World of Warcraft WoW Profession Guide

Have you ever heard about World of Warcraft? Here you can get more information about WOW Profession Guide like Herbalism, First aid, Tailoring, Leatherworking, Jewelcrafting, Blacksmithing, Enchanting, Fishing, Alchemy, and much more. I even listed some guide to making gold here for player out there who desperate to know how to make gold. Please bookmark for future updates! Enjoy!
 
 
wow profession guide
wow profession guide

Saturday, December 29, 2007

Enchantments to boost your stats

There are well over 100 enchantments in the game, but they follow some basic patterns that are worth knowing. In particular, the most popular and common style enchantments simply add a stat bonus to an item that you wear. In fact, about half of the known enchantments are of this type.
Stat bonuses can not be applied to all items. In particular, they are limited to boots, bracers, cloaks, gloves, shields, and weapons.
Below, I summarize these common stat boosts in two tables.The first table organizes them by stat, so you can see what to pursue to boost your favorite ability.
Agility Boots, Gloves +1, +3, +5, +7

Cloak +1, +3

Bracer +1

Weapon +15
Intellect Bracer +5, +7

Weapon +22

2H Weapon +3, +9
Spirit Bracer, Shield +1, +3, +5, +7, +9

Boots +3, +5

Weapon +20

2H Weapon +3, +9
Stamina Boots, Shield +1, +3, +5, +7

Bracer +1, +3, +5, +7, +9
Strength Gloves +5, +7

Bracer +1, +3, +5, +7, +9

Strength +15
Table 1 ' Common stat enchantments, by ability This second table has the same information, but this time tabulated by item.The idea is that when you pick up a good item that you know you want to hold on to for a while, here is an easy view of stat buffs available for that item:
Boots Agility, Stamina +1, +3, +5, +7

Spirit +3, +5
Bracer Spirit, Stamina, Strength +1, +3, +5, +7, +9

Agility +1

Intellect +5, +7
Cloak Agility +1, +3
Gloves Agility +1, +3, +5, +7

Strength +5, +7
Shield Spirit +1, +3, +5, +7, +9

Stamina +1, +3, +5, +7
Weapon Agility, Strength +15

Intellect +22

Spirit +20
2H Weapon Spirit, Intellect +3, +9
Table 2 ' Common stat enchantments, by item
The costs of the above enchants are, of course, higher the better they are.Estimated mats costs for all of them are in the summary table below.However, here are some useful guidelines:
As with a lot of things in this game, the prices accelerate geometrically (that means 'fast') for each step in improvement.
End-game enchants (the highest of any item/stat combo) are typically extra expensive. There are two notable exceptions: +9 spirit to bracers and +7 strength to boots, both of which are surprisingly inexpensive.
The high-end weapon enchants (all above +9) are very difficult for an enchantress to learn, and have mats that are very expensive. You should expect to pay 100-250G for them (each!).
"Weapons" means One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Spears

Guide to Marksman specced hunter part 1

part 1 (equipment, profession, pets)

Okay. As of right now, I have a 54 dwarf hunter on thunderhorn that is almost pure marksman spec. This is pretty much a summary of how it?s been treating me, and a guide on the aspects of a marksman hunter based on my experiences.

First of all. The weapon. Since the hunter is a ranged fighter, your ranged weapon is going to be one of the most important things. Generally, whether or not the weapon is a bow, an crossbow, or a gun doesn?t matter. The exception to this is if you?re a dwarf, in which case guns might treat you better since you hit more often. Don?t go near thrown weapons. That?s all I can say. It should be noted that if you use guns, finding an engineer to make one for you can be very worthwhile. The ones made by engineers are usually much better than field drops and store bought, even up to level 60. Very few field drops can beat the flawless arcanite rifle and Core marksman rife, and the ones that do aren?t very easy to find. As far as weapon stats go, there are two main types. Those with a relatively low damage per shot value but a high firing rate, and those with a high damage per shot value and a lower firing rate. As to which one you go with is up to your preferences. The pros and cons of each are as follows.

Weapons with a low damage per shot and high firing rate are nice for several reasons. Since marksman spec generally increases your chance of getting critical hits, probability says that the more you fire, the more likely over time you are to get a critical hit. These are also nice because when attacking casters, there is a better chance of delaying their cast, since each hit will set back their casting bar a little. A higher firing rate means that you can crank out stings and special shots faster, since their cool down is usually the same as your weapon, and can also sometimes deal just a little bit more damage before an approaching enemy gets inside your minimum range, meaning you might actually be able to take them down with your hand weapons.

Now, weapons of this style have 2 distinct disadvantages. The first is that if we?re talking increased damage abilities such as aimed shot and multi-shot, they don?t do anywhere near as much damage as the high damage per shot weapons. This is amplified if we?re talking about critical hits, where the damage difference is at least doubled. The second disadvantage is perhaps the biggest. A weapon of this style tends to have a firing rate almost double of its high damage per shot counterparts. This also means you chew through ammo a lot faster. A hunter without ammo is a dead hunter. On one particular occasion, I was going through Mauradon in a group with another hunter. At the time, I had a dark iron rifle, and he had the hurricane bow. Now, it is true that since the hurricane has a better dps than the dark iron rifle, he probably did way more damage than I did in the majority of the instance. However, right before our group reached the princess, he?d run out of ammo, while I still had half of a shot pouch full. While it is true he probably should have brought more arrows with him, at that point my group didn?t care about what should have happened as much as what was happening right now. That?s the first time I?ve seen a hunter try to tank, and it wasn?t very pretty.

The other type of ranged weapon, the ones with high damage per shot and low rate, have their own pros and cons as well. The most obvious advantage is that damage shots like aimed shot and multi-shot hurt like no other, especially when they crit. At level 49, I was sometimes getting 1200 damage crits with aimed shot, something the horde in warsong gulch was not very happy about when I targeted their casters. Another major advantage is that you don?t run out of ammo very often. Counter to the above section, these weapons go through ammo half as fast as the fast rate low damage weapons, so they have a better chance of lasting you through a long instance. It?s for these reasons that I actually prefer these weapons to faster ones.

Now their cons are pretty much the opposite of the pros of the other type. Being slower, it means that if you have someone coming right for you, you won?t be able to do as much damage in a short amount of time. They also mean that while your critical hits hurt like nothing else, they don?t occur as often. Finally, if you need to get a number of stings and shots out that aren?t dependent on damage, a faster weapon will get the job done sooner.

The second part of the ranged weapon is the ammo you use. The biggest question hunters have is ?Should I cough up the money and resources to have an engineer make crafted, or are the store bought ones good enough?? The answer is yes and no. For enemies that are common and have relatively low hp, the store bought ones are probably going to be enough, since you only use about 10 shots on each. However, things like bosses and plate armored players are a different story. Since these can take many shots and a very long time to take down (dragons can take several minutes), that extra damage conferred by the crafted ammo will stack up after time. Of course, if you?re an engineer yourself, this isn?t much of an issue, since you can just make it yourself when you need to.

The second aspect of a hunter is his pet. While not quite as important as to a beastmaster hunter, this is still an essential part of a hunters fighting style. For marksman hunters, you typically want to find a pet with high damage giving ability. While this may seem contrary to the point that you are doing most of the damage, here?s why. A marksman hunter causes some of the worst threat in WoW, since they often do at least 1000 damage in the first few seconds of combat. You need a pet that can keep threat and do damage as well as possible, to keep the enemy focused on them and not on you. Now, you also need to make sure your pet lasts longer as well. When it came to paying for my pets abilities in training points, I spent all in increased stamina and armor before taking type resistances. The most common type of damage your pet will take is straight melee damage. After you have done this, put points into resistance for the most common types of spell damage that you run into. Since casters usually don?t target pets with their spells that damage only one target, this is usually fire, frost, or arcane, as there aren?t many shadow and nature area of effect spells.

Additional items you take, namely your armor and hand weapons, are also very important. This is because just about any green quality or above armor increase your stats. The most important statistic for a marksman hunter is agility. It affects your chance to hit, chance to critical, chance to dodge, and most importantly, your ranged damage. Any armor/weapon item that adds to your agility and that is appropriate for your level (ie. Leather for 1-39, mail for 40+) is a good item. It should be noted that you want to replace your leather with mail as soon as possible, since it?s just so much better at resisting damage. Now, there are several items that have an animal name attached. Example would be travelers cape of the falcon. The animal names indicate which stats the item increases. The most important ones for a hunter are items of the wolf, falcon, tiger, and monkey. These increase agility and one other stat. As to which ones you chose, I leave that up to you, since all can be beneficial in different ways. Wolf increases spirit, which is good for long battles and instances, since you?ll recover faster and be able to use shots sooner when you run out of mana. Tiger increases strength. I don?t see this being used often, since if you?re close enough for strength to matter, it?s typically a bad situation. Of course, it does increase your chance of survival if your pet up and dies, so I wouldn?t say ignore it completely. Monkey items increase stamina, which is always great, since no matter how good you are, you?re going to take damage. This lets you live longer, which is good news for you, and bad news for your target. Items of the falcon are one of my favorites, since they increase intelligence. This means more mana, and that means you can use your damaging shots and stings a lot more before running out.

Hand weapons can vary. If at all possible, once you get to a level where you aren?t going to replace them rapidly, work on getting a +15 agility enchant. Obviously if you?re fighting with dual-wield, having this enchant on each weapon gives a whopping +30 agility bonus. However, good single handed weapons with agility bonuses aren?t all that common, so it may be best to go with a two-hander that gives a high agility bonus to start with. If you do the math, Lord alexanders battle axe (+17 agility) with the agility enchant will give a better bonus than two one handers with no bonus and 2 agility enchants.

As for professions, the two I see most often are engineering and leatherworking. Being an engineer is a very good thing. If you use guns, you can often make better than ones you find, you can make crafted ammo (useful even for bows, since thorium shells can be converted to thorium arrows), and the big bonus is that you can put scopes on your weapons, increasing their damage. While it is true engineering isn?t a very big money maker, it does give you some very nice toys to play with as well. I specialized in gnomish, and it?s a very nasty surprise to someone when they get inside my minimum fire range and then get nailed by the death ray. The explosives are also a nice touch, because some of them cause stun, which can allow you to get outside your minimum range if you?ve been charged and pop off a few shots before they come to. As for leather working?it?s okay. While it is great in the beginning, I find that later on, the mail pieces that you can make are more designed for shamans than hunters, and few confer agility. It is more of a money maker than engineering, but for personal benefit, it?s not quite as useful as engineering.

Thursday, October 4, 2007

Gold Farming

Every World of Warcraft player is always looking for one thing -- more gold! In fact, so many Warcraft players need more gold than they find themselves able to make within the game, that many have resorted to paying real money for virtual gold to professional gold farmers. This isn’t really necessary though, as there are plenty of ways to farm your own gold within the game. A couple of important things to keep in mind is that you need the right profession and you also need to think about your strategies. Is any one action worth the hours it may take you?

To really maximize your gold-making opportunities, a Warcraft gold farming guide will be a big boost to your efforts and is well worth the initial investment. Using a guide cuts down on the learning curve so you can quickly fill your bags with a lot more loot and it will save you both time and money (both virtual and real) in the long run.

The Best Professions for Gold Making

The biggest gold-making professions in World of Warcraft are the mining professions. Getting your mining up, and selling the bars you make, will make you a lot of gold, especially in the lower levels. Just be sure not to get stuck in a profession where you will need to use that ore yourself. For example, you don’t want to play a blacksmith because you want to have that ore available to sell to other players.

Another good profession to have is enchanting, so that you can disenchant any greens or blues that you find. That way you'll get enchanting materials out of your useless soulbound rewards and all the unneeded items you pick up in dungeons. The green shield you found in Blackfathom Depths won't sell for anything, but the strange dust you disenchant from it will sell easily. The Auction House deposits on enchanting materials are practically nothing, so you can afford to keep putting them up for auction over and over again. Once you know the value of things, you can buy them cheap from others and sell them more expensively.

Monday, August 27, 2007

Cooking Guide

How To Cook Food

First you need to be at a fire. Most any fire will do, but if you can’t find one in the environment you need to make one. To make a fire you need wowhead: Flint and Tinder and wowhead: Simple Wood. The Flint and Tinder is never consumed so you only ever need one, but 1 x Simple Wood is used for every fire you make. They are very inexpensive to buy.

Once you have those two items in your inventory you use the Basic Campfire ability found on the general tab of your spellbook. You have to train in cooking at a cooking trainer to have access to that ability. It takes 10 seconds to make a fire which lasts a few minutes.

When standing at the fire, bring up the cooking window from the general tab in your spellbook, choose the food you want to create and click the create button. That’s it. (You’ll of course need to get the necessary ingredients to cook that food first.)

Cooking Guide

Why Skill Up Cooking?

Good question. You certainly don’t need it to get to 70, and at that point, you don’t really need it either. However, cooking has been greatly buffed in The Burning Crusade, so if you have TBC it’s definitely worth skilling up your cooking.

But there are other good reasons to skill up your cooking, too.

For example, rogues will want the thistle tea that instantly restores some energy. The egg nog is kind of fun, as it can turn you into a reindeer or snowman and make you drunk to boot. Besides, it’s part of the WoW experience to have 300 or 375 cooking, you get to do some additional quests, and the Burning Crusade offers powerful buffs from the food you cook. And you’ll make quite a bit of extra gold from cooking the high level recipes (which are easy to obtain).

As a secondary skill that anyone can learn, there is no reason to not have cooking. And with this guide you’ll be able to skill it up very fast and get all the common recipes.

Sunday, August 12, 2007

First Aid Skill Up Guide

First aid guide -- Skill up


If you dont have used First Aid yet - then get on with it - because it can heal 2000 HP over 8 sec.

1. Go to Westfall and kill Defias of all kind at Moonbroke and loot all the Linen Cloth. You need 120 - 130 Linen Cloth.

2. Go inside Dead mines (just beside Moonbroke) and kill all inside, and loot all the Wool. You need 100 Wool.

Get the recipe Linen Bandage at First Aid Trainer.

Use your Linen Cloth to get you your skill to 40.

Get the recipe Heavy Linen Bandage at First Aid Trainer.

Use the rest of Linen Cloth to get your skill to 80.

Get the recipe Wool Bandage at First Aid Trainer.

Use your Wool to get you your skill to 115.

Get the recipe Heavy Wool Bandage at First Aid Trainer.

Use rest of Wool to get you your skill to 150.

3. Go to Alterac Mountains and kill Crushridge Mauler (they have nice drop percent) and loot all the Silk cloth.

You need 100 Silk Cloth.

Get the recipe Silk Bandage at First Aid Trainer.

Use your Silk Cloth to get you your skill to 180.

Get the recipe Heavy Silk Bandage at First Aid Trainer.

Use your Silk Cloth to get you your skill to 225.

4. Go to Dustwallow Marsh and find the First Aid Trainer there and do the quest.

(You have to have 225 in First aid and be lvl 40+)

He give you some bandage, you have to use them on the soldiers. The TRICK is ..

Click on a soldier, and start bandage him. At soon as the bandaging begin, turn round and find the next soldier, and click on him.

When your are finished bandage the first, run to the one you clicked on and start bandage him, and turn find the next and so on.

When finished with the quest the first aid trainer give you Mageweave Bandage and Heavy Mageweave Bandage.

5. Go to Feralas and kill all the Woodpaw and loot the Mageweave silk. You need 100 Mageweave silk.

Use your Mageweave silk to get you your skill to 250.

Get the recipe runecloth bandage at First Aid Trainer (in Dustwallow Marsh)

6. Go to Eastern Plaguelands and farm runecloth - you just all you need.

Use your runecloth to get you your skill to 290. (or is it only 280?)

Get the recipe Heavy runecloth bandage at First Aid Trainer (in Dustwallow Marsh)

Heavy runecloth bandage heals 2000 HP over 8 sec.!!
WOW: Crafting: First Aid Skill Up Guide, by Claus
first aid

Advanced Leatherworking

The three paths of Advanced Leatherworking are Dragonscale, Tribal, and Elemental. Once a path has been selected and the skill learned it cannot be changed, even if you unlearn leatherworking and start over again. The following shows what can be made with each of the paths. Anything that is not listed does not need a specific path to be made at this time (29 Mar 2005).



DRAGONSCALE:



Dragonscale Gauntlets Binds when equipped Hands Mail

171 Armor

+6 Spirit

+7 Stamina Requires Level 40

Passive: Improves your chance to get a critical strike by 1%.



Dragonscale Breastplate Binds when equipped Chest Mail

306 Armor

+10 Stamina

+13 Fire Resistance

+13 Frost Resistance

+12 Shadow Resistance Requires Level 46

Use: Absorbs 600 magical damage. Lasts 2 minutes.



Green Dragonscale Breastplate Binds when equipped Chest Mail

311 Armor

+25 Spirit

+11 Nature Resistance Requires Level 47



Green Dragonscale Leggings Binds when equipped Legs Mail

282 Armor

+26 Spirit

+11 Nature Resistance Requires Level 49



Blue Dragonscale Breastplate Binds when equipped Chest Mail

338 Armor

+28 Intellect

+8 Spirit

+8 Arcane Resistance Requires Level 52



Blue Dragonscale Shoulders Binds when equipped Shoulder Mail

262 Armor

+21 Intellect +6 Spirit

+6 Arcane Resistance Requires Level 54



Black Dragonscale Breastplate Binds when equipped Chest Mail

344 Armor

+8 Stamina

+12 Fire Resistance Requires Level 53

Passive: +50 Attack Power.



Black Dragonscale Boots Binds when equipped Feet Mail

270 Armor

+10 Stamina

+24 Fire Resistance Requires Level 56

Passive: +28 Attack Power.



Black Dragonscale Leggings Binds when equipped Legs Mail

320 Armor

+8 Stamina

+13 Fire Resistance Requires Level 57

Passive: +54 Attack Power.



Black Dragonscale Shoulders Binds when equipped Shoulder Mail

266 Armor

+9 Stamina

+6 Fire Resistance Requires Level 55

Passive: +40 Attack Power.



Red Dragonscale Breastplate Binds when equipped Chest Mail

360 Armor

+12 Fire Resistance Requires Level 56

Passive: Increases healing done by spells and effects by up to 60.







ELEMENTAL:



Gauntlets of the Sea Binds when equipped Hands Leather

85 Armor

+7 Agility Requires Level 41

Use: Heal friendly target for 300 to 500.



Helm of Fire Binds when equipped Head Leather

118 Armor

+17 Agility

+10 Stamina

+5 Fire Resistance Requires Level 45

Use: Hurls a fiery ball that causes 286 to 376 Fire damage and an additional 40 damage over 8 seconds.



Living Breastplate Binds when equipped Chest Leather

169 Armor

+25 Spirit

+10 Nature Resistance Requires Level 55

Passive: Increases healing done by spells and effects by up to 24.



Living Leggings Binds when equipped Legs Leather

142 Armor

+25 Spirit

+8 Nature Resistance Requires Level 52

Passive: Increases healing done by spells and effects by up to 24.



Living Shoulders Binds when equipped Shoulder Leather

117 Armor

+13 Spirit

+8 Nature Resistance Requires Level 49

Passive: Increases healing done by spells and effects by up to 28.



Volcanic Breastplate Binds when equipped Chest Leather

268 Armor

+20 Fire Resistance Requires Level 52

Volcanic Armor 3 pieces: 5% chance of dealing 15 to 25 Fire damage on a successful melee attack.



Volcanic Leggings Binds when equipped Legs Leather

204 Armor

+20 Fire Resistance Requires Level 49

Volcanic Armor 3 pieces: 5% chance of dealing 15 to 25 Fire damage on a successful melee attack.



Volcanic Shoulders Binds when equipped Shoulder Leather

167 Armor

+18 Fire Resistance Requires Level 56

Volcanic Armor 3 pieces: 5% chance of dealing 15 to 25 Fire damage on a successful melee attack.









Stormshroud Armor Binds when equipped Chest Leather

163 Armor Requires Level 52

Passive: Improves your chance to get a critical strike by 2%.

Passive: Increases your chance to dodge an attack by 1%.

Stormshroud Armor 3 pieces: 5% chance of dealing 15 to 25 Lightning damage on a successful melee attack





Stormshroud Pants Binds when equipped Legs Leather

138 Armor Requires Level 50

Passive: Improves your chance to get a critical strike by 2%.

Passive: Increases your chance to dodge an attack by 1%.

Stormshroud Armor 3 pieces: 5% chance of dealing 15 to 25 Lightning damage on a successful melee attack





Stormshroud Shoulders Binds when equipped Shoulder Leather

114 Armor

+10 Stamina Requires Level 54

Passive: Improves your chance to get a critical strike by 1%.

Passive: Increases your chance to dodge an attack by 1%.

Stormshroud Armor 3 pieces: 5% chance of dealing 15 to 25 Lightning damage on a successful melee attack





Molten Helm Binds when equipped Head Leather

150 Armor

+16 Stamina

+29 Fire Resistance Requires Level 55

Passive: Increases your chance to dodge an attack by 1%.





TRIBAL:



Wolfshead Helm Binds when equipped Head Leather

109 Armor

+10 Spirit Requires Level 40

Passive: When shapeshifting into Cat form the Druid gains 20 energy, when shapeshifting into Bear form the Druid gains 5 rage.



Feathered Breastplate Binds when equipped Chest Leather

146 Armor

+24 Spirit

+10 Intellect Requires Level 45



Chimeric Boots Binds when equipped Feet Leather

99 Armor

+12 Nature Resistance

+12 Arcane Resistance Requires Level 50



Chimeric Gloves Binds when equipped Hands Leather

87 Armor

+12 Nature Resistance

+11 Arcane Resistance Requires Level 48



Chimeric Leggings Binds when equipped Legs Leather

127 Armor

+16 Nature Resistance

+16 Arcane Resistance Requires Level 51



Chimeric Vest Binds when equipped Chest Leather

150 Armor

+17 Nature Resistance

+16 Arcane Resistance Requires Level 53



Ironfeather Shoulders Binds when equipped Shoulder Leather

117 Armor

+20 Intellect

+8 Spirit Requires Level 49

Ironfeather Armor 2 pieces: Increases your resistance to silence by 5%.



Ironfeather Breastplate Binds when equipped Chest Leather

165 Armor

+28 Spirit

+12 Intellect Requires Level 53

Ironfeather Armor 2 pieces: Increases your resistance to silence by 5%.



Frostsaber Boots Binds when equipped Feet Leather

99 Armor

+12 Frost Resistance

+12 Shadow Resistance Requires Level 50



Frostsaber Gloves Binds when equipped Hands Leather

95 Armor

+13 Frost Resistance

+12 Shadow Resistance Requires Level 54



Frostsaber Leggings Binds when equipped Legs Leather

129 Armor

+17 Frost Resistance

+16 Shadow Resistance Requires Level 52



Frostsaber Tunic Binds when equipped Chest Leather

158 Armor

+18 Frost Resistance

+18 Shadow Resistance Requires Level 57



Warbear Harness Binds when equipped Chest Leather

158 Armor

+27 Stamina

+11 Strength Requires Level 50



Warbear Woolies Binds when equipped Legs Leather

142 Armor

+28 Strength

+12 Stamina Requires Level 52



Devilsaur Gauntlets Binds when equipped Hands Leather

103 Armor

+9 Stamina Requires Level 53

Passive: +28 Attack Power.

Passive: Improves your chance to get a critical strike by 1%.



Devilsaur Leggings Binds when equipped Legs Leather

148 Armor

+12 Stamina Requires Level 55

Passive: +46 Attack Power.

Passive: Improves your chance to get a critical strike by 1%.



Corehound Boots Binds when equipped Feet Leather

126 Armor

+13 Agility

+10 Stamina

+24 Fire Resistance Requires Level 54


WOW: Crafting: Guide to the Three Paths of Advanced Leatherworking, by Towanda

Monday, August 6, 2007

Professions Guide

When it comes to choosing a profession in World of Warcraft, one of the key things to think about is what kinds of items you will be able to make and whether your class will have any use for them. Engineering and Enchanting are pretty much good choices for every type of class, whereas Blacksmithing doesn’t really help you a whole lot if you aren’t a Warrior or Paladin, and Tailoring probably really only comes in handy for Mage or Priest.

What makes Engineering a good choice? Well, for one thing, by going this route you can guarantee yourself of getting better than average equipment, especially once you make it into the higher levels.

It’s not necessarily going to make you rich; in fact, if anything, it will probably cost you money in the short term. But what’s a little money lost compared to the sweet return of all the awesome little gadgets you’ll soon be manufactured to get you out of all sorts of problems? And if you’re a Paladin, Engineering offers the extra benefit of being the only method to get ranged attacks. Of course, if you plan on doing these things, make sure to choose Mining as well, because otherwise you’ll find yourself desperate for ore.

While Enchanting is also a very good choice, it does have a reputation for being difficult and many consider useful only in the higher levels of the game.

In contrast, Tailoring is often thought to be the easiest of the professions by many players. Tailoring basically involves making cloth armor and bags, which means you’ll be making stuff right from the start that you’ll still be using on up into the higher levels.

Leatherworking is similar to Tailoring and is also considered easy. If you are one of the classes that wears leather such as a Hunter or Druid, for instance, this is a good choice. But since some classes will move on to mail armor as they rise through the levels, the actual value use of leatherwork diminishes for them. A good choice to go with this one would be Skinning.

Alchemy involves making potions so you should consider Herbalism along with this one. Since these potions can be used for health and mana when fighting, those classes prone to running low on those things—like Mages and Healers—should consider Alchemy.

In addition to the primary professions, of course, there are several secondary professions to consider. Although they don’t count against your limit of two professions, the worth of each in relation to your class should still be considered, though there is nothing to prevent you from learning them all.

Jewelcrafting Guide

The World of Warcraft Burning Crusade growth brings us the new profession of WOW Jewelcrafting. With WOW Jewelcrafting you will be able to craft accessories that were only previously available as loot rewards and dropped items such as necklaces, trinkets, crowns, and rings. As a Master WOW Jewelcrafter you will learn how to cut socketable gems that will boost particular attributes of new types of armor when they are fitted into their slots.

Any and every character class can stand to benefit from the profession of WOW Jewelcrafting because the accessories produced through this profession can be used by anyone. There is jewelry for every possible need imaginable. There are trinkets that provide mana regeneration, necklaces that provide high attack power, rings with defense and armor, etc. The benefits of WOW Jewelcrafting are not concentrated upon any single role or character class.

You will noticeably want to pair WoW Jewelcrafting with the profession of mining due to your need for ore and gems. Other things that you will require for some WOW Jewelcrafting are alchemy mats, enchanting mats, and, to a lesser extent, various mob drops. WOW Jewelcrafting is a profession that can be used anywhere as you will have no need of a fixed resource such as a Moonwell or a Forge. However, most WOW Jewelcrafting items do require a Jeweler’s Kit for fabrication. You can acquire this trade item from almost any Trade Goods vendor for eight silver.

Metal bars and gemstones are necessary for every jewelry design. So, as stated before, Mining is obviously the best choice for a second profession to pair with WOW Jewelcrafting. There are three primary reasons for choosing Mining as you second profession. The first and most obvious reason is that it makes WoW Jewelcrafting less expensive. The second reason is that, unless you are mining it yourself, ore can be a sparse resource when compared to the availability and portability of bars. The demand for metal bars is high and widespread. While it is the profession of WOW Jewelcrafting has the primary demand for ore. Third and finally, when you are mining you will obtain gems naturally on the nodes and you will also be getting gems from Prospecting the ore that you mine, as well as the stones that are used to make statues.

When you reach level twenty you can learn Prospecting from your trainer. This secondary skill will give you the ability to extract gems from mined ore. This added advantage will raise your chances of locating gems that you can use to make jewelry. If Mining is not your cup of tea you still have the ability to Prospect ore. You do, however, require a WOW Jewelcrafting skill level that is equal to the minimum skill level needed to mine the ore in order to prospect it.
Jewelcrafting Gem and Socket Guide

Blacksmithing Guide

Blacksmiths take bars of metal from miners and form them into elegantly forged arms and armor. There are many unusual weapons and other armaments that cannot be found on any of the vendors or monsters in the game, but can only be created by blacksmiths. Blacksmiths can build weapons, mail armor for paladins or warriors, and trade items.

Blacksmiths can create special sharpening and weight stones that can be used to momentarily improve weapon damage. They can also create several items that are used as components for other profession recipes, such as enchanting. Blacksmiths can also create a few items that are needed for quests. They can put these items in the auction house to produce extra income.

If you plan on being a blacksmith, you should likely already be a miner. Miners gather ore and smelt ore into bars to produce the majority of blacksmithing items. Blacksmith recipes often include jewels, which are found in a variety of places. Typically, most blacksmiths buy or are given rare jewels from other players. Some blacksmithing recipes need leather, which you will need to buy from a skinner.

Blacksmithing is great for paladins or warriors, who can use the skill to create their own equipment. It is also good for producing money by marketing weapons and armor to the classes that can use them.

First you need to locate a blacksmithing trainer. Ask a guard for directions in a major city. Blacksmithing trainers are normally located near a forge or anvil. After you have learned basic blacksmithing, open up your abilities book (hit "p") and look for the "blacksmithing" icon that has been added to your abilities.

Now you need to go buy yourself a "blacksmithing hammer." These are usually sold by a "trade merchant" or other merchants near the blacksmithing trainer. You must have your blacksmithing hammer with you whenever you create an item. Some items don't need you to be near an anvil to create them.

There are hidden trainers throughout the world who can teach you new and special recipes. You can also buy new recipes from other players or find them as drops from monsters. There are special quests specifically for blacksmiths. Blacksmiths can open locks by creating and using skeleton keys. There are blacksmithing recipes available to seasoned blacksmiths via a series of turn-in quests. There are also armorsmithing recipes that are available to master armorsmiths. All three recipes are gained via quest.

In additional blacksmithing recipes can be found in encoded messages found on the members of the twilight's hammer in silithus. Blacksmiths can create resistance gear, especially useful in raids. Blacksmiths can create special rune attachments to shields or armor for bonuses. Blacksmiths can create rods used by enchanters. Blacksmiths can create sharpening stones and weightstones that can be applied to weapons for additional bonuses.

Friday, August 3, 2007

Enchantments Guide

-Enchant Boots - Minor Agility = 6x Strange Dust, 2x Lesser Astral Essence = Agility +1
-Enchant Boots - Lesser Agility = 1x Soul Dust, 1x Lesser Mystic Essence = Agility +3
-Enchant Boots - Agility = 2x Greater Nether Essence = Agility +5
-Enchant Boots - Greater Agility = 8x Greater Eternal Essence = Agility +7
-Enchant Boots - Minor Stamina = 8x Strange Dust = Stamina +1
-Enchant Boots - Lesser Stamina = 4x Soul Dust = Stamina +3
-Enchant Boots - Stamina = 5x Vision Dust = Stamina +5
-Enchant Boots - Greater Stamina = 10x Dream Dust = Stamina +7
-Enchant Boots - Lesser Spirit = 1x Greater Mystic Essence, 2x Lesser Mystic -Essence = Spirit +3
-Enchant Boots - Spirit = 2x Greater Eternal Essence, 1x Lesser Eternal Essence = Spirit +5
-Enchant Boots - Minor Speed = 1x Small Radiant Shard, 1x Aquamarine, 1x Lesser Nether Essence = slight movement speed increase

-Enchant Bracer - Minor Deflect = 1x Lesser Magic Essence, 1x Strange Dust = Defense +1
-Enchant Bracer - Lesser Deflection = 1x Lesser Mystic Essence, 2x Soul Dust = Defense +2
-Enchant Bracer - Deflection = 1x Greater Nether Essence, 2x Dream Dust = Defense +3
-Enchant Bracer - Lesser Intellect = 2x Greater Astral Essence = Intellect +3
-Enchant Bracer - Intellect = 2x Lesser Nether Essence = Intellect +5
-Enchant Bracer - Greater Intellect = 3x Lesser Eternal Essence = Intellect +7
-Enchant Bracer - Minor Spirit = 2x Lesser Magic Essence = Spirit +1
-Enchant Bracer - Lesser Spirit = 2x Lesser Astral Essence = Spirit +3
-Enchant Bracer - Spirit = 1x Lesser Mystic Essence = Spirit +5
-Enchant Bracer - Greater Spirit = 3x Lesser Nether Essence, 1x Vision Dust = Spirit +7
-Enchant Bracer - Superior Spirit = 3x Lesser Eternal Essence, 10x Dream Dust = Spirit +9
-Enchant Bracer - Minor Stamina = 3x Strange Dust = Stamina +1
-Enchant Bracer - Lesser Stamina = 2x Soul Dust = Stamina +3
-Enchant Bracer - Stamina = 6x Soul Dust = Stamina +5
-Enchant Bracer - Greater Stamina = 5x Dream Dust = Stamina +7
-Enchant Bracer - Superior Stamina = 15x Illusion Dust = Stamina +9
-Enchant Bracer - Minor Strength = 5x Strange Dust = Strength +1
-Enchant Bracer - Lesser Strength = 2x Soul Dust = Strength +3
-Enchant Bracer - Strength = 1x Vision Dust = Strength +5
-Enchant Bracer - Greater Strength = 2x Dream Dust, 1x Greater Nether Essence = Strength +7
-Enchant Bracer - Superior Strength = 6x Illusion Dust, 6x Greater Eternal Essence = Strength +9
-Enchant Bracer - Minor Agility = 2x Strange Dust, 1x Greater Magic Essence = Agility +1
-Enchant Bracer - Minor Health = 1x Strange Dust = Health +5

-Enchant Chest - Minor Health = 1x Strange Dust = Health +5
-Enchant Chest - Lesser Health = 2x Strange Dust, 2x Lesser Magic Essence = Health +15
-Enchant Chest - Health = 4x Strange Dust, 1x Lesser Astral Essence = Health +25
-Enchant Chest - Greater Health = 3x Soul Dust = Health +35
-Enchant Chest - Superior Health = 6x Vision Dust = Health +50
-Enchant Chest - Major Health = 6x Illusion Dust, 1x Small Brilliant Shard = Health +100
-Enchant Chest - Minor Mana = 1x Lesser Magic Essence = Mana +5
-Enchant Chest - Lesser Mana = 1x Greater Magic Essence, 1x Lesser Magic Essence = Mana +20
-Enchant Chest - Mana = 1x Greater Astral Essence, 2x Lesser Astral Essence = Mana +30
-Enchant Chest - Greater Mana = 1x Greater Mystic Essence = Mana +50
-Enchant Chest - Superior Mana = 1x Greater Nether Essence, 2x Lesser Nether Essence = Mana +65
-Enchant Chest - Major Mana = 3x Greater Eternal Essence, 1x Small Brilliant Shard = Mana +100
-Enchant Chest - Minor Stats = 1x Greater Astral Essence, 1x Soul Dust, 1x Large Glimmering Shard = All Stats +1
-Enchant Chest - Lesser Stats = 2x Greater Mystic Essence, 2x Vision Dust, 1x Large Glowing Shard = All Stats +2
-Enchant Chest - Stats = 1x Large Radiant Shard, 3x Dream Dust, 2x Greater Nether Essence = All Stats +3
-Enchant Chest - Greater Stats = 4x Large Brilliant Shard, 15x Illusion Dust, 10x Greater Eternal Essence = All Stats +4
-Enchant Chest - Minor Absorption = 2x Strange Dust, 1x Lesser Magic Essence = 2% chance per hit of giving you 10 points of damage absorption
-Enchant Chest - Lesser Absorption = 2x Strange Dust, 1x Greater Astral Essence, 1x Large Glimmering Shard = 5% chance per hit of giving you 25 points of damage absorption

-Enchant Cloak - Minor Protection = 3x Strange Dust, 1x Greater Magic Essence = Armor +10
-Enchant Cloak - Lesser Protection = 6x Strange Dust, 1x Small Glimmering Shard = Armor +20
-Enchant Cloak - Defense = 1x Small Glowing Shard, 3x Soul Dust = Armor +30
-Enchant Cloak - Greater Defense = 3x Vision Dust = Armor +50
-Enchant Cloak - Superior Defense = 8x Illusion Dust = Armor +70
-Enchant Cloak - Lesser Fire Resistance = 1x Fire Oil, 1x Lesser Astral Essence = Fire Resist +5
-Enchant Cloak - Fire Resistance = 1x Lesser Mystic Essence, 1x Elemental Fire = Fire Resist +7
-Enchant Cloak - Greater Fire Resistance = 3x Nexus Crystal, 8x Large Brilliant Shards, 4x Essence of Fire = Fire Resist +15
-Enchant Cloak - Lesser Shadow Resistance = 1x Greater Astral Essence, 1x Shadow Protection Potion = Shadow Resist +10
-Enchant Cloak - Greater Nature Resistance = 2x Nexus Crystal, 8x Large Brilliant Shard, 4x Living Essence = Nature Resist +15
-Enchant Cloak - Minor Resistance = 1x Strange Dust, 2x Lesser Magic Essence = All Resist +1
-Enchant Cloak - Resistance = 1x Lesser Nether Essence = All Resist +3
-Enchant Cloak - Greater Resistance = 2x Lesser Eternal Essence, 1x Heart of Fire, 1x Core of Earth, 1x Globe of Water, 1x Breath of Wind, 1x Ichor of Undeath = All Resist +5
-Enchant Cloak - Minor Agility = 1x Lesser Astral Essence = Agility +1
-Enchant Cloak - Lesser Agility = 2x Lesser Nether Essence = Agility +3
-Enchant Cloak - Stealth = 3x Nexus Crystal, 8x Large Brilliant Shard, 2x Black Lotus = Increase to stealth.
-Enchant Cloak - Dodge = 3x Nexus Crystal, 8x Large Brilliant Shard, 8x Guardian Stone = Dodge 1%
-Enchant Cloak - Subtlety = 4x Nexus Crystal, 6x Large Brilliant Shard, 2x Black Diamond = Decrease threat caused by the wearer by 2%.

-Enchant Gloves - Agility = 1x Lesser Nether Essence, 1x Vision Dust = Agility +5
-Enchant Gloves - Greater Agility = 3x Lesser Eternal Essence, 3x Illusion Dust = Agility +7
-Enchant Gloves - Superior Agility = 3x Nexus Crystal, 8x Large Brilliant Shard, 4x Essence of Air = Agility +15
-Enchant Gloves - Strength = 2x Lesser Nether Essence, 3x Vision Dust = Strength +5
-Enchant Gloves - Greater Strength = 4x Greater Eternal Essence, 4x Illusion Dust = Strength +7
-Enchant Gloves - Herbalism = 1x Soul Dust, 3x Kingsblood = Herbalism +2
-Enchant Gloves - Advanced Herbalism = 3x Vision Dust, 3x Sungrass = Herbalism +5
-Enchant Gloves - Mining = 1x Soul Dust, 3x Iron Ore = Mining +2
-Enchant Gloves - Advanced Mining = 3x Vision Dust, 3x Truesilver Bar = Mining +5
-Enchant Gloves - Skinning = 1x Vision Dust, 3x Green Whelp Scale = Skinning +5
-Enchant Gloves - Fishing = 1x Soul Dust, 3x Blackmouth Oil = Fishing +2
-Enchant Gloves - Healing Power = 3x Nexus Crystal, 8x Large Brilliant Shard, 2x Righteous Orb = Increase the caster's healing spells by up to 30.
-Enchant Gloves - Minor Haste = 2x Large Radiant Shard, 2x Wildvine = +1% Attack Speed Bonus
-Enchant Gloves - Threat = 4x Nexus Crystal, 6x Large Brilliant Shard, 8x Larval Acid = Increase threat from all attacks and spells by 2%
-Enchant Gloves - Shadow Power = 3x Nexus Crystal, 10x Large Brilliant Shard, 6x Essence of Undeath = +20 Shadow Damage
-Enchant Gloves - Fire Power = 2x Nexus Crystal, 10x Large Brilliant Shard, 4x Essence of Fire = +20 Fire Damage
-Enchant Gloves - Frost Power = 3x Nexus Crystal, 10x Large Brilliant Shard, 4x Essence of Water = +20 Frost Damage
-Enchant Gloves - Riding Skill = 2x Large Radiant Shard, 3x Dream Dust = Grants a Minor Movement Bonus While Mounted.

-Enchant Shield - Lesser Spirit = 2x Lesser Astral Essence, 4x Strange Dust = Spirit +3
-Enchant Shield - Spirit = 1x Greater Mystic Essence, 1x Vision Dust = Spirit +5
-Enchant Shield - Greater Spirit = 1x Greater Nether Essence, 2x Dream Dust = Spirit +7
-Enchant Shield - Superior Spirit = 2x Greater Eternal Essence, 4x Illusion Dust = Spirit +9
-Enchant Shield - Minor Stamina = 1x Lesser Astral Essence, 2x Strange Dust = Stamina +1
-Enchant Shield - Lesser Stamina = 1x Lesser Mystic Essence, 1x Soul Dust = Stamina +3
-Enchant Shield - Stamina = 5x Vision Dust = Stamina +5
-Enchant Shield - Greater Stamina = 10x Dream Dust = Stamina +7
-Enchant Shield - Lesser Block = 2x Greater Mystic Essence, 2x Vision Dust, 1x Large Glowing Shard = +2% Chance to Block
-Enchant Shield - Lesser Protection = 1x Lesser Astral Essence, 1x Strange Dust, 1x Small Glimmering Shard = Armor +30
-Enchant Shield - Frost Resistance = 1x Large Radiant Shard, 1x Frost Oil = Frost Resist +8

-Enchant 2H Weapon - Minor Impact = 4x Strange Dust, 1x Small Glimmering Shard = Damage +2
-Enchant 2H Weapon - Lesser Impact = 3x Soul Dust, 1x Large Glimmering Shard = Damage +3
-Enchant 2H Weapon - Impact = 4x Vision Dust, 1x Large Glowing Shard = Damage +5
-Enchant 2H Weapon - Greater Impact = 2x Large Radiant Shard, 2x Dream Dust = Damage +7
-Enchant 2H Weapon - Superior Impact = 4x Large Brilliant Shard, 10x Illusion Dust = Damage +9
-Enchant 2H Weapon - Lesser Intellect = 3x Greater Magic Essence = Intellect +3
-Enchant 2H Weapon - Major Intellect = 12x Greater Eternal Essence, 2x Large Brilliant Shard = Intellect +9
-Enchant 2H Weapon - Lesser Spirit = 1x Lesser Astral Essence, 6x Strange Dust = Spirit +3
-Enchant 2H Weapon - Major Spirit = 12x Greater Eternal Essence, 2x Large Brilliant Shard = Spirit +9

-Enchant Weapon - Agility = 6x Large Brilliant Shard, 6x Greater Eternal Essence, 4x Illusion Dust, 2x Essence of Air = Agility +15
-Enchant Weapon - Mighty Intellect = 15x Large Brilliant Shard, 12x Greater Eternal Essence, 20x Illusion Dust = Intellect +22
-Enchant Weapon - Mighty Spirit = 10x Large Brilliant Shard, 8x Greater Eternal Essence, 15x Illusion Dust = Spirit +20
-Enchant Weapon - Strength = 6x Large Brilliant Shard, 6x Greater Eternal Essence, 4x Illusion Dust, 2x Essence of Earth = Strength +15
-Enchant Weapon - Minor Striking = 2x Strange Dust, 1x Greater Magic Essence, 1x Small Glimmering Shard = Damage +1
-Enchant Weapon - Lesser Striking = 2x Soul Dust, 1x Large Glimmering Shard = Damage +2
-Enchant Weapon - Striking = 2x Greater Mystic Essence, 1x Large Glowing Shard = Damage +3
-Enchant Weapon - Greater Striking = 2x Large Radiant Shard, 2x Greater Nether Essence = Damage +4
-Enchant Weapon - Superior Striking = 2x Large Brilliant Shard, 10x Greater Eternal Essence = Damage +5
-Enchant Weapon - Crusader = 4x Large Brilliant Shard, 2x Righteous Orb = Often When Attacking in Melee it Heals for 75 to 125 and Increases Strength by 100 for 15 Seconds
-Enchant Weapon - Icy Chill = 4x Small Brilliant Shard, 1x Essence of Water, 1x Essence of Air, 1x Icecap = Often Chill the Target Reducing their Movement and Attack Speed
-Enchant Weapon - Lifestealing = 6x Large Brilliant Shard, 6x Essence of Undeath, 6x Living Essence = Often Steal Life from the Enemy and Give it to the Wielder
-Enchant Weapon - Fiery Weapon = 4x Small Radiant Shard, 1x Essence of Fire = Often Strike for 40 Additional Fire Damage
-Enchant Weapon - Unholy Weapon = 4x Large Brilliant Shard, 4x Essence of -Undeath = Often Inflict a Curse on the Target Reducing their Melee Damage
-Enchant Weapon - Winter's Might = 3x Greater Mystic Essence, 3x Vision Dust, 1x Large Glowing Shard, 2x Wintersbite = +7 Additional Frost Damage when Casting Frost Spells
-Enchant Weapon - Spell Power = 4x Large Brilliant Shard, 12x Greater Eternal Essence, 4x Essence of Fire, 4x Essence of Water, 4x Essence of Air, 2x Golden Pearl = Add up to 30 Damage to Spells
-Enchant Weapon - Healing Power = 4x Large Brilliant Shard, 8x Greater Eternal Essence, 6x Living Essence, 6x Essence of Water, 1x Righteous Orb = Add up to 55 Points of Healing to Healing Spells
-Enchant Weapon - Minor Beastslayer = 4x Strange Dust, 2x Greater Magic Essence = +2 Damage to Beast
-Enchant Weapon - Lesser Beastslayer = 1x Lesser Mystic Essence, 2x Large Fang, 1x Small Glowing Shard = +6 Damage to Beast
-Enchant Weapon - Demonslaying = 1x Small Radiant Shard, 2x Dream Dust, 1x Elixir of Demonslaying = Chance of Stunning and doing Heavy Damage to Demons
-Enchant Weapon - Lesser Elemental Slayer = 1x Lesser Mystic Essence, 1x Elemental Earth, 1x Small Glowing Shard = +6 Damage to Elementals

Enchantment Trade Goods:
-Minor Mana Oil - 3x Soul Dust, 2x Maple Seed, 1x Leaded Vial = Restores +4 Mana every 5 seconds. Lasts for 30 minutes.
-Lesser Mana Oil - 3x Dream Dust, 2x Purple Lotus, 1x Crystal Vial = Restores +8 Mana every 5 seconds. Lasts for 30 minutes.
-Brilliant Mana Oil - 2x Large Brilliant Shard, 3x Purple Lotus, 1x Imbued Vial = Restores +12 mana every 5 seconds and increases the effect of healing spells by up to 25. Lasts for 30 minutes.
-Minor Wizard Oil - 2x Strange Dust, 1x Maple Seed, 1x Empty Vial = Spell damage +8. Lasts for 30 minutes.
-Lesser Wizard Oil - 3x Vision Dust, 2x Stranglethorn Seed, 1x Leaded Vial = Spell damage +16. Lasts for 30 minutes.
-Wizard Oil - 3x Illusion Dust, 2x Firebloom, 1x Crystal Vial = Spell damage +24. Lasts for 30 minutes.
-Brilliant Wizard Oil - 2x Large Brilliant Shard, 3x Firebloom, 1x Imbued Vial = Spell damage +36 and Spell Critical chance by 1% . Lasts for 30 minutes.
-Lesser Mystic Wand - 1x Star Wood, 1x Lesser Mystic Essence, 1x Soul Dust
-Greater Mystic Wand - 1x Star Wood, 1x Greater Mystic Essence, 1x Vision Dust.
-Lesser Magic Wand - 1x Simple Wood, 1x Lesser Magic Essence
-Greater Magic Wand - 1x Simple Wood, 1x Greater Magic Essence
-Runed Copper Rod - 1x Copper Rod, 1x Strange Dust, 1x Lesser Magic Essence
-Runed Silver Rod - 1x Silver Rod, 6x Strange Dust, 3x Greater Magic Essence, 1x Shadowgem
-Runed Golden Rod - 1x Golden Rod, 1x Iridescent Pearl, 2x Greater Astral Essence, 2x Soul Dust
-Runed Truesilver Rod - 1x Truesilver Rod, 1x Black Pearl, 2x Greater Mystic Essence, 2x Vision Dust.
-Runed Arcanite Rod = 1x Arcanite Rod, 1x Golden Pearl, 10x Illusion Dust, 4x Greater Eternal Essence, 4x Small Brilliant Shard, 2x Large Brilliant Shard
-Enchanted Thorium - 1x Thorium Bar, 3x Dream Dust = 1x Enchanted Thorium Bar
-Enchanted Leather - 1x Rugged Leather, 1x Lesser Eternal Essence = 1x Enchanted Leather
-Smoking Heart of the Mountain = 1x Blood of the Mountain, 1x Essence of Fire, 3x Small Brilliant Shard = http://wow.allakhazam.com/db/item.html?witem=11811

Fishing Guide

As a secondary skill, fishing fills its own unique space in World of Warcraft. Although it is essentially a gathering skill akin to skinning, herbalism, or mining, the mechanics of the skill make it almost like a mini-game. Just like the real-life corresponding, to become a master fisherman you'll have to spend noteworthy time standing next to bodies of water while holding a fishing pole. Catching a fish will be a test of your reaction time, as you have to right-click the bobber instantaneously after you see it dip into the water indicating you've caught something.

Along with the requisite marine life such as fish, eels, and squid, you also might haul up some odds and ends from time to time - including even valuable items, some of which may only be caught by fishing. The fish you catch can be eaten on their own to regain health, or they can be used in cooking recipes. The cooked fish will often provide useful effects when eaten.

And, like any real-life fisherman will tell you, part of the appeal of fishing is its inherent relaxing nature. Finding a perfect fishing spot, secluded from other players and (hopefully) enemies, while surrounded by beautiful scenery - it's a perfect way to take a break from your adventures in the World of Warcraft! Once you have made your cast, a fishing bobber will appear. Move your mouse over the fishing bobber, which should reveal the standard loot/interaction icon.

You must now wait until the fishing bobber moves and you see a splash. Fishing requires patience. It's not for everybody. A timer will appear and begin counting down after you cast. The timer indicates the length of your current cast. After the timer is up, you'll have to cast again. Right-click on the bobber as soon as possible after the bobber moves. The game portion involves timing it right so that your right-click will result in the fish being caught and not getting away.

If you are successful, you will receive a loot box and you'll be able to catch the fish. If you are not successful a message will inform you that the fish got away. The splash/hook may occur at different times along the timing bar. Sometimes the splash/hook appears right before the time is up, requiring you to click quickly before the fishing operation is canceled. As you fish more, you will likely become better at clicking at the right time.

Sometimes the bobber doesn't bob at all during the fishing period. Just cast again. If no fish are hooked this means you clicked on the fishing bobber at the wrong time. Try again.

Your fish got away, this means you are fishing in an area that is difficult for your skill level. If you receive this message a lot or all of the time, you need to go to a lower level fishing area. If you only receive this message part of the time, you're in the right area to gain skill-ups. You can reduce this from happening by getting a better fishing pole, applying powerful bait, getting fishing enchant or item, or by raising your skill (which these items do).

Thursday, August 2, 2007

Alchemy Guide 1 to 375

Alchemy Guide 1 to 375

1 - 60
Minor Healing Potions (1 x Peacebloom, 1 x Silverleaf, 1 x Empty Vial) x 60

61 - 110
Lesser Healing Potion (1 x Minor Healing Potion, 1 x Briarthorn) x 50

111 - 140
Healing Potion (1 x Bruiseweed, 1 x Briarthorn, 1 x Leaded Vial) x 30

141 - 155
Lesser Mana Potion (1 x Mageroyal, 1 x Stranglekelp, 1 x Leaded Vial) x 15

156 - 185
Greater Healing Potion (1 x Liferoot, 1 x Kingsblood, 1 x Leaded Vial) x 30

186 - 210
Elixir of Agility (1 x Stranglekelp, 1 x Goldthorn, 1 x Leaded Vial) x 25

211 - 215
Elixir of Greater Defence (1 x Steelbloom, 1 x Goldthorn, 1 x Leaded Vial) x 5

216 - 230
Superior Healing Potion (1 x Sungrass, 1 x Khadgar's Whisker, 1 x Crystal Vial) x 15

231 - 250
Elixir of Detect Undead (1 x Arthas' Tears, 1 x Crystal Vial) x 20

251 - 265
Elixir of Greater Agility (1 x Sungrass, 1 x Goldthorn, 1 x Crystal Vial) x 15

266 - 285
Superior Mana Potion (2 x Sungrass, 2 x Blindweed, 1 x Crystal Vial) x 20

286 - 300
Major Healing Potion (2 x Golden Sansam, 1 x Mountain Silversage, 1 x Crystal vial) x 20

Approximate Materials Required:

Peacebloom x 60
Silverleaf x 60
Empty Vial x 60
Briarthorn x 80
Bruiseweed x 30
Leaded Vial x 80
Mageroyal x 15
Stranglekelp x 40
Liferoot x 30
Kingsblood x 30
Goldthorn x 45
Steelbloom x 5
Sungrass x 70
Khadgar's Whisker x 15
Crystal Vial x 90
Arthas' Tears x 20
Blindweed x 40
Golden Sansam x 40
Mountain Silversage x 40

Alchemy 300 to 375

301 - 315
Volatile Healing Potion (1 x Golden Sansam, 1 x Felweed, 1 x Imbued Vial) x 20
N.B.You can make Major Mana Potions up to this point if you prefer. You'll need to make about 25 though.

316 - 330
Sneaking Potion (2 x Ragveil, 1 x Felweed, 1 x Imbued Vial) x 20

331 - 350
Super Healing Potion (2 x Dreaming Glory, 1 x Felweed, 1 x Imbued Vial) x 20

351 - 375
Major Dreamless Sleep Potion (1 x Dreaming Glory, 1 x Nightmare Vine, 1 x Imbued Vial) x 40
Goes green at 370, but it's easier to skill up on this, now that it's in the game, than use low drop rate recipes or faction rewards.
Can be bought from Leeli Longhaggle in Allerian Stronghold (Terokkar Forest) for Alliance and from Daga Ramba in Thunderlord Stronghold (Blade's Edge Mountains) for Horde players.


Approximate Materials Required

20 x Golden Sansam
60 x Felweed
100 x Imbued Vial
40 x Ragveil
80 x Dreaming Glory
40 x Nightmare Vine

Alchemy: Elixirs Change 04/11/07