Profession Benefits (Part 3)
On this last Professions Benefits post, let’s look at the final crafting Professions.
- Once you reach level 300 in Jewelcrafting, you can begin to learn to cut gems for sockets. These cuts are not taught by a trainer, but must be bought from the Master Jewelcrafter of your faction in Hellfire Peninsula, or various faction vendors that require a certain level of reputation with them before you can purchase the designs. Equipment with sockets on them are found in Outland and Northrend. Gems are cut by Jewelcrafters can cut raw gems into jewels which can then be placed into the socket, giving the item bonus stats. A socketed gem can be replaced with a different gem, but this will destroy the original gem.
- Jewelcrafters have access to BoP Dragon’s Eye gems, which have higher stats than normal.
There are a set of trinkets available to high level Jewelcrafters that will serve you well into raiding:
You can also craft an Icy Prism on a day long cooldown which can yield Epic Gems, Blue gems and Dragon’s Eyes. This is made with 1x Frozen orb, 1x Chalcedony, 1x Shadow Crystal and 1x Dark Jade.
- Inscription allows players to create glyphs, scrolls, Darkmoon cards, vellum and various off-hand tomes.
- You can Mill herbs to create pigments which are used in the profession (the milling ability comes free with Inscription.)
- Glyphs are used by everyone ingame, no matter what spec, side or class. This makes them popular on the Auction house.
- Scrolls, especially raid buffing ones such as Runescroll of Fortitude, are often brought to raids in large quantities.
- Darkmoon cards make valuable trinkets which also are popular on the Auction house.
- Vellums are used to make enchanting scrolls which can then be sold or mailed on, in conjunction with the Enchanting Profession.
Master scribes are able to apply permanent augments to their shoulder items, which causes them to become soulbound. Each inscription requires 400 Inscription skill, is learned from trainers, and requires 1 [Snowfall Ink].
|Master’s Inscription of the Axe||120 attack power||15 critical strike rating|
|Master’s Inscription of the Crag||70 spell power||6 MP/5|
|Master’s Inscription of the Pinnacle||60 dodge rating||15 defense rating|
|Master’s Inscription of the Storm||70 spell power||15 critical strike rating|
Enchanting is a primary profession in which characters may enchant gear and craft a variety of items. The main use of enchants is to augment the stats of gear, such as more strength, intellect, etc.; resistance to a particular branch of magic; increased spell damage or healing; increased speed (attack speed, mount speed etc.); or a variety of other effects. Enchanters also create speciality use items, such as [Wizard Oil] and trade goods, such as [Enchanted Leather]. Magical elements (shards, essences and dusts) are needed as Enchanting ingredients; all of which can be created with disenchanting. Some magical elements can be found as loot or purchased from the Auction House, or Vendors in limited quantities.
- Dust: more often disenchants from Uncommon Armour and less often from Uncommon Weapons.
- Essence: more often disenchants from Uncommon Weapons and less often from Uncommon Armour. Three Lesser Essences can be converted to one Greater Essence of the same type, and vice versa.
- Shard: usually disenchants from Rare and Epic items (<60) and rarely from Uncommon items.
- [Nexus Crystal]: always disenchants from Epic items (51-60) and rarely from any Rare items (51-60).
- [Void Crystal]: always disenchants from Epic items (>60) and rarely from any Rare items (61+).
- [Abyss Crystal]: always disenchants from Epic items (>70) and rarely from any Rare items (71+).
With the new expansion, a link between enchanters and scribes is created in the form of Vellum. These are blank scrolls for enchanters to put their enchants on enabling them to be traded and sold on the auction house. For Wrath Enchanters, there are also Enchanter only ring enchants, that all cost 1x Greater cosmic Essence and 8x Infinite dust:
- 40 Attack Power
- 23 Spell Power
- 30 Stamina
Mix potions, elixirs, flasks, oils and other alchemical substances (usually liquid) using herbs and other reagents. The concoctions you create can temporarily ward against any kind of magic and power any attribute. Most recipes require various types of vials. High level alchemists can also transmute essences and metals into other essences and metals.
Alchemists can specialize as a Master of Potions, Master of Elixirs, or a Master of Transmutation. You have a small chance to discover a recipe from a specific list of discoverable recipes every time that you perform a transmutation or that you make a potion, elixir, or flask that was introduced in the Burning Crusade or Wrath of the Lich King. The discovered recipe is learned automatically. Non-factors include physical location, level, and skill level. Once you reach an Alchemy skill of 325 and level 68, you may begin a quest to learn one of three specializations: Potions, Elixirs or Transmutations. Being specialized gives you a chance to create an extra 1 to 4 (for a total 5) items while crafting in the field you have selected. For example, a Master of Potions may be able to craft more than one [Super Mana Potion] for the same material cost as one.
Alchemists also get access to Alchemy only potions and flasks at 80:
- Crazy Alchemist’s Potion – Restores 3100 health and 4200-4400 mana. Sometimes has the effect of an additional random potion.
- Endless Healing Potion – Restores 1500-2500 health, and not consumed on use.
- Endless Mana Potion – Restores 1800-3000 mana, and not consumed on use.
- Flask of the NOrth – Increases your Spell power by 47, attack power by 80 or strength by 40 for an hour. Counts as both Battle and Guardian elixirs – It is not consumed when used but is unaffected by mixology.
Mixology is a trained passive ability available to Alchemists with 50 or more skill. After training Mixology, any flask or elixir that can be created by the Alchemist has double duration (2 hours) when it is consumed by them. In addition, the effect is increased somewhat as well, with the amount of increase varying from item to item.
Cooking, Fishing, First aid:
The secondary professions’ buffs are fairly interlinked.
- Cooking – Cook ingredients to create food that can also provide temporary buffs. The buffs can increase nearly every stat, and some give you unusual passive abilities. In order to cook, you must usually create a campfire.
- First Aid – Create bandages and poison-cleansing anti-venoms and apply them. Considered a must-have-profession for all classes who are not able to heal themselves via magic or the like.
- Fishing – Fish from lakes, rivers, and oceans (and more) using a Fishing Pole. The items you fish up can be anything from gray junk to epic treasures.
Thanks for reading. A lot of this data is gathered from the spread out tables provided by WoWiki, however I have condensed it for ease of use and need to know facts. Most credit goes to the fine folk who put the original things together.