Tumblerr’jinWoW Companion
Wrath of the Lich King · 1–450

Profession Guides

Actual leveling paths: what to make or gather, when to move on, and where the good farming routes are.

Alchemy profession icon
Crafting · 1–450

Alchemy

Alchemy turns herbs and other reagents into potions, elixirs, flasks and transmutes. Herbalism supplies most of the raw materials, and high-end consumables stay useful for dungeons, raids and the Auction House.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–60
≈65 Minor Healing Potion
65 Peacebloom + 65 Silverleaf; keep the potions for the next step.
If one starter herb is overpriced, farm it yourself rather than changing recipes.
60–110
≈65 Lesser Healing Potion
Use the Minor Healing Potions plus Briarthorn.
None better: this recycles your previous crafts.
110–140
≈35 Healing Potion
Bruiseweed + Briarthorn.
Compare Elixir of Wisdom / other orange trainer recipes only if herbs are unusually cheap.
140–155
≈20 Lesser Mana Potion
Mageroyal + Stranglekelp; expect a few yellow skill-ups.
Continue Healing Potion briefly if Stranglekelp is expensive.
155–185
≈35 Greater Healing Potion
Liferoot + Kingsblood.
Elixir of Firepower can be attractive when Fire Oil is cheap.
185–210
≈30 Elixir of Agility
Stranglekelp + Goldthorn.
Greater Mana Potion / Lesser Invisibility Potion can be cheaper depending on herb prices.
210–215
5 Elixir of Greater Defense
Wild Steelbloom + Goldthorn.
Continue an earlier orange/yellow recipe if Steelbloom is inflated.
215–230
15 Superior Healing Potion
Sungrass + Khadgar’s Whisker.
Check Greater Mana Potion if those herbs are cheaper.
230–265
≈45 Elixir of Detect Undead
Arthas’ Tears + vial; simple one-herb route.
Use other orange elixirs if Arthas’ Tears is being price-gouged.
265–285
≈30 Superior Mana Potion
Sungrass + Blindweed; buy the limited-supply recipe before committing.
Continue a cheaper yellow recipe if the vendor recipe is unavailable.
285–300
≈20 Major Healing Potion
Golden Sansam + Mountain Silversage; limited-supply recipe in Everlook.
If the recipe is camped, compare Major Mana / high-end elixirs on your realm.
300–315
Volatile Healing Potion / Adept’s Elixir / Onslaught Elixir
Pick the cheapest Felweed/Dreaming Glory starter recipe.
Classic Major Mana / Greater Arcane / protection potions can bridge to 315 if old herbs are cheaper.
315–330
≈25 Elixir of Healing Power
Golden Sansam + Dreaming Glory; useful enough to sell.
Use a comparable orange potion if one herb is badly overpriced.
330–335
5 Elixir of Draenic Wisdom
Terocone + Felweed.
Mad Alchemist’s Potion if you have cheap Ragveil.
335–340
5 Super Healing Potion
Netherbloom + Felweed.
Make 5 more Draenic Wisdom if Netherbloom is expensive.
340–355
15 Super Mana Potion
Dreaming Glory + Felweed; buy the vendor recipe.
Continue a cheaper yellow potion if the vendor recipe is unavailable.
355–375
≈40 Major Dreamless Sleep Potion
Dreaming Glory + Nightmare Vine; may go green near the end.
Elixir of Major Shadow Power if you have Lower City reputation; it is often easier to sell.
350–360
10 Resurgent Healing Potion
Goldclover + Imbued Vial.
Continue Super Mana Potion briefly if old herbs are much cheaper.
360–365
5 Icy Mana Potion
Talandra’s Rose + Imbued Vial.
Use another orange Northrend potion if Talandra’s Rose spikes.
365–375
10 Spellpower Elixir
Goldclover + Tiger Lily.
Any orange elixir with cheaper herbs.
375–380
5 Pygmy Oil
Pygmy Suckerfish.
Buy fish only if the market beats herb-based crafts.
380–385
5 Potion of Nightmares
Goldclover + Talandra’s Rose.
Continue a cheaper yellow potion if needed.
385–395
≈12 Elixir of Mighty Strength
Tiger Lily.
Use an equivalent orange/yellow elixir if Tiger Lily is inflated.
395–400
5 Elixir of Mighty Agility
Goldclover + Adder’s Tongue.
Mighty Thoughts if its herbs are cheaper once available.
400–401
Northrend Alchemy Research
Do the research once; it also starts your discovery cycle.
No substitute if you want discoveries.
401–405
Mighty Agility / Mighty Thoughts
Craft whichever discovered/trained recipe uses cheaper herbs.
Use the other one as the price alternative.
405–415
10 Indestructible Potion
Goldclover + Icethorn.
Use a cheaper yellow potion if tanks are not buying these on your realm.
415–425
≈20 Runic Mana Potion
Goldclover + Lichbloom; yellow late.
Runic Healing Potion if its herbs are cheaper.
425–430
≈7 Transmute: Titanium
Saronite Bars; useful conversion.
Craft your Alchemist Stone variant if you need it and the mats are competitively priced.
430–450
Flasks / meta transmutes / discoveries
Choose the least-loss route based on Frost Lotus, Eternal and gem prices.
Do not bulk-buy the final 20 points until you compare flask sale value vs transmute inputs.
Blacksmithing profession icon
Crafting · 1–450

Blacksmithing

Blacksmithing consumes large amounts of ore and stone to make weapons, plate armor, sharpening stones and utility pieces. Mining is the natural material source, and several stretches are much cheaper if you save intermediate bars and grinding stones.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–30
40 Rough Sharpening Stone
40 Rough Stone.
Make a few extra if Rough Stone is cheap.
30–65
≈55 Rough Grinding Stone
110 Rough Stone; keep at least 10.
None—these saved stones are used later.
65–75
≈25 Coarse Sharpening Stone
25 Coarse Stone.
Continue Rough Grinding if it still skills and Rough Stone is much cheaper.
75–90
≈35 Coarse Grinding Stone
70 Coarse Stone; keep them.
If you miss 90, move on rather than overbuying.
90–100
10 Runed Copper Belt
100 Copper Bars.
Use extra Coarse Grinding Stone if it still gives skill.
100–105
5 Silver Rod
5 Silver Bars + 10 Rough Grinding Stones.
Skip and make more Runed Copper Belts if Silver is expensive.
105–110
5 Runed Copper Belt
50 Copper Bars.
Same recipe; only five more points.
110–125
15 Rough Bronze Leggings
90 Bronze Bars.
Use another orange Bronze craft if bars/components are cheaper.
125–140
≈35 Heavy Grinding Stone
105 Heavy Stone; keep them.
Extend toward 150 if Heavy Stone is cheap.
140–150
10 Patterned Bronze Bracers
50 Bronze Bars + 20 Coarse Grinding Stones.
Continue Heavy Grinding Stone if it remains economical.
150–155
5 Golden Rod
5 Gold Bars + 10 Coarse Grinding Stones.
No real need to force this if Gold spikes; use an orange Iron recipe.
155–165
10 Green Iron Leggings
80 Iron Bars + Heavy Grinding Stones + Green Dye.
Compare other trainer Iron pieces if dye is overpriced.
165–190
25 Green Iron Bracers
150 Iron Bars + Green Dye.
If Iron is scarce, compare Steel crafts that remain orange.
190–200
10 Golden Scale Bracers
50 Steel Bars + 20 Heavy Grinding Stones.
Keep some if you plan Armorsmithing.
200–210
≈30 Solid Grinding Stone
120 Solid Stone; keep at least 10.
If you own Mithril Spurs, keep all of them for later.
210–225
15 Heavy Mithril Gauntlet
90 Mithril Bars + 60 Mageweave Cloth.
Compare Mithril Scale / other orange crafts if cloth is expensive.
225–235
10 Steel Plate Helm
140 Steel Bars + 10 Solid Grinding Stones.
Use a cheaper orange Mithril recipe if Steel is inflated.
235–250
15 Mithril Spurs
60 Mithril Bars + 45 Solid Grinding Stones.
15 Mithril Coifs if you cannot get the Spurs plan.
250–260
20 Dense Sharpening Stone
20 Dense Stone.
Usually too cheap to replace.
260–270
≈20 Mithril Spurs
80 Mithril Bars + 60 Solid Grinding Stones; recipe turns green near the end.
Thorium Bracers / Thorium Belt / Radiant Belt, or trainer Heavy Mithril Boots then Imperial Plate Belt.
270–295
≈25 Imperial Plate Bracers
500 Thorium Bars + Star Rubies; expect yellow crafts late.
Use cheaper Thorium world/vendor plans if available on your realm.
295–300
5 Imperial Plate Boots
170 Thorium Bars + Star Ruby + Aquamarine.
Continue a cheaper yellow Thorium pattern if you already own one.
300–305
≈7 Fel Weightstone
Fel Iron Bar + Netherweave Cloth.
Continue Classic Thorium craft if Fel Iron is unusually expensive.
305–316
11 Fel Iron Plate Belt
44 Fel Iron Bars.
Imperial Plate Boots if Thorium is cheaper than Fel Iron.
316–321
5 Fel Iron Chain Gloves
25 Fel Iron Bars.
Imperial Plate Chest if Thorium is cheaper and you have the quest plan.
321–325
4 Fel Iron Plate Boots
About 24 Fel Iron Bars.
Continue Chain Gloves if their materials remain cheaper.
325–335
10 Lesser Rune of Warding
Adamantite Bars; keep/sell if useful.
Adamantite Weightstone if recipe/material economics are better.
335–340
5 Fel Iron Chain Tunic
Fel Iron Bars.
Use Adamantite trainer crafts if Fel Iron has spiked.
340–350
≈10 Lesser Ward of Shielding
Adamantite Bars.
Adamantite Weightstone or other cheap yellow Adamantite craft.
350–360
≈10 Adamantite Weightstone
Adamantite + Netherweave.
Use reputation/vendor armor recipes if they are cheaper on your realm.
360–375
High Adamantite / reputation recipes
There are multiple valid paths; price your available plans before buying.
Felsteel/reputation/vendor recipes can beat the default route depending on rep and AH.
350–360
10 Cobalt Boots
40 Cobalt Bars.
Use another orange Cobalt piece if its bar cost is lower.
360–370
10 Cobalt Triangle Shield
40 Cobalt Bars.
Cobalt Shoulders/other trained item if shield economics are poor.
370–375
5 Cobalt Legplates
25 Cobalt Bars.
Continue the shield if still orange and cheap.
375–380
5 Cobalt Gauntlets
25 Cobalt Bars.
Any orange Cobalt armor piece.
380–385
5 Spiked Cobalt Boots
35 Cobalt Bars.
Compare the next Cobalt recipes by bars per skill point.
385–390
5 Spiked Cobalt Shoulders
35 Cobalt Bars.
Use another orange Spiked Cobalt slot if cheaper.
390–395
5 Notched Cobalt War Axe
Cobalt Bars + Crystallized Air.
Brilliant Saronite Belt can start early if Saronite is cheaper than Cobalt + Air.
395–400
5 Brilliant Saronite Belt
Saronite Bars.
Keep using Notched Cobalt War Axe if its inputs remain cheaper.
400–405
5 Horned Cobalt Helm
Cobalt Bars.
Saronite items if Cobalt has become expensive.
405–416
≈11 Deadly Saronite Dirk
Saronite Bars + Crystallized Air.
Reinforced Cobalt Chestpiece path can be cheaper depending on recipe/material prices.
416–425
Saronite armor / weapons
Use the trained yellow/orange recipe with the lowest Saronite/Eternal cost.
Price-check Eternal Earth/Water/Shadow before choosing.
425–450
Titanium / high Saronite crafts
Final points are expensive; make useful epics/reputation crafts when possible.
Delay expensive orange crafts until you actually need 450; use saleable pieces rather than vendor trash.
Enchanting profession icon
Crafting · 1–450

Enchanting

Enchanting converts dusts, essences and shards into permanent item enhancements. Most of those materials come from disenchanting uncommon-or-better gear, so saving crafted or quest greens can dramatically reduce the leveling bill.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–2
Runed Copper Rod
Make the required rod.
Do not buy the plain Copper Rod from the AH if a trade vendor has it.
2–50
48 Enchant Bracer: Minor Health
48 Strange Dust; disenchant greens as needed.
Disenchanting itself can cover some early points.
50–90
40 Enchant Bracer: Minor Health
Continue with Strange Dust.
If Greater Magic Essence is cheap, move to wand/rod steps sooner.
90–100
10 Enchant Bracer: Minor Stamina
30 Strange Dust.
Continue Minor Health if Strange Dust is exceptionally cheap.
100–101
Runed Silver Rod
Silver Rod + dust/essence + Shadowgem.
Required progression item.
101–110
9 Greater Magic Wand
9 Greater Magic Essence + Simple Wood.
Any comparable orange enchant if essence is expensive.
110–135
≈25 Enchant Cloak: Minor Agility
25 Lesser Astral Essence; vendor formula is limited-supply.
Enchant 2H Weapon: Minor Impact if Small Glimmering Shards are cheaper.
135–155
20 Enchant Bracer: Lesser Stamina
40 Soul Dust.
No special alternative unless Soul Dust spikes.
155–156
Runed Golden Rod
Golden Rod + pearl + essences/dust.
Required progression item.
156–185
≈40 Enchant Bracer: Lesser Strength
80 Soul Dust.
From 165, Enchant Bracer: Spirit if Lesser Mystic Essence is cheaper than 2 Soul Dust.
185–200
15 Enchant Bracer: Strength
15 Vision Dust.
Use another orange Vision Dust enchant if your target items are inconvenient.
200–201
Runed Truesilver Rod
Truesilver Rod + Black Pearl + Mystic Essence + Vision Dust.
Required progression item.
201–220
≈35 Enchant Bracer: Strength
Continue Vision Dust; recipe turns yellow.
Switch to another orange trainer enchant if yellow luck is bad.
220–225
5 Enchant Cloak: Greater Defense
15 Vision Dust.
Continue Bracer: Strength if cheaper.
225–230
5 Enchant Gloves: Agility
Lesser Nether Essence + Vision Dust.
Enchant Cloak: Greater Defense if Lesser Nether Essence costs too much.
230–235
5 Enchant Boots: Stamina
25 Vision Dust.
Any cheap orange Vision Dust enchant.
235–250
≈25 Enchant Chest: Superior Health
150 Vision Dust.
If you own Formula: Bracer Greater Stamina, compare its material cost.
250–265
≈20 Lesser Mana Oil
Dream Dust + Purple Lotus + Crystal Vials.
Enchant Bracer: Greater Strength if the oil formula is unavailable / Lotus expensive.
265–294
≈30 Enchant Shield: Greater Stamina
About 300 Dream Dust; vendor formula is limited supply.
Greater Stamina bracer or other yellow Dream Dust recipes if the formula is unavailable.
294–295
Runed Arcanite Rod
Arcanite Rod + Golden Pearl + Illusion Dust + Eternal Essences/Shards.
Required for the highest enchants.
295–300
5 Enchant Cloak: Superior Defense
40 Illusion Dust.
Continue Shield: Greater Stamina if Dream Dust is much cheaper.
300–310
Runed Fel Iron Rod + 9 Bracer: Assault
Make the new rod, then use Arcane Dust.
Enchant Cloak: Superior Defense with Illusion Dust if old dust is cheap.
310–316
6 Bracer: Brawn
36 Arcane Dust.
Continue Superior Defense if old mats remain much cheaper.
316–330
≈16 Gloves: Assault
Arcane Dust; yellow for part of the range.
Chest: Major Spirit when Greater Planar Essence is cheaper than the equivalent Arcane Dust.
330–335
5 Shield: Major Stamina
75 Arcane Dust; limited-supply formula in Shattrath.
Chest: Major Spirit if the formula is unavailable.
335–340
5 Shield: Resilience
Large Prismatic Shards + Lesser Planar Essence.
Keep making Shield: Major Stamina if shards are expensive; Blood Elves can exploit their +10 skill for shard conversions.
340–350
≈15 Superior Wizard Oil
Arcane Dust + Nightmare Vine + Imbued Vial.
More Shield: Resilience if Nightmare Vine is expensive.
350–360
High-end trainer enchants
Use the cheapest Greater Planar Essence / shard recipe available.
Compare ring enchants if you have the reputation.
360–365
≈10 Gloves: Major Strength
Arcane Dust + Greater Planar Essence.
Any comparable yellow high-end enchant with cheaper mats.
365–375
≈12 Ring: Spellpower
Large Prismatic Shards + Greater Planar Essence; requires Keepers of Time reputation.
Ring: Striking with Consortium rep, or slow Void Sphere cooldowns if Void Crystals are very cheap.
350–360
10 Enchant Cloak: Speed
Infinite Dust.
Use another orange low-cost dust enchant if target materials differ.
360–375
15 Enchant Bracers: Striking
Infinite Dust.
Continue older Outland recipes briefly if Arcane Dust is dramatically cheaper.
375–376
Runed Eternium Rod
Make the required progression rod.
Required.
376–380
4 Bracers: Striking
Continue Infinite Dust.
Any orange Infinite Dust enchant.
380–385
5 Bracers: Exceptional Intellect
Infinite Dust + Greater Cosmic Essence.
Compare Boots: Icewalker if essence is expensive.
385–395
10 Boots: Icewalker
Infinite Dust + Crystallized Water.
Bracer/Glove recipes if Water is overpriced.
395–410
≈15 Cloak: Superior Agility
Infinite Dust.
Choose another dust-heavy yellow enchant if this one is no longer efficient.
410–415
5 Gloves: Expertise
Greater Cosmic Essence.
Boots: Greater Spirit if essences are costly and dust is cheap.
415–420
5 Boots: Greater Spirit
Infinite Dust.
Continue Gloves: Expertise if dust is expensive.
420–425
5 Shield: Defense
Infinite Dust + Greater Cosmic Essence.
Use a comparable orange/yellow trainer enchant.
425–426
Runed Titanium Rod
Required high-rank rod.
Required.
426–430
4 Shield: Defense
Continue same recipe.
Switch if it turns inefficient on your skill/racial bonus.
430–435
5 Cloak: Mighty Armor
Infinite Dust + Greater Cosmic Essence.
Compare high-end bracer/glove enchants by market value.
435–445
≈10 Gloves: Armsman
Dust/essence/shards; expensive.
Make saleable high-end enchants if you own better formulas.
445–450
5 Abyssal Shatter
Break Abyss Crystals for skill while creating useful materials.
If Abyss Crystals are expensive, use a high-end orange enchant you can sell.
Engineering profession icon
Crafting · 1–450

Engineering

Engineering turns ore, stone, cloth and miscellaneous parts into explosives, gadgets, scopes, goggles and some of the strangest toys in the game. Mining supplies the bulk of the materials, and many early components are reused later, so do not vendor them too quickly.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–30
60 Rough Blasting Powder
60 Rough Stone; keep it.
You may overshoot 30—stop once you have enough powder.
30–50
30 Handful of Copper Bolts
30 Copper Bars; keep them.
None; they are components for the next step.
50–51
Arclight Spanner
6 Copper Bars; keep permanently.
Required tool.
51–75
≈30 Rough Copper Bomb
Copper Bars + Handful of Copper Bolts + Rough Blasting Powder + Linen Cloth.
Any orange Copper device if Linen prices spike.
75–90
60 Coarse Blasting Powder
60 Coarse Stone; keep it.
Continue Rough Copper Bomb briefly if still orange and cheaper.
90–100
20 Coarse Dynamite
Coarse Blasting Powder + Linen Cloth.
Use other orange Coarse recipes if Linen is expensive.
100–105
5 Silver Contact
5 Silver Bars.
Flying Tiger Goggles if Silver Bars are expensive.
105–125
25 Bronze Tube
50 Bronze Bars + Weak Flux; keep useful tubes.
Other orange Bronze components are okay if bars fluctuate.
125–135
10 Standard Scope
Bronze Tube + Moss Agate.
Start Heavy Blasting Powder if Moss Agate is expensive.
135–150
Heavy Blasting Powder + Whirring Bronze Gizmo
Heavy Blasting Powder + Whirring Bronze Gizmo; make enough of both for the next steps.
Mix the two recipes to avoid overproducing one component.
150–160
≈15 Bronze Framework
Bronze Bars + Medium Leather + Wool Cloth; save the frameworks.
Stop early if you reach 160 before 15.
160–175
15 Explosive Sheep
Heavy Blasting Powder + Whirring Bronze Gizmo + Bronze Framework + Wool Cloth.
Keep 5 if you intend Goblin Engineering.
175–194
≈60 Solid Blasting Powder
120 Solid Stone; save it.
Iron Grenade if you need a few points and have spare Iron.
194–195
Gyromatic Micro-Adjustor
4 Steel Bars; keep permanently.
Required tool.
195–200
≈7 Mithril Tube
21 Mithril Bars; stop at 200.
Iron Grenade if Mithril is unusually expensive.
200–215
20 Unstable Trigger
Mithril Bars + Mageweave Cloth + Solid Blasting Powder; keep the triggers.
None—needed for Hi-Explosive Bombs.
215–238
40 Mithril Casing
120 Mithril Bars; keep them.
Make only until the target if bars are expensive.
238–250
20 Hi-Explosive Bomb
Mithril Casing + Unstable Trigger + Solid Blasting Powder.
Use other orange explosives if you over/under-produced components.
250–260
≈30 Dense Blasting Powder
60 Dense Stone.
Expect a few extra yellow crafts.
260–285
≈35 Thorium Widget
105 Thorium Bars + Runecloth.
Check vendor availability of the schematic before bulk-buying.
285–300
≈20 Thorium Tube
120 Thorium Bars.
Thorium Shells can be cheaper if Dense Powder is already in your bags.
300–320
Fel Iron Bolts / Elemental Blasting Powder / Fel Iron Casing
Handful of Fel Iron Bolts + Elemental Blasting Powder + Fel Iron Casing; save components for later devices.
Continue Classic Thorium crafts briefly if old materials are much cheaper.
320–325
≈5 Fel Iron Bomb
Fel Iron Casing + Handful of Fel Iron Bolts + Elemental Blasting Powder.
Any orange Fel Iron device that consumes your saved parts.
325–335
≈10 Adamantite Frame
Adamantite Bars + Primal Earth; save the frames.
Make more Fel Iron Bombs if Adamantite is overpriced.
335–355
≈20 White Smoke Flare
Elemental Blasting Powder + Netherweave Cloth; use the vendor schematic when available.
Adamantite Grenades / other trained explosives if the flare schematic is unavailable.
355–360
High-end component/device bridge
Use saved frames and the cheapest yellow device.
Price Khorium and Adamantite before choosing.
360–375
Repair Bot / high-end devices
Finish with available high-skill schematics.
Field Repair Bot 110G is a classic route if you have the schematic; otherwise use your cheapest specialization/reputation recipe.
350–375
Cobalt Bolts + Volatile Blasting Trigger stock
Cobalt Bars; make about 50 Handful of Cobalt Bolts and 24 Volatile Blasting Triggers, then save them.
Make bolts first because triggers stay yellow longer.
375–385
10 Overcharged Capacitor
Cobalt Bars + Crystallized Earth; save the capacitors.
None—later recipes use these.
385–390
≈7 Explosive Decoy
Frostweave Cloth + Volatile Blasting Trigger.
Make a few extra if yellow RNG is poor.
390–400
≈15 Froststeel Tube
Cobalt Bars + Crystallized Water; save the tubes.
Stop as soon as you hit 400 and make extras later only when needed.
400–405
5 Diamond-cut Refractor Scope
Froststeel Tube + Handful of Cobalt Bolts.
Box of Bombs if scopes do not make sense economically.
405–410
5 Box of Bombs
Saronite Bars + Volatile Blasting Trigger.
Other orange Saronite explosive if materials are cheaper.
410–415
5 Goblin Beam Welder
Saronite Bars + Crystallized Fire + Crystallized Water.
Continue Box of Bombs if elementals are overpriced.
415–425
≈12 Mana Injector Kit
Saronite Bars + Crystallized Water.
Use another orange utility device if Water is expensive.
425–430
≈7 Mechanized Snow Goggles
Saronite Bars + Borean Leather + Eternal Shadow.
Goblin Engineers can use Global Thermal Sapper Charge; craft MOLL-E at 429 if you want it.
430–435
5 Noise Machine
Froststeel Tube + Overcharged Capacitor + Handful of Cobalt Bolts.
Any useful orange gadget if you consumed those components elsewhere.
435–450
≈30 Gnomish Army Knife
Saronite Bars + vendor tools; the recipe is green for the last points.
Save Wormhole Generator: Northrend and an epic engineering helm for 448–450 to avoid dozens of green knives.
Inscription profession icon
Crafting · 1–450

Inscription

Inscription mills herbs into pigments and inks, then turns those inks into glyphs, scrolls, off-hands and cards. Herbalism is the cleanest way to feed it; in Wrath, research also matters because part of the glyph library is learned over time.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–18
≈17 Ivory Ink
Alabaster Pigment.
Mill whichever Peacebloom/Silverleaf/Earthroot is cheapest.
18–35
≈17 Scroll of Stamina
Ivory Ink + Light Parchment.
Use another orange starter scroll if cheaper.
35–53
≈22 Moonglow Ink
Alabaster Pigment.
Keep extra ink for the next vellum/glyph steps.
53–75
Armor Vellum / orange glyphs
Moonglow Ink + Light Parchment.
Rotate to any new orange glyph rather than overpay for one parchment/ink recipe.
75–125
Midnight Ink + orange glyphs
Mill Briarthorn/Mageroyal/Bruiseweed-tier herbs.
Buy whichever herb gives the cheapest pigment per mill.
125–200
Lion’s / Jadefire ink tiers + glyphs
Advance through the next herb families and newly trained glyphs.
Choose the cheapest orange glyph at every breakpoint.
200–290
Celestial / Fiery / Shimmering ink tiers
Ink first, then orange glyphs/scrolls.
Do not stockpile expensive rare pigments unless a later recipe needs them.
290–305
≈45 Ethereal Ink
Nether Pigment.
Mill the cheapest Outland herb family.
305–350
Outland glyphs
Ethereal Ink + Resilient Parchment; rotate orange recipes.
Use any equal-cost orange glyph rather than a fixed name.
350–355
≈90 Ink of the Sea stock
180 Azure Pigment; keep it for the next steps.
Mill the cheapest Northrend herbs by pigment yield.
355–360
5 Scroll of Spirit VII
Ink of the Sea + Resilient Parchment.
A newly trained orange glyph can substitute if cheaper.
360–365
5 Scroll of Intellect VII
Ink + parchment.
Same-price orange glyphs are valid alternatives.
365–370
5 Scroll of Strength VII
Ink + parchment.
Same-price orange glyphs are valid alternatives.
370–375
5 Scroll of Agility VII
Ink + parchment.
Same-price orange glyphs are valid alternatives.
375–380
Snowfall Ink
Use the rare Icy Pigment from milling; save ink for research.
Do not buy rare pigment unless it is cheaper than the skill-up value.
380–385
≈7 Glyph of Focus
Ink of the Sea + Resilient Parchment.
Any comparable orange glyph.
385–386
Northrend Inscription Research
Do research to unlock Northrend glyphs.
Required for the long-term glyph pool.
386–400
Discovered major glyphs
Craft the newly discovered orange glyphs.
Use whichever discovery has the best sale value / cheapest inks.
400–405
5 Scroll of Stamina VIII
Ink of the Sea + parchment.
Orange glyph alternative.
405–410
5 Scroll of Spirit VIII
Ink + parchment.
Orange glyph alternative.
410–415
5 Scroll of Intellect VIII
Ink + parchment.
Orange glyph alternative.
415–420
5 Scroll of Strength VIII
Ink + parchment.
Orange glyph alternative.
420–430
≈10 Scroll of Agility VIII
Ink + parchment.
Craft saleable discovered glyphs instead if they remain yellow/orange.
430–450
Regular Northrend Inscription Research
Research is the recommended low-waste finish over time.
If you need 450 immediately, compare high-end off-hands/cards/glyphs before buying mats.
Jewelcrafting profession icon
Crafting · 1–450

Jewelcrafting

Jewelcrafting prospects ore for gems, cuts those gems and uses metals to make rings, necklaces and other jewelry. Mining supplies both the ore and much of the metal, and the cheapest route often changes with the price of individual gem colors.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–35
≈55 Delicate Copper Wire
110 Copper Bars; keep the wire.
None—later recipes use it.
35–50
≈15 Tigerseye Band / Malachite Pendant
Use whichever gem is cheaper plus saved wire.
Mix both gems to avoid an AH spike.
50–80
≈50 Bronze Setting
100 Bronze Bars; keep the settings.
None—later jewelry uses them.
80–100
≈20 Gloom Band
Bronze Settings + Shadowgems + wire.
Simple Pearl Ring / Ring of Silver Might.
100–110
10 Ring of Twilight Shadows
Shadowgems + Bronze Bars.
Heavy Jade Ring from 105.
110–120
≈10 Heavy Stone Statue
Roughly 80 Heavy Stone.
Extend toward 130 if stone is cheap.
120–150
≈30 Pendant of the Agate Shield
Moss Agate + Bronze Settings; limited-supply design.
Amulet of the Moon / Heavy Jade Ring / Golden Dragon Ring.
150–180
≈40 Mithril Filigree
80 Mithril Bars; keep it.
None—later jewelry uses it.
180–185
≈9 Solid Stone Statue
90 Solid Stone.
Blazing Citrine Ring.
185–210
≈28 Engraved Truesilver Ring
Truesilver + Mithril Filigree.
Citrine Ring of Rapid Healing.
210–220
10 Aquamarine Signet
Aquamarine + Flask of Mojo.
Farm Mojo from trolls if it is expensive.
220–225
5 Aquamarine Pendant of the Warrior
Aquamarine + Mithril Filigree.
Continue Signet.
225–250
≈56 Thorium Setting
56 Thorium Bars; keep them.
None.
250–260
10 Ruby Pendant of Fire
Star Ruby + Thorium Setting.
Any orange Thorium/Ruby jewelry.
260–281
≈21 Simple Opal Ring
Large Opal + Thorium Setting.
Diamond Focus Ring from 265.
281–295
≈20 Diamond Focus Ring
Azerothian Diamond + Thorium Setting.
Continue Opal Ring if cheaper.
295–300
5 Emerald Lion Ring
Huge Emerald + Thorium Setting.
Onslaught Ring / Sapphire Pendant / Glowing Thorium Band.
300–320
≈30 cheap Outland gem cuts
Cut inexpensive green Outland gems.
Spread purchases across colors.
320–325
≈5–7 improved green cuts
Use the cheapest trainer/vendor green-gem cuts.
Pick by raw gem price.
325–335
12 Mercurial Adamantite
48 Adamantite Powder + 12 Primal Earth; save all 12.
Prospect 240 Adamantite Ore yourself if powder is overpriced.
335–340
≈5–10 green cuts
Potent Flame Spessarite / Sovereign Shadow Draenite / Smooth Golden Draenite.
Choose cheapest vendor/reputation design.
340–350
≈12 Heavy Adamantite Ring
Adamantite Bars + saved Mercurial Adamantite.
Continue green cuts if needed.
350–395
≈60 Northrend uncommon gem cuts
Buy/cut Bloodstone, Chalcedony, Dark Jade, Huge Citrine, Shadow Crystal or Sun Crystal.
Train one cut per color and follow whichever raw gem is cheapest.
395–400
≈5 green Northrend jewelry
Bloodstone Band / Crystal Chalcedony Amulet / Crystal Citrine Necklace / Sun Rock Ring.
All are yellow—buy a few extra of the cheapest gem.
400–420
≈23 Stoneguard Band / Shadowmight Ring
46 Eternal Earth, or 23 Earth + 23 Eternal Shadow.
Compare Earth-only vs Earth+Shadow price before buying.
420–440
≈20 Meta gem cuts
Earthsiege/Skyflare meta cuts; trainer or token recipes.
Dream Signet if meta gems are expensive or token cuts sell poorly.
440–450
Icy Prism daily / more meta gems
Icy Prism can skill to 450 on its cooldown.
If you need 450 now, continue the cheapest meta cut rather than waiting.
Leatherworking profession icon
Crafting · 1–450

Leatherworking

Leatherworking turns skinned hides into leather and mail armor, armor kits and later leg enchants and profession bonuses. Skinning supplies nearly everything you need, and several brackets have multiple viable recipes depending on leather, hide and thread prices.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–20
19 Light Leather
Convert 57 Ruined Leather Scraps.
Skip if you have no scraps and start Light Armor Kits.
20–45
40 Light Armor Kit
40 Light Leather.
Start here from skill 1 if scraps are unavailable.
45–55
20 Handstitched Leather Cloak
40 Light Leather + Coarse Thread.
Any orange Light Leather recipe if thread/vendor access is awkward.
55–100
≈50 Embossed Leather Gloves
150 Light Leather + Coarse Thread.
Use inexpensive trained Light Leather pieces if leather prices vary.
100–125
≈40 Fine Leather Belt
240 Light Leather + thread; keep belts if using Dark Leather Belt later.
Craft Cured Medium Hide whenever Medium Hide is cheap.
125–137
15 Dark Leather Boots
60 Medium Leather + Fine Thread + Gray Dye.
Dark Leather Belt if you saved Fine Leather Belts + Cured Medium Hides.
137–150
20 Dark Leather Pants
240 Medium Leather + dye/thread.
Other orange Medium Leather recipes if dye is overpriced.
150–155
≈7 Heavy Leather conversion
Convert Medium Leather.
Heavy Leather Ball if conversion economics are poor.
155–165
20 Cured Heavy Hide
20 Heavy Hide + Salt; save them.
If Heavy Hides are expensive, use Heavy Armor Kits through this band.
165–180
15 Heavy Armor Kit
75 Heavy Leather + Fine Thread.
Continue longer if you skipped Cured Heavy Hides.
180–190
10 Barbaric Shoulders
Heavy Leather + saved Cured Heavy Hides.
Guardian Pants / Barbaric Leggings if hides are unavailable.
190–200
10 Guardian Gloves
Heavy Leather + Cured Heavy Hide.
Barbaric Leggings if Moss Agate is cheaper than hides.
200–205
5 Thick Armor Kit
25 Thick Leather.
Move straight to Nightscape Headband if Thick Leather is cheap.
205–235
≈40 Nightscape Headband
200 Thick Leather + Silken Thread.
Thick Armor Kits use less thread but vendor for less.
235–250
15 Nightscape Pants
210 Thick Leather + Silken Thread.
Stay on Headbands if pants are materially worse on your realm.
250–260
≈13 Nightscape Boots
208 Thick Leather + Heavy Silken Thread.
Rugged Armor Kits can start earlier if Rugged Leather is cheap.
260–290
≈33 Wicked Leather Gauntlets
264 Rugged Leather + Black Dye + Rune Thread.
Wicked Leather Bracers if you can get the drop pattern; otherwise extend Nightscape Boots briefly.
290–300
10 Runic Leather Headband
140 Rugged Leather + 100 Runecloth.
Wicked Leather Headband / Runic Leather Belt / Bracers / Gauntlets—price the pattern and Runecloth before choosing.
300–325
≈30 Knothide Armor Kit
120 Knothide Leather; may need extras because it turns yellow.
Wicked Leather Belt with cheap Rugged Leather can carry you to 325/330.
325–335
Heavy Knothide Leather conversion
Convert Knothide; stop at 335 and make the rest later.
If Heavy Knothide itself is cheaper than the input leather, buy it and use another skill-up craft.
335–350
≈20 Thick Draenic Vest
Knothide Leather + Rune Thread; yellow for much of the range.
Compare other trained Knothide armor pieces if leather/thread prices differ.
350–365
≈35–60 Heavy Knothide Armor Kit
Uses Heavy Knothide; green near the end.
Use reputation/vendor patterns if the green skill-up rate becomes too expensive.
365–370
≈6 Drums of Battle
Heavy Knothide + Thick Clefthoof Leather; Sha’tar Honored.
Continue Heavy Knothide Armor Kit if reputation or Clefthoof Leather is a problem.
370–375
≈6 Drums of Panic
Heavy Knothide + Fel Hide; Keepers of Time Honored.
Continue Drums of Battle; it is greener but avoids another reputation requirement.
350–380
≈35 Borean Armor Kit
175 Borean Leather.
Convert Borean Leather Scraps via the trained recipe for free-ish early skill points.
380–386
6 Arctic Boots
48 Borean Leather.
Other Arctic pieces if their leather cost is lower.
386–390
4 Arctic Gloves
40 Borean Leather.
Continue Arctic Boots if they remain orange and cheaper.
390–405
Heavy Borean Leather conversion
Convert Borean Leather; save Heavy Borean for later.
If Heavy Borean is cheaper on AH than converting, buy it and continue Arctic pieces for skill.
405–410
5 Arctic Wristguards
Borean Leather.
Any orange Arctic armor piece using fewer leather per point.
410–420
Dark Frostscale / Dark Iceborne Leggings
Borean Leather + Crystallized Water/Shadow.
Choose whichever crystallized element is cheaper.
420–425
5 Overcast Bracers
Heavy Borean Leather + Eternal Water.
Use the cheaper comparable high-level bracer if Eternal Water spikes.
425–435
≈10 Overcast Handwraps
Heavy Borean + Eternal Water.
Compare other trained 425+ pieces by Eternal cost.
435–440
Frosthide / Icescale Leg Armor
Heavy Borean + Arctic Fur / elementals.
Pick whichever leg armor has cheaper inputs and better resale.
440–450
Epic/high-end Northrend leatherwork
Final points require costly recipes/materials.
Make items you or your guild actually need; compare Frozen Orbs, Arctic Fur and specialty scales before choosing.
Tailoring profession icon
Crafting · 1–450

Tailoring

Tailoring turns cloth from humanoid enemies into cloth armor, bags, specialty cloth and later profession-only enchants. It does not require a gathering profession; Enchanting is a common companion because many crafted greens can be disenchanted instead of vendored.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–45
≈102 Bolt of Linen Cloth
Convert about 204 Linen Cloth; stop at 45 and make more only as needed.
No reason to overproduce bolts unless Linen is very cheap.
40–70
40 Linen Belt
40 Linen Bolts + Coarse Thread.
Simple Linen Boots/other orange Linen crafts can bridge.
70–75
5 Reinforced Linen Cape
10 Linen Bolts + Coarse Thread.
Continue Linen Belt if materials are already on hand.
75–100
45 Bolt of Woolen Cloth
135 Wool Cloth.
Make only what you need if Wool is expensive.
100–110
13 Simple Kilt
Uses leftover Linen Bolts + Fine Thread.
Any orange Wool craft if you ran out of Linen Bolts.
110–125
15 Double-stitched Woolen Shoulders
45 Wool Bolts + Fine Thread.
Other orange Wool recipes if bolts are scarce.
125–145
≈201 Bolt of Silk Cloth
804 Silk Cloth; you use many later.
Stop at 145 and make remaining bolts on demand if capital is tight.
145–160
18 Azure Silk Hood
Silk Bolts + Blue Dye + thread.
Silk Headband once it becomes available if dye is expensive.
160–170
10 Silk Headband
30 Silk Bolts + Fine Thread.
Continue Azure Silk Hood if Blue Dye is cheap.
170–175
5 Formal White Shirt
Silk Bolts + Bleach + Fine Thread.
Continue Silk Headband if you do not want a vendor-material step.
175–185
≈94 Bolt of Mageweave
470 Mageweave Cloth.
Make only enough to hit 185, then produce the rest as needed.
185–205
20 Crimson Silk Vest
Silk Bolts + Fine Thread + Red Dye.
Use other orange Silk crafts if dye is overpriced.
205–215
10 Crimson Silk Pantaloons
Silk Bolts + dye/thread.
Black Mageweave pieces if Mageweave is cheaper than Silk.
215–220
5 Orange Mageweave Shirt
Mageweave Bolt + Orange Dye + Heavy Silken Thread.
Move to Black Mageweave Gloves early if dye is expensive.
220–230
10 Black Mageweave Gloves
20 Mageweave Bolts + Heavy Silken Thread.
Black Mageweave Headband can begin once available.
230–250
≈23 Black Mageweave Headband
69 Mageweave Bolts + Heavy Silken Thread.
Other Black Mageweave slots if their vendor/AH value is better.
250–260
≈239 Bolt of Runecloth
Convert Runecloth; most will be used later.
Make only enough to reach 260 if you prefer staged purchasing.
260–280
25 Runecloth Belt
75 Runecloth Bolts + Rune Thread.
Runecloth Bag can replace belts if bags sell well enough to recover cost.
280–290
≈18 Runecloth Bag
90 Bolts + Rugged Leather + thread; limited-supply pattern.
More Runecloth Belts to ~285 if the bag pattern is camped.
290–300
≈18 Runecloth Gloves
72 Bolts + Rugged Leather + thread; yellow near 290.
Brightcloth Cloak/Gloves/Robe or Runecloth Pants if their patterns/materials are cheaper.
300–325
Bolt of Netherweave stock
Convert Netherweave; the full route eventually consumes hundreds of bolts.
Stop at 325 and make additional bolts on demand if you do not want to tie up gold.
325–340
Bolt of Imbued Netherweave stock
Use Netherweave Bolts + Arcane Dust at a Mana Loom; save the bolts.
Netherweave Bag can be cheaper if bags sell well; Arcanoweave patterns reduce later Imbued Bolt needs.
340–345
5 Netherweave Boots
30 Netherweave Bolts + Knothide Leather + thread.
Continue making Imbued Netherweave if it still skills and you will use the bolts.
345–360
≈20 Netherweave Tunic
Netherweave Bolts + Rune Thread; yellow near the end.
Any comparable yellow Netherweave recipe if tunic materials are more expensive.
360–375
≈17 Imbued Netherweave Tunic / Robe
Imbued Bolts + Netherweb Spider Silk + thread.
Arcanoweave Boots/Robe if you have the Mechanar drop recipes; compare Arcane Dust vs Spider Silk cost.
350–375
≈50 Bolt of Frostweave
250 Frostweave Cloth; you need many more bolts later.
Stop at 375 and make additional bolts as needed if capital is limited.
375–380
5 Frostwoven Belt
15 Frostweave Bolts.
Use another orange Frostwoven piece if its bolt cost is lower.
380–385
5 Frostwoven Boots
20 Frostweave Bolts.
Continue Belt if still orange/cheaper.
385–395
≈13 Frostwoven Cowl
65 Frostweave Bolts.
Other Frostwoven slot if cloth usage/sale value is better.
395–400
5 Duskweave Belt
Frostweave Bolts + Eternal Shadow.
Stay on Frostwoven if Eternal Shadow is overpriced.
400–405
Bolt of Imbued Frostweave stock
Frostweave Bolts + Infinite Dust; save them.
Only make what later steps need if Infinite Dust is expensive.
405–410
5 Duskweave Wristwraps
Frostweave Bolts + Eternal Shadow.
Choose another orange Duskweave piece if cheaper.
410–415
5 Duskweave Gloves
Frostweave Bolts + Eternal Shadow.
Continue Wristwraps if still efficient.
415–425
≈10 Duskweave Boots
Frostweave Bolts + Eternal Shadow.
Frostweave Bags can start being attractive if bags sell well.
425–440
≈15 Frostweave Bag
60 Frostweave Bolts + Infinite Dust.
Use saleable high-end cloth items if bag margins are poor.
440–450
Frostweave Bag / useful epics
Bags are cheap but green; expect extras.
Make expensive epics or specialty cloth items if you can sell/use them and want guaranteed skill points.
Herbalism profession icon
Gathering · 1–450

Herbalism

Herbalism gathers herbs used primarily by Alchemy and, in Wrath, Inscription. The fastest leveling comes from dense loops rather than chasing one specific herb, so these routes favor zones where several useful herb tiers overlap.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillMaterialBest places / routeAlternate route / notes
1–70
Peacebloom / Silverleaf / Earthroot
Circle any starter zone, following road shoulders and hill edges.
Choose the least-contested starter zone; route density matters more than faction.
70–115
Mageroyal / Briarthorn / Stranglekelp
The Barrens, Silverpine, Loch Modan or Darkshore.
If coastal Stranglekelp slows the loop, stay inland on Briarthorn/Mageroyal.
115–170
Bruiseweed / Wild Steelbloom / Kingsblood / Liferoot
Hillsbrad, Wetlands and Stonetalon.
Move into the higher-elevation parts after 150 for Kingsblood/Liferoot.
170–205
Kingsblood / Liferoot / Fadeleaf / Goldthorn
Arathi Highlands and Stranglethorn Vale are efficient.
Khadgar’s Whisker begins at 185 and can extend these routes.
205–230
Khadgar’s Whisker / Firebloom / Purple Lotus
The Hinterlands, Tanaris and Feralas.
Tanaris is great if you also want Firebloom for Alchemy.
230–270
Sungrass / Blindweed / Gromsblood
Feralas, Hinterlands, Swamp of Sorrows.
Felwood is a strong Gromsblood alternative.
270–300
Dreamfoil / Mountain Silversage / Icecap
Un’Goro, Winterspring and Eastern Plaguelands.
Winterspring is the obvious choice if Icecap is valuable on your realm.
300–325
Felweed / Dreaming Glory
Hellfire Peninsula.
Zangarmarsh edges can work once your skill permits.
325–350
Ragveil / Terocone
Zangarmarsh for Ragveil; Terokkar for Terocone.
Stay in Hellfire a little longer if Felweed is uncontested.
350–375
Netherbloom / Nightmare Vine / Mana Thistle
Netherstorm and Shadowmoon Valley.
Outland herbs below this tier can still skill to 375; use them if the endgame zones are packed.
350–400
Goldclover / Tiger Lily
Borean Tundra and Howling Fjord.
Staying in Netherstorm to 375 is reasonable if Outland is empty.
400–425
Talandra’s Rose / Adder’s Tongue
Zul’Drak then Sholazar; Sholazar is the standout Adder’s Tongue farm.
Dragonblight is a good mixed-herb transition.
425–450
Lichbloom / Icethorn
Icecrown and Storm Peaks.
Sholazar remains good money if high-end zones are crowded.
Mining profession icon
Gathering · 1–450

Mining

Mining gathers ore and stone for Blacksmithing, Engineering and Jewelcrafting. Smelting can bridge some awkward skill ranges, while the open-world routes focus on dense circuits and high-value ore once raw skill is no longer the only goal.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillMaterialBest places / routeAlternate route / notes
1–65
Copper
Run starter-zone mountain edges and cave mouths. Durotar, Dun Morogh, Elwynn and Mulgore are dependable.
Night Elves can move to Darkshore; Teldrassil has no Copper.
65–125
Tin + Copper
The Barrens and Loch Modan are easy mixed loops; Hillsbrad is good once Tin is comfortable.
Smelt Copper/Tin/Bronze when ore is cheap to bridge awkward skill gaps.
125–175
Iron + Tin
Arathi Highlands is one of the cleanest Iron loops; Thousand Needles is another strong route.
Badlands works if Arathi is crowded.
175–245
Mithril
Loop The Hinterlands, Tanaris or Badlands. Mine every Truesilver node you see.
Hinterlands is usually the cleanest low-competition route.
245–275
Mithril + Thorium
Transition through Tanaris / Un’Goro while Mithril still gives skill.
Burning Steppes is a viable Thorium transition route.
275–300
Thorium / Rich Thorium
Un’Goro, Winterspring and Eastern Plaguelands.
At cap, Rich Thorium is the higher-value farm; switch zones if competition is heavy.
300–325
Fel Iron
Hellfire Peninsula perimeter and mountain walls.
Use the ground route while leveling; flying routes are faster at 70.
325–350
Adamantite
Nagrand and Terokkar. Nagrand’s open terrain makes nodes easy to spot.
Terokkar is often better when Nagrand is crowded.
350–375
Rich Adamantite / Khorium
Nagrand, Netherstorm and Shadowmoon Valley.
Khorium is a rare replacement spawn, so movement beats camping.
350–400
Cobalt
Borean Tundra or Howling Fjord; both have strong ground routes.
Stay in Outland to 375 if competition there is lower.
400–450
Saronite / Rich Saronite / Titanium
Sholazar is the easiest dense loop; Storm Peaks is the main alternative.
Icecrown is strong at cap; Titanium is a rare replacement spawn.
Skinning profession icon
Gathering · 1–450

Skinning

Skinning converts beasts you or other players kill into leather, hides and scales for Leatherworking. Mob density matters more than one exact species, so the best routes favor camps where you can move continuously with little downtime.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillMaterialBest places / routeAlternate route / notes
1–75
Light Leather
Durotar or Dun Morogh; skin everything you or other players kill.
Any starter-zone beast camp works.
75–155
Light / Medium Leather
The Barrens, Loch Modan and Wetlands.
Follow quest hubs where players leave corpses behind.
155–205
Medium / Heavy Leather
Thousand Needles and Arathi Highlands.
Stranglethorn beast camps are another dense option.
205–260
Heavy / Thick Leather
Feralas and higher-level Tanaris beast camps.
The Hinterlands is solid if Feralas is crowded.
260–300
Thick / Rugged Leather
Un’Goro is excellent due to constant dinosaur density.
Winterspring/Feralas high-level beasts are good alternatives.
300–330
Knothide scraps / leather
Hellfire Peninsula and Zangarmarsh beasts.
Convert scraps rather than vendoring them.
330–360
Knothide Leather
Nagrand has superb beast density.
Terokkar’s warp stalkers / wolves can be quieter.
360–375
Knothide / Heavy Knothide
Nagrand, Blade’s Edge and Netherstorm high-level beasts.
Farm the leather type your Leatherworking route needs most.
375–405
Borean Leather
Borean Tundra / Howling Fjord beast packs.
Skin quest-area corpses during peak hours for easy volume.
405–435
Borean Leather
Sholazar Basin is the easiest high-density route.
Grizzly Hills can be quieter.
435–450
Borean / Heavy Borean Leather
Sholazar, Storm Peaks and Icecrown high-level beasts.
Choose based on Arctic Fur chances and competition.
Cooking profession icon
Secondary · 1–450

Cooking

Cooking turns meat and fish into food buffs and useful raid consumables. Because many brackets have several recipes with identical skill colors, the cheapest route usually depends on what you can farm yourself or buy inexpensively that day.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–50
≈55 starter meat or fish
Charred Wolf Meat, Roasted Boar Meat, Brilliant Smallfish or Slitherskin Mackerel.
Use faction-specific cheap recipes such as Crispy Bat Wing / Scorpid Surprise / Kaldorei Spider Kabob if you already have the meat.
50–110
≈65 low-tier food
Boiled Clams, Coyote Steak, Longjaw Mud Snapper, Strider Stew, etc.
Use whatever meat/fish is cheapest; this bracket has many equivalent recipes.
110–130
≈20–30 mid-tier food
Crab Cake, Dry Pork Ribs, Bristle Whisker Catfish, etc.
Pick the recipe whose raw ingredient is cheapest on your AH.
130–175
≈50 Curiously Tasty Omelet
Raptor Eggs.
Mithril Head Trout / other fish route if you are leveling Fishing alongside Cooking.
175–225
Roast Raptor / Spider Sausage / fish progression
Work through trainer/vendor recipes using plentiful mid-level meats.
Fishing route is often cheaper if raw fish is abundant.
225–250
Artisan quest then Monster Omelet / Tender Wolf Steak
Complete the Artisan Cooking requirement before the final stretch.
Use Nightfin / Sunscale fish recipes if you are already fishing.
250–285
Monster Omelet / Tender Wolf Steak
High-level eggs/wolf meat.
Cook high-skill fish if meat prices spike.
285–300
Smoked Desert Dumplings / endgame fish
Finish on a useful high-level recipe instead of a pure vendor loss.
Choose based on what you can farm cheaply in Silithus / high-level fishing zones.
300–325
≈30 Ravager Dog / Buzzard Bites
Ravager Flesh or Buzzard Meat.
Choose whichever recipe/meat is easier for your faction and server.
325–355
Talbuk Steak / Roasted Clefthoof / Warp Burger
Use Nagrand/Terokkar meats.
Fish-based Golden Fish Sticks / Blackened Trout routes if you are leveling Fishing.
355–375
Crunchy Serpent / Mok’Nathal Shortribs / high Outland food
Finish on a high-skill recipe with useful output.
Pick the meat/fish with the lowest AH cost or best personal farm.
350–365
Northern Stew / simple Northrend meat
Use common Northrend meats and trainer recipes.
Pick the cheapest meat on your realm; Fishing can substitute with early Northrend fish.
365–400
Rhino Dogs / Worm Delight / similar trained foods
Cycle through trained recipes as they turn yellow.
Use whichever raw meat/fish you already farm.
400–425
Dalaran Cooking Award recipes
Start the Dalaran daily and buy recipes that match your cheapest farm.
Pick a saleable stat food rather than a pure leveling recipe when costs are close.
425–450
Feasts / high-stat foods
Finish on useful raid foods; recipes depend on awards.
Choose the recipe with the best ingredient supply or resale rather than one fixed food.
Fishing profession icon
Secondary · 1–450

Fishing

Fishing supplies Cooking, alchemy fish and several valuable trade goods while requiring very little gear. Skill can be raised in almost any suitable water; the suggested zones emphasize useful catches and convenient Cooking overlap.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–75
Starter-zone / capital water
Use a lure and fish continuously; pair catches with early Cooking.
Any water is fine if you only care about skill.
75–130
Low-level rivers/coasts
Fish somewhere that supplies Longjaw Mud Snapper / Bristle Whisker Catfish.
Stay in a capital if travel time matters more than fish value.
130–205
Mid-level pools
Target fish that feed your Cooking route.
Move zones only when catch value, not skill-up mechanics, makes it worthwhile.
205–255
Artisan fishing quest + higher waters
Complete Nat Pagle’s Artisan Fishing quest when required.
Use strong lures/rod upgrades to reduce escapes.
255–300
Feralas / high-level pools
Feralas is a clean finishing zone and supplies useful Cooking fish.
Azshara / Tanaris high-level water if Feralas is crowded.
300–350
Zangarmarsh water
Use a strong pole/lure; effective skill around 400 greatly reduces escapes.
Stay in older Azeroth waters if your gear/lures are weak.
350–375
Terokkar Forest
Higher-value catches make Terokkar a better finish.
You can remain in Zangarmarsh to 375 if travel/competition favors it.
375–400
Borean Tundra / Howling Fjord
Use strong lures and fish pools that also feed Cooking.
Stay in Outland temporarily if your effective fishing is too low.
400–425
Dragonblight / Grizzly / Zul’Drak
Move for fish value, not because skill-ups demand it.
Any safe Northrend water works for raw skill.
425–450
Sholazar / Icecrown / Wintergrasp
Target useful endgame pools.
Storm Peaks / open Northrend water if competition is lower.
First Aid profession icon
Secondary · 1–450

First Aid

First Aid turns humanoid cloth drops into bandages and is useful on every class that wants an emergency heal without mana. The route is mostly a cloth progression, so saving Linen through Frostweave while leveling keeps the cost down.

Training: Train the older ranks normally, then learn Grand Master in a Northrend starting zone or Dalaran where available. High-end recipes can be reputation, research or vendor gated.
SkillCraft / focusWhat to doAlternatives / price checks
1–40
≈50 Linen Bandage
50 Linen Cloth.
No alternative; use cheap low-level cloth.
40–80
≈45–60 Heavy Linen Bandage
90–120 Linen Cloth.
Stop as soon as Wool Bandage is available and cheaper.
80–115
≈60 Wool Bandage
60 Wool Cloth.
If Wool is expensive, finish a few points with Heavy Linen first.
115–150
≈60 Heavy Wool Bandage
120 Wool Cloth.
Buy/train the next manuals before leaving the relevant vendor.
150–180
Silk Bandage
Silk Cloth.
Expert First Aid book/manual checkpoint matters here.
180–210
Heavy Silk Bandage
Silk Cloth.
Move to Mageweave as soon as the recipe is available and cheaper.
210–240
Mageweave Bandage
Mageweave Cloth.
None.
240–260
Heavy Mageweave Bandage
Mageweave Cloth.
None.
260–290
Runecloth Bandage
Runecloth.
None.
290–300
Heavy Runecloth Bandage
Runecloth.
Continue past 300 in TBC builds; Classic stops here.
300–330
≈70 Heavy Runecloth Bandage
140 Runecloth.
Do this before switching to Netherweave because the old recipe is efficient early in the Master bracket.
330–360
≈45 Netherweave Bandage
45 Netherweave Cloth; buy the manual in Hellfire.
None.
360–375
≈20 Heavy Netherweave Bandage
40 Netherweave Cloth; buy the second manual.
None.
375–400
Frostweave Bandage
Use Frostweave Cloth from Northrend humanoids.
If Netherweave is extremely cheap, finish a few early points before switching.
400–450
Heavy Frostweave Bandage
Learn the manual/drop when eligible and finish with Frostweave.
The manual commonly comes from Northrend humanoids; do not overpay on the AH unless you want it immediately.
Copied