most professions. You can choose two primary professions, as well as all four secondary professions.

    To get started, you need to find a profession trainer. Every major city will have trainers for every profession. You can find some trainers in smaller towns as well, but major cities are the most reliable place to find them.

    The easiest way to locate them is by asking a city guard – you'll want to select 'trainer' from the conversation tree, followed by 'profession traner' and the profession you want to learn. The guard will place a marker on your map (press M to bring it up) indicating the location of the trainer you seek.

    Once you reach the trainer, right-click to talk to him or her. Select ' I would like to train', and select 'Apprentice [profession]' from the top of the window that appears. Clicking the Train button will bring up a prompt warning you that you can only learn two professions at any one time. If this is the one you'd like to learn, select Accept. You're on your way!
Primary and Secondary Professions

    The most important distinction to make between primary and secondary professions, as mentioned above, is the fact that you can only learn two primary professions per character, while you may learn all four secondary professions in addition to your primaries.

    Primary professions generally focus on either creating items, like equipment, gems and potions, or gathering materials to be used in other professions. Each also confers a buff, ability, or function of some variety, though some aren't available until higher levels.

    Secondary professions tend to do things that are less significant, and are generally considered optional.

    Primary professions include Alchemy, Blacksmithing, Enchanting, Engineering, Herbalism, Inscription, Jewelcrafting, Leatherworking, Mining, Skinning and Tailoring.

    Secondary professions include Archaeology, Cooking, First Aid and Fishing. To learn Archaeology, you must have the Cataclysm expansion installed.

The Profession Pane

    So, you've got your professions – how do you use them?

    In your spellbook (press P), there is a tab labeled 'Professions'. On this tab, there are six areas – two for your primary professions, and one for each of your secondaries. Depending on your profession, there will be a variety of skills in these areas – some are passive, like gathering skills, while some are usable – most notably the production skills themselves. Using these will bring up your crafting window, which brings me to my next heading.

The Act of Crafting

    Upon opening your crafting window for the first time, you'll see a short list of things you can make in the upper half. If you have enough materials to make an item, there will be a number in brackets - like [1] – indicating how many you can produce. Some things will also have an arrow and a number on the far right side of the list area. This indicates that you will gain multiple skill points for crafting the item, equal to the number listed.

    Selecting one of these things will bring up a list of materials required to make whatever it is you've selected in the lower half of the window, as well as an in icon of the item that you can mouseover, displaying what it is.

    The materials will have two numbers separated by a slash. The number on the left is how many of the material you currently have, and the number on the right is the number required to make the item you've selected.

    Once you've acquired all the materials you need to make an item, you're ready to start crafting! Select the item you wish to create from the upper half of your crafting window, then look toward the bottom. You have a couple options here – Create and Create All. Clicking Create will craft one of the item, while Create All will make you craft as many of the item as you have materials to make. Crafting an item is like casting a spell – it takes a few seconds to do it, and you have to stand still to complete it successfully. So, if you hit Create All accidentally, don't fret – you can move, jump or press Escape to cancel the crafting.
    As you make a few items, you'll notice that the colors of the items in your list change. There are four colors they can be:

  • Orange, which means you are guaranteed to gain a skill point by crafting this item

  • Yellow, which means you are likely to gain a skill point by crafting this item

  • Green, which means you will rarely gain a skill point by crafting this item

  • Gray, which means this item will no longer give you skill points

    • Luckily, new recipes will become available from your trainer every five to ten skill points or so. New recipes will generally be orange when you learn them, allowing you a guaranteed way to continue leveling up. Some recipes can also be found as drops or purchased from vendors.

      Your maximum skill level will start at 75. To increase this, you must reach a minimum of 50 skill, and head to your trainer. They'll have a new tier of your profession available at the top of the pane, increasing your cap by 75 points. Every time you're within 25 points of your current maximum, you'll be to do this, all the way to 525. There are level restrictions on higher tiers of crafting, but they're unlikely to be a concern your first time through the game.

    Unlearning a Profession

      Should you wish to unlearn one of your professions, open your profession pane. Next to the bars indicating your skill level of your primary professions, there will be a circle with a slash through it. Clicking this will prompt you to confirm that you'd like to unlearn the profession you've selected, and clicking 'Unlearn' will do away with it.

      Once you've unlearned a profession, all progress in that profession is permanently lost. Should you choose to pick up that particular one again, you'll be starting from zero.

      Since you can learn all four secondary professions concurrently, it's not possible to unlearn them.

    II: The Professions

      Since they're quite different in function, I'm going to separate gathering and production professions. Also, I chose to link leveling guides from I am not in any way associated with that site. I chose it because it is a reputable site that I have used often and never had an issue with. All links were checked and safe at the time of writing, though I am not responsible should the site ever become compromised. If anyone has an issue with the site, please leave a comment or contact me in-game and I will be happy to take the links down promptly.

    Herbalism (Gathering)

      Items Required: None

      What It Does: Herbalism allows you to gather from a variety of flowers, bushes and the like scattered throughout the game world. Since Herbalism doesn't entail any crafting, the only way to increase your skill level is by picking from the aforementioned plants.

      When you select Herbalism as a profession, you'll gain the ability to track herbs on your minimap. You can turn this on and off by clicking the magnifying glass at the edge of your minimap, and selecting 'Find Herbs'. When you're near enough to an herb, it will appear as a yellow dot on your minimap. Mousing over the dot will tell you what type of herb it is.

      All plants require a certain level of skill to gather from. When you mouse over a plant, its tooltip will have its name, and it will say 'Requires Herbalism' underneath. If Requires Herbalism is red, you can't pick it yet, but attempting to will let you know what skill level you need to be to pick it. Other than that, it follows the orange-to-gray progression I mentioned above.

      What Good Is It? On its own, Herbalism is strictly a moneymaker. Herbs are the primary materials for the Alchemy and Inscription professions.

      Bonus goodies: Herbalists gain a skill called Lifeblood once they reach 75 skill. It's an activated skill that heals them for a small amount and gives them a temporary haste increase.

      Leveling Difficulty: Easy

      Financial Impact: Herbalists can make very good money simply by picking herbs and selling them on the auction house. Amounts earned vary by server.

      Racial Bonuses: Taurens get a bonus of 15 skill points to their Herbalism, and their gathering time is reduced by 1 second.

      Leveling Guide:
    Mining (Gathering)

      Items required: Mining Pick

      What it does: Mining is very similar to Herbalism, except instead of gathering herbs, you gather ore. When you take the Mining profession, you'll gain the ability to Find Minerals, allowing you see ore nodes on your minimap. Like other things, ore nodes will follow a red (can't mine it yet) to gray (no skill-up) progression.

      You'll also get a skill called Smelting, accessible through your Professions tab. It has a small amount of trainable recipes and a crafting window, similar to a production profession. With this skill, you can convert ore into bars. Production professions that use ore generally require bars, rather than raw ore to make their items. In a few cases, Smelting recipes require a combination of bars or other materials, rather than raw ore.

      Smelting is also a way to expedite the leveling of Mining. When you learn a new recipe, the first few smelts will usually be worth a point of mining. Smelting follows the normal orange-to-gray progression.

      What good is it? On its own, mining is strictly a moneymaker. Raw ore is the primary material for Jewelcrafting. Bars are the primary material for Blacksmithing and Engineering.

      Bonus Goodies: Miners gain a passive ability called Toughness, which gives them a small boost to stamina.

      Leveling Difficulty: Easy.

      Financial Impact: Miners can make very good money simply mining and selling the ore or bars on the auction house. Amounts vary by server.

      Racial Bonuses: None.

      Leveling Guide:

    Skinning (Gathering)

      Items required: Skinning Knife

      What it does: Skinning is the simplest of the professions. Once you acquire the profession and your Skinning Knife, you can get started. Simply kill enemies that can be skinned (most beasts, some others as well), loot them, and then right-click again to skin them, usually giving you leather or leather scraps. Creatures can't be skinned until they've been completely looted.

      Skinning follows the same red-to-gray progression as other gather professions, but in this case the skill required to skin is determined by the level of the enemy rather than the type of the node.

      What Good Is It? On its own, Skinning is strictly a moneymaker. Leather is the primary material for Leatherworking.

      Bonus Goodies: Skinners get a passive ability called Master of Anatomy, which increases their critical strike chance.

      Leveling Difficulty: Very easy.

      Financial Impact: Though likely less profitable than Herbalism or Mining, Skinners can still make good money by simply selling leather on the auction house.

      Racial Bonuses: Worgen get a 15-point bonus to Skinning. They also have a passive skill called Flayer, which reduces the time it takes to skin by 0.5 seconds.

      Leveling Guide:
    Alchemy (Production)

      Items required: None initially.

      Ideal Gathering Pairing: Herbalism. Fishing can also be useful.

      What it does: Alchemy deals mostly in consumable items – potions, elixirs and flasks. These are usually made by combining a few herbs and a vial, which can be purchased from many vendors. Potions either restore health or mana instantly or give a short-duration buff, and Elixirs give longer-duration buffs. Flasks give larger buffs than elixirs, and persist through death, but have a much higher material cost.

      At higher levels, Alchemists are also able to do Transmutes. These require an Alchemist's Stone, which you will learn to make in the normal course of leveling. Transmutes convert one or more items into another item, limited to specific recipes.

      Alchemists are able to learn a specialization at or above 325 skill, via a quest. The specializations are Potion, Elixir and Transmutation, and the one you choose will appear as a passive skill in your professions tab. Specializations give you a chance to produce additional items when crafting items of a corresponding type.

      What Good Is It? Alchemy has many uses at high levels – potions and flasks are used in raiding, making them consistently valuable. Its uses in leveling are more limited, other than providing buffs to yourself.

      Bonus Goodies: Alchemists get a passive ability called Mixology that increases the duration of buffs they get from elixirs and flasks that they are able to make. They are also able to make some very nice trinkets for themselves at level 75 and 80.

      Leveling Difficulty: Moderate – you'll likely have to go out of your way to gather some extra herbs if you want to keep up.

      Financial Impact: As is the case with most production professions, Alchemy is unlikely to be financially beneficial while leveling. It will also neutralize any gains from Herbalism. However, its materials are mostly easy to get via Herbalism, so you won't have to spend much at the auction house if you're diligently farming.

      Racial Bonuses: Goblins get a 15-point bonus to Alchemy.

      Leveling Guide:

    Blacksmithing (Production)

      Items required: Blacksmith's Hammer

      Ideal Gathering Pairing: Mining

      What it does: Blacksmiths primarily make weapons and armor. They craft these mostly using metal bars made from ore with the Mining profession, though sometimes additional items are also used.

      While they make a wide variety of weapons, armor made by Blacksmiths is limited to mail and plate. Furthermore, the mail armor they craft is designed for Strength-using classes – Warriors, Paladins and Death Knights; Hunters and Shaman, who learn to use Mail at 40, would be best off seeking a Leatherworker for their mail needs.

      What Good Is It? If you're a mail-bound-for-plate class, you can make quite a few pieces of useful gear for yourself on your way up, though it won't suffice as your only source of equipment. At very high levels, Blacksmiths can make Belt Buckles which add a gem socket to high-level belts – these are considered essential for raiding.

      Bonus Goodies: At high levels, Blacksmiths learn to add extra gem sockets to their own bracers and gloves.

      Leveling Difficulty: Moderate-to-high - It was among the hardest before the Shattering, but has become easier with the new abundance of low-level ore.

      Financial Impact: The money you make or lose on Blacksmithing during the leveling process is very much dependent on your server and its demand for low-level mail and plate gear. I would estimate that it will be a moderate drain on your funds. It will also negate any gains from Mining.

      Racial Bonuses: None

      Leveling Guide:
    Enchanting (Production)

      Items required: None initially, though various Runed Rods are required along the way.

      Ideal Gathering Pairing: None. Often paired with Tailoring, since it doesn't require a gathering profession either, and can produce materials for Enchanting.

      What it does: Enchanting is easily the most unusual of the production professions. Other than making a few low-level wands, its sole purpose is to enhance equipment by adding a few stat points or an effect to items.

      Rather than using materials from a gathering profession, enchanting materials are produced by disenchanting items of uncommon-or-better quality. This is done by using the Disenchant skill on your Profession tab on one of said items. Enchanting materials fall into four major catergories – Dust, which comes from disenchanting uncommon armor, Essences, which come from disenchanting uncommon weapons, and Shards and Crystals, from disenchanting rare and epic-quality items, respectively. Which type of material you receive depends on the level of the item disenchanted.

      Enchanting also differs from the norm in that completing a recipe doesn't, by default, create an item. Enchants must either be applied directly to gear – you can enchant other players' gear via the Trade window – or to Enchanting Vellum, which can be purchased from Inscription supply vendors. When you enchant a piece of vellum, it becomes a scroll which can then be applied to an item, traded, or sold.

      What Good Is It? Enchanting offers little in the way of benefits to a leveling player. While a few extra points here and there on gear are nice, gear comes and goes quickly, and the most efficient use of your materials may not coincide with the stat needs of your class.

      At level cap, Enchanting can be very useful, though the broad availability of most enchanting recipes means there's little to distinguish one Enchanter from the next.

      Bonus Goodies: Enchanters are able to enchant their own rings with a variety of stat bonuses.

      Leveling Difficulty: Very hard. Completely impossible during the normal course of leveling without purchasing materials.

      Financial Impact: Enchanting will negate one of your primary sources of funds - uncommon or rare items acquired from quests or as drops from enemies which you would otherwise sell to a vendor or on the auction house. This can greatly reduce your income, though leftover materials can yield surprising amounts at auction, depending on your server.

      Racial Bonuses: Blood Elves have a 10-point bonus to Enchanting.

      Leveling Guide:

    Engineering (Production)

      Items required: Blacksmith's Hammer, initially. Engineers use a number of tools along the way, all of which can be replaced with a single Gnomish Army Knife.

      Ideal Gathering Pairing: Mining.

      What it does: Engineering is primarily used to make utility items for yourself or other Engineers. Especially at low levels, few of these items have much in the way of in-game impact – many of them are purely for fun.

      Most Engineer-made equipment requires a certain level of skill in Enginnering to use. Those that do won't have a character level requirement beyond the minimum level to achieve the requisite skill level of Engineering. These items generally either have excellent stats for their level or a unique on-use effect.

      There are some items that Engineers make that can be used by anyone, however. Engineering is the only profession that can craft guns and ranged-weapon enchants, called scopes. They can also make a small variety of non-combat pets, and useful convenience tools like Jeeves, a robot that acts as a repair-capable vendor, and MOLL-E, a portable mailbox.

      At skill level 200, Engineers are able to choose from two specializations - Goblin and Gnomish engineering. These specializations will give you access to a handful of unique goods, including a teleporter that will take you to Gadgetzan or Everlook. Most of the time.

      Engineers also acquire some unique enchants for belts and gloves at higher levels, called Tinkers. These have a variety of effects, from dealing damage to enemies to stat boosts or temporary increases in run speed, among others.
      What Good Is It? A large portion of Engineering is just about making fun things for yourself. Tinkers are of great use at high levels, as are Jeeves and MOLL-E, especially in raids.

      Bonus Goodies: I'm tempted to say “Everything!”. Max-level Engineers can craft a helm with unique sockets, called Cogwheel sockets. Cogwheels are similar to gems, but can only be put in this helm. They give an enormous amount of a secondary stat, making the helm extremely customizable.

      Leveling Difficulty: Very hard. Though Mining is listed as the optimal gathering pairing, Engineering requires a wide variety of materials, making it extremely challenging for a new player.

      Financial Impact: Engineering is likely to empty your pockets. This is due to a few things – the variety of materials required to level the profession, the Engineer-only nature of most of their crafted items, and the 'toy' nature of many of the rest, which many players will ignore on the auction house.

      Racial Bonuses: Gnomes have a 15-point bonus to Engineering.

      Leveling Guide:

    Inscription (Production)

      Items required: Virtuoso Inking Set.

      Ideal Gathering Pairing: Herbalism.

      What it does: Players with the Inscription profession, known as Scribes, primarily make glyphs – items that enhance or alter players' skills. They make these using a variety of inks. Inks are made from pigments, which are derived from herbs via Inscription's Milling skill.

      Pigments can be milled from any common herb – that is, anything but Black Lotus, Fel Lotus, and Frost Lotus. To mill your herbs, use the Milling skill in your professions tab, and then click on a stack of herbs in your bag. Milling consumes 5 herbs at a time. This will produce a loot window with a small amount of common pigments, and possibly a rare pigment. The type of pigments you get from a type of herb will always be the same.

      From there, you can turn the pigments into Ink via your crafting window. Ink is a part of virtually everything a scribe makes.

      Scribes do make some other goods, including scrolls that give temporary stat boosts, relics – ranged-slot items for classes that don't use ranged weapons – and off-hand items for casters. Perhaps the most interesting thing in a Scribe's recipe book is the Darkmoon Card. Crafting one of these gives you a random card from a variety of sets that, when complete, can be turned in for a powerful trinket at the Darkmoon Faire.

      What Good Is It? Glyphs are something everyone needs, even at low levels, so Scribes will always be in fashion. Inscription doesn't offer much more than homespun glyphs and short-term buff items at low levels, however.

      Bonus Goodies: At higher levels, Scribes are able to apply a variety of powerful enchants to their shoulders.

      Leveling Difficulty: Moderate. With the change to how glyphs function – that is, they're permanently 'learned' when used, rather than having to be repurchased if removed – materials to make them were basically tripled. However, herb spawns in many leveling areas have also been drastically increased.

      Financial Impact: Inscription will likely make you some money while you're leveling, though amounts will vary widely by server and by glyph. Most glyphs are useful in some way or another, and will sometimes fetch eye-popping amounts of gold for new players. It will, of course, cancel out any normal gains from Herbalism.

      Racial Bonuses: None.

      Leveling Guide:
    Jewelcrafting (Production)

      Items required: Jeweler's Kit, Simple Grinder.

      Ideal Gathering Pairing: Mining.

      What it does: Jewelcrafters primarily make jewelry from gems and metal bars. Gems are primarily acquired by prospecting ore using the Prospecting skill, found in the professions tab.

      To prospect ore, use the Prospecting skill on a stack of common-quality ore in your bags. Prospecting consumes 5 ore at a time. This will produce a loot window with one or two gems in it. Each type of ore can produce a few specific types of gems.

      Once you reach expansion content, you will begin acquiring recipes for cutting gems, and the new types of ore in Outland and beyond will produce these types of gems when prospected. These gems can be added to items with sockets to increase a wide variety of statistics.

      What Good Is It? Gems are extremely useful once you begin acquiring socketed gear. They are considered essential at level cap, where a majority of items are socketed. Much of the jewelry crafted while leveling will also be useful to you.

      Bonus Goodies: At high levels, Jewelcrafters can make gems for themselves that are substantially more powerful than normal gems, though they can only be used in limited quantities.

      Leveling Difficulty: Moderate. Thanks to the substantial increase in ore spawns in many leveling areas, Jewelcrafting is not nearly as difficult to level as it once was.

      Financial Impact: Jewelcrafting is likely to make a little money while leveling, since the jewelry they produce is broadly useful. Also, leftover gems can often be sold for very decent returns.

      At high levels, Jewelcrafting is the game's most consistent moneymaker. With players constantly acquiring new gear, gems are in constant demand.

      Racial Bonuses: Draenai have a 5-point bonus to Jewelcrafting.

      Leveling Guide:

    Leatherworking (Production)

      Items required: None.

      Ideal Gathering Pairing: Skinning.

      What it does: Leatherworkers specialize in crafting leather and mail armor. They primarily make this using leather and hides acquired with the Skinning profession.

      The armor they craft is almost exclusively for classes that start out as leather-wearers – Shaman, Hunters, Druids and Rogues. At higher levels, they can also craft some specializied bags and items that enhance the statistics of leg armor.

      What Good Is It? Leatherworking can be quite beneficial to leather-wearing levelers. Much of the gear you'll be making is well-itemized, so you're bound to run across some pieces you'll want to wear.

      At high levels, leg enchant items for melee classes are made exclusively by leatherworkers. These are considered mandatory for max-level dungeons and raids.

      Bonus Goodies: At higher levels, Leatherworkers can apply powerful enchants to their bracers.

      Leveling Difficulty: High. The process is simple enough, but the amounts of leather you'll need are mind-boggling, especially in contrast to the expedited character-leveling process.

      Financial Impact: The money you make or lose on Leatherworking during the leveling process is very much dependent on your server and its demand for low-level leather and mail gear. I would estimate that it will be a light drain on your funds. It will also negate any gains from Skinning.

      Racial Bonuses: None.

      Leveling Guide:
    Tailoring (Production)

      Items required: None.

      Ideal Gathering Pairing: None. Often paired with Enchanting, since it also does not require a gathering profession.

      What it does: Tailors almost exclusively create cloth armor. They do this using bolts of cloth, made with pieces of cloth that drop from nearly every humanoid enemy in the game.

      The armor they create is, with a few exceptions, intended for cloth-only classes – Priests, Mages and Warlocks. There is a decent mix of gear for damage-dealing and healing types as you skill up.

      Another hallmark of the tailor is the ability to craft general-purpose bags. As your skill level increases, you'll learn to craft progressively larger bags, topping out at 22 slots from your trainer. At high levels, Tailors can also craft caster-focused items called Spellthread, which increase statistics on leg-slot items.

      What Good Is It? The ability to craft armor with useful stats for yourself is quite nice, especially since many of the materials can be found during the normal course of leveling. The ability to craft your own bags can be a huge boon to new players, since they can be quite expensive.

      At high levels, Tailors are the sole producers of leg-slot enhancements for caster classes, keeping them in demand. Tailors can also craft an enormous 26-slot bag, though it takes about 2 weeks' worth of a long-cooldown material to make.

      Bonus Goodies: At higher levels, Tailors can apply enhancements to their leg armor equal to epic-quality spellthread for extremely inexpensive materials. They also gain access to a set of unique cloak enchants.

      Leveling Difficulty: Moderate. Though you will find a great deal of cloth while leveling, it's unlikely that you'll get enough to skill completely without spending some time farming. You may find yourself in a higher-level area with enemies dropping a type of cloth you can't use yet at some points.

      Financial Impact: While much of the armor you craft while leveling will be difficult to sell, everyone needs bags. Smaller bags may not sell well, but bags that are 16 slots or larger – you'll learn to make these in expansion content – go like hotcakes. Tailoring's lack of reliance on a gathering profession also gives you the opportunity to pair it with one purely for moneymaking.

      Racial Bonuses: None.

      Leveling Guide:

    And, that's all of them! I hope this guide has helped you learn about what professions are, how to use them, and which of them might benefit or interest you. Comments and suggestions are always welcome, and I intend to edit and update the guide for as long as it persists. Thanks for reading!
    Nice i was thinking the other day when this was gonna pop up.
    Nice guide. I'm sure a lot of players will find this helpful.

    I wouldn't put engineering in the very hard category. It requires some multi-step items for skill ups, some vendor bought mats, some leather, and some cloth, but I don't think the non-mining gathered mats would break a new player's bank. It is leveled with mostly ore and stone. I consider engineering easier to level than many of the other crafting professions.

    The only thing about jewelcrafting is that prospecting results are unreliable at times. I'd say that makes the overall difficulty more variable.

    I might place tailoring higher on the difficulty ranking as well since it requires so much cloth, which can be hard to farm.

    Feel free to disagree. This is just my opinion from leveling these professions.

    /cancelaura nitpick
    2 small nitpics...

    You should mention that Worgen skin faster.

    Races with a bonus to a profession keep things orange, yellow, and green longer by their bonus than other races. (EG if a normal JC has something that goes yellow at would not go yellow for a Draenei till 105). This can be a major boost to leveling a profession as it can help you 'leapfrog' over things that require a lot of mats.
    The worgen skinning note seems to be the only thing that isn't included here. You've done an utterly fantastic job, Sacrifist. This has everything but the kitchen sink in a very well-formatted guide.

    Oh, under the Inscription → Difficulty heading, there's a loose forum tag at the beginning of the paragraph.
    Wowwiki wants their content back.

    pla·gia·rism: the unauthorized use or close imitation of the language and thoughts of another author and the representation of them as one's own original work. -

    1) WoWWiki is dead. It's now.

    2) Everything in this guide is original and written by Sacrifist. I used my CopyScape account to detect any matches across the web and absolutely nothing turned up. This is neither plagiarism nor copyright infringement. If you're honestly so simple-minded that you think saying something about the game qualifies as ripping off someone else's work (Tailoring requires cloth - did I just plagiarise that from someone?) then you need to go back to school or read that dictionary of yours. Preferably the Oxford if you want a better definition.

    Now go back to the General forum to troll or have a fun chat with the moderators about derailing threads and trolling.
    Wowwiki wants their content back.

    pla·gia·rism: the unauthorized use or close imitation of the language and thoughts of another author and the representation of them as one's own original work. -

    How is this plagiarism? It doesn't sound or look anything like WoWwiki's pages (or Wowpedia's). While the subject and information is similar, the language, thoughts, and styles are completely different.

    WoWwiki goes into a lot more detail. This thread is more of an overview with some personal opinions included (such as difficulty and cost) and is more directed at new players that don't need to be blown away with all of the technical details.

    I don't see how the two are similar.
    Two nits about engineering:

    1. Engineers actually make a half dozen tools needed to advance their profession. They outgrow a simple BS hammer petty fast. A Gnomish Army Knife, available from the AH, will save a lot of bag space. It's also a good investment for people with a mining-skinning combination.

    2. Like Alchemists, Engineers also have specializations - Goblin and Gnomish.
    pla·gia·rism: the unauthorized use or close imitation of the language and thoughts of another author and the representation of them as one's own original work. - wants its content back.
    04/01/2011 06:39 AMPosted by Nok
    2. Like Alchemists, Engineers also have specializations - Goblin and Gnomish.

    I was on the fence about whether to include this. I chose not to mention Blacksmithing and Leatherworking specializations because they've been trivialized (or removed?), though I suppose the spirit or Engineering's specializations was never to produce endgame gear like BS or LW, so it can't really be outdated. Adding a blurb. Also adding in the Gnomish Army Knife.

    Wowwiki wants their content back.

    pla·gia·rism: the unauthorized use or close imitation of the language and thoughts of another author and the representation of them as one's own original work. -

    If my tone is similar to wowwiki's writers, it's coincidence. This guide is all-original.

    You should mention that Worgen skin faster.

    Races with a bonus to a profession keep things orange, yellow, and green longer by their bonus than other races. (EG if a normal JC has something that goes yellow at would not go yellow for a Draenei till 105). This can be a major boost to leveling a profession as it can help you 'leapfrog' over things that require a lot of mats.

    Adding these in now.

    Thanks everyone for your comments and suggestions!
    I was on the fence about whether to include this. I chose not to mention Blacksmithing and Leatherworking specializations because they've been trivialized (or removed?), though I suppose the spirit or Engineering's specializations was never to produce endgame gear like BS or LW, so it can't really be outdated. Adding a blurb. Also adding in the Gnomish Army Knife.

    Specializations for BS, LW, and tailoring were removed entirely in 4.0. The quests for Gnomish and Goblin engineering were also removed in 4.0 and there aren't any items that require a specialization to use in engineering, so Goblin/Gnomish Engineering specializations were also removed.

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