Professions
Twenty professions rise as you use them, separate from your combat skills. Anyone can master all of them.
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.
| Group | Professions |
|---|---|
| Gathering | Logging, Mining, Herbalism, Skinning, Fishing |
| Refining | Smelting, Sawing, Tanning, Weaving |
| Weapons | Bladesmithing, Axe and Hammer Smithing, Polearm and Staff Making, Bowyery |
| Armour | Armoursmithing, Mail Making, Leatherworking, Shield Making |
| Other | Jewelcrafting (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.