Profession Policy

Primary professions are the typical production professions and lines of work that many inhabitants of Azeroth (and beyond) make their livelihoods off of. These individuals have devoted much of their free time to learning a specific craft, or skill. Everyone needs a job don’t they? Full time adventuring can only pay the bills so often! Individuals that choose to use the profession system are able to utilize raw materials awarded in events.

## Craftsman Class

Being a grizzled and danger seeking adventurer is not the only way to make a living on Azeroth. Some opt for a more quiet life as merchants or dedicated tradesmen. The craftsman class foregoes the traditional path of the classes we see in-game and instead focus on making a living either quietly or at the behest of their faction.

Craftsmen have no practical combat skills and default to the guards or adventurers in matters of conflict. A craftsman is still permitted to defend themselves or their property, but they are not designed to actively pursue combat scenarios. While a craftsman is capable of wielding a weapon, they have no training or combat proficiency with weapons, serving as a severe disadvantage in combat. Unlike other classes, craftsmen are incapable of multi-classing.

Craftsmen are an exception to the profession ranks and standards below. Craftsmen are allowed to ticket for two Expert professions at the start. The craftsman class allows up to two professions up to any rank, including mastery. These individuals are easy targets in hostile situation and require brave adventurers, or hired muscle to ensure their survival in the open world.

## Profession Ranks

Players are allowed up to two Professions. Player characters are only allowed to have one Expert and one Master profession with a mastery. You are able to apply via ticket for one Expert profession. These professions may only be advanced after Expert. These two can be progressed into any order therein. Players are allowed to craft items for themselves, or others, but any crafted item is expected to be logged by the person crafting said item. Materials can be given to players during events by other players, but certain materials must be handed out by the DMs. See the wiki link for clarification on materials and their restrictions. Certain classes or races might be excluded (e.g. Death Knight’s and runeforging), please create a ticket on the Discord if you have any questions.

### **Apprentice (Free)**

An Apprentice: Minimal or textbook knowledge without the connecting practice, needs close supervision or guidance. Has little or no idea how to deal with the complexity of the profession and tends to look at actions in isolation. Often taught by a teacher, or approached as a hobby. Capable of crafting Trinkets.

### **Journeyman (Free)**

A Journeyman: Straightforward tasks are likely to be done at an acceptable standard. Not outstanding, but they are reliable. Able to achieve goals with judgment through their own steps, but require supervision for the overall task. Capable of holding careers in their trade. Appreciates complex situations, but can only achieve a partial resolution. Views actions as a series of steps. Capable of crafting Minor items.

### **Expert (CGM Ticket/Post, Class Exceptions Apply; see below)**

An Expert: Has good working knowledge and background in their area of practice. Results can be achieved for open tasks, but their end result may lack refinement. Is able to achieve tasks through their own judgment and copes with complexity with deliberate analysis and planning. Sees actions at least partly in terms of longer-term goals. Capable of crafting Major items.

### **Artisan (Progression Required)**

An Artisan: Depth of understanding of discipline and area of practice. Fully acceptable standards achieved routinely, results are also achieved for open tasks. Able to take full responsibility for their own work (and others). Deals with complexity holistically and confidently. Sees the overall picture and how individual action fits within it. Capable of crafting Greater items.

### **Master (Progression Required)**

A Master: Authoritative knowledge and discipline and deep tacit understanding across areas of practice. Excellence achieved with relative ease. Able to take responsibility for going beyond existing standards and creating their own interpretations. Holistic grasp of complex situations, moves between intuitive and analytic approaches with ease. Sees over all pictures with an alternative approach, has a vision of what may be possible. Capable of crafting items of original design and Epic quality items (with approval/supervision from the Volunteer Team and Administration)

#### **Mastery**

\*High proficiency in a certain sub-field of a profession (e.g. weapon-smithing, gunsmithing, rune smithing)

### **Grand Master (Forbidden)**

The Grand Master: Pinnacle of the profession in terms of knowledge, discipline, techniques, and information. These are the masters of masters. NPCs only.

## Class Exceptions

Class exceptions are available only for class and profession combinations where the class requires the profession to function properly. Because of this, these classes do NOT need to apply or CGM to be an Expert in the profession listed. These class exceptions are as follows:

* Death Knight - Runeforging
* Technomage - Engineering
* Runemaster - Inscription
* Inscriber - Inscription
* Apothecary - Alchemy
* Sister of Steel - Smithing

## **Alchemist/Alchemy**

*"Let this be the lesson, then. Nothing in all the world is unchanging. The practice of alchemy can thus be understood to be the quest to master the inevitability of transformation. There is no question whether or not all things – yourself included – will be changed. The only question is whether or not you shall direct that change."*

Alchemy is a primary profession that mixes herbs found by Herbalism and sometimes other reagents to generate elixirs, potions, oils, flasks and cauldrons with a variety of effects, as well as transmute minerals, gems, and elementals. Concoctions can be made to restore health and mana, grant temporary invisibility, grant temporary good luck through treasure finding, temporarily change appearance, temporarily improve statistics, and much more.

Alchemy is useful to all character classes. Melee fighters can use alchemy to create buff and healing potions. Spell casting classes can use alchemy to create mana potions and related buffs. Players can create potions, sell them to others, or give them to their party members and friends. Alchemists are well loved when they hand out potions.

*“An alchemist is able to work miracles with ordinary herbs, converting them into stable potions that range in effect from healing to breathing underwater and everything in between.”*

— Daedal

An alchemist is one who takes the alchemy profession and is a potion master. They take on the positions of vendors, trainers, apprentices and masters. Alchemists come from different races of the Horde, Alliance, or an independent faction, as well as the Pandaren, Yaungol, Zandalari trolls and mantid race. There are also alchemists in the Scourge.

Alchemy itself, Herbalism, Fishing, Mining, Processing Corpses, and Enchanting.

Examples of Ingredients can be found here.

They include: Peacebloom, Silverleaf, Earthroot, Mageroyal, Swifthistle, Briarthorn, Worg Hearts, Sharp Claws, Bruiseweed, Stranglekelp, Kingsblood, Fire Oil, Fish Oil, and many, many more.

**Tools:**

Alchemists use a variety of tools. Those tools come from other alchemists and they can be purchased.

Alchemist's tools can be found here.

Other tools for RP purposes might include:

Mortar & Pestle, Petri Dishes, Glass Vials and Rods, Metal Frames, Alembics, Retorts, Crucibles, Scales & Weights.

**Techniques:**

The Techniques of Alchemy are many, and the abilities include the following as just some examples of what you can do:

Create puffs of smoke, mix and identify poisons, identify substances, start fires, separate/decompose materials and objects, refine common objects, create weak mixture-based explosives, change the state of a substance (Liquid, Gas, Solid, etc.) Create imitation gemstones, transmute metals, neutralize acids, create strong acids, and more.

The primary technique in alchemy is the mixing of potions with many, many effects. That list of potions can be found here.

## **Enchanter/Enchanting**

Turn the average into the extraordinary by imbuing mundane items with magical power. Whether by runes, scrolls, the help of a deity, or the involvement of something more sinister, learn the craft of making some of the most coveted items in the game. But beware: enchanters toy with fickle fate to infuse items with such power, and may be risking their health, sanity, and destiny to do so...

The creation of a magic item is a difficult and time-consuming procedure that is mentally and physically draining. The craftsperson must put a little of himself into every magically empowered item they produce, leaving them ever so slightly diminished from their efforts.

Some have sought an alternative to this method: the path of the enchanter. Enchanters learn secret ways to seize the arcane or divine power imbued within every magic item, drawing it into themselves as the item is destroyed. They then redirect this raw energy into an existing item through the use of mystical formulas only they can hope to understand. The refocused magic provides the object with new abilities, above and beyond what it may already possess.

Enchanters are often tradespeople, working either alone or alongside those who craft standard magic items. The enchanter's skills overlap with those of the craftspeople, so that both working together can produce a thriving business. As enchantments enhance existing magic items, members of this prestige class are frequently in high demand among adventurers looking to squeeze a little bit more "oomph" out of their existing equipment without breaking the bank in the process.

Through experimentation with arcane energies, the enchanter learns to destroy magic items and seize the raw power within them, drawing that energy into himself for use in performing enchantments. items destroyed must be a type other than scrolls or potions — the energies within those items are too random and ephemeral to be of much use in the enchanter's craft.

Enchanting itself via the process of disenchanting, Jewelcrafting, Blacksmithing, Herbalism, Skinning and processing of corpses, and Mining.

Examples of Ingredients can be found here.

They include: Strange dust, Lesser and Greater Magic Essence, Small and Large Glimmering shards, various gems such as Aquamarine, Shadowgems, Blood of the Mountain, all of the elemental essences, dream dust, Lesser and Greater Nether Essence, and many, many more.

**Tools:**

Enchanters use a variety of tools. Those tools come from other enchanters and can be purchased, but they also come from Blacksmiths as well, the enchanting rods of precious metals. Golden Rods, Silver Rods, and more.

Enchanting tools are mixed in the Ingredients page here.

**Other tools for RP purposes:**

Mortar & Pestle, Glass Vials and Rods, Metal Frames, Alembics, Retorts, Crucibles, Scales & Weights, Mystical and Practical Forges, Strips of Test Cloth, and more.

**Techniques:**

Two major techniques exist, the first is disenchanting:

Breaking an item to absorb its power is a process referred to as disenchanting the item. The act requires the item's sundering in a controlled manner while the enchanter recites arcane rituals and mentally prepares his body to contain the mystical energy. Even so, he can perform the act fairly quickly, even in remote environments. The enchanter requires a full minute of undisturbed activity, which concludes with the destruction of the item — usually with a blow from a heavy or sharp object. If the item cannot be broken (say if it is made of adamantine or is an artifact) it cannot be disenchanted. Many enchanters carry adamantine hammers with them for use on particularly stubborn objects.

More information on disenchanting can be found here.

The second technique is of course, enchanting items:

As stated, Enchanting is a primary profession in which characters use magical formulas to grant permanent augmentation to armor, weapons and other items. Enchanting recipes require the use of special Enchanting ingredients which can be gathered by disenchanting items of uncommon or better quality or found as loot. Using these ingredients, enchanters can make items more powerful by adding a statistic bonus like strength or intellect or many other options.

Enchantments are often by-slot for gear and weapon purposes. Some examples of the things you can do include:

Enchanting necklaces to increase the rate of your mana regeneration, enchanting cloaks to shroud one better, enchanting armor to aid the resistance of damage to certain elements, and enchanting weapons to blaze with flames or drip with hoarfrost.

A massive list of enchantments can be found here.

## **Engineer**

Masters of mechanical mayhem, engineers love to tinker with explosives, prototypes, and all manner of hazardous gadgets.

Engineering is a primary crafting profession that can create many useful, unique and amazing items, as well as junk (but often explosive junk!). Engineers can create helpful items for generally all classes. To counterbalance this usefulness, most items crafted by engineering require engineering skill to use, and many of these items come with a chance for unexpected backfires with often hilarious results. In particular we see much use for engineered guns and scopes.

Engineers have also managed to build giant, flying sky ships, and achieved completely mechanical teleportation and flight. The profession is incredibly versatile.

Engineers take advantage of their inventiveness to create an immense (and occasionally random) variety of helpful items. By tinkering ceaselessly, and tolerating malfunctions and misfires, an engineer can make utterly unique objects: sight-enhancing goggles, potent guns, robot pets, mechanical mounts, and even more unusual trinkets. Successful engineers use their inventions to solve problems and make life easier, faster, and better for themselves and their companions.

The majority of Engineering schematics can be manufactured anywhere, provided you've already obtained the diverse materials necessary for their creation.

It's not uncommon for Engineers to also specialize in Mining - the metals and ores they procure serve as building materials for their inventions.

As you progress in your studies as an Engineer, you'll be given an opportunity to choose a specialization. After completing a unique quest, you can specialize in either Goblin or Gnomish schools of engineering. Each school specializes in crafting unique items, some of which aren't available to the opposing style of craftsmanship.

Engineering itself by breaking down materials into volatile powders or complicated modulators, tubes, bolts and screws, Mining, Tailoring, Skinning, Processing Corpses, Blacksmithing, Leatherworking, Alchemy, Herbalism, and Enchanting.

Examples of Ingredients can be found here.

They Include: Blasting Powders, Modulators, Tubes, Bolts, Stones, Metal Bars, Gemstones, Cloth, Flux, Stocks, fantastical whirring gizmos, fuels, elixirs, leather, wiring, water, fire, power cores, widgets, transformers, triggers, cylinders, gyrochronatoms, and a heap of mathematical guessing.

**Tools:**

Engineers use a variety of tools. These tools come from other engineers and can be purchased.

Engineering tools can be found here.

**Other Tools for RP Purposes:**

Engineers use spanners, hammers, Gyromatic micro-adjustors (screwdrivers), wrenches, googles, welders, batteries, power cores, blasting powders, Mortar & Pestle, Glass Vials and Rods, Metal Frames, Alembics, Retorts, Crucibles, Scales & Weights, Mystical and Practical Forges, anvils, Strips of Test Cloth, and more.

**Techniques:**

Engineers build complicated, fantastical devices through schematics. These include: item enhancements, explosives, goggles, toys, trinkets, guns and bows, fireworks, tools, and mounts. A full list of schematics and what they might entail can be found here... and Never forget the explosives.

## **Inscription**

Inscription is a profession that allows players to create glyphs, scrolls, and enchantments, as well as various items such as Darkmoon Cards and off-hand tomes. Inscription includes a pseudo-"gathering" skill, [Milling], allowing scribes to create base materials from herbs in a similar way to Enchanting [Disenchant] and Jewelcrafting's [Prospecting].

Scribes weave words of power into glyphs that can improve heroes' skills and abilities, and add special effects not possible by normal means. By transferring their powers into ink, scribes can also create consumable scrolls, mystic tomes, and pieces of vellum that allow enchantments to be passed between adventurers. Like Enchanting, Inscription can help veteran adventurers further improve themselves - but inscriptions focus on augmenting class powers, not equipment.

Scribes need pigments, milled from herbs, to create their glyphs - hence, Inscription is often paired with the gathering profession Herbalism. Scribes also require inking sets in order to write their words of power.

Inscription itself in the form of parchment and inks, as well as pigments milled from various items. Herbs from Herbalism are used to create pigments, and pigments are created from inks.

For more information on making inks even in real-life, to better understand the process, check here.

Example ingredients can be found here.

They include: Silverleaf, Peacebloom, Earthroot, Mageroyal, Swiftthstle, Stranglekelp, Bruiseweed, Liferoot, Steelbloom and Kingsblood, and many, many more.

When milled they make: Alabaster pigment, dusky pigment, verdant pigment, burnt pigment, and many, many more.

When pigments are bound they make: Snowfall ink, inferno ink, and many, many more.

**Tools:**

Inscriptionists only use a few tools. They can be purchased from even general purpose stores. The Inking Set can be made by Inscriptionists and purchased from them.

A list of inscriptionist’s tools can be found here.

**Other Tools for RP Purposes:**

Inscriptionists use Inking Sets, Parchments, Color Binders (like water, or oil), slabs, mullers, knives, pants, bottles, vials, Mortar & Pestle, Scales & Weights, and more.

**Techniques:**

Three major techniques exist, the first is Glyphs:

The "meat and potatoes" of Inscription, glyphs comprise the majority of its recipes. Glyphs come in two grades: major and minor. Each glyph provides a modification to a specific class ability; some grant new abilities.

A list of glyphs can be found here.

The second technique is card-making, and it is intrinsically tied to the Darkmoon Faire Decks.

A list of these cards can be found here.

Darkmoon Decks can provide bonuses to the wielder.

The third technique is enchant vellums, to hold and transfer enchantments.

A list of enchanting vellums can be found here.

Scribes have other uses as well, including making some weapons, tomes, and various other inscriptions that act as enchantments.

## **Jewelcrafting**

Jewelcrafters unlock the surprising power in precious stones, creating potent jewelry and trinkets. They craft rings, amulets, and other objects of known mystical power, but they also cut gems to fit in socketed items like weapons and pieces of armor, granting those pieces of equipment unique properties. A talented Jewelcrafter can count on a demand for their services in crafting special items, improving equipment, and shaping rare gems.

Jewelcrafters accrue many of the gems they need for their art from mineral veins, so Jewelcrafters are often also familiar with the gathering profession Mining. Jewelcrafting requires a Jeweler's kit.

Jewelcrafting also allows a character to obtain gems from mineral ores (copper, iron, mithril, etc.) via [Prospecting]. Five pieces of ore are used up each time Prospecting is cast and the type and level of the gems prospected is dependent on the type of ore used as reagents.

Mining, and prospecting mineral ores to determine if any gems reside therein, Alchemy, Enchanting, and Processing Corpses.

Example Ingredients can be found here.

**Tools:**

Jewelcrafters only use a few tools. They can be made and purchased from other jewelcrafters. Those tools include: Jeweler’s Kit, Grinder.

Other Important Jewelcrafter Tool Information:

A big part of Jewelcrafting is Gemcutting. Gemcutting is a process known as “Lapidary”.

Lapidary (from the Latin lapidarius) is the practice of shaping stone, minerals, or gemstones into decorative items such as cabochons, engraved gems (including cameos), and faceted designs. A person who practices lapidary is known as a lapidarist. A lapidarist uses the lapidary techniques of cutting, grinding, and polishing. Hardstone carving requires specialized carving techniques.

In modern contexts, a gemcutter is a person who specializes in cutting diamonds. To do research on these tools, looking for the older contextual ‘Lapidary’ will produce better results.

**Techniques:**

Jewelcrafters have several techniques. Those techniques include gemcutting, sculpting, socketing, and casting statues.

Gemcutting is simple cutting a rough gem into a usable gem, whereas sculpting and casting statues allow them to create mystical figurines that provide various bonuses.

These also the most broad and basic definition of a jewelcrafter, that is to make jewelry of many fantastic and wonderous designs.

Further reading for gemcutting, the making of jewelry, and the sculpting and casting of statues can be found here:

A full list of jewels and gems can be found here.

## **Leatherworking**

Leatherworking is one of the primary professions.

The leatherworking profession allows players to utilize the leather gathered through the skinning profession to create a variety of items, including cloaks, leather and mail armor, and armor kits. The armor produced by leatherworking is chiefly of use to the leather and mail wearing classes: druid, hunter, shaman, monk, and rogue.

Unlike some professions, such as blacksmithing, which requires both a purchased item and a world location for creation of items, leatherworkers do not require any special equipment or locations to process their materials into finished products. As long as the leatherworker has all of the required materials for the creation of an item, patterns can be crafted anywhere in the world at any time.

Leatherworkers take the rough, spiny or sturdy hides of beasts everywhere and turn them into useful products. First and foremost among these creations are lighter armors - leather and mail - as well as cloaks, bags, and unique patches and stitching that improve the defensive values of armor. The craft of Leatherworking is useful to those who want to outfit themselves and others with suitable armors, as well as those who want to profit from selling their rare creations.

Most Leatherworking can be done anywhere, provided you've got the necessary materials. It's not uncommon for Leatherworkers to also specialize in Skinning - the most efficient way to ensure that they have all the leather they need for their creations.

**Ingredients:**

The main ingredients in leatherworking are leather and scales, which are obtained from skinning the corpses of beasts. Hides are also a necessary component for some armor pieces and have a chance of being picked up whenever you skin a corpse. Many leatherworking recipes require elemental items, dyes, threads, and other miscellaneous items, as well as reagents from other professions including cloth, potions, elixirs, gems, herbs, ores, and enchanting items.

Leatherworking Ingredients come from:

The skinning and processing of corpses to get hides, leather, leather scraps, scales, elemental essences, Mining, Jewelcrafting, Herbalism, Alchemy, Enchanting, Blacksmithing, and more.

Example ingredients can be found here.

Furthermore, the tanning of hides is a process that one might need to consider, and that information can be found here.

**Tools:**

Leatherworkers use many tools, because the creation of entire pieces of armor from pelts, hide scraps, scales and more is an absolutely arduous and time-consuming process. To enumerate all of the tools and the entirety of the workshop used would be a monumental task. But the crudest forms of armor can be made with a few tools anywhere in the world.

Some tools include: Skinning Knife, Needle and Thread.

The process can be time-consuming, such as taking a tabard and placing rows and rows of individually placed and threaded scales over the entirety of the object, to making and sewing linings, taking measurements, and more.

**Techniques:**

Leatherworkers take the rough, spiny or sturdy hides of beasts everywhere and turn them into useful products. First and foremost among these creations are lighter armors - leather and mail - as well as cloaks, bags, and unique patches and stitching that improve the defensive values of armor. The craft of Leatherworking is useful to those who want to outfit themselves and others with suitable armors, as well as those who want to profit from selling their rare creations.

That means your primary technique, as you well know, is making fantastic and powerful leather and mail armor.

The process is not cheap, and it is very time consuming. But the product is worth the effort.

A full list of Leatherworking patterns can be found here.

## **Blacksmithing**

Blacksmithing is arguably the single most iconic fantasy profession, and for good reason. Who armors the knights in shining armor? Who makes the regal attire that king’s wear? Who provides the absolute legions of combatants with their blades and weaponry? Who makes the fantasy genre and is the arms-dealer for our forever war? The Blacksmith.

Blacksmithing is a profession and is the art of smelting and forging items out of metals, ores, and other trade goods. Blacksmiths utilize bars made by them from metal ores unearthed by the mining profession along with various trade and magical goods to produce their wares.

A blacksmith can create melee weapons, Mail and Plate armor, trade items used as ingredients by other professions (such as rods for enchanters), as well as keys used to unlock a variety of items in the world. Additionally, blacksmiths can craft consumable items that when applied to weapons can provide temporary (and in some cases, permanent) buffs to items.

In general, blacksmithing mainly benefits mail and plate-wearing classes for the unique armors that can be created; however, beyond a certain point, blacksmiths no longer learn new Mail armor plans. This effectively means only the plate-wearing classes (Death Knights, Paladins and Warriors) will derive the maximum benefit from the crafted armor of blacksmithing. However, most classes can use a large amount of the weapons produced by blacksmiths. Ideally, blacksmithing is paired with mining as a second primary profession.

Blacksmiths utilize their expertise with hammer and anvil to craft deadly weapons, heavy suits of mail and plate armor, and other, more specialized items. Talented Blacksmiths can also modify their own equipment by adding sockets for magical gems. The gear that they make allows Blacksmiths (particularly those that equip heavy armor) to outfit themselves, equip party members or guildmates, and sell their craftsmanship via the auction house.

The majority of blacksmithing work must be done with a hammer and anvil. Smithing anvils (and forges to smelt minerals) can be found in most towns and cities.

Blacksmithing is often paired with the gathering profession Mining, since minerals recovered from mineral veins are a key component of most weapons and armor.

Some Blacksmithing recipes require ingredients that are crafted or gathered by various professions, found as loot or purchased from vendors.

The vast majority of Blacksmithing ingredients can be gathered with Mining or found as loot. Several blacksmithing products can be used themselves as ingredients for other professions.

**Ingredients:**

Ingredients used in Blacksmithing include:

Cloth, Flux, Gems, Grinding Stones, Light and Heavy Leathers, Coarse Stones, and every single metal bar you have ever witnessed in your entire time on Azeroth, and even then they use elemental essences, oils, fangs, dyes, pearls, legendary metals from far planes, and more.

Primarily, mining is used to gather ingredients for blacksmithing.

A list of blacksmithing ingredients can be found here.

There is almost too much to be said about blacksmithing and the various casts, ingredients, and skills required.

**Tools:**

A blacksmith usually requires and entire Smithy to get their work completed. The entirety of the workshop with a multitude of tools.

These tools include a whole forge, hammers, anvils, tongs, chisels, vises, drifts, punches, brushes, swages, twisting tools, safety equipment, bellows, thermometers, saws, buffers, and more. You can find examples here.

**Techniques:**

There are several types of blacksmithing techniques utilized, including Armorsmithing and Weaponsmithing. Both of which require a lifetime of work and service to master in the same rung as the rest of the primary professions.

A full list of plans available to a blacksmith can be found here.

## **Tailoring**

Tailoring allows players to cut and weave various pieces of cloth into armor, bags, shirts, and other cloth items. Tailors play an especially important role in guilds because they can create bags for the entire guild, provided the guild members gather the proper ingredients. Tailors are responsible for creating cloth items for cloth-armor wearing classes: Mages, Warlocks, and Priests. They occasionally make items for other classes, such as cloaks or spell-thread for pants. They also make decorative shirts. Tailors are also able to make special cloth equipment, and mounts like flying carpets.

Tailors take simple cloth and weave wonders out of it; cloth armor and robes, shirts, bags and other creations are the purview of the tailor. The benefits are diverse - lightly armored classes can wear mystic robes, all types of heroes can benefit from a variety of bags, and everyone can appreciate the decorative shirts and outfits springing from the tailor's loom.

Tailoring doesn't rely on a gathering profession - cloth is found in chests and on defeated foes, as well as purchased. As such, Tailoring is paired with a variety of professions, though Enchanting is common.

Most Tailoring can be done anywhere, provided that you have the necessary materials.

**Ingredients:**

The vast majority of Tailoring ingredients are just cloth. Some Tailoring patterns require ingredients that are crafted or gathered by various professions, found as loot or purchased from vendors.

Tailoring Ingredients include and come from:

Threads of various gauges, bleach, dyes, cloth of linen, wool, silk, light, heavy, medium, thick and thin leathers, Skinning, Alchemy, processing corpses, Enchanting, Herbalism, Blacksmithing, and Tailoring itself and from vendors that supply the profession.

A list of ingredients and examples can be found here.

**Tools:**

Most Tailoring can be done anywhere, provided that you have the necessary materials. But top-tier tailors that make extremely fancy and intricate clothes and designs usually have their own shop in the same manner as a leatherworker or blacksmith, tools can be as simple as a needle, thread, dye, and cutting utensils, patterns, and more.

**Techniques:**

Tailors take simple cloth and weave wonders out of it; cloth armor and robes, shirts, bags and other creations are the purview of the tailor. The benefits are diverse - lightly armored classes can wear mystic robes, all types of heroes can benefit from a variety of bags, and everyone can appreciate the decorative shirts and outfits springing from the tailor's loom.

Patterns include things like shirts, cloaks, dresses, bags and backpacks, belts, shoes, and more.

A full list of tailoring patterns can be found here.

## **Runeforging**

Runeforging is a skill specific to death knights, involving the affixing of runes to the death knight's weapon. It requires a runeforge, which can be found in four places: The upper chamber of Acherus: The Ebon Hold in the Eastern Plaguelands, the fortress structure at Mord'rethar: The Death Gate in southeastern Icecrown, Darion Mograine's runeforge at Light's Hammer in Icecrown Citadel, and the Shadow Vault in northern Icecrown.

Runeforging is unique to death knights due to its intrinsic connection to the Runeblade.

Runeblades are blades inscribed with runes, symbols that hold magical power. They are particularly wielded by death knights, but they are not unique to the Scourge. Notably, demons and high elves are known to forge rune-etched blades as well, such as Felo'melorn, the sword of the Sunstrider dynasty. By the time of the Third War, runeblades were not unheard of, but they were considered extremely rare and terribly powerful weapons.

Under the direction of Instructor Razuvious, the death knights of Acherus forged their own runeblades shortly after their creation by learning of [Runeforging]. The Instructor warns that no death knight may battle without a runeblade, for it is the vessel that stores runic power and the instrument by which a death knight commands the powers of frost, blood and unholy.

Lady Blaumeux further highlights the crucial importance of the runeblade, noting that it is perhaps the most guarded treasure in a death knight's possession and that a death knight separated from their runeblade is weak and powerless.

**Tools and Techniques:**

Runeforge enchantments count as permanent, and they overwrite any regular enchantments that may be on the blade, and they cannot be used in tandem. The bonuses and abilities offered by enchanted weapons and runeforged weapons do not overlap.

To affix a rune to your blade, you require the runeforge, listed and available in the locations above. A full list of runes that can be emblazoned is present here.