The Future of Warcraft Announcements -- Professions Update

We definitely have world PvP in mind with our crafting plans, both with interesting recipes, and with regards to gathering reagents, but nothing we are ready to talk about in detail yet!


One thing I want to talk about that we haven’t mentioned yet is the concept of recrafting. It’s still in the works so is likely to change some, but the basic idea is as follows:

Recrafting will allow you to take any piece of Dragonflight crafted gear and bring it back into the crafting screen as a crafter. You can then spend a special reagent, plus a small subset of the original reagents from the recipe to “recraft the item”.

During this process, you can completely change out optional reagents if you want. The new quality of the item will be determined based on the new setup of reagents, plus your current skill. This means you can have an item crafted at a low quality, then later recraft it when you are higher skill to a higher quality.

For non-crafters, we are planning to support recrafting orders as well. In this case, you can send you item to get recrafted to have its optional reagents changed out, or to potentially have its quality increased.

All of this should help players feel comfortable having a high end item crafted early, when it might not be at max quality, secure in the knowledge that they can always have it recrafted to be better later.


Couple questions for you here:

  1. Will the missive system - or something similar to it - be coming back in Dragonflight, and if so can the recrafted items have their stats changed from the originial craft?
  2. Is a system like reforging likely to make a return in relation to crafted gear (or any gear for that matter)? Maybe an item to reforge stats could be given to a profession?
  3. Just for clarification, (Making up random numbers for context), if an ilvl 325 item costs 50 dragonscales to make, and a 350 costs 75 dragonscales, you would only need 25 dragonscales to upgrade your 325 to a 350? Instead of needing to craft an all new item? (Similar to how upgrading shadowlands legendaries works for Soul Ash/Cinders)

Any plans for older crafted items like engineering bombs and alchemy potions to be usable again by removing level restriction? I miss using skystep potions and old stun bombs


Not specifically right now, but we think you’ll be excited to see some of the new stuff we have in store for you.


A few answers Letholas, thanks for asking!

We definitely think it is valuable to be able to adjust stats on some crafted gear - customization is one of the coolest aspects of crafting!

As far as recrafting changing those stats, the intent would be something like this would continue to be done through optional reagents, so in a case like that, yes, you could use recrafting to swap out those optional reagents and thus change the secondary stats.

The recrafting system described is very specific to crafted gear only.

The recrafting system shouldn’t be thought of as an upgrade system. It is just a way to take something that has been crafted in the past and recraft it with changed optional reagents and possibly a different quality. So to give a more concrete example using your numbers:

A crafted recipe might make a helm at between item level 325 and 335 depending on quality. It could require 100 dragonscales as it’s main reagent.

A skilled crafted might be able to make it straight up at quality 5, item level 335, while a new crafter might only make it at quality 1, or item level 325. In both cases, the reagent cost is the same.

Now, say you got your piece crafted by that unskilled crafter at quality 1 / item level 325. Maybe he’s a friend and says, hey Letholas, I’ve been working on my blacksmithing and I can now make that piece at quality 5! Send it to me via a recrafting order to me and I’ll hook you up. You do so.

Your friend then recrafts your helm using the old helm, 20 dragon scales, and one of a special reagent he earned, to recraft it. The result is it is now quality 5 and item level 335.

Hopefully that helps clarify.


Interesting, so the base cost is the same, but there is a cost to re-create the item as more powerful?

From a thematic point of view I’ve gotta say that’s a great sounding system. In hindsight, it’s not something that made sense in crafting the Shadowlands Legendaries - the higher ilvl costs 25% more (or whatever the increase is) materials to make even though there’s no “new armor” per say. Now, you’re effectively breaking down parts of the item and replacing it at a higher quality so you need new materials to do so! I like it!

Has it been clarified yet how one will become more adept at crafting? Something about a quest line or other activity is ringing a bell, apologies if this has already been answered.

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Excellent question! This is something we will definitely be heavily testing for feel, but here some of the ways we imagine you can grow adept at crafting.

“Permanent” forms of improvement / progression

  • Improving your overall profession skill. If you’ve maxed out your blacksmithing skill for instance, you will craft everything better than if you are only halfway leveled through your profession. (Leveling / skilling up in your profession will mechanically work the same as it always has).

  • Getting better gear for your profession - through higher skill and/or other profession stats on the gear.

  • Specialization in your profession - This is the largest source of improvement. The more you specialize in ways that help a given recipe, the larger bonus skill you will get towards that recipe, and thus the higher quality you will be able to make it at. (There is a lot to this system that we’ll discuss later!) There are lots of ways to earn specialization points, and doing so will be necessary to excel in your profession. Some of these sources can only be done once, while others will be repeatable.

    • Some one-time sources for specialization points are likely to be: making recipes for the first time, certain discoveries in the world (an old book on a bookshelf about alchemy, an old buried tablet, a hermit scribe in a cave, etc.), special quests, completing certain profession achievements such as crafting your first max quality item
    • Some repeatable sources for specialization points are likely to be: helping various factions and NPC’s in the world (through quests), finding treasures out in the world, fulfilling crafting orders for others.

Ways to become more adept and have a better outcome each time you craft

  • Using higher quality reagents in your recipe.

  • Using a new type of consumable reagent that we are calling Finishing Reagents. These reagents give you bonuses while crafting the recipe, and some of them can directly improve your skill, and thus quality, when used. An example might be a blacksmith using a special quenching oil, or a jewelcrafter using a special polishing cloth while cutting gems.

  • Some crafting stats can improve the resulting quality crafted. One of these is Inspiration. The more inspiration you have, the better chance to be Inspired while crafting, gaining some bonus skill to be applied to the outcome. Basically a crafting “crit”. While we want the system to be largely about long term progression and opt in bonuses, inspiration provides a form of opt-in randomness. If you choose to specialize or gear towards Inspiration, you may be able to craft something at a higher quality than your current level of progression would otherwise allow (when you become inspired). The idea is this adds some additional excitement to the crafting process through variable outcomes, but that it is never required to be able to craft things at the highest level of quality.

  • Optional reagents - Using most optional reagents will actually increase the difficulty of the recipe, and thus require a higher skill to craft it at a high quality. Conversely, if you choose to use an optional reagent that, for instance, lowers the item level of the item you are crafting, it will actually lower the difficulty of the recipe and make it easier to craft at a high quality.

Hopefully that answers your question!


This seems a little vague, could you elaborate on this at all?

Super cool.

Is there a deterministic way to gain inspiration or is it RNG based when crafting?

What is the benefit to crafting a lower ilvl item at a higher quality? Are there going to be times where this would be a better system than just crafting a higher ilvl item? Or is this intended to use the higher quality craft to gain more proficiency?

What kind of sources can we expect for profession gear? Do they drop from the same kind of sources as you would otherwise improve your profession, can you craft them, do they drop from dungeons, raids, pvp, et cetera?

So you also gain these stats passively alongside your gear, then? I thought it was only going to be part of your gear, much like how things like crit and haste work, but you’re able to upgrade these stats through specialisation?

More answers / clarifications, thanks for asking!

Sorry, being a bit vague here since it’s not all designed yet. You will certainly be able to craft gear, with lots of cross profession crafting where it’s natural. Blacksmiths’ crafting mining picks and needles for tailoring for instance.

We’re excited for this kind of cross profession interaction, particularly because it means someone could choose to be more of a supporter within their profession, specializing in crafting gear for various professions, reagents for others of their profession, etc. (depending on the profession)

Gear will definitely be a big source of these stats. Certain choices within your profession specialization will also allow you to gain some of these profession stats.

There will likely be other sources as well…enchants, consumables, etc.

Being inspired (and gaining the bonus skill) is RNG based on your Inspiration stat. More Inspiration = higher chance it occurs, similar to more Crit = higher chancing of critting. But as mentioned above, there are lots of ways to opt into gaining the Inspiration stat if you want it.

Sorry, in general I just wanted to note that optional reagents can raise or lower difficulty, depending on their effect on the recipe.

The example I mentioned above would be if we made an optional reagent like the Novice Crafter’s Mark from Shadowlands, which lowers the required level from 60 to 50, and lowers the item level from 151 to 87.

Just to be clear though, the introduction of quality along with profession stats is for Dragonflight recipes specifically, I’m just using Novice Crafter’s Mark to illustrate an example of the type of optional reagent that might lower difficulty.


[quote=“Drough, post:59, topic:1222738”]

So Inspiration will be another secondary stat? or is it a tertiary stat?

Makes sense! Thanks

Ah ok! Are these effects similar in nature to the new ones we’ve seen added in 9.2 where you can add combat effects to gear?

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I’ve personally always loved this, it’s very immersive and great for a roleplaying game :>

IIRC from the DF announcement, they’re not part of regular gear and is only found on profession gear, so I assume it’s sort of like a primary or a secondary stat, but only found on profession gear. (and enchants, consumables, etc. as was pointed out!)

I hope there’s one that gives us speed, and that it’s stackable ;>

Speaking of cross profession interaction. Is there any possibility of increasing the number of professions that can be learned by 1 character?


Are there any changes to how the DMF crafting quests work with this? Because I can see these as being potentially interesting (albeit time-specific) specialization options in this system. Or will these remain simple +5 base skillpoints?

The huge focus on group content here worries me. There are a lot of us who don’t do group content for many many reasons. I have a whole thread about it. Professions are one way to really engage, develop a character, and be a part of the WoW world, without the group content. It can be a fantastic alternate path to an “end game” for some people.

Exactly. Please be sure that crafters can still do max level crafting with the mats others bring to them, even if they don’t do group content themselves.

I want to be able to use that huge 17 year list of tailoring patterns for others. I also want to be able to really focus on my profs vs group content as a viable long term activity.

Will that be possible or will crafting skill on my end be locked behind group content like in Legion?


Im not sure if Im remeber correctly but couldnt you get all the profession stuff from LFG or the AH?

I on theother hand am actually very excited for some profession content both group and solo and everything seems very well thought out

I really really really don’t do group content. Especially not LFG with strangers.

I have a very serve anxiety disorder, I am autistic, and have physical issues now too. That is, in part, what my first thread here was about. Dungeon and Raid Solo Accessibility for Old & Current Content

Forced group content, esp when that group is not fun for many, is not cool.

I finally got my purple drake from the holiday events the other day when they removed PvP. I still don’t have Kyrian done in SL because dungeon. I have not seen any dungeon or raid content when current since Cata. Yet, I play quite a few hours every week, sometimes every day. The crafting system can be a fantastic end-ish game system for non group folks, esp with the work order system.


I hope you all had a great weekend! Here are some more specific answers to questions since my last post:

Philosophically, we like how optional reagents give lots of different ways to customize crafted gear. We will be trying out various types of optional reagents to see how they feel, so nothing set in stone yet, but I will say we like the way the 9.2 optional reagents let you do something a little more custom with your gear than just set their stats or modify item level.

Just to confirm, Halite is correct. Profession stats are not part of regular gear, but exist on profession gear and in other areas of the profession system. To clarify further, we’ve been thinking of your profession “skill” (e.g. blacksmithing skill) as your profession “primary stat” and these other stats, such as inspiration, as your profession “secondary stats”.

We recognize that lots of people see value in increasing the number of professions learned by a single player, and it’s something we have definitely discussed. Currently we have no plans to expand this number though. For Dragonflight we are adding significant amounts of new depth and gameplay to professions, so also increasing the number of professions that you can learn on a character at the same time could be a recipe for potentially being overwhelming.

We’d like to see how it feels with these deeper professions. After Dragonflight we all (developers and players alike) might feel very different about multiple professions, as this is going to be an all new experience!

Very cool idea! We’re definitely looking at older sources of skill, skill points, and other profession interactions to figure out how we might want to update them in Dragonflight. The main focus is definitely on Dragonflight professions, but something like updating that DMF quest could go very well with the overall update!

Thank you for your questions Mirasol. This is a tricky needle to thread (insert tailoring joke here) as we want to reward players for doing group content. Instances are a major part of the game, and professions are meant to span pretty much every part of it. We also recognize that, as you say, professions are a great place for those less interested in group content to find a lot of gameplay.

Given that, one of our general goals for professions is that a player can be very successful without needing to set foot in an instance. We recognize that just because you want to craft the dragon head into an epic helmet, you don’t necessarily want to be the one to slay that dragon. Those are two very distinct fantasies and splitting those activities has a great deal of value. This is particularly because we want you to be able to think of yourself first and foremost as a scribe, a leatheworker, or any other profession. For some players ideally, their professions should be able to be the most important part of their identity, and where they can choose to spend the majority of their energy!

Given that, we are discussing how to achieve both the goals of having group content being rewarding to a player with professions, and avoiding it being required to be successful in your profession.

You will absolutely be able to max your professions’ skills, and very successfully specialize without setting foot in an instance in Dragonflight. The vast majority of recipes will continue to be acquirable through outside play as well. It is possible though, that some recipes will come from dungeons or raid. These are great places thematically to acquire some recipes, and become a cool reward for doing that content. That said, we are currently thinking that perhaps many, if not all of these recipes will not be soulbound, so you could ask someone to go into an instance to get them for you, or buy them off the AH.

Will guilds have dedicated crafters that don’t even raid with them, but are there fulfilling the fantasy and role of crafting awesome gear for their guild? We don’t know, but that would certainly be neat!

Anyway, I hope that answers your question in a way that is satisfactory!


The past expansions have seen two professions removed. First Aid removed totally, and Archeology halted. I understand maybe not having more than two main professions, but is it possible to replace those missing ones with one or two gathering options? That way a person could still be an Alchemist/Inscriptionist + pick flowers.

Exactly! I want the identity to be that of the craftperson in town who is there when the adventurers return.

Excellent. That is very good to hear. That makes it casual/solo accessible.

This is reasonable. It is not uncommon for some patterns only to be found deep in the dragon’s lair where it has been sequestered away for 1000 years. That we might be able to buy those patterns is a great compromise.

Mostly :slight_smile: But I do have a few more.

  1. I might have overlooked the answer, but will patterns/recipes from older expansions be part of the work order system? Can players put in that request for a missing transmog item, pet, etc that a crafter can make?

  2. Is there going to be any overhaul to the Crafting inventory system? My bags and bank are very very full. I am at the point I want a crafting bank with a tab for each expansion just about. This gets worse every expansion where we have expansion specific things for various new systems.