Alpha Profession Changes

Hey everyone, I’m going to make a list of the changes that have been announced. Please feel free to update with any information that you see.

  • Dyes (for housing decor) are made by scribes and alchemists
  • Dyes are sold on the AH
  • All stackable reagents (e.g. ore, herbs, potions, etc.) now have two qualities: normal and high quality, rather than 3 (rank 1, rank 2, rank 3)
  • There are no more fractured sparks, but spark cost has been doubled. (e.g. a one-hand weapon will now cost 2 whole sparks). All this does is remove the requirement to make a whole spark by clicking on it.
  • Valorstones are removed.

This information is from:

  • Decor recipes have a few challenging materials to obtain, but the majority of the materials are fairly common.
  • Example: BC rare materials observed: Khorium Bar, Khorium Power Core, Nightseye, all the primal elements, skyfire diamond (alchemy transmute)
  • Not included on the list were extreme difficulty materials like hardened khorium bars, primal might.
  • WotLK materials looked similar.
  • The amounts needed also looked fairly low.
  • MoP: I spotted Living steel (alchemy transmute; 1 Day CD), Haunting Spirit (disenchanted from MoP early raid drops), Spirit of Harmony, and Orb of Mystery (expensive vendor item!)

More news:
More news

  • There is a lumber type for each expansion
  • Lumber is warbound. This means you’ll have to collect it yourself to make decor
  • Lumber collecting requires no profession
  • Lumber is collected from marked trees in the zones that were played in that expansion. (I.e. go to Elwynn for ironwood lumber, the vanilla lumber)
  • Collecting lumber does not cut down trees (so Elwynn won’t become venture co. area lol)
8 Likes

Thanks for compiling all this info, Teishoku, it’s really helpful! One of the questions I’ve been seeing confused players asking is what kind of profession mats they should be stockpiling if they want to decorate their own homes, so it’s good to know the breadth of what is available. And to have some advance warning for things like MoP alchemy daily cooldowns! (and the spirits of harmony - time to fire up the ol’ Tiller farm!)

I’m off to work now, but did you see anything involving enchanting materials other than haunting spirits?

1 Like

Yes they have a lot of enchanting materials such as greater planar essence, large brilliant shard, arcane dust, greater cosmic essence, hypnotic dust, maelstrom crystal, gloom dust, umbra shard, eternal crystal, soul dust.

Here are the decor items that can be made from enchanting (missing WoD, Legion, DF, TWW). Source: SoulSoBreezy. (The difficulty rating is mine though)
https://imgur.com/a/9FlhvIp

2 Likes

that’s really interesting.

Could you possibly put that image on another website? imgur is banned in the UK unforch :sweat_smile:

Here I can just type it (loses the color code, but that’s fine):

Tirisfal Hallow Campfire Vanilla Ironwood Lumber Greater Eternal Essence Dense Stone Fiery Core
Aldor Stellar Console BC Olemba Lumber Void Crystal Large Prismatic Shard Greater Planar Essence Arcane Dust
Draenei Holo-Dais BC Olemba Lumber Large Prismatic Shard Greater Planar Essence Arcane Dust
Mark of the Mage’s Eye WotLK Coldwind Lumber Abyss Crystal Greater Cosmic Essence Infinite Dust
Stampwhistle’s Postal Portal WotLK Coldwind Lumber Abyss Crystal Greater Cosmic Essence Titanium Bar Bolt of Frostweave
Pyrewood Glass Bottle Cata Ashwood Lumber Crystal Vial Hypnotic Dust Volatile Fire
Twilight Fire Canister Cata Ashwood Lumber Maelstrom Crystal Volatile Air Hardened Elementium Bar Living Ember
Intense Mogu Bazier MoP Bamboo Lumber Sha Crystal Haunting Spirit Coal
Pandaren Table Lamp MoP Bamboo Lumber Ethereal Shard Windwool Cloth Spirit of Harmony
Drust Enchanter’s Rod BfA Darkpine Lumber Umbra Shard Coarse Leather Calcified Bone
Tidesage’s Totem BfA Darkpine Lumber Osmenite Ore Veiled Crystal Gloom Dust
Ardenweald Lamppost SL Arden Lumber Eternal Crystal Soul Dust Twilight Bark
Venthyr Anima Bottle SL Arden Lumber Soul Dust Sinvyr Ore

As you can see, there’s not much. While SoulSoBreezy hasn’t added DF, WoD, Legion, TWW, it’s clear there are 1-4 recipes per expansion. So there should be roughly 200-300 recipes made by professions.

Since there are 1000s of decor items, at least so far it seems that most of those items will not come from professions.

1 Like

MMO-Champ has datamined a lot of profession info and dumped it in one go. You can see their input here:

https://www.mmo-champion.com/threads/2664860-World-of-Warcraft-Midnight-Alpha-Build-63534-Mounts-Pets-Item-Sets-Professions

Takeaways:

  • New artisan’s acuity is called “Artisan’s Moxie”.
  • Midnight professions look to run essentially the same as TWW professions, with artisan’s moxie seeming to fund the purchase of a lot of recipes.
  • two tiers of crafting equipment, but it’s still clearly being developed - no artisan’s moxie requirement listed to craft your blue quality tools, but without it they look frightfully cheap.
  • i can see some raid & dungeon drop gear recipes already.
  • most old-world, pre midnight house decor recipes are just learned from their respective expansion’s trainer. i couldn’t see any that required a recipe drop.
  • however, i did see some midnight-era decor that had more complex requirements - mostly artisan’s moxie to purchase from lyrendal, but some seemed to require recipes dropping from gathering nodes? (harandar canopy bed from leatherworking, as an example).
  • there are new special nodes for gatherers with new effects that can be overloaded.
  • the new herbs/ore seem based on classic -there’s new magical variants of copper, tin, peacebloom, silverleaf and earthroot!
  • while most of the new ore effects are kind of vague, it looks like there’s a new explosive node - overloading a “voidbound” deposit appears to cause a collapsing black hole effect, where you have to quickly mine before the black hole crushes you.
  • interestingly, “primal” nodes are tagged with “Gathering an ore deposit filled with this magic will replenish Vigor for your Skyriding mount”. This effect has been baked into skyriding in DF/TWW - maybe moving into the gathering trees?
  • no sign of profession bags from tailoring yet, which is a shame. could just not be implemented yet - while no effects or bag capacity are yet listed, the “imbued bright linen backpack” from tailoring belongs to the category “embroidered bags”.
1 Like

RE profession decor items, I took the liberty of putting all the recipes MMO champ found into a spreadsheet to track for my own use. It’s not a pretty spreadsheet but if you (general you) would like to copy/paste it could save you some formatting and typing time. Spreadsheet is available here:

https://docs.google.com/spreadsheets/d/149dQm2glAj29AeCC1euDj6hwevzg0HhT4L2Z5ducuZY/edit?usp=sharing

Some thoughts:

  • List is not complete. Some professions have no items at all for some expansions, others have very few.
  • Dragonflight recipes in particular often seem to just have lumber requirements and no or very little trade skill materials, which seems odd next to engineering’s “ten thousand khorium bars” extreme examples.
  • No lumber appears to exist in midnight zones yet!
  • there are 247 recipes, counting midnight placeholder ones, and most professions have around 25 recipes each - except cooking, which only has seven, and inscription, which has a whopping sixty six!!
  • no dye recipes are in the game yet but soul mentioned in his video that these would be made by inscription and alchemy.
1 Like

Thanks! This is good stuff. Reading through it all now.

Seems like the recipes from the midnight crafts are placeholders for now. The decor items made by midnight crafting don’t list their lumber type or anything.

Also: None of the recipes require max skill. So you do not need to max out the profession to make these items. The ingredients, maybe. But not the decor.

Also spotted: needed to purchase some recipes with Secret of Draenor [profession name] for WoD decor recipes in particular.

Honestly happy with this. Unless you invested in more then weekly crafting orders, Artisan was hard to come by in quantities large enough to cover recipe purches and a full set of 6 upgraded gear, especially for alts.

My bag and bank sorting system is very happy to hear that one XD

Legit a cool and thematic idea.

Ah, you should not celebrate too soon friend. The recipes for midnight crafting are currently placeholders for the most part.

Example: the flasks are named “Midnight Flask of Strength” and you know the final name is going to be something like “Sin’dorei Flask of the Phoenix Poop” or whatever. They changed the concentration costs, acuity costs, etc right up til the last week of beta last time.

Basically, you should look at the DECOR items right now, not the craft stuff. The decor needs to be finished first because the housing early access is Dec 2. They are probably going to want to complete the crafting decor ASAP so that people have things from crafting to put in their houses. In comparison, they’ve got until Feb/March to finish the actual crafting stuff for Midnight, so I would not expect it to be in a more finished state until at least beta starts.

1 Like

We will need full KP wheels to be able to craft those at max ranks of course!

1 Like

I’m sure if you concentrate you can produce it sooner than that.

1 Like

Yeah we will be relieved when we be over that delivery.

Thank you for this update as I have been super lazy. Will look at bullet points. :+1:

Ok, so here’s how things look in the alpha currently:

  • Gear/equipment have 5 ranks (yeah wowhead was wrong…again)
  • Raw materials and reagents have 2 ranks, a silver and a gold rank, although in the chatlog detailing what you pick up it shows the old rank 1 and rank 2
  • Rank 1 materials give no skill towards the craft
  • If you use all rank 2 materials they give 40% of the base difficulty of the craft
  • Mechanically rank 1 is carrying the load of both the old rank 1 and rank 2–it has zero skill like old rank 1, but will likely be used like old rank 2 as the profit point.
  • Reagent concentration curves have been sort of copy-pasted from live. The splines have endpoints in the same locations as they do now. The important endpoint is at 80% of the difficulty. Hopefully this is temporary and they will move the last spline to 60%. Otherwise the “profit point” will be to place no KP in any reagent wheel whatsoever.
  • Special node types are the same for herbalism and mining. They are:
  • Lightfused: gives you motes of light. Burns you unless spec’d into it. On overload: causes motes to fly out and you have to catch them (i.e. gives you more motes of light)
  • Wild: gives you motes of Wild Magic. Summons little minions to attack you. After killing them, you can herb/mine them for more motes. The mined one give more ore and motes, but the herbs just give grey trash and motes. On overload, summons a big elemental that, upon killing it, gives 150 perception for 5 mins. (note that stats have been squished so this represents 15% perception chance)
  • Primal: gives you motes of Primal Energy. Slows you unless spec’d. On overload: channels on you to take your HP in exchange for more motes.
  • Voidbound: gives you motes of Pure Void. Forms a black hole. Great for yeeting enemies off cliffs. And yourself as well if you don’t position properly. But mostly yeeting enemies. On overload: teleports you to a random other zone. Supposedly chunks of things are supposed to spawn buuuuuuttt…. I saw nothing. So not sure what it is supposed to do.

I’ll post more here later….

1 Like

Thanks for the updates!

Also not really a fan of this overloads, especially the one where you chase nodes.

The lightbound one is actually really localized so it’s more like you dodge one step left and right, so it’s actually kinda fun.

Anyway, continuing:

  • Currently the skill needed to get R2 herbs and ore is pegged at 120. This means that you will not start to get R2 until you a) fill your skill bar to 100 and b) have a set of green tools. I’m hoping they’ll bring this down to 90.
  • The proportions of R2 are roughly the same as current R3. Meaning, at 120 skill you start at around 1% chance, and presumably you end at 20% chance when at max skill.
  • This means that 80% of the time, at max skill, you’ll get R1. (But note that R1s will likely be as useful as R2s are now).
  • After hours of farming (I didn’t time it, but at least 5-6 hours): I had about 1500 of each ore and about 50 R2s of each ore. So… gather rates are definitely lower in early game (no EZ Mine)
  • Mining now has the same Advanced Finesse proc as herbalism, so when you have a large amount of finesse, you’ll see yields spike up
  • The ores are: Refulgent Copper, Umbral Tin, Brilliant Silver. The new “null stone” is Dazzling Thorium. The new “bismuth” is Refulgent Copper.
  • The herbs are: Tranquility Bloom, Sanguithorn, Argentleaf, Azeroot, and Mana Lily. The new “null lotus” is Nocturnal Lotus. The new “mycobloom” is Tranquility Bloom.
  • The odds of obtaining Dazzling Thorium or Nocturnal Lotus is less than 1%. They are extremely rare (so if you want them, you WILL have to spec into this).
  • Remember that they can change names of things in beta
  • Skinning currently is only getting 1 skin per creature (but I think this is a bug)
  • There is a new ability that you are given (I think at skill 25) called “Find High-Value Beasts” which puts a crown mark on your minimap. There will be a beast at that location which is highlighted red. When skinned, this creature will give 3x skins (6-9 skins).
  • Sharpen Your Knife is back. Currently bugged on the alpha. It is giving a 5 minute buff where every creature gives blue hides for that duration. It is supposed to be only one creature according to the tooltip.
  • You can once again obtain the elements (motes) via skinning. However, this time all the motes are available through all three gathering types and overloads give yet more motes, so I have some doubts as to how useful this will be.
  • You can again summon a rare beast with rare skins, but this time… the bait is fish! So you need to fish if you want to skin! (or just buy from the AH)