Professions turn gathered materials into equipment, consumables and useful campsite features.
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Pick primary and secondary professions
A character can choose two primary professions. Gathering professions supply raw materials; production professions turn inputs into equipment, consumables or other useful items. Cooking, Fishing and First Aid are secondary professions and do not occupy those two primary slots.
Choose one gathering profession and a matching craft if you want to collect many of your own inputs, or choose two gathering professions if selling materials is more useful to your plans. Two crafts can also work when you have another reliable source of ingredients; both may compete for gold and bag space.
The profession window opens with K. Learn new recipes and ranks as your character progresses, compare the ingredients required with what you have, and visit the linked profession guides for specific routes and recipes.
Primary professions
| Profession | Starting purpose |
|---|---|
| Combine herbs and other reagents into alchemical products. | |
| Work metal into equipment and other goods. | |
| Use enchanting materials to enhance equipment. | |
| Make devices and other crafted mechanisms. | |
| Gather herbs used by crafters. | |
| Turn leather and related materials into crafted goods. | |
| Gather ore and support metalworking. | |
| Collect leather from appropriate creatures. | |
| Use cloth and other ingredients for textile goods. |
Secondary professions
Training and conflicting rank reports
Profession skill progresses through training ranks, but the source reports for Artisan conflict. Wowhead’s current general Forever overview and Enchanting overview report 225 skill and character level 35 for Artisan; its individual Skinning guide reports 200 skill. Treat these as conflicting guide reports, not a universal promise for every profession.
Secondary professions can have their own book or quest requirements. The individual guides identify confirmed profession-specific steps where available. Check the actual trainer, book or quest for the profession you are advancing; a recipe’s association with a client build does not prove it can currently be learned there.
Ordinary healing potions are part of First Aid in Forever. The quest-gated Discolored Healing Potion is an Alchemy exception, so do not use an older general Alchemy healing-potion route as an assumed Forever training plan.
Plan a material chain
Mining and Blacksmithing or Engineering, Herbalism and Alchemy, and Skinning and Leatherworking are natural supply relationships. Tailoring can use cloth collected during ordinary play, while Enchanting needs its own materials. A pairing reduces some purchases but does not supply every ingredient.
Before a large craft, calculate what you need, identify any purchased or quest-gated inputs and make a small batch. The dynamic recipe and material tabs on the individual profession pages help locate associated records. Economy and crafting explains the difference between client associations, actual recipe access and market value.
Some professions also produce camping features. Coordinate a feature with your group before consuming supplies, because the basic camp has limited slots and each participant can contribute one feature. Camping explains those shared limits.
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