World of Warcraft (often referred to as 'WoW ') is a Massively Multiplayer Online Role-Playing Game (MMORPG) set in the high-fantasy universe of Warcraft. Released in November of 2004, World of Warcraft was incredibly well received, winning several awards in its first year and becoming the best-selling PC game of 2005 and 2006. By October of 2008 WoW had surpassed 11 million subscribers worldwide and continues to grow today. Since its release, there have been three expansions adding new content and challenges for players to the game: World of Warcraft: The Burning Crusade in January 2007, World of Warcraft: Wrath of the Lich King in November 2008, and World of Warcraft: Cataclysm in December 2010.
With its expansive world and almost infinite storyline, World of Warcraft offers players a wealth of content to explore and experience whether they are new to MMORPGs or have years of experience with them.
Realm Selection - The first decision to be made by a player is their choice of realm (more commonly known as servers). All realms contain the same geographical lands, but the population and economy on each realm are different. There are four different realm categories which are as follows:
Each account allows players to create a maximum of fifty characters on their choice of realms, with ten character slots available per realm. While created characters are typically locked to a realm, paid character transfers are available for a fee with certain restrictions.
Character Creation - When creating a new character, players must first choose whether they want their character to be a member of the Alliance or the Horde. Characters can only group together within their own faction. Depending on expansion purchases, players are able to choose from between four and six races per faction with a number of unique racial traits. Players have a few options to customize their character's physical appearance including gender, face, hair style and color, skin tone, and accessories.
Once race has been selected, and depending on the number of expansions purchased, players are able to choose from between six and nine of ten different classes. (Although there are a total of ten classes available, each race only has access to certain classes.) Each class plays with their own unique mechanics and can be customized to fulfill at least one of three main roles: DPS (damage dealer) which all classes can be, or healer or tank, roles essential to advanced group play.
Gaining Levels - In the primary form of character advancement, characters progress in level up to a maximum of 85 (depending on expansions purchased) through earning experience points. Experience points are gained primarily through completing quests and killing enemies (mobs) and secondarily through professions and PvP combat.
Questing - Players are typically given quests by NPC's, objects in the environment and looted items. The presence of an available quest is indicated by a yellow exclamation mark. Most quests fall into one or more of the following categories:
Completing quests typically rewards players with experience points and currency. Some quests also provide players with items, equipment, and increased reputation with a specific faction. Once a character has completed all the quests in a given area, they will oftentimes be assigned a delivery or exploration quest which will lead them to their next set of quests in a new area.
Certain areas of the world also give players access to special daily quests, typically after all other quests have been completed. Up to twenty-five of these special quests, indicated by a blue exclamation mark, can be completed by a character each day. These quests allow players to continue gaining reputation with a faction after clearing that faction's area of standard quests or earn special forms of currency at a metered rate.
Phasing - By stacking different versions of the same environment on top of one another, phasing allows players to change the world around them without impacting the experience of other players. For example, an area full of monsters may eventually be cleared and populated by friendly NPCs as part of a series of quests. That area would exist in two phases, with players only being able to see and interact with other players within the same phase.
Travel - As players advance in level, their quests will take them to larger and larger areas farther and farther away. To help facilitate their travel and reduce downtime, players have a number of modes of transportation available to them.
Dungeons - A variety of dungeons are available to players throughout their leveling career. Unlike the rest of the game world, each time a dungeon is entered a unique instance is created, accessible only by a single group of players. Players unable to form a five-man group on their own can use the automated dungeon finder system to be matched with other players not only from their server, but from other servers within the same battlegroup. Each dungeon has a minimum level required to enter. The dungeon finder system has a minimum level of 15 required to use the tool to find level-appropriate dungeons.
These dungeons are populated with significantly stronger monsters and typically include three or more boss battles. When encountered at the appropriate level, these bosses are extremely powerful and require coordinated teamwork between the three class roles. The powerful items that these bosses drop draw players in, and provide the primary form of character advancement once the level cap has been reached.
Types of dungeons include:
PvP - Tokens and points can be acquired by participating in combat with other players. These forms of currency can be used to purchase powerful items and equipment from various PvP vendors. The types of PvP combat available to players are:
Talent Trees - At level ten, each character will gain access to one of three talent trees unique to their class. Each tree focuses on one of the three class roles and a distinct style of play. Talent points accrued through leveling are applied to these trees, giving characters access to a variety of passive buffs and active abilities. To allow players additional flexibility, dual talent specialization may be purchased at level 30 granting them the ability to switch between two of their three talent trees. Talent respecialization is also possible if players are unhappy on how their talent points have been spent or want to pursue a different tree altogether.
Professions - Professions are trade skills which cover the resource gathering and item creation systems in World of Warcraft. Each character can learn up to two of the eleven primary professions along with any number of secondary professions. While certain primary professions work better with others, there are no restrictions on which two professions a character can learn and an unsatisfied player can abandon one profession for another at any time. Professions give players access to valuable materials and powerful items that can be traded or sold, in addition to a number of unique bonuses available only to the profession holder.
Spells and Skills - Throughout their leveling career, characters learn a variety of spells and skills with which to aid allies and slay foes. Typically purchased from class trainers or learned via talents, a majority of these abilities scale as characters increase in level allowing them to remain viable from 1 - 85. This results in an ever expanding pool of abilities that players can draw from allowing them to react to numerous situations.
These abilities typically fall into one or more of the following categories:
Attributes - Also known as "stats," attributes define a character's combat ability. Attributes are divided into two categories, primary stats which are the ideal stat to obtain depending on class and role, and secondary stats which allow players to customize their style of play.
Base stats include:
Secondary stats include:
Physical Combat Stats
Range Combat Stats
Spell Combat Stats
Guilds - Guilds in WoW allow any number up to 1000 characters to form together under one banner, or "guild tag." In addition to the normal advantages of a guild, guilds in WoW have access to guild banks within the game, and due to changes to the user interface, can easily find needed crafters within their guild. With the release of Cataclysm (even for players who do not have the expansion), guilds are now able to level in much the same way as characters. Each level opens up rewards that are shared by the guild. These rewards include ingame companions, experience, gold, and reputation bonuses, and even powerful items that may be passed between characters on the same account.
Guilds have 25 levels each level with new perk that gives buff to all players in the guild.
To level guild up you must do Random Battlegrounds , Rated Battlegrounds,Arena,Dunegons,Heroic dunegons,Raids,Heroic Raids OR achievements
that level guild up .. Max exp per day is around 6200.
Maximum reputation per week is 3500.Guild reputation is needed to buy unique items from guild store and helps in many achievements.
Main article: Human
Humans was considered a scattered and tribal people for several millennia, but when face with threat of the troll empires, they united as one to increase their strength. Recently it was discovered that the humans are descendent of the vrykul who live in Northrend.
Main article: Dwarves
The ancient dwarven race were once earthen-beings of living stone that was created by the titans in the beginning. However, these earthen-beings underwent a transformation that turned stoned to blood and flesh due to a mystic illness now known as the curse of flesh. This led the now blood and flesh creatures to call themselves dwarves.
Main article: Night Elves
The night elves is an ancient race and is the first race living on Azeroth, they have therefore played a vital role in the shaping of Azeroth's fate and history. For more than ten thousand years ago, they helped fend off the first invasion from the demonic Burning Legion. Later they again defended their world as the vile satyrs rallied together.
Main article: Gnomes
Despite having suffered from treachery, displacement, and even near genocide, the gnomes has survived due to their remarkable optimism in the face of of these event. This, mixed with their brilliant inventors makes the gnomes a clever and spunky race.
Main article: Draenei
When Sargeras unleashed his demonic Legion on Azeroth, he turned his eyes upon the world of Argus, the home of the eredar. Sargeras believed that this magically gifted race would be a valuable ally in his quest to undo all of life. Therefore he contacted the three eredar leaders - Kil'jaeden, Archimonde, and Velen - whom he offered knowledge and power in exchange for their loyalty. Only Velen refused this offer, because he had seen a vision. This vision depicted his people being transformed into demons as they joined Sargeras' Burning Legion. After Velen's decline, he took his people and fled to Draenor, now calling themselves Draenei
Main article: Worgen
The isolated human nation of Gilneas behind the Greymane Wall has been struck by a terrible curse. As a result of the curse, the entire population has been been transformed into the nightmarish beasts known as worgen.
Orcs originally lived on Draenor, now known as Outland, as shamanic clans. However, the demon lord Kil'Jaeden corrupted the orcs and used them as a tool of destruction in his evil plans, which eventually led the orcs into Azeroth.
The gift given to the thousands of humans killed during the Lich King's campaign in Lordaeron was worse than death, they were risen into mindless undeath serving the will of the Lich King. However, some broke free of the grasp of the Lich King and became renegade. The once high elven Sylvanas Windrunner - also turned undeath by the Lich King - rallied these renegade undead under her leadership and became their queen as she formed the Forsaken-destined to hunt down the Lich King so that he will repay for their eternal torment.
Before joining the Horde, the tauren lived as a nomadic race, scattered throughout Kalimdor in their hunt for the great kodo beast. The peaceful tauren based much of their life around preserving the balance of nature in the name of their goddes, the Earth Mother. After Thrall helped Cairne Bloodhoof defend his tribe from a savage centaur attack, Cairne decided to join the Horde and decided to settle down in one location for the first time in Mulgore.
The many troll tribes of Azeroth is often associated with savagery, cruelty, dark mysticism, and seething hated towards all other races. However, one tribe in particular stands out, the Darkspear tribe. This is due to their intelligent and cunning leader, Vol'jin. Though the Darkspear tribe has been plagued with bad luck and tragedies, to the point where the tribe was on the brink of extinction, the tribe has survived - with the help of Thrall.
For almost 7,000 years, the high elven centered around the sacred Sunwell. The Sunwell remained unthreatened until Arthas marched towards it in hope that its blessed waters would resurrect the necromancer Kel'Thuzad. After the ressurection of Kel'Thuzad the foundtain had to be destroyed, and first now the High Elves realized how big of an impact the Sunwell has had on their race. With the entire race suffering terribly from withdrawal, Kael'thas desperately wanted to find a cure to help his people - whom he now had renamed the blood elves.
Goblins were originally slaves of the jungle trolls on the Isle of Kezan, where they were forced to mine kaja'mite ore in the numerous caves of the volcanic Mount Kajaro. What the jungle trolls had not foreseen, was that the kaja'mite ore had some effects to those with long exposure to it. The kata'mite gave the goblins a new cunning and intelligence which they eventually used to overthrow the trolls and claimed Kezan for their homeland.
The game offers 10 character classes to choose from, each with individual abilities and three unique talent trees (similar to Diablo's skill trees). Before the release of The Burning Crusade expansion pack, the Shaman player class was unique for the Horde and the Paladin class was unique for the Alliance, but due to difficulties in balancing out PvE content, the developers decided to make the Shaman and Paladin available for both factions, making it a selectable class for the new races on the opposite sides.
The Druid is the most versatile class in the game. With the ability to change form, the Druid can switch between healing, tanking, and DPS. It is also available to the least amount of character races. Of the ten playable races, only Night Elves, Tauren, Trolls, and Worgen may be druids. The druid's three talent tree specs are Balance (offensive spellcasting), Restoration (healing and defensive spellcasting), the restoration specialization is relying a lot on HoT spells (Healing over Time), and Feral, melee combat using the Cat Form (DPS) and Bear Form (Tank). The Cat Form can easily be compared to the Rogue class, because it has abilities like Ambush (Ravage) and Stealth (Prowl); it also utilizes the same Energy System. Meanwhile, the Bear Form can easily compared to the Warrior class with abilities like Charge (Feral Charge), Rend (Lacerate) and Cleave (Swipe). The Bear Form uses the Rage System for energy management.
Druids also possess the ability to change form for traveling purposes. Travel form turns the druid into a cheetah, increasing run speed by 40%. Aquatic form shifts the druid into a sea lion like creature that increases swim speed by 50% and allows the druid to breathe underwater. Flight form changes the druid into a crow that allows the druid to fly at speeds dependent on the druids flight training level.
The Hunter class performs pulling, threat redirection, crowd control and DPS. Hunters have pets that that can play a variety of roles. They can also track, tame, and train animals and beasts found in the wild to fight alongside them in combat, although some creatures are not tamable. Hunters focus on range damage and use abilities such as Concussive Shot, Scatter Shot, and Frost trap to slow down, freeze in place, or temporarily confuse the enemy from advancing on the hunter and nulling the hunters damage. In a solo pve enviorment, the ideal hunter relies on his pet for keeping aggro of the enemy NPC.
Blood Elf Mage
Mages are casters that specialize in burst damage and area of effect spells. Their primary role in a group/raid is damage dealing and crowd control through the use of Polymorph. The type of spells that mages use is dependent on the spec they are. For example, frost mages are more effecient with frost spells such as Frostbolt and Ice Lance than other mages that are specced fire or arcane.
Blood Elf Paladin
The Paladin is a Holy-Warrior hybrid class serving a powerful entity known as the Holy Light. Paladins have been hit hardest by the scourge as it ravaged many of their numbers during the fall of Lodaeron and saw with it the disbanding of the Knights of the Silver Hand, their most prominent organization. As such, they have developed unique abilities when confronted with the unnatural undead entities of the Lich King and his scourge. Paladins are among the few of the classes with the flexibility to play a variety of different roles including DPS (Retribution), Tanking (Protection), and Healing (Holy). They can cast omnipresent auras along with unique blessings that provide useful buffs for other players while withstanding heavy amounts of physical damage with plate armor and strong defensive capabilities. When Holy Speced, Paladins are the only plate wearing healing class in the game.
Priests are the primary healer classes of the game but also specialize in support healing and damage. The Holy spec is based around powerful single target and group healing. The Discipline spec is another healing spec but is more built around single target healing, damage prevention and utility. The Shadow spec is the damage dealing spec of the three priest trees. Its focus is on DoT (damage over time) spells such as Shadow Word: Pain and channeled DoTs such as Mind Flay. Shadow priests are also capable of dealing high burst damage with Mind Blast (their main nuking spell) and Shadow Word: Death (a secondary nuking spell that also deals self damage to the priest if the spell does not kill the enemy). The most important spell of the Shadow tree is Shadow Form. The spell when cast transforms the priest into a shadowy form which increases the damage they do with shadow spells and reduces the damage they receive as well as the threat generated by shadow spells.
Lore-wise, rogues are assassins, hitmen, or spies. They're primarily melee fighters, but they employ minor mysticism in order to pull off abilities such as Cloak of Shadows (enter a shadow form and dispel many harmful magical effects) or Shadowstep (teleport behind an enemy and increase damage dealt by next attack). Their signature abilities such as ambush (a hard-hitting stab from behind while in stealth) require the player to use daggers, but rogues are free to use one-handed maces, swords and axes as well. In groups, a rogue will be responsible for dealing damage. Sometimes rogues will sap something to incapacitate it so the group can deal with other foes first. Rogues also have a misdirection type ability in "Tricks of the Trade" that gives a damage buff and threat to a chosen target for a limited amount of time. Unlike any of the other classes, rogues use energy instead of a mana or rage in the case of the warrior. The rogue expends energy upon using any special ability, and energy regenerates over time automatically. Rogues are the only class that have the ability to pick locks, which they need to train to unlock higher level chests.
The Shaman is a hybrid class with the ability of spell casting, melee combat, and healing. Their key technique is the ability to create several magical totems during combat that each offer a different sort of aid, such as health regeneration, to the player and their teammates. Shamans are at one with nature and harness the ability to control the elements with spells such as lighting bolt and frost shock.
Warlocks are damage casters who specialize in both shadow and fire magic. They have a wide arrange of damage over time spells and debuffs. They are also capable of crowd control with spells like fear which cause the enemy to lose control of their actions, running in horror from the warlock. One of their key techniques is the ability to summon several demonic minions to aid them in combat. Examples of such minions are the Voidwalker which controls aggro of the enemy NPC, the Felguard, which is a warrior-like damage pet, and the Felhunter who possesses the ability to remove magical buffs from the enemy target.
Available to all but one of the games' races. Warriors have access to a wide range of special abilities, which they activate by using a unique energy mechanic known as rage. The Warrior enters combat with an empty pool of Rage, remaining so until they block, deal or receive damage, at which point the Rage pool begins to fill. Once enough Rage is accumulated the warrior is able to access their combat skills, spending the pool like the mana or energy of the other classes. Warriors have 3 combat stances: Defensive, Battle, and Berserker stance. Depending on what the situation calls for, these stances let the Warrior adapt to the task at hand. However, changing stances restricts their ability-use to specific skills. Warriors that are in a raiding guild primarily focus on tanking with the Protection spec, but warriors are also capable of performing high DPS with the Fury and Arms spec.
The Death Knight is the first hero class of World of Warcraft. Reanimated by the Lich King Arthas to serve his will, Death Knights have always been the backbone of the Scourge army. The Knights of the Ebon Blade, a faction of Death Knights free from Arthas' control, have joined with the Alliance and Horde and are sympathetic to their cause.
A newly created Death Knight will enter the world at level 55 rather than the usual of level 1. A player will not be able create a Death Knight character until they have reached level 55 with one of their non-Death Knight characters on the same account. The Death Knight uses a rune-based combat system for powerful tanking and DPS abilities. For the first three levels, new Death Knights level up in the Scarlet Enclave, an entitely unique zone progressing the story around the class.
* Death Knight class added in Wrath of the Lich King expansion
Professions must be leveled up based on a skill system going from 1-525*, skill points are earned by crafting or gathering items relative to your professions and current skill level - as the skill level of a profession gets higher, the more powerful craftable items become available and the rarer resources can be gathered.
* Updated from 1-300 to 1-375 with The Burning Crusade expansion , from 1-375 to 1-450 with Wrath of the Lich King expansion and from 1-450 to 1-525 with Cataclysm expansion.
Involves mixing herbs, gathered by Herbalists, in order to create potions, elixirs, oils and flasks. This profession is useful to all classes due to its flasks and elixirs which buff players for a certain period of time, they are very often used in raids and dungeons to get the best out of a character. Other benefits include healing potions, which tend to be obsolete at level 80, allowing players to regain lost health mid-combat which in some cases during raids will take a minor amount stress off of a healer if needed however healing potions are more often used for characters which are still levelling. High level alchemists have the option to perform transmutations which is a very popular area of Alchemy, they give the player an option to transmute certain materials into other materials of the same category for example you could transmute an Eternal Air into an Eternal Earth; this also gives a chance of discovering new recipes. Alchemy is a very financially supportive profession which also provides many advantages for other players, the profession is even more efficient when combined with the Herbalism profession.
There are three specilizations to choose from once reaching a high enough skill of Alchemy, Elixir Master, Potion Master or Transmutation Master:
Another benefit for the alchemist is the passive ability, Mixology, which comes with the profession. Mixology gives a 50% increase in effectiveness and duration of any elixir or flask.
The skill which offers players the option to craft mail and plate armor as well as weapons, mainly axes, maces and swords. It uses ores, gathered from Mining, and smelted bars to craft these items. The crafted equipment is rarely the top items available in the game, however they can be very powerful and often just below the top items that can be collected in raids. In addition to equipment, buff items such as sharpening stones can be crafted by Blacksmiths which increase the damage of weapons or other items such as shield plating which increases the block value of shields - Blacksmithing buff items aren't really used much by level 80s at the top end of the game because other professions are able to craft more powerful buff items, however the Blacksmithing buff items tend to be used by characters who are in the levelling process for an extra boost. Personal bonuses include being able to add a limited amount of extra gem sockets to their own equipment. Blacksmithing is very well paired with the Mining profession, it gathers many items such as ores and jewels which will be needed to skill up Blacksmithing.
Once a Blacksmith has reached high enough skill they have the option to learn a specilization, however as of the moment this only supports level 60-70 items.
Offers the ability to permanently augment a character's equipment boosting their stats. Enchantments are used to get the best out of a character in order to perform better in raids and dungeons. An enchanter is also provided with the skill of disenchantment which lets them disenchant certain items for enchanting materials, the rarer the item the rarer the materials they will receive. Enchantments require rods, these rods are created by Blacksmiths and are required to be 'upgraded' several times during the skill up process. In World of Warcraft: Wrath of the Lich King, vellums were added to the game which allowed enchanters to store their enchants inside the vellums and then sell them to other players; a very efficient way to earn money whilst skilling up. Personal bonuses include being able to enchant their own rings which is only available to enchanters, attempting to enchant a ring will force it to become soulbound if it is not already.
The 'fun' profession as seen by many World of Warcraft players, it involves making various items which are mainly beneficial for PvP more then they are for PvE. Early on in the profession players are able to create exploding bombs, fireworks, ammunition and basic low-level guns whilst later on in the profession Engineers are able to create expensive pets, mounts, teleports (wormhole) and top-end guns. It is a very expensive profession to level up and at the same time one of the least rewarding financially however one of the most rewarding in terms of personal fun-factor. It is strongly targeted at Hunters because of the various guns and ammunition that can be crafted however the repair bots that are available from the profession are very much desired in raids. The profession works very well with Mining and Jewelcrafting is also a reasonable option.
There are two specilizations available in the Engineering profession:
A gathering profession which lets the player gather herbs from all around Azeroth and the Outlands, these herbs are mainly used for Alchemy to mix potions, elixirs and flasks and Inscription to create inks however they are also occasionally used in after crafting professions. Once Herbalism has been learned, the character is given the "Find Herbs" skill which, once activated, causes all nearby herbs to appear on the minimap. Another skill that is learned from Herbalism is "Lifeblood" which provides a very small heal and a haste buff for 20 seconds when used. Herbalism is usually only learned when combined with Alchemy or Inscription but may sometimes be learned on an alt character for financial benefit.
Added in Wrath of the Lich King.
Creating glyphs, scrolls, vellums and inks is what Inscription is all about. Inks can be made by milling herbs to obtain pigments which are crafted into inks. The inks can then be used to create glyphs which boost a character by changing the effects of class-specific spells and abilities. Inks can also be used for scrolls which are temporary buffs or vellums which store enchantments. Scribes are also able to craft items which provide raid-wide buffs such as a stamina buff equivalent to what a priest can cast. These are useful when a raid group is missing one of these classes. A personal bonus of Inscription is the personal shoulder enchants which are significantly stronger versions of the enchants that can be bought from the Sons of Hodir faction. In addition to the "Major" and "Minor" glyphs currently in the game, Cataclysm introduces "Prime Glyphs" with new effects, also crafted by scribes.
Added in The Burning Crusade.
This crafting profession is used mainly to cut jewels into gems which can then be placed in equipment (level 60 ) sockets to boost the stats of a character. However, it can also craft necklaces, rings and trinkets. Prospecting is a skill which comes with learning Jewelcrafting, and provides the ability to break down ore into raw gems in addition to finding random raw gems whilst mining. Gem cutting is a very desired skill for which non-jewelcrafters are willing to pay decent money, as having your gear up to date with the correct gems is critical to end game characters if they wish to raid or compete in arenas. Apart from the major financial benefit of Jewelcrafting, other personal bonuses include the rare chance of cutting an uncommon quality gem into an epic quality gem but also being able to socket your own gear with dragon's eye gems. These gems are special gems available only to Jewelcrafters, and once cut they provide a much bigger stats boost then the top gems available to non-jewelcrafters. They are limited to three per character.
Once Jewelcrafters have reach a certain skill they begin to learn how to craft new items in a different way to other professions, they must perform daily quests to earn Jewelcrafter's Tokens which can they be used to purchase new recipes. These recipes include the dragon's eye gems and the top-end epic gems which are most desired by players.
A similar profession to Blacksmithing in the way that it produces armor however Leatherworking produces leather armor instead of plate. Leather materials can be gained through the Skinning profession making the two a good combination. In addition to crafting leather armor, cloaks , mail, armor kits and ammo pouches can also be made. Armor kits are permanent armor buff items which are very powerful enchants at the top skill of Leatherworking and can be sold for a decent amount of gold. Other financial benefits include crafting ammo pouches for hunters, warriors and rogues to use with their gun and bow ammo. Raid-wide buffs can also be produced, similar to the Priest buff that Inscriptors can craft however these buffs are for Paladin and Druid spells.
There are three specilization routes that can be taken in Leatherworking:
A gathering profession that will allow a character to mine mineral veins scattered across Azeroth and the Outlands to recieve various ores, and sometimes gems, which can then later be smelted into bars using the smelting skill. The smelting skill is learned with the Mining profession, and it lets a miner craft metal bars from ores. These bars are mainly used for crafting in Blacksmthing, Engineering and Jewelcrafting which means these professions are ideal to pair with Mining. As a miner's skill progresses they are able to mine from rarer veins which will contain rarer ore. The "Toughness" skill is a bonus of taking on Mining. The skill increases the stamina stat of a character making it an ideal profession for players who fill a tanking role in instances.
The last of the gathering professions, Skinning lets the player skin the dead corpses of certain mobs (mainly beasts and dragonkin) for leather scraps which can be crafted into leather by Leatherworkers. As a skinner's skill increases they can begin to skin the corpses of higher level mobs. The personal bonus for skinning is the Master of Anatomy passive skill, which increases the character's critical strike rating depending on skinning skill. This raises the odds of a critical hit or critical spell effect and is useful to any class.