Professions

Twenty professions rise as you use them, separate from your combat skills. Anyone can master all of them.

Keys/professions

Every profession goes from 0 to 100 by doing it: each swing, cast and thing you make adds experience. They never cost training points and never change your fighting. Type /professions to see them all, or open the crafting window's Professions tab.

GroupProfessions
GatheringLogging, Mining, Herbalism, Skinning, Fishing
RefiningSmelting, Sawing, Tanning, Weaving
WeaponsBladesmithing, Axe and Hammer Smithing, Polearm and Staff Making, Bowyery
ArmourArmoursmithing, Mail Making, Leatherworking, Shield Making
OtherJewelcrafting (reforging), Alchemy (potions, weapon oils), Cookery (meals)

A profession's level opens tiers: tier 2 at 30, tier 3 at 55, tier 4 at 80 and tier 5 at 95. Higher tiers pay more: half as much again for every tier above the first. Work of a lower tier pays only a tenth once you are 25 levels past the level that opened it.

Enchanting needs a level too: 30 for a minor enchantment, 55 for lesser, 80 for greater and 95 for masterwork or any craft-only one. See Enchantments and masterwork.

Fresh hands: the first 6,000 profession experience you earn each day counts double. Your professions also give a little character experience, up to a tenth of a level a day.